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wydyadoit

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  • @ironblade said:

    I have a hard time playing Legion in huge maps but in small maps, it's easier to use Legion's power. What's your take?

    legion is annoying. that's about it.

  • @Ithiria said:

    How do you feel about this perk? I quite like using it, but it's a bit too gimmicky to be worthwhile in a serious build.

    As a mini-rework, I think it would be good if it gained stacks per generator completed, where the closer you get to endgame the more its effect ramps up.

    New effect could be like this:

    For every generator completed, gain a stackable 5% bonus action speed to healing and unhooking actions.

    Grants 100% bonus bloodpoints for actions in the altruism category.

    Once the exit gates are powered, gain an additional 25% bonus action speed to healing and unhooking actions. All other survivors' auras are revealed to you, and survivors who you unhook receive a 7% haste bonus for 10 seconds.

    Basically, it keeps all of the old effects, but grants you the bonus bloodpoints throughout the whole game and has a ramping up healing and unhooking effect to grant you some value during the game. The reason it ramps slowly with a bonus 25% at the end is to prevent the perk from invalidating desperate measures and botany knowledge.

    I like the effect of Prove Thyself where it helps you max out your points categories for cooperative actions, if I remember correctly one coop gen completes like 70% of your objective points. Something to make filling the altruism category more reliable would be fantastic, as it's a difficult category a lot of the time unless you use BP addons on medkits for healing others. Survivors in general have a harder time filling up points than killers do and having more options to gain bonuses would help.

    i hate all the perks in the game.

  • @GannTM said:

    In terms of killers to play, Carmina Mora has flip flopped with Spirit as my top 2 favorites for a long time. I love Artist’s ability and she has potential for some of the most satisfying plays, like going for long range double hits, shotgun crows, and even hitting two survivors at once with the Severed Hands add on. I just really love playing her and think she’s cool, might even get her to P100 once I’ve finished achieving that with Rin.

    This leads me to the question, why is she so rare? I feel like I’m some psychopath for maining a killer that is this uncommon. The fact the Knight and Skull Merchant are more common is a little concerning to me. I get not liking playing against her despite me also finding her fun to go against, but why not to play as? I mean she’s one of the strongest killers and like I said above has great potential for amazing plays. Is it the skill ceiling? Skill floor? Just not fun to most people? What is it?

    Also please update pfps on the forums , I want to flip flop between Rin and Carmina.

    her power is readible and counterintuitive as to how you'd use it.

    if you fire 2 birds at the same person even if they're delayed you won't down that person or even injure them.

    birds are easy to remove and the time to do so even with the best addons still doesn't provide enough time for a follow up shot - and unlike doctor, birds can be removed while running.

    the range for pallet traps conflicts with the actual bird idle time. so there are very few pallets and windows you can trap consistently. most survivors will see you place it and bait the launch - since artist's movement gets slowed while she summons crows. this will also reset bloodlust. so there's no risk to the survivor as far as waiting goes.

    all of this basically compounds into a killer that is very lackluster due to the ability not synergizing with her playstyle.

  • @Tsulan said:

    While i´m not saying that DbD will die, there is a high chance the playerbase will drop in the next 2 months anyway. But that would be because of something that has nothing to do with DbD.

    Next week is the release of Meet your Maker, in a month is the release of Age of Wonders 4 and in 2 months will be the release of Diablo 4. So there might be a visible decline in the DbD playerbase, but not because of the changes.

    Sure, those games might not be everyones cup of tea, but there is a chance that at least one of those games will draw in heavy attention playerwise.

    yo. this player right here? this player gets it. thank god there's someone with a brain and basic understanding of game cycles on this forum. 👍🏻👍🏻👍🏻👍🏻

    if i had a hyperlink to the daffy duck gif of him screaming "that's correct! that's absolutely 100% correct" i would post it [here].

  • @BougieBlackChick said:

    Just played a match with a wraith. I never saw him the entire match because he committed to chasing only two survivors who looped him the entire match. We popped exit gate and at that moment someone went down and he finally got his first hook.

    Long story short, my teammates screwed me so I got left behind to die on first hook. The entire time I’m dying the wraith stands there and just hits me over and over in hook.

