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  • @Trufas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009665#Comment_4009665

    Yeah its crazy, not a good look how BHVR choose to not made any comment about this at all.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009696#Comment_4009696

    I am aware of casual players that do care about this, that being said what you are suggesting is more about a way BHVR could use to keep player retention, which honestly should given that the rift offers little to no reason for any veteran (Or someone that has finished their rift) to go beyond Tier 100. If at least the gave shards on the premium tier and maybe 10 times BP on the free tier…

    I just doubt some comp sweat or try hard care about rift a lot, it’s pretty clear they would prefer focusing on matches instead

    I think upping the way of getting iri shards is the only way to justify such rift changes honestly. RN In any senses, this rift not for casual, not for comp people.

    If they wanted to increase interest in regular play, I'd suggest players receive daily bonuses for playing with certain builds/characters for actually high rewards. And for truly high achievements, such grinding should be rewarded with something more meaningful, like special skins or customization. If they're too busy to create customization, maybe they'd just give people one cosmetic of their choice for free from any original character

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010964#Comment_4010964

    Thankfully most of them deal with that rationally instead of taking it out on innocent players who have nothing to do with their problems

    I haven't read anything so wrong so fast in a while.

    The response to phase 2 was absolutely anything but this. I've seen only panic and rage at anything that might actually address any of the reasons behind why people might dc, and the literal meta of "you don't get to play a match".

    I've also seen zero actual evidence of issues, not even anecdotal, because it was tested for less than 48 hours and people had already made up their minds 6 months ago when they saw the words "anti tunnel" and "anti slug" in the road map.

    Why does this mentality of yours, specifically "if you don't like it just quit" literally only apply to survivors?

    Because whenever, and I mean even at the slightest hint, there's a conversation about fixing core issues where killers might have to give for the sake of balance or even game health, the very first thing in every single thread is "you can't do this or we'll all leave" and "the game will die when we quit". So where's this cavalier "just quit" attitude then?

    There are some people who can have meaningful conversations, but the loudest voices, the ones that BHVR actually listens to, are anything but "rational" most of the time.

    Why does this mentality of yours, specifically "if you don't like it just quit" literally only apply to survivors?

    the very first thing in every single thread is "you can't do this or we'll all leave" and "the game will die when we quit". 

    Contradicting…

    So… maybe this doesn’t applied for survivors only? Killer role just… straightforwardly admit - if game for them unfun and unplayable, they wouldn’t do this at all? So… something actually meaningful? Like, it’s an actual loss of online.

    People DC, but still playing. Not a threat. At all. You’re doing nothing with this DC, except making game even worse, for your OWN ROLE.

    This “quit attitude” exists for killers as well. You literally mentioned in this post yourself. But the point is - if you’ll threat with actual strike and stop playing, devs will actually contribute to something to fix it. If you’ll just DC over and over again it may stay problematic, But this doesn't threaten their direct income or online, so the developers will put the problems on the back burner. Are we even trying to compare a DC of killer and a survivor in game? When in one situation everything basically leads to the end of the game, and in another, you force three people in your role to face... such disgusting consequences for yet another whim?

    We've already realized a hundred times that you're not having fun. Don't play at all, or at least play in a way that doesn't stab your own teammates in the back. That's the only thing people are asking for.

    in DC Comment by tes
  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010933#Comment_4010933

    This attitude that you describe is because nothing was ever done. What you are seeing now is a symptom of ignoring community complaints for half a decade. Not even just about tunneling or camping or whatever, but about how utterly stale the game is. BHVR has largely sat on their ass and watched their competition sabotage themselves, all while raking in cash.

    The general playerbase is so burnt out of how ######### the average match is that they literally would rather endure time-out time than play another second of the game.

    Saying, "Just quit" isn't even a good solution, because not only are there zero alternatives, but it literally doesn't matter. People have been quitting. BHVR just gets new people to replace them by collabs with more and more popular IP's.

    I still can’t find it justified enough. We all understand why it happens, we just don't support it happening. Why me, for example, never DCed without actually serious reason? Why some people always staying in the game in the worst possible outcome until it’ll be clear - oh, we lost? Why one people do it, and others don’t? Maybe the problem is with the people, not the situation, and some people just enjoy it. You can give them EVERYTHING, and they'll still disconnect. People in anti tunnel PTB was disconnecting MASSIVELY. Because killer didn’t play killer they like. Or because they had map. Or because they got down quickly… Because in PTB, punishment doesn’t exist at all.

    Because in this game, it's never had any serious consequences. I'm usually against punishing people and more for rewarding them, but here, this behavior has nothing to do with strategy or any particular way of playing, no matter how much you want to show it. It's literally a refusal to play at all, completely ignoring everyone else in the group. We're seriously trying to say for the hundredth time, "This is burnout"? As if we don't understand that? People who see another DC on 5 gens don't care. Killer don’t care. Devs don’t care, because you still play the game, buy stuff, contribute to online. Don't play the game if you can't handle what's been happening in it for 10 years.

    Again, the people who doing this showing their frustration, indeed. But it's sabotaging. I just can’t find it fair and understandable. If person is DCing, they are problem themselves and just don’t want to admit it.

    DC is sandbagging and unsportsmanlike behaviour. You can find thousand reasons why it exist, but people shouldn’t be able to do this. Not allowed, or facing with real consequences — and such people would be either forced to play in team, or forced to drop this game.

