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th3

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  • @Crowman said:

    A single survivor perk shouldn't be able to completely counter all aura reading. It's also not like Distortion is the only option.

    OTR blocks auras for a duration after unhook.

    Boon: Shadow Step blocks auras in an area.

    Lockers block auras and are still effective against BBQ and Friends til the End where the trigger is obvious.

    The nerf to distortion also opens up more design space for other aura blocking perks now that Distortion doesn't innately cover everything.

    It's not that it counters it but distortion was one of two perks that let the survivor know they are being wallhacked. The other one is a licensed perk and I'm not a fan of that perk being paywalled as the game devs increasingly make aura reading more and more common

  • I love having the only option to understand that the killer has wallhacks on me is a licensed perk now. Especially with how bad distortion is now.

  • The bonus has been almost consistently on survivor lately for me. Can't say for sure why but it definitely ties into my matches feeling worse when playing survivor.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789103#Comment_3789103

    i didn't know that leaving the match because you don't want to find a better way to cope with your general burnout from playing the game way too much is a balance issue.

    If we actually balanced the game around fragile egos of people, imagine what a disaster this game would be

    Pretty sure it already is lmao

  • This whole post seems to just be complaining about not winning immediately after taking a break from playing tbh.

  • @SoGo said:

    So, just came off the stream.

    The only changes we will get are a lantern item, new maps in the mix and larger AFC range.

    Kinda hoped there would be more.

    zzzzzzz

    They should just keep chaos shuffle for the whole month instead of this. Of course there is tome too ugh.

  • There's literally nothing interesting for survivor gameplay in Lights out, I hope it never comes back. Switched perspective sounds interesting, but so did lights out and that was "so much fun" on survivor.

  • At that point just make it so the last survivor standing wins the most points, doing more gens in 2v8 was very boring and doing 16 would be awful.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781839#Comment_3781839

    the 20% debuff is off-set by SWF being more efficient at the game. your teammate are suppose to be better/stronger because they're a swf. The goal of the changes is to reduce escape rate to 49% →40% to be in line with soloq.I highly doubt this is actual escape for reference, i think strong swf escape way more than that vs most of killer cast but anyway. we're just using a number showcase the goal.

    When you have to play with those people who have Debuffs, how is this not punishing for yourself as well, even if you are Solo?

    I wouldn't consider a punishment as soloq player. i'd consider a balance change for SWF where SWF has 112 charges to complete generators just like 80 →90 charge change. Me as solo player would stay at 90 charges.

    Like i said, i am not really for this type of change because it creates target prioritization for killer. Like i want to now target soloq players because of repair efficiency+weaker player/weak link of the team and ignore swf even more then what it currently is. I'd rather that soloq have bond-level aura reading and if solo survivor is speed-running the game too hard, then perhaps starting buff killer in some way.

    I am not opposed said changes, but i think it is different route to balancing.

    What an awful idea.

  • Not a fan, the mode in general was extremely boring as survivor and frankly even the idea of classes isn’t something I would want in a mode like that.

  • @Mandy said:

    Not strictly true that survivors do not want to play the mode - there's more survivors than ever in fact, it's just that there's also more people wanting to play killer in that mode as well, and it means that the balance between role numbers is off and with having this mode alongside the main game, that's had a knock on effect to the Live game as a whole.

    I know pretty much everyone I am friends with who play survivor have only played this mode for bloodpoints. I hope there's a distinction on people playing survivor in the new mode for the uninteresting gameplay or for the 400% bp bonus.

  • Everything I've described has happened, and yet the same complaints about gen speeds persist. What will you be satisfied with because it really seems like you won't be satisified with any result other than the killer winning.

  • @Coffeecrashing said:

    It should have been implemented with an update for toolboxes, that changes all toolboxes to only have 16 charges.

    Generator speeds are too quick, when survivors stack generator perks/addons with a 32 charge toolbox.

    Gen speeds were too quick when toolboxes had 90-180 charges in them. Now they are too quick when toolboxes have 16-52 charges, skill checks only give out 1% bonus progression to the gen, gens have 10 additional charges, and coop inefficiency is buffed to 15%. Will gen's always be too fast or will they be just right when you can end the game at 4 gens every time as killer?

  • @Dustin said:

    I enjoy the gamemode but when someone goes down you cannot help - you can only run. I like having options to somehow try to save my teammate as a last resort. I'd like a future iteration to possibly look at that personally. I can live with no sabo but no flashlight or even pallet saves kind of suck. It feels like part of the game is missing without them but I understand this is a completely different mode and should be treated as such. I still want more options though.

    The gameplay so far with this mechanic has been stale for me as survivor. There's no more pallet/flashlight saving attempts at all, and it ends up just being a hold w simulator until i get pinched inevitably by the two killers. Also you pretty much get the entire experience of survivor after 4 games with each "class" and there is no new combination you can try after that so its dull.