    If you’re a killer who does this? Why? You know you’ve got that kill and there’s nothing I can do. Why sit there and be a toxic douchebag by hitting me over and over until I die? I’ve even had killers who 4K do this. If I’m the last on hook dying they stand there through the entire sacrifice process and just swing and hit over and over.

    what’s your deal? Did the game make you that angry? Why be a sore winner?

    think of it like this. the game is ending. there's nothing left to do. at best the killer could go break a pallet or a wall. killer can't kick anymore gens because game is over. they might be able to close hatch if they haven't already.

    just as survivors heal each other for free points and t-bag at the gate - killers farm bloodpoints and beat their meat at the end of a match. meat in this instance being the hunk of flesh hanging on a meat hook.

    why? because there's nothing else to do. the real question here is... "why does it upset you?" the match is over. you made a play and lost out on an escape. move on. blame yourself for going for a save not the killer.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387275#Comment_3387275

    green toolbox, wire spool, scraps. right there is a 50 bit toolbox whic with built to last and street wise thats alot of gens done fast

    yep so mechanic is what that build would be

  • @09SHARKBOSS said:

    i am gen man but when in chase i get hit and they lose me so i heal this happens so much

    it's about your perk build. every survivor runs at some point. every survivor should touch the gens at some point. every survivor will likely try to heal at some point.

    the difference is your perks and the item you bring. 🙃

  • @TheycallmeLix said:

    Honestly, the meta shake up (6.1) was not that bad compared to this one. I'm really looking forward Killers getting easy 4K's every match cuz this game is gonna become M1 simulator and predrop every game. Why did you even have to touch the meta.. BHVR always does things no one asked for and it's so uncalled for to change all of our favorite perks. I know I'm not gonna play this boring game again if they do change the meta and all my friends agreed to. Stop changing our playstyle and let the perks just be. And why wasn't this change earlier, it should have been looked into couple of years ago. Anyone else not gonna play much DBD when the changes come live?

    title : yes.

    a little change like this isn't going to make me quit playing the game 🙄

    if anything makes me quit it'll be burnout from not having any new mechanics added to the core game in what feels like years.

  • dont chase survivors. your goal is to prevent the generators from activating. if your opponent has sprint burst, lithe, deadhard, or anything else that might make them able to draw out a chase end the chase immediately, kick the generator and either stand there guarding it or go to another generator.

    the middle generator is the most powerful and should be defended at all cost. whereas the least powerful is the one by killer shack. let that one go early on if possible.

    avoid getting pallet stunned. if you can get them to throw the pallet - great. break it. if not then just walk around or walk away. don't get baited into a pointless stun if you can't guarantee the hit trade.

    plague needs mobility and scouting perks. things like discordance and pyramid head's stealth perk. play with your food can be okay.

    if you run lethal persuer you should run more aura perks like i'm all ears and bitter murmur. otherwise it's a waste of a perk

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385890#Comment_3385890

    Poorly.

    It performs very poorly on Xbox One and Xbox One X, even with an SSD.

    i have an xsx. my brother was lucky enough to secure one during the whole shortage issue. i bought it off of him for pennies because he switched to pc gaming.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385121#Comment_3385121

    i think these are all fantastic ideas but do you think rank mode would split the playerbase too much?

    i think it would split the player base and have cheaters/griefers. i haven't seen a ranked mode that doesn't do that.


    edit

    in a lot of ways... that's also kind of the point of ranked anyway

  • @WitchOfCraft said:

    If I knew there were roles I would probably be a selfish mechanic.

    running distortion, spine chill, hyperfocus, and stake out with a purple box and some new parts? or something similar?

  • @WitchOfCraft said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385098#Comment_3385098

    Please don't get into my games again. I get jumpscared easily.

    become a streamer. viewers eat that stuff up like candy.

  • @BlightedDolphin said:

    The only people that run this perk are selfish players who ignore their team.

    I’m fine with it being a bad perk because if it’s buffed then those selfish players are more likely to escape and I would rather they didn’t…

    the pre-egc version of the game allowed more than 1 player to escape through the hatch. because the hatch spawned based on how many generators were completed in tandem with how many survivors were alive. so you could run a chest looter build and everyone could escape through the hatch - which left behind users could easily find.

    bond, left behind, plunderer's instinct, and whatever other perk you wanted to bring.