    You can try make game more “enjoyable”. But as MFT patch or recent PTB showed, we all know what this enjoyable means. And other part would actually stop playing this game. Which devs simply can’t afford for them. They know- oh, I can’t do X change for killers, because it’s so bad, they’ll stop playing, queue will be worse and etc. But with survivors? They know such people will DC from time to time, but they’ll still queue up. They know it’s other 3. They’ll prefer one killer wait for 5 minutes rather than 4 survivors. Maybe if you want to express your dissatisfaction, it's better to express it... differently. I'm dissatisfied too, but I just stopped buying any additional content for this game, rather than ruin my own role's fun. Some of my friends just stopped to play this game completely. You can do all of this stuff, without spoiling game for others, yk. And if you actually find this game as burn out pile, and half of the people would follow complete ignore of the game, devs will understand it’s something they have to do asap.

    in DC Comment by tes
  • If asking on question - supposed to, because every visual effect in this game shared on screen of everyone around, since they related to environment and not UI of the characters.

    Logically - their effect is so small I don't think survivors even need to know about these perks.

  • IMG_1383.jpeg

    I also have some proposals!

    Dead Hard (medium buff)

    Now survivors have 1/2/3 second of endurance

    Instead of old animation of dashing forward, survivor can gather all of their strength, turn around, and punch killer to the face, stunning them for 3/4/5 seconds

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010614#Comment_4010614

    The predrops have been so annoying. They can chill with the pallets on some of these maps. I've been thinking about bringing Brutal Strength uts been so dumb. I keep getting Badham too. One session, I got Badham three times. I just about screamed the third time.

    I think we are gonna live with it for really long time. So… yea. Brutal strength doesn’t look like average perk anymore.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010820#Comment_4010820

    Telling survivors to stop playing isn't going to fix anything either. That's a surefire way to kill the game, and that's the last thing we want.

    I agree with person above. If you really can’t play, better not play at all. You don’t ruin fun for the killer most of the time. First of all, you harming the same surv players, which fun you so zealously defend usually. If you're truly for a healthy game for survivors, you won't personally invest in the exact opposite and participate in a disconnected epidemic.

    DC is the most unserious strike you can come up with because it hurts the killers the least, and hurting your own teammates the most. When I play killer, I just laugh seeing some dc on 5 gens. When I see this as survivor, I seriously starting hating this game at this most, despite being usually extremely patient. And it literally kills any desire to play altruistically later. Some people don’t realise they contribute to survivor role being unfun themselves

    in DC Comment by tes
  • @cogsturning said:

    60% win rate with one perk is great. I commend your devotion.

    I think if I’ll start M2 challenge, I’m gonna lose much more next time at the start.

    New pallet density update affected him a lot. Before you were able to smartly close survivor in safe construction and lock him there, now before getting hit I can be sure at least 3-4 pallets would be pre-dropped and survivor will just do some random stuff which is hard to read, so I have to M1 most of the time. Playing on new Autouheavem now killing me as much as playing on Badham..

    I was incredibly lucky that the game chose not to show me the new Crotus on this killer yet

  • As soon as I was about to achieve above 50% escape rate I can have really sweaty matches against killer. But I’m not really sure is it related to MMR, or I just started to play past midnight on London servers. Just a feel that the most comp survivor and killers are living close to EU region. Even Asian ones are more chill (maybe because actual comps from there playing other assym game)

    Hoping from one country to another gave me really diverse experience of what players can be. The only region I didn’t tried yet is Canada, USA and New Zealand.

  • @Munky said:

    I believe most ppl play too casually, so there is no pressure on BHVR to push out that much needed MMR rework. Doesn't rly make sense since MMR should exist for the more competitive minded players, and yet it's exactly those ppl who notice the awful system the hardest. The system is obviously constantly compensating for losses and wins, to keep the killrates where they want it to be. Problem is that it creates a stomp or be stomped system… People are endlessly chasing that high they will never find.

    ps edit: I recently did my own MMR experiment as a 2016 veteran with thousands of hours. It rly is bad and that MMR rework should be a priority imo. All my findings are pretty much alrdy spread throughout these comments and post, so I won't repeat them :) Bottom line is that obviously ppl that play enough notice the same patterns.

    Here is an example of one of my play sessions: Yesterday I played mostly survivor, kept getting ghouls, blights and nurses. So the system finally decides I had enough sweaty top tier killers, it throws me a complete potato baby killer. The guy barely had time to finish setting up his traps when the last gen popped… The system is truly horrendous. It creates frustrations on both sides.

    Doesn't rly make sense since MMR should exist for the more competitive minded players

    Do you realize if MMR doesn't work properly, casual players have to play with comp one? How exactly MMR supposed to harm casual players? Showing their rate?

    Edit. Okay. I didn't really get your message first. Reread and mostly agree, sorry

  • Try to join ranked discord servers, like ladder, if you feel your main issue is looping. For macro, it’s just practice, practice, and some play in sfw, which may help you to learn more efficiency

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010386#Comment_4010386

    stars are always useful - sometimes people’s minds are more occupied or disgruntled by other factors affecting them. Now, this is just an example - for some, let’s say someone who plays purely or mainly soloq and is having a hard time because of (perceived or real) tunnelling, frustrating changes and/or disgruntled experience because of recent killers or heavy losses/bad feeling - they may see this post in isolation and feel “must feel good for a killer to have their woes attached to ‘2K’ or getting sent to easier lobbies”.

    I say all this, not to discourage you, but rather the opposite - don’t feel concerned if there isn’t a high engagement on such stats or posts. Sharing stats is always good and who knows, maybe in a few weeks or months, people will refer to your published stats and see patterns overall with their own or the wider state of the game.