  • They upped the survivor bonus because there were way more people queueing killer over survivor in the mode

  • @SweetbutaPsycho said:

    I mean I get that a lot of people will just dodge. On the other hand I find it pretty lame to make a build with Hex: Plaything, Trails of Torment, Insidous etc. and get 0 value out of it cause people just constantly call out where I am. Tried this build for like 8 games and in 3 it was literary useless cause ppl were SWF. That also shouldnt happen tbh, that a whole category of build just instantly becomes useless with no way to tell upfront

    Sounds like you still got value out of the build for most of the games you ran it in. Seems like you just want to win without trying in which case custom games are perfect for that

  • If you're moving from Steam to switch you would from how I read the FAQ, but moving from Switch to any other platform you would have to purchase the DLC on that platform (there would be no Iridiscent Shard compensation)

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753498#Comment_3753498

    So of only one icon appears does that mean you're within range but your aura is not being read?

    If only one icon is up, and you don't have the oblivious status effect then you are in range and your aura is being read. If both are up then you have the oblivious status effect and are in range of a dropped item with your aura revealed.

  • I've made it to almost 1500 on Thalita, this was in about 45~ prestiges

  • If I don't sit on a gen i get bled out and barely get any points, but anyways survivors can easily dodge the mori/map offering from the killer cause queues are so short lol

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747651#Comment_3747651

    By that logic Dramaturgy must be top meta, because it's like 5 different perks in one!

    Dramaturgy has weaker sprint burst, or Scene partner, or plunderers+aith but you know the key thing is it doesn't give all of those with one use of the perk.

    Franklins/weave attunement gives 4 different effects at the same time with one use of the perk, so clearly this is exactly the same as dramaturgy.

    What a terrible comparison

  • he gets his power back so quick I didn’t think it was possible to dislike him even more now than before his “nerf”

  • I'm annoyed with blight players abusing his stun bug atm. It's gotten very pervasive every game with a blight just abusing tf out of it.

  • Normal game a gg doesn't matter to me, but if it was a stomp it feels pretentious.

  • that crossprogression drop seemed to be edited, cause the person they talked about mentioning it definitely didn't lol

  • @Aven_Fallen said:

    The last time I disabled Crossplay was at least 3 years ago. And back then I got matched with the same few people over and over again. This showed me that not many people have Crossplay disabled, I think I only saw 7 different people over the course of 5 or so games.

    Given that this was a long time ago and nowadays people will just not disable it because it is enabled by default and there is 0 reason to disable it, I guess nobody plays with it disabled, which leads to those long queue times.

    Yeah plus matchmaking incentives don't apply when you have crossplay off :P

  • Some interesting numbers from my own experience using nightlight.

    Total number of matches played from March 23 to April 16: 243

    Average Escape Rate: 44.35%

    Average Kills: 2.23

    Most Seen Killer: The Unknown

    Matches tagged with Tunneling: 65

    Escape Rate in those matches: 24.62%

    Average Kills in matches with Tunneling: 3.02

    Matches tagged with Tunneling involved the killer ignoring other players in favor of eliminating one person from the match as soon as possible. Ironically, matches where the killer opted to simply proxy camp ended up netting more kills than just tunneling.

    Screenshot 2024-04-16 114906.png Screenshot 2024-04-16 115008.png Screenshot 2024-04-16 115034.png Screenshot 2024-04-16 115212.png Screenshot 2024-04-16 115254.png
  • Keep in mind the matchmaking range gets expanded for players after a certain amount of time in queue, or the previous killer dodged in a lobby and you got backfilled (which is why they should prevent you from leaving a lobby once one is found, feel like that would fix a lot of mismatched games in the process)

  • Main one is be aware of what your teammates are doing, if someone is hooked and your gen has less progress compared to someone else then go for that hooked player.

  • Live Game is on Unreal Engine 4.27 and the PTB looks to be on 5.2. You can check if you are on steam by looking at your AppData/Local/UnrealEngine and see the engine version of whatever game you had open.

  • looks like its version 5.2.1 and I've noticed its been super smooth ingame, fps is constantly at 120 with 0 stuttering compared to before. It normally isnt steady at 120 and drops but hasnt.

  • @[Deleted User] said:

    No idea. This is a perk that doesn't need to exist. I've literally only ever seen it used for griefing purposes. It does nothing positive for the game. It's not an option we need to give players.

    Agreed, ran into it yesterday with a hag just bleeding everyone out

  • @Wiggles_Diggles said:

    https://us.v-cdn.net/6030815/uploads/B8IPTBM99JV3/skull-merchant-png.png

    I am so sick and tired of seeing this everytime there is a SM in a game. With out fail at least 2 people will DC. Its insane to me that people are allowed to just DC if they are in a match they deem unfun with almost no repercussions. Either DC penalties need to be far more punishing or SM needs to be change or kill switched.