  • @Caiman said:

    What if they buffed it to let you open the hatch without a key, but you had to do a lengthy interaction like opening a chest?

    we've asked for this for 3 years now? probably not going to happen.

  • @ironblade said:

    Wesker, Blight, Nurse, they all have a common theme; win the game easy mode. Hillbilly doesn't count with all the nerfs he's gotten. Meanwhile killers that have no mobility in their kit will suffer and lose more than mobility killers. 3 gens will blow up in your face. Nemesis, trapper, any m1 killer with no mobility will crumble even killers with teleportation like Sadako, Freddy or Dredge.

    So, why don't you give mobility to the weaker killers? Make nemesis run, give Trapper bonus speed when picking up/setting up traps, whatever.

    This post gives me an aneurysm. Of course mobility wins games. That’s why all killers except nurse are base kit faster than survivors.

    if your target can’t outrun you then how are they to get away?

    the reason for variances in mobility is because not every killer is entirely mobility dependent.

    trap killers don’t need to be mobile.

    stealth killers don’t need to be mobile.

    only chasers need to be exceptionally mobile.

    i’m not interested in having dbd turn into tag. If i wanted that i’d play roblox.

  • @Rizzo said:

    If you want to only play with and against Xbox players, you can turn crossplay off, however I'm not sure if that's what you are asking.

    🤦🏻‍♂️after reading this post and the reasoning behind it i moved on. It’s basically a spam post meant to serve as an xbox players only chat room.

    🤦🏻‍♂️🤦🏻‍♂️🤦🏻‍♂️🤦🏻‍♂️🤦🏻‍♂️

  • @ironblade said:

    Survivors

    Most attention needed: Autodidact, Buckle Up, Calm Spirit, Corrective Action, Mettle of Man, Up the Ante & Technician.

    • Ace in a Hole
    • Autodidact
    • Better than New
    • Bite the Bullet
    • Blast Mine
    • Buckle Up
    • Boon: Dark Theory
    • Boon: Exponential
    • Botany Knowledge
    • Calm Spirit
    • Corrective Action
    • Counterforce
    • Clairvoyance
    • Dance With Me
    • Dark Sense
    • Decisive Strike
    • Deja Vu
    • Desperate Measures
    • Diversion
    • Empathic Connection
    • Fast Track
    • Friendly Competition
    • Guardian
    • Inner Focus
    • Iron Will
    • Kinship
    • Lightweight
    • Low Profile
    • Mettle of Man
    • No Mither
    • No One Left Behind
    • Object of Obsession
    • Overcome
    • Parental Guidance
    • Pharmacy
    • Poised
    • Potential Energy
    • Premonition
    • Quick Gambit
    • Reactive Healing
    • Red Herring
    • Repressed Alliance
    • Residual Manifest
    • Self-Aware
    • Self-Care
    • Self-Preservation
    • Situational Awareness
    • Small Game
    • Smash Hit
    • Sole Survivor
    • Solidarity
    • Spine Chill
    • Teamwork: Collective Stealth
    • Teamwork: Power of Two
    • Technician
    • Tenacity
    • This Is Not Happening
    • Up the Ante
    • Urban Evasion
    • Visionary
    • Wiretap

    Killers

    Most attention needed: Beast of Prey, Bloodhound, Claustrophobia, Deathbound, Distressing, Dying Light, Fire Up, Insidious, Overwhelming Presence, Territorial Imperative, Unnerving Presence & Unrelenting.