    As survivor main as well, I understand this, so tried not talking about this a lot even. And.. as you see, I’m claiming 2k is absolutely fine, considering I’m playing one perk I don’t expect to see other result from good players against me, even if I’m hardtunneling or sth. Because well, part of survivors play is gen efficiency. And playing with one perk can’t influence on good spread around the map (tbh even with 4 slowdown you can’t do much about it, but this still pretty unpopular).

    This post isn’t about killrate really. It’s more about how people deprived of challenge in this game on one side and this leads to boosted rates, that can bring false equivalences of people considering killers are op role, or some balance misconsideration.

    Yesterday I had lose streak myself as survivor, but it doesn’t affect my mentality too much. I understand why this streak happened, and the only I can do is getting better and hoping I can improve, as well as my lobbies. Honestly, half of those matches were lost simply because one teammate went completely wrong at the wrong time and place, or made a mistake that cost everyone the game. It wouldn’t happen if not primitive mistakes or survivors had some free info about each other in solo q. There were also matches on that same day where the killer hardtuned/tunneled, and we escaped anyway, because, well, again, there are a ton of factors that can actually influence the outcome, and not just one killer's decision to do something. MMR is one of such thing.

    I don't really expect statistics or anything like that to be popular on this forum, so this is more of an observation than a complaint

  • @Yumera said:

    I'm unsure how much research you have done regarding MMR, and while most of it is still not really fully known, there are some things I think no one else has commented on that should be taken into account.

    At the current moment, mmr is not actually a deciding factor as much as a starting area, queue times are prio'd over MMR by bumping either up or down in bracket (I believe it's supposed to be down but I think it can go either way), I myself do not know the full extent on how this works, but you will see a lot of variation.

    Newer accounts start at a base bracket and just winning a decent amount of matches in a row could really jump it up, on either side. There is something in game for anti smurfing (starting with a higher base MMR), however it only applies in the instance of family sharing, but even if you watch, say for example, content creators that do hardcore challenges on fresh accounts, they tend to face more players with more experience fairly fast.

    Something to also take into account is playing vs SWF's, while you don't know if the players you face are teamed up or not, that can bring players of lower skill into higher skill matches. I myself alongside my friend just got our other friend into the game recently, they still have maybe 100hours of play (me and my friend are at 2k~ each) but we pair with a 4th surv and killer that have 2k-10k+ hours fairly commonly, sometimes less, it really does fluctuate, and unless they're on steam and don't have it hidden, I can't check their hours so this is only off the games that I can check. (I realise this more than likely isnt the case as for your example, but it is always possible.)

    If specifically killer related, each killer has their own individual MMR that "rubber bands" off of your own highest MMR killer. So as an example, if you play Nurse the most, you're likely to have the highest MMR on her, so your other killers would be lower MMR but it's something based off of her MMR (I don't know the stats on it, just that it exists.) You'll rarely ever fully know if one player has like 10k hours while rest of the team is 700-2k hours, the MMR brackets, especially the soft cap, is quite flexible, and you will rarely not bump into other brackets in queue (from my own experience at least playing both sides.)

    I personally can't say I feel much of a change from a losing streak on either side myself, but this could just be me being used to the variety to begin with, and even then the brackets are pretty wide in range of skill for players too. I've also personally have heard some players say it takes them a while to drop their MMR too but there's nothing I can really provide to prove it or not.
    Now in other news, come February they should be changing how MMR works and said it would be more aligned based off how you played in said match rather than the current conditions of winning (3k+ for killer, escape through exit gate for survivor.) It's a while away still but hopefully it'll feel better than what it does currently.

    At the current moment, mmr is not actually a deciding factor as much as a starting area, queue times are prio'd over MMR by bumping either up or down in bracket (I believe it's supposed to be down but I think it can go either way), I myself do not know the full extent on how this works, but you will see a lot of variation.

    As I noticed myself, if my matches on killer are quick, while on survivor is slightly longer than usual (30 sec - 1 min), I would more likely to face same level or opponents stronger than me

    Thats why I’m trying to play between 09 pm to 02 am. Idk, it just feels in such matches people at least trying to play. It doesn’t cancel some mismatch, but it’s the fault of MMR being too flexible rn


    If the Devs had published player statistics with their kill/surv rates and somehow grouped them in a specific way, and then published them... maybe the reasons for queue priority over MMR would be less frustrating. But for now...

    1) We don't know if "mid MMR" really exists or what it means.
    2) We don't know exactly how matchmaking works in SFW, other than we know how the match RESULT is reflected for each player (yes, this game has an SFW multiplier that determines the outcome of MMR gains/losses based on how many survivors are saved, which should ideally be the case in solo lobbies too...).

    3) We don't know exactly whether disconnects allow this system to be manipulated or how much they affect MMR changes.

    4) We don't know the proportion of low-MMR and high-MMR players, and how exactly these aspects intersect in the system.


    For me, the worst thing is that we still don't know the exact ratio of survivors to killers. I already tried to argue that a broken and imperfect MMR leads to a boost rate for killers, which then extends the search time due to the system's inability to find an equal pool, but no one even bothered to listen, trying to present the position as truth that we simply have more killer players than necessary. Even though indirect tools like NL show that people load their games at a ratio of 5-6 survivors x 1 killer. It's impossible that such a strange MMR system won't sooner or later lead to different averages rates for different sides, which ultimately leads to longer queues.