    Admittedly I have little problem facing her, it truthfully isn't all that bad if other teammates just stick it out. Is it bad I want to see a killer deleted or completely changed not because of the killer themselves, but because of the people I get matched with? How is this ok? Why am I subjected to this? Please either get rid of the leave match button and the abiliy to hook suicide or please just do something about SM.

    You still have teammates, yeah they may not be the greatest, or even human but they are still there. If you enjoy it so much just play it out. If their dc penalty is barely anything then it means they don't dc at all except for SM which is kinda meh

  • @Ayodam said:

    If the game feels unplayable with out then you should really work on learning tiles and pathing. Also situational awareness helps with knowing which pallets remain and which have been used.

    solo queue doesn’t matter if you have situational awareness on the usage of pallets they will still surprise you.


    Other than that I don’t think it will get nerfed because it doesn’t help bad players play better since you still need to run tiles correctly to get proper usage out of it

  • Probably gonna make them even more miserable to play against as survivor than they already are

  • @Sandt1985 said:

    Survivor mains constantly complain about the SM to the point that its become a cliche. But I have yet to hear one of them say how they'd change her for the better

    Make the first two stacks of lock on removeable by hacking a drone (hack a drone to remove a stack), make the hacked drones unable to be recalled while hacked, remove changing the rotation of the drones. When survivor gets scanned 3 times just don't give them deep wound being broken is more than enough.

  • The random slowdown you get while using larry's power is not fun i will say.

  • @GeneralSkien said:

    What makes this Combo difficult to balance is that, on their on Buckle up and FTP are completely fine/fun however when put together, its just way too strong, like DMS with Pain res, the only difference is that it can only be used 4 times (To be fair, you will most likely use FTP+Buckle up once a match), and can be can be countered by letting go of the gen before the pain res hits, after all you can see it coming, and see who has not been hooked yet.

    Honestly just add a text blerb on FTP that says "You, and the person you heal cannot receive the endurance status effect after healing for 10 seconds" boom, done and you don't need to nerf either perks and allow buckle up to still work

    You can't let go of the gen before it hits anymore, before you could react if you were fast enough.

  • They just need to make it reactive again, so when you hook the survivor other survivors at least have a chance to hop off the gen before it loses progress. Right now it just triggers immediately with no chance to react at all unlike before

  • That's his opinion and he's welcome to it. Majority of the playerbase doesn't have 10,000+ hours like he does. Also not helping is the recent trend of skull merchant mains discrediting criticism and attributing all hate or dislike to being a trend when there are real issues with her drones.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682330#Comment_3682330

    Disagree. BP-Bonus is on survivor at the daytime and it switches to Killer at 6/7pm for the entire night.

    The incentive is based on your relative mmr range, so it very well could be on survivor for the person you responded to almost all the time while also switching to killer for you.


    Essentially their survivor mmr probably doesn’t have enough players and their killer mmr has enough people queueing at it.

  • I'd be content if i could get more points even if i don't escape. Don't really get the horror feeling after 5,500 hours so it gets boring fast when every match is almost impossible to escape from the start.

  • @SimpleSage said:

    It's definitely an improvement, I get about 100k bp every match even if no one brings BPS or Terrormisus. That being said, we also haven't unlocked the full bp bonus yet and when we do we really will be getting a TON of bp every match.

    The event bonus maxes out at 400% and this effects the bp you earn inside the match, baseline the most bp you can get in a match is 40k, however with the 400% bonus you actually get 160k bp. THEN your offerings and incentives multiply off that. If all 5 players bring Terrormisus (535%) and you have 100% match making incentive for a 635% total bonus, your 160K is going to look a lot more like 1mil bp. So I definitely think this is shaped up to be the "Biggest blood-point earning event of the year."

    You are misunderstanding how the offerings stack. They stack off of the original base amount earned ingame. So at most towards the end of the event you can earn 414,000 bp. Which is nice... if it was earnable all event. Still not what they advertised as the "biggest bloodpoint event of the year" when you can earn more cumulatively over the entire anniversary event.

  • Not as great as advertised (get way more from the anniversary event) but its alright for a LNY replacement

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681097#Comment_3681097

    I'm not sure how it's pointless?

    You're getting a flat 200/300/400% bonus to bloodpoints earned at the end of the match, without even having to interact with blood zones.

    The zones almost half the time don't cover the area of the map where you are performing an action

  • While the % being upped is nice it still is kinda pointless when over half of the blood zones don’t cover gens or hooks that might be in play. Also the lack of any meaningful incentive ingame makes it pointless to interact with the event as survivor

  • @[Deleted User] said:

    "gameplay is wonderful on both sides"

    What is it you are enjoying about the gameplay of this event?

    Spoiler: they only played killer before saying that.

  • it doesn't matter who sets up the blood zones everyone gets the effects of them.

  • Bringing an event offering apparently cancels out bps and cakes for everyone else

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