    • Awakened Awareness
    • Barbecue & Chilli
    • Beast of Prey
    • Bitter Murmur
    • Blood Echo
    • Bloodhound
    • Claustrophobia
    • Dark Devotion
    • Deathbound
    • Deerstalker
    • Dissolution
    • Distressing
    • Dragon's Grip
    • Dying Light
    • Fire Up
    • Forced Penance
    • Furtive Chase
    • Game Afoot
    • Gearhead
    • Grim Embrace
    • Hex: Crowd Control
    • Hex: Face the Darkness
    • Hex: Huntress Lullaby
    • Hex: Ruin
    • Hex: Undying
    • Hubris
    • Hysteria
    • Insidious
    • Leverage
    • Lightborn
    • Oppression
    • Overwhelming Presence
    • Pop Goes the Weasel
    • Predator
    • Scourge Hook: Monstrous Shrine
    • Septic Touch
    • Shadowborn
    • Shattered Hope
    • Stridor
    • Surveillance
    • Terminus
    • Territorial Imperative
    • Thanatophobia
    • Trail of Torment
    • Unnerving Presence
    • Unrelenting
    • Whispers

    …uh

    i’d make my own game and start over.

    because why would i rework the entire list of perks?

    if i was actually to the point that it was that much of a clustered mess… yeah. That’s what i’d do.

    i think this question is too open ended and annoys my brain at its lack of focus.

  • @WesCravenFan said:

    While I don't necessarily agree with the tactic of running four slowdown perks, which is miserable to go against in Solo Queue, I am now worried what defense killers are going to have against highly skilled players slamming gens and leaving. There is almost no good gen defense perks left. I guess we have to settle for Jolt?

    Jolt and thrilling tremors.

  • @CECIO said:

    Hello everyone, once again I'm asking for your opinions reguarding the last mid chapter update, involving the shift in the healing meta and the change of the meta perks in general.

    Please don't be rude to others in the comments, I just want to make a space to kinda hear your thoughts, plus I'm looking forward to new possible fun builds to try once the update goes live.

    Thank you kindly for your dearest partecipation. <3

    My guess is that players will hide in lockers more at first. Try to cheese out hatches. Once the generators start popping they’ll be like… “oh!”. Aura builds will become meta again. Things like “object or obsession” and “bond”. Botany will become more impactful for players that don’t have the more powerful perks. Booning totems for health states will become the new norm - meaning killers will be the ones destroying totems instead of survivors. Swf’s will still do gen rush strats meaning killers will likely need lethal persuer and some other kind of aura or chase perk to prevent the 4E. The gen decay and regression strategy will be nearly replaced, but there will still be some dedicated users. Things like jolt and thrilling tremors will replace the other generator killer perks. Killers will avoid you if you bring sprint burst. Some might even bring anti-exhaustion or hindering perks/add-ons just to prevent it. Hexes might get used more just to force survivors to destroy the totems - things like “hex haunted ground”. We’ll see a short return of iron maiden until people realize the scream mechanic is busted. Then it will be replaced by another perk. Survivors will no longer bring medkits. They’ll bring exclusively flashlights and toolboxes. We might see some brazen users of boil over and breakout trying to play a 2 survivor tag team - a yui/kate duo. Killers that can teleport catch will be destructive until either they’re nerfed or redesigned. Map offerings will be utilized to try and force the bigger maps to escape the terror radius perks that will be combo’d with coulrophobia. 3 gen playstyles will suffer slightly. So trapper and skull merchant will see less play. Billy will be boycotted just because people are annoyed by the change - many will likely swap to bubba. And… hatch builds and deliverance will make a comeback by the solo community.

    that’s my thoughts.

  • @Skill_issue said:

    be it mmr/unfair perks/game issues etc. what are your thoughts?

    I feel it is important to retain those veteran players because with backfill lobbies/mmr those high end groups will be placed with mid mmr killers who are not going to be able to handle them. i also don't want default survivors learning how to throw pallets to be fed to a 4 slowdown nurse main.

    how to retain players?

    By adding goals and rewards for those goals.