    For your point about sfw, I noticed my matches are easier when I’m playing with friend. But I can’t really do a lot of testing tbh, because it’s hard to engage people I know to help me in this actually boring stat gathering :₽ For my personal experience I usually meet some P100 Blight or Huntress more likely when I’m playing solo.

    The statistics I collected were largely driven by personal interests and an attempt to analyze my own play. My memory is often very good at recalling game details when I see a team's perk set, their characters, and the map, so I tried to write all of this for future recall. I just came across some rather unpleasant observations as well, such as VERY SERIOUS difficulties with map rotation, the lack or absence of anti-tunnel perks for solo players, and MMR differences.I don't know how interested people will be if I publish this personal stats with some observations. This post is already showed, people… maybe not really interested in it on this forum

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010360#Comment_4010360

    So I did find a Facebook post from 4 days ago where someone said this happened to them with a screenshot. I don't really have any reason to believe people would lie about this so I'm inclined to believe it.

    Reading a bit more about it, it does seem to happen to people who have a history of DCing or going next. So I guess the question for OP is:

    Do you have a history that could make this happen? Four times in a day seems quite drastic.

    I think I've intentionally DCed once as killer, one internet-loss DC as survivor and some "dedicated server not responding" issues (which hopefully don't count) and that's it, so I basically have no history of DCing, which is probably why I've never seen this message. I'm guessing there's some hidden system of strikes against people who make a habit of DCing/going next. I would also guess that's why there's a lack of footage, because who wants to show that and get roasted for it?

    I guess if someone wanted to test this, they coumd make a new account and DC and go-next a whole bunch and see what happens.

    So y, I was implying on it - you can’t really lose grade without long history of purposefully going next and DCing. Without it, you just have unlucky lose streak (like I am rn lol)

    They definitely made it less strict

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010351#Comment_4010351

    https://www.reddit.com/r/DeadByDaylightRAGE/comments/1n65p7m/i_got_a_warning_that_i_could_be_penalized_for/

    I found this one, with a hacker killing everyone fast. The message at the end does say you can earn a Grade loss by intentionally dying--or more so, by the system thinking you did.

    But it does also imply that the supposed behavior has to cumulative by saying REPEATED behavior MAY lead to Grade loss.

    The reddit post was done months ago, when people were actively complaining on suspicious activity bug. And it was turned off

    If it was related exactly to this problem, the person could also get dc timer delay. But we all know that right now you don’t get it even after your first disconnect.

    I just can say that from personal experience the only way to lose grade is disconnect purposefully/accidentally


    P.S: Just as funny coincidence, it’s the third game rn when killer trying to hardtunnel me. I didn’t lose any grade and even climbed from gold 2 to gold 1

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010341#Comment_4010341

    I've seen multiple people in the forum claim grade loss and "suspicious behavior" messages after quick deaths so I don't doubt it's happening, I just don't understand how it's triggered. Maybe it's a cumulative thing, like if you have a history of DCs and fast deaths? I'm half tempted to get a party together and try to get myself killed as fast as possible to see if I can trigger it. I want to see it for myself.

    I still can’t find any proofs that death itself contributing to it and not dc, but whatever

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010307#Comment_4010307

    OP said they "died too fast." So what is too fast? I certainly feel like I've died too fast before, but I must be lasting longer than I think.

    I was hard tunneled by p100 Blight right now… so yeah, it was fast. Didn’t lose anything, and I didn’t find any info that you lose grades after dying in the game

    However, I clearly remember period when I had terrible internet and sometimes was forced to dc/was kicked from the server. I immediately lost a whole grade after such dc.

    • I don’t think they listen comp players either. Otherwise game looked completely different
  • @cogsturning said:

    I got hard tunneled out of multiple matches yesterday and nothing happened. How fast do you need to die for this to occur? Do you have any footage because I really want to know how this seems to happen to so many people yet I've never experienced it.


    Usually the only way to lose your grade is dc

  • I just don’t like him anymore. He is… I don’t know … unimaginative. Lack of ideals. He is more like a random killer with Myers skin rather than the character from Halloween franchise

  • It’s currently bugged. On ptb it was giving incredible results, now this perk cancel increase skill checks…

  • @Birken13 said:

    Am I the only one who doesn’t approve of a map ban system? Personally, I like when the game decides where we play, because it keeps things fresh and adds that surprise factor, just like not knowing which killer I’ll face until the match starts.

    The "bad map" argument doesn’t really hold up either. If a map feels unbalanced or unfun, the better solution is to give feedback through surveys/feedback posts so the devs can improve it for everyone, instead of just letting players skip certain maps. A ban system would only hide the problem instead of fixing it.

    Simply, because half of maps are objectively bad

    If looking up to the straight fact… I’m PHead main who enjoys playing my m2. And there are bunch of maps that denies my ability to use it, like RPD, Swamp, Lery as whole or has extremely abusable main building against me, as on Nostromo or Toba.

    Do people really have to play the maps that cancels their powers? Like, Huntress on Lerry is not Huntress anymore

    However, you can’t balance ALL maps for different killer powers. You really can’t change Lerry because it’s bad for every range killer, however, these maps are perfect set up for stealth one. And u can’t delete or rework Azarov because it’s bad for Ghostface, for example.