    some games do it by adding a ranked system that eventually evolves into pro play

    • if i were to make a professional esport model for dead by daylight it would be a 5v5 (4 survivors and 1 killer team). In a match one team’s goal would be to escape as fast as possible with as many survivors as possible. Each survivor that escapes will be 1 point. The time it takes to escape would decide tie breakers. There are 2 matches one killer versus one survivor, have a short recess, flip the groups. Tally the score and announce a winner.
    • in this example there would be a specific map that is designated the “esports” map that is prebuilt from the ground up and not from rng. Offerings would be disabled. Players would be allowed to use any perk, item, and add-on combination - except special event items that are meant to change gameplay for thematic reasons - blight syringe for example
    • this competition would mirror the in-game ranked mode and top players would be scouted from a leaderboard, given a ranking at the end of a season, and a cosmetic to indicate their achievement of that rank (like a charm or a specific character’s base outfit modified: i.e. bloody dwight vs iridescent dwight vs challenger dwight vs victorious dwight etc.)
    • ranked mode could go for 3 months or continue the 1 month trend or whatever. 5 people are paired through prebuilts or through matchmaking vs 5 more people. The killer’s ratings go up based on kills of survivors. The individual survivor’s ratings go up based on escape percentage. If a low level killer kills a survivor that has a high percentage or a low success rate survivor escapes a high kill count killer the stats go up more. So when you see a player’s stats it might say “survivor -escape rate: 89%” or “killer - kill rate: 64%” and of course there would be a “win/loss” rating to show if they’re the deciding factor of the games they play. As well as a “time to kill” rating for killers. Survivors would have a few extra stats that show the various aspects of teamwork: health state heals, rescues, successful chases, escapes, generators completed, etc.

    other games do it by making end game content to grind for such as gear sets or unique time limited content that is only available to high ranking veteran players. Some examples that come to mind are rainbow 6 extraction, for honor, mmorpgs, and destiny.

    • for dbd the deep archives or whatever might be that thing. Or it could be something like a reward for reaching level 100. Or a new mode only high devotion players can play (like smite’s face the titans mode). However, this would take a lot of effort on the part of creating advanced AI. Or just creating impossible to beat odds that some egghead who has grinded a way into dbd godhood. Like “face the entity” or something.
    • release new content more regularly. This is pretty much already being done. Dbd releases new content way more regularly than other games. Perhaps it’s not so much an issue with the time frame, but the bulk or variances.
  • @C3Tooth said:

    My favorite is WoW, Lithe to help in chase. Kindred to maximize your team's efficient on Gen, and Bond to let you know where you should not go (seeing your teammates on Gens)

    Beside it, hope for the best.

    Yep good build.

    in the current meta i run no mither, tenacity, unbreakable, and soul guard if i want to be goofy. Then bring a hook spacer offering. Nothing like forcing a killer to choose between you or the person they just downed.

    some killers are very greedy and they’ll try to go for both (which is actually impossible 60% of the time)

  • @mizark3 said:

    If we want all forms of heals to take 50% longer, then should we also make hooks take 50% longer per stage? This would only nerf camping abuses. To be fair Reassurance and Camaraderie would also need a 50% increase in duration as well. It only makes sense right?

    Not necessarily. It depends on what the end goal is.

    if healing is meant to be a trade off of safety, but hanging on the hook is meant to be swift and deadly then there’s no reason why there should be parity between the two.

    it wont matter any in the long run because top tier teams never needed to heal they used adrenaline and loops to make chases more obnoxious.

    occasionally you get the really good deadhard user in the current meta, but it probably will be less effective going forward. Deliverance+deadhard+decisive strike might be the new thing for those players that just have to have it, but they’re sacrificing so much now.

    generators still get done. Jolt and sloppy butcher are impactful, but currently you can get just about the same effect just running forced penance and artificially inflicting it on players.

  • @WitchOfCraft said:

    I play more killer because I like horror games I just don't like it when a Spirit hits me from behind after phase.

    I may or may not have done that to some people recently 🧐

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383974#Comment_3383974

    I agree.

    As noted about your point with the charms, people like their time and effort being rewarded with something that they can present/collect.

    That should apply to both sides, players and workers. So I do agree that high-quality cosmetics fit the bill for being Auric Cell only if BHVR is looking for compensation, especially with regards to sustainability.

    With regards to redeemable recolor stuff, this is certainly an avenue that BHVR could explore, but I don't know if they have the tech to do in the quantity akin to how Warframe does it, and it'd need a UI rework anyway having the base mesh and then being able to use a submenu to select/unlock a given coloring.

    Wonder if there would be any benefit to re-releasing old charms for Shards, but then again they really need to rework their UI to be able to handle large quantities of elements.

    And to comment on your last statement, is there anything that you would want to spend shards on?

    Aside from the free killers - no. Like I barely even buy the free survivors because the paid license survivors are just better in every way. Plus in the long run survivors are literally the same. Killers have powers and add-ons for those powers that make them feel unique.

    survivors on the other hand are just skins and give access to 3 perks that you have to grind for. So there’s no real reason outside of personal preference in regard to which survivor someone plays.

    i won’t ever buy auric cells. Too much effort to do so. If it’s not a dlc bundle in the xbox dlc store then I typically wont buy it. Which is the exact reason why I don’t have the evil dead, cannibal, or cenobite’s packs. Because those aren’t bundled with a survivor, killer, map, and new mechanics.

    But i bought both resident evil packs, scream, halloween, saw, and nightmare on elm street.

    i’m eventually probably going to buy the ring pack. Idk about bubba and pinhead. Depends on my finances.

    IF there’s one thing I’d actually spend iridescent shards on it would be blood points to boost the leveling speed. I don’t like waiting for the shrine of secrets to be updated and honestly forget it’s even a thing half the time.

    i’d also possibly use shards to buy emotes if the game had more than 2. Like if they made up and down on D-pad emote wheel’s or something. Or just even adding 2 more emote slots to L and R d-pad.

    would also potentially use them for challenge skips if that were a thing.

  • @fulltonon said:

    Honestly? having a survivor die mid game itself is a "problem" if we think about it.

    i agree. survivors shouldn't be allowed to die. they should be forced to respawn until they escape.

  • @MrDardon said:

    I know new CoH is gonna be way worse, but I'm gonna run it with Overzealous.

    And 2 other Perks, probably still gonna be WoO and Kindred like I currently have.

    the fact that there's an acronym "WoO" for a perk is hilarious.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384294#Comment_3384294

    From one league player to another, very hard. Still, doesn't hurt to try. Sometimes it works or at the very least they get put on a little time out.

    so more of a “wish thinking” advice post? Okay. Fair enough.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384182#Comment_3384182

    I agree that it is not the most reasonable thing, but you use the system available to you. I'm the same as you just a person who simply plays the game and wants to see the game be better. Also psn has a very robust clipping feature just gotta hit the share button on the controller.

    Another reason why I suggested going through the hassle of reporting is it very much feels like people get away with jerk stuff like this until they build up a volume of reports.

    gotta be honest. Coming from league of legends - griefing is hard to get escalated to a proper ban. Botting and hacking less hard. Robbing the virtual store and ddosing servers takes the least amount of time because it’s escalated quickly.

  • @TheycallmeLix said:

    Seriously, it’s like playing with AI’s. Is your name that special that you have to hide it? i just don’t like it at all. Anyone else also agrees on this?

    No.

    it keeps streamers safe from harassment. This game is built with streaming in mind (either accidentally or on purpose. Not sure tbh)

    so i would rather keep the feature.

    the other benefit of it is that people can’t necessarily stalk you as easily if you’re one of those players that uses your gamertag for everything - including your email address and social media pages.

    of course… sometimes it doesn’t completely prevent it, but at least when I’m gaming i experience less of it.

  • @DemonDaddy said:

    Learning survivors face Learning killers. This change gives injury more of an impact, but also encourages more teamwork over solo infinite healing.

    I'm looking forward to seeing more cautious play styles from my teammates. I dont want to be making saves 30s into a match because Meg thinks she can run the killer for 5 gens.

    My NAME is LEON thank you.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384126#Comment_3384126

    Venting is perfectly fine here, but please record and report incidents like that as it helps with the health of the game.

    obs is lightweight and free if you're playing on pc.

    It's a hassle I know since you don't normally do that, but it helps a lot to get people like that off the game and trust me when I say this game is usually in need of a jerk purge.

    Let’s be clear here. Asking anyone to record their matches on a regular basis is too much - especially with a secondary program that requires additional setup. The average consumer is not a streamer. If the game doesn’t do it automatically (like league of legends and r6 siege) then that’s simply just not realistic.

    yes, i know it’s possible, but consumers aren’t moderators. And they’re not streamers. If this is truly what should happen then it’s on behavior to provide the match replay system and not the player.

    when a player reports another player then the match’s replay gets pulled and the timestamp provided by the report should be enough.