    It’s impossible to satisfy every killer power, so, I don’t find ban system not valid :/ Because there are multiple maps each killer hate, so you can’t ban them all at once. You choose something specific you don’t want to force deal with and that’s all, it doesn’t provide you sole unfair advantage, like map offering

  • Ghostface

    He is extremely weak in both controlling and chasing. PWYF is the best chase perk for him, IMO, but you need to play it right and that’s skill related

    Plague and Wraith has the easier usage with this perk, but I think it’s better for them having something like Coup instead

  • @THE_Crazy_Hyena said:

    Using Greenville as an example here.

    https://us.v-cdn.net/6030815/uploads/1AQYO5G3DRTJ/20251002215353-1.jpg

    Taking the jungle-gym near shack as an example. This can now spawn as a T+L wall, with zero pallets close by. This used to be a guaranteed pallet gym before the update.

    https://us.v-cdn.net/6030815/uploads/E5XASGF7RXPH/20251002215411-1.jpg

    One of the weird double-pallet tiles that spawns a single (and very unsafe) pallet as well as a locker.

    https://us.v-cdn.net/6030815/uploads/1166TCEKDGAH/20251002215512-1.jpg

    Hey, a normal double-pallet tile, that belongs on this map.

    https://us.v-cdn.net/6030815/uploads/6JHHPHUEGDG0/20251002215541-1.jpg

    This is a tile that really doesn't belong here. The pseudo-God rock from MacMillan.

    https://us.v-cdn.net/6030815/uploads/M9OBLHQUHB22/20251002215606-1.jpg

    Another one of these weird unsafe wall spawns. This used to be a guaranteed pallet gym, on the opposite side of the map from shack.

    https://us.v-cdn.net/6030815/uploads/M29AARKLS6RW/20251002231537-1.jpg

    Not from Greenville, but this weird tile can also spawn there. (the other survivors are my friends, including @For_The_People )
    I genuinely hate this tile, both as killer and survivor.

    I find “long z wall” (last screenshot) kinda interesting with some potential, but everything’s else is so ridiculous

    BTW, in new constructions hook can be spawn in small corridor like in 4 walls (but it’s not 4 walls, more like a weird jungle gym with extremely safe long wall window side and ridiculous pallet)

    If you’ll hook survivor there, u basically cut the whole access to the window for yourself (survivor san go through btw), so it’s like some infinite. I had one game where one survivor fatshamed my killer, abusing this loop, that was probably the most weird loop experience I had in my life :/

    New corner tiles are actually good, because u can buy some 10 seconds more then u were able before, dying in some comp corner

  • That… doesn't making me personally mad, and sometimes I really wish we had less perks, but I'm even afraid to imagine the community's reaction to something like this :/ Even niche builds have their fans

  • @LastEcho said:

    I've never seen it. Maybe I'm just blind.

    You can abandon match if all 3 other survivors dead/slugged when you get down

    esc button on pc, idk about console

  • I’ll prefer to ban specific maps instead

    1. So I can rest from Nostromo or every other map that’ll force game me to play on
    2. So I can never play Lery’s as PHead because his power doesn’t really work here
    3. So I can rest from Toba to hurt my eyes less
    4. So I can never touch reworked Dead Sands without main building as survivor

    I have different “ew” maps, but giving me opportunity to have a rest from specific one with high chance is a relief.

    If giving map offering base kit, we all know what will happen. Half of the maps will be dead forever :₽

  • Abandon button exists?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009798#Comment_4009798

    she is not that complicated, you just puke at survivors then get the power to finish them at once, nothing complicated like singu or twins who are control killers. plague feels more like oni with extra steps and no mobility than a control killer actually.

    and survivors can remain broken against plague without fear because she is like legion without power no stealth no mobility no antiloop literal m1 killer by its definition. all it takes to beat a plague is just almost never cleanse and pump out the gens. if you are chased use sprint burst or lithe then take her to some useless corner of the map or repeat until she loses

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009809#Comment_4009809

    I didn't say her micro is difficult. Macro? Yes. Because you have to utilize lack of mobility in the most efficient way

    She is average tier considering some comp matches and I find it logical. If giving her something else we’ll literary get another Krasue

  • @aNAAA said:

    I also understand your point of view; it's obviously a game that can't be 100% balanced, but if we take the examples of playing against the nurse, it doesn't happen every day to come across this kind of killer. :)

    I think the modification or addition of survivor perks was quite consistent with the current gameplay and meta. As for movement speed and chase duration, that remains to be seen :)

    I also understand your point of view; it's obviously a game that can't be 100% balanced, but if we take the examples of playing against the nurse, it doesn't happen every day to come across this kind of killer. :) 

    I think the modification or addition of survivor perks was quite consistent with the current gameplay and meta. As for movement speed and chase duration, that remains to be seen :)

    I’m sorry, but this something about subjectivity again. Some people on this forum multiple times complained that they don’t see m1 killers anymore, just because on high level players don’t find them viable anymore. And your change proposals are about aggravate the situation even more.

    MFT + Hope patch, Clown yellow bottles rework, Krasue’s fly, Buckle up meta, Old exhaustion perks mechanic are clear examples why we must to forget about to use haste status effect as a way to justify some change…

    That's probably the most lazy way to change this game, IMO.

  • @Wezqu said:

    Steps to reproduce the bug.

    Pyramid Head with Lethal Pursuer and Misty Day, Remains of Judgement add-on equipped → get survivor tormented with your power → down them with your Punishment of the Damned attack → cage the survivor before the 10 seconds of aura reveal runs out → observe when they are uncaged that their aura is revealed for 2 seconds.