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384154#Comment_3384154

    Just use the Xbox game bar. You can record the last 30 seconds or 60 seconds at the click of a button. I’ve used it plenty of times to record cheaters.

    gamebar on pc has a clip feature

    xbox has a clip feature

    psn might have a clip feature

    idk about switch.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382987#Comment_3382987

    Matchmaking, servers, account systems which are designed and improved/maintained by various jobs that need funding. Database engineers, Matchmaking development and analytics, Customer Service, Server architects (or service subscriptions) etc. which are all constant overhead costs.

    And yes, a game currency that keeps players engaged in the game via rewarding playtime can serve as a benefit for player retention so players are more likely to spend money on DLC.

    However, this can become problematic if there isn't enough consumable content to spend Shards on, so leftover/accrued Shards essentially become the main way players with high play-time buy DLC, or the select few cosmetics they want for their preferred characters.

    I don't have all the data, but simply from looking at it from a worst case-scenario perspective, the current DBD monetization method does mean that the only guaranteed source of income for future development/maintenance (if we assume they are still sticking with "every cosmetic will eventually have a shard price") is the initial game purchase from new players, licensed dlc that can only be purchased with Auric Cells, and the initial Rift Pass purchase (assuming that players spend Auric Cells acquired from the Rift Pass on future Rift Passes). And I think the Deep Rift needs to be purchased?

    Generally speaking then, the only guaranteed income from work (even if people love other content) DBD gets is from new licensed content, the initial DBD buy-in, and now the Deep Rift.

    Which likely means that they are going to focus on accessibility to bring in new players, marketing for the game, partnerships with licenses over original content (especially for cosmetics), and exclusive/high-quality content behind the Deep Rift.

    BHVR certainly does need to think up new ways to introduce infinite Shard sinks into the game. Before I would have suggested that they allow targeted item purchases with Shards, but with Bloodpoints being inflated and the Bloodweb being much more user friendly to consume, might be irrelevant. Could maybe explore the possibility of using Shards to convert one type of item into another, for those that want to get rid of "useless" Items they have.

    For honor and rainbow 6 siege suffer the same issues with not enough content. So their solution was to make it so that you have to buy the pass to get access to the new characters 2 weeks early. Then they also have a vault where time limited and event cosmetics go. Which you have to basically gamble for during the event. And that requires paying for premium packs or content that is outside of the standard content.

    streamers end up dumping a ton of their own earnings into the game to be a first showcase channel in this regard. That is sort of what they do currently with PTB stuff.

    personally? It’s simple. Make better cosmetics paid and the base pallet swap colors redeemable. Licensed content isn't always a huge financial gain because a lot of the royalties have to be paid to the license owner. Depends on the contract.


    like if you want trapper to look like trapper but with brown pants instead of blue or green then that’s redeemable. Easy to make. Takes 2 minutes to make. It’s at least something.

    on the other hand if you want beach bunny huntress then that’s like $1 - $3 or something.

    put the redeemable stuff in the free pass track and the premium stuff in the premium pass.

    instead of giving out lame event charms that no one cares about just give player xp and blood points.

    Nothing about this concept is hard. Charms are fine for memories and commemorative things, but as for a reward they feel… boring. The only exciting ones are the ones for completing each level of a tome. But like… if all i get for the chinese new years event was a charm i’d be annoyed. So on those days just make it so a player can earn a free event cosmetic or purchase past event cosmetics and make a premium alternative that can only be bought during the event.

    league of legends started doing premium alternative versions of their cosmetics so that’s an option


    but regardless even if they removed free to earn cosmetics from the game and made everything pay to use - I’d still never buy anything. Just because I simply don’t care for cosmetics.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383365#Comment_3383365

    So by extension even if comms ruin the game there's a chance the game could still get better...

    "making something better might require that you ruin it. that you destroy it."

    Correct. But better is an opinion. So one better isn’t everyone’s better.

  • @Snowflake_Syndrome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383280#Comment_3383280

    Pretty much agree but since flashlight nerf Overwhelming Presence can be fun against flash squads.

    Would rather just run lightborn at that point. Might be okay for doubling up medkit and toolkit usage, but then you’re kinda just hoping it works out rather than brining it because you see it in the lobby.