    Logs of me testing it in custom matches. Last match has the last confirmation of the bug only happening if you cage before the aura runs out.

    https://us.v-cdn.net/6030815/uploads/XQV3OJVE4LKJ/deadbydaylight.log

    thanks u a lot, appreciate this

  • @aNAAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009839#Comment_4009839

    "Look, clearly you didn't write this yourself, chatgpt wrote this. "

    Do you really think he came up with all his ideas? That I didn't just use chatgpt for layout? xD

    I understand your questions, it is indeed a 1vs4 game but behind each player hides a real person who enjoys playing or not.

    "If a killer already has bloodlust when you get unhooked removing it won't stop them from getting that hit."

    So you tunnel yourself and the killer also has the advantage that if the tunnel lasts a long time he gets speed boosts. I don't think that goes in the direction of fair play. :)

    I gave them some leads and ideas, then they are free to do what they want with that.

    Strong killers who are already strong in tunnelling don’t even gain blood lust, because every m2 usage drops it. Even after miss. I can’t really say bloodlust is something that actual defines outcome of tunnelling.

    The bloodlust system exists as a workaround for M1 killers. Or a shortcoming of certain maps. And you're proposing to provide crutch with another workaround, just from a different side. Which will create even further gap between strong and weak killers. It’ll affect only killers against who u don't really need do a lot to avoid tunnelling.

    Nurse wouldn't simply care about survivor having +3% as form of bloodlust. Every killer without mobility - yes. But usually they are already weak in tunnelling, and simply using sources around is enough. There are perks and loops for “anti-tunneling” for reason. There are opportunity to spread gens or run to comp corner for a reason in case of tunneling for a reason.

    In your defense I will say I don’t really like people starting to be over obsessed with blaming someone using AI on this forum, because one check from internet already can show this post is human written

  • @aNAAA said:

    Survivors definitely not that fragile in chases, that we can justify adding “press e to dash” button again

    I don’t find this argument valid. Killers also benefit from speed boosts, even though they are already naturally fast. It makes sense that some killers gain extra mobility depending on their addons, perks, or certain conditions. Likewise, I think it’s fair that survivors can dodge a hit with Dead Hard—it’s neither unrealistic nor “superhuman.” As a killer, it’s perfectly possible to wait out an evade and punish the survivor afterward.

    Doing generators is really boring, majority of people wouldn't be happy to deal with them longer than it is already (True)

    As for generators, an interesting idea would be to add steps where survivors need to explore the map to gather missing parts. This would add more variety to the gameplay: once all the pieces are installed, the generator could then be fully repaired in just about twenty seconds. The time spent searching and assembling these parts (around 2–3 minutes) would make the experience more dynamic and far less monotonous than simply sitting on a generator and waiting for the progress bar to fill.

    :)

    Survivors definitely not that fragile in chases, that we can justify adding “press e to dash” button again

    I don’t find this argument valid. Killers also benefit from speed boosts, even though they are already naturally fast. It makes sense that some killers gain extra mobility depending on their addons, perks, or certain conditions. 

    The main point here, survivors have pallets and vaults as compensation. Naturally, the killer will be faster - their goal is to catch up while the survivor uses the nearest resources.

    MFT +3% patch showed why survivors shouldn't get easy speed boost. Old dead hard also was changed for reason, I don't see any “valid” reasons to add this again, beside “but but killers are faster”. Like… really? We call this objective argument?

    Finding survivor role extremely vulnerable - is something exremely subjective. Until some videos where survivor can loop killer longer than 1 gen exist this opinion can’t be proved as unanimous valid.

    U can’t make chases longer just because u wants so. Because it is FOUR survivors against one player. Chase isn’t the only factor that matters in this game and defines someone weakness

    This would add more variety to the gameplay

    I would find this idea viable only when this game will be able to create decent tutorial and gradual leveling for players. Right now, it’s just making already pretty messy game even more complicated

  • Survivors definitely not that fragile in chases, that we can justify adding “press e to dash” button again

    Doing generators is really boring, majority of people wouldn't be happy to deal with them longer than it is already

  • She is playing from the control. She is not supposed to have strong antiloop without cleansing or great mobility.

    People not playing her a lot because compared to other macro related killers her gameplay is a lil more complicated, because it depends on will people cleanse or not. If not, she is pure m1, but broken status and free info from loud survivors supposed to help you a lot

  • I was goofing around with my friend and we were changing nicknames during our play. I didn't notice the difference - the new name is set as soon as you go to the new match (lobby )

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009717#Comment_4009717

    I still find it surreal that me playing against 12 k hours and 150 hours being around 1k myself was caused by 9 games where I didn't 3k.

    That's pretty absurd, yeah. It needs to be tighter. Maybe more percentage-based, considering how much time you've played with the character and weighing the losses against that. So many of these matches were 2K? I thought those weren't even supposed to affect MMR at all. If they are, that's way too strict, unless you get like 200 2Ks in a row or something.

    I had 5-6 ties and same amount of loses. I was expecting my MMR to drop, but not that low. I had probably the easiest games in my memory after month of grinding my one perk challenge…

  • How truly common is this chill-match MMR manipulation? I've never actually heard anyone admit to it. It's more that I've heard people accuse people if it.

    I think watching this 6 minutes video and reading some comments under it would be enough to understand

    https://youtu.be/PnyDRX_QaO8?si=bZXRMzRRihd5HHDB

    I don’t find it extremely toxic, but it's definetely something about unfairness in this game. Many players can’t hold actual high MMR because it shows how actually problematic balance is here. After having some ties even I was about to crush out sometimes, because welp… one mistake was able to cost everything for me.

    Cause games on high MMR is literally about doing as much as possible in few minutes. Playing my current challenge showed me how actually short matches can be. 15 minutes is something so long for me now…

    That's why I understand when people avoid playing on high level, especially on killer which is not S tier, because not really a lot gamers enjoying to tunnel/slug, when on this so called high MMR it’s a necessity no one actually able to deny. Speaking with some players with more experience than me, like those who still playing pubs and not custom comms, yet treat game kinda competitive showed me a lot about their mindset. Even pure survivors mains from high MMR were treating tunneling as a play more rather than cheese attempt. As well as killers don’t crash out on gen efficiency.

    I don’t think it should be available to avoid this high MMR that easily as it is now. Many killers I would like to say have busted killrate because as soon as they struggle game tries to fix it by giving them some survivors who definitely didn't deserve to be a tool for someone killrate fix, but game treats them like this

    Definetely, if game already considerated me I have to play with more experienced people, and if it hadn't changed its mind so quickly, I'd have a very balanced win rate on many killer main. Right now... it's very artificial. Do I really deserve that 4k from survivors when they played so little? So little, that they even blamed me in hard tunneling when first kill happened on 6th hook stage.

    I'd like to play fewer games like this. Firstly, because I often get very aggressive comments from such players. Secondly, because it literally pollutes my stats with games I shouldn't have, and adds extra percentages to rates that distort my actual skill…

  • @cogsturning said:

    I also feel the shift towards better opponents when I get around 70% KR on a killer with a decent quantity of matches. Even when I know they're soloq, they'll work together seamlessly. There's none of that in mid. And I'm often unprepared for it. I've had it happen on killers who I've only even used half their abilities and I'm only doing well because my opponenets don't know how to counter that killer. Then I get really good survivors with a killer I barely know, and now they know the killler better than me and I'm screwed. The MMR ascent really needs to be more gradual and calculated.

    I agree that the win conditions need to change. Soloq survivors are selfish and ratting or poor plays need to be combated. If the best looper in the match dies and their whole team escaped because if it, that survivor deserves a win instead of a death. And someone who ratted the whole match deserves a lose instead of an escape. On the killer side though, I don't know what you can do about the 4k obsession, because that's more about stats. As long as people have a number to thrist over or a social media audience to perform for, I don't know if you can stop their relentless pursuit. As it is, 3k is a win, yet the 4k slugging continues.

    My concern with an MMR lock is the potential to be stuck with something you can't handle for too long. Some people sky rocket quickly, especially with easier killlers. I'm pretty sure most people would just get frustrated and quit a killer if they were losing every single match rather then struggle to improve, or wait for too lengthy of a lock to unlock. That's just people. Or, again, the more gradual ascent.

    There's nothing MMR can do about smurfing though. You have a baseline MMR for that reason. Whenever I try a new killer, it generally gives me mid level players immediately. True smurfing is making a whole new account so you get new people you can easily smash.

    How truly common is this chill-match MMR manipulation? I've never actually heard anyone admit to it. It's more that I've heard people accuse people if it. If this is that common, I'd imagine, rather than boosting their MMR and then lowering it with loses, killers simply periodically let whole teams go, making it so their MMR stays the same and never goes up at all. I don't know how you can combat that, assuming it's happening that much at all.

    And then there's the number one issue: speed over quality. I'd like to see them implement a quick queue that matches you with whoever (basically what we have now) and a slower one that matches you better. If the slower queue is taking too long you can always back out and go to the other.

    My concern with an MMR lock is the potential to be stuck with something you can't handle for too long. Some people sky rocket quickly, especially with easier killlers. I'm pretty sure most people would just get frustrated and quit a killer if they were losing every single match rather then struggle to improve, or wait for too lengthy of a lock to unlock. That's just people. Or, again, the more gradual ascent.

    I’m agree with this, so even me is unsure how strict this lock should be even.

    I think if 2 kills wouldn’t be considered as bad for killrate (idk, my theory MMR in this game also takes it into account, otherwise we wouldn't see it in official stats), while actually hard streak of losses from 5 max to 10 games will lead to gradual “skill adaptablity” it would be nice. I noticed it’s already kinda working, but mostly for survivors?… While killers is literally about something black and white.

    I still find it surreal that me playing against 12 k hours and 150 hours being around 1k myself was caused by 9 games where I didn't 3k.

  • The only actually big issue I have now is new Azarov, Crotus and Macmmilan.I don’t know who even decided they need more pallets. People after patch really exaggerated that they became unsafe, IMO. They not god like anymore, but a good half of playable fillers were doubled.

    It's not that they're "unsafe"—what makes the new RGN truly strong is that 90% of the time, you'll always have somewhere to rotate to early on. Zoning is, to put it mildly, dead on some maps. How exactly does this work? It's simple. Start combining an unsafe pallet with any nearby structure, and a 50/50 game turns into a 1/3 game. Because survivors now have many more options for changing direction. Those who try to play fillers in a vacuum, forgive me, obviously need to invest a little more in their gameplay skills.

    https://youtu.be/Fa66ymfF4Ko?si=voberpAsg2CnnJOS

    That’s how you probably supposed trying to play new fillers?

    The other issue (from survivor perspective) — did it really solve disproportionate density? I didn’t notice it. You still have utter trash on one side, and god loops on other. And the whole outcomes for both sides, especially on m1 killers now depends on RGN even more.