  • still the #1 build to date:

    no mither

    unbreakable

    tenacity

    soul guard

  • thats not what you said. not what your argument was about.

    making something better is not the same as not ruining it.

    making something better might require that you ruin it. that you destroy it. so your argument is flawed. from the very basic core

  • @Iron_Cutlass said:

    Coulrophobia is going to be insane for camping when/if 24 second healing is introduced.

    Think about it like this, Survivors will be forced to stay out of the Killer's Terror Radius if they need to heal, which means they have to waste time to try and find a safe spot to heal where they wont be affected by it.

    With 24 second heals, 48 seconds is needed for two heals, and that additional time wasted from Coulrophobia can definitely cause your average SoloQ player to reach second stage, since they only have a 12 second time window and Coulrophobia wastes that time.

    At the very least, if 1 Survivor is healed, it can forced hook trades with little to no effort involved. Healing perks will become a definite must for Survivors, especially SoloQ.

    Camping is going to be insane, same with tunneling, and everyone is going to probably do it anyways since generator speed-up remained untouched (and making the game a 3v1 is optimal anyways).

    Overall this PTB and midchapter is going to be hell if BHVR doesnt not actually listen to feedback from the community. Altruistic Healing should remain 16 seconds, Generator Repair buffs need a nerf, and Engravings never needed a change.

    If I’m being quite honest… up until this point my build was typically running forced penance. I’ve found terror radius perks are pointless.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369436/self-care-will-be-buffed-right

    They're gonna have to buff it to where it isn't powerful with other healing perks. Since when you amp up the self-heal percentage, you're really buffing how effective the healing bonuses apply to self-care.

    https://us.v-cdn.net/6030815/uploads/N8R0LAC93UAK/image.png

    I can see them buffing it to 50%, maybe 60%. Definetly nothing past that though (you'll get super fast self-heals past 60%). If they reduce the total heal time to 20 seconds they're probably gonna keep it around 45-50%.

    Before the big self-care nerf, I usually ran Botany and DM since I only play solo queue. Used to be my bread n' butter before they changed it to .35. So if they do buff it, i'll be pretty excited to run a self-care build once more.

    I normally don’t upvote, but the fact that you provided a spreadsheet and also explained your analysis is impressive. Even I’m too lazy to do that.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383128#Comment_3383128

    You're confusing something that changes how the game is played vs. something that destroys it

    Changing how the game plays to a major degree IS destroying it.

    there’s a reason why dos and skip bo aren’t called uno.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383038#Comment_3383038

    And if the game changes to better compensate for killers as a result then....?

    People are constantly begging for the game to change to keep things interesting. Also, SWFs have basically been in the game since forever ago now. No much has changed. You're talking about SWFs as if they're new lol.

    I’m not talking about them as if they’re new. It’s pretty clear for regular forum goers that there are several players who believe the addition of swf ruined and is continuing to ruin the game. Because the concept of the game as it was released and as it was intended has been altered to the point of no longer having the same identity.

    whether or not it is for the better or for the worse is an opinion.

    The definition of ruin is:

    D14BF663-1954-4157-9140-F6B96E420A7C.jpeg


    so if your argument is that swf did not ruin the game then you’re inarguably wrong.


    edit

    and it isnt a matter of voice chat or no voice chat. It’s about the 1 of 4 mentality that comes from the core game mechanics and core design of choosing to allow players independence of others.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382889#Comment_3382889

    Any notion that SWFs are ruining the game stems from how they're leagues more powerful than a solo-q teams without comms. It'd be dumb for BHVR to nerf SWFs somehow because any move to discourage people from playing together is insane. Buffing solo-q to the point where they're as powerful as an SWF can let BHVR balance the game in a better and more easy way.

    No. The real reason people think they’re “ruining” the game is because they’ve forced the game to change. Significantly

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382803#Comment_3382803

    So I guess you didn't like the chapter because you bought it with Shards, a fake game currency that does nothing to support BHVR as a business.

    If they really wanted to convince people to buy their stuff, they'd remove Iri shards from the game completely and rebalance Auric Cell prices accordingly.

    Honestly shards still support the company to an extent so… not entirely true