    And we STILL have issue with map rotation. I’m honestly tired from seeing Nostromo most of my matches. I haven’t seen old Ormond as killer in months, as well as my Rebecca don’t really see RPD anymore

  • The funniest thing not casual players don’t really care about this.

    Rift should focus on players who is in real need for some bp and other incentives

  • She is fairly hard to learn, but fairly strong as well.

    And that's absolutely fine

    I would prefer niche killer stay on its own

  • Forum doesnt really let me to upload logs. Should this be rar/zip file?

  • Security doors doesn't really considered as aura reveal

  • Really depends

    I’ll prefer to give a win for survivor who looped and played the best in team if it’s suddenly about making 4k and they still alive. Honestly, when it’s 10 times you encounter a lute you don’t find it charming anymore. But I’m letting them to finish the song if they aren’t about to use it for genrush

    For me the friendly offering is some funny nods after good loop, or when they ready to sacrifice their life for friends sake

    One day survivor was trying to hide from me in basement and failed heal skillcheck. This Claudette actually played really good, so I decided to gift her a gate escape

    I also have some soft spots for specific survivors. Like… Rhenato and Mikaella are such cuties, few nodes and I can reconsider my desire to mori them

  • What about auto aim on PHead or base kit aura read through walls, XD

    Sounds fitting to their current game philosophy

  • High MMR (maybe).

    U either see S tier, or deal with some p100 on niche killer people struggle to loop, or player is simply cracked

    For my lobbies… I see Krasue only now. Saw one Lich as well and it was like a bless of some variability. And I even doubt I’m on so called high MMR. People just obsessed with her. I’m fine with seeing Nurse/Blight tbh, they are skilled related killers, but in solo playing against them is kinda miserable

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008737#Comment_4008737

    ohmigod, you too?? I thought I was the only one. I enjoyed trying to figure out what add-ons Myers was running. I enjoyed going against Tombstone and it was a challenge I gave myself to avoid getting Tombstoned without ever using a locker (and if I enjoyed the match I'd give myself up at the end for the Tombstone). Myers was one of my favorite killers to go against, and Tombstone was absolutely part of that.

    I miss Myers. I've seen him once since the rework, and that one was just kind of hanging out on the map and not playing. It's awful to think I won't play against the Myers I've known and loved anymore.

    Tombstone was more like a challenge how quick you can genrush killer before lose of first teammate. And yeah, looping a killer with the thought 1 mistake and you don’t stand a chance even is a lil fun

  • @naeveragedjoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008542#Comment_4008542

    i really like shoulder the burden, but theres a few risks i noticed running it:

    • the perk has to be used cautiously, as it turns both survivors into possible quick downs. using it when already hooked is basically going next
    • it also requires timing, which is not always possible as the other survivors dont know i have it
    • people will often throw the game on purpose when i unhook them with it (thinking it was a bad move or that im trolling idk)

    Oh yeah, indeed, I met some people who purposefully were around using it for going next

    I had situation, trying to save Ace from basement and proxy camp. Unhooked him, took a hook state. He could easily tank a hit and get out from basement, distracting killer, but instead…? He just run to me where I was hiding for expose status to fade, and opened the locker to show me for the killer. Unironically he was the only guy who died in this match later, my duo helped me to get out of this ridiculous sandbag.

    I’m aware of such people existence, as well as the need to use this perk properly. But here is a point - why such a strong effect should be free? U take risks, u take responsibility, but with a right play even without comms u are able to prevent early tunneling, denying quick chases from killer and pressure. If killer were commiting to the tunneling from the start, he was consciously neglecting gen pressure and one such perk can trow whole match for them.

    I’ll tell about some example where I had solo q match against some Demo with scenario of “wrong timing”. He was hardtunneling David, and I took his hook state - Demo simply tried to “punish” and hook me, after returning to his tunneling deal.

    But what actually happened? I let my teammate a time run to god tile with boat on swamp. He was able to use Dead Hard as well, and killer realised he’s gonna lose. It was possibility of 3 escapes, if not one ridiculous mistake in endgame. So it was two instead, with petty tie for the killer - I bet he was dissatisfied. But undeniably, only one perk and both mine and teammate’s attempt simply play the game good saved the whole trial. The only thing u literally need is one perk.

    U can use other ways. Babysitter, OTR (no matter old or current version), Resurgence and one medkit. DS + DeadHard. Simple gen rush from your teammates. If killer made one mistake - u are actually able to punish for it. The issue? Such play is not popular. At all. And sadly, I know why.

    I just noticed the issue people barely trying even to play as a whole team. They insist to play “chill and fun”, while killer in a match already showed he is not that friendly to such behaviour. They insist to open chests instead of doing whatever they actually need. They insist on doing everything they want even if it’s harming their own side. People in solo q genuinely play selfish. Selfish over their ego of showing “who is the best looper here”, or selfish about their fun towards sacrificing fun of others. Because people get used to neglection in solo Q and they trying to rely on themselves only. Because game unlikely to punish ratty behaviour, while actually decent players just give up, because their own teammates usually don’t even care to function as a team. And, another problem in a form of lately released braindead killers. Time when you can do all alone and carry whole team gone and people refuse to accept this.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008878#Comment_4008878

    Lisa Garland, or better known as "The Queen of Screams"
    I would also say that Claire Redfield, and Feng Min are pretty high up there too, with their high-pitched screams as well.

    Then you have the outright funny ones, like Claudette, Mikaela and David
    now I have to make a tierlist of screams

    Sheva also deserves some S tier here for being unbearable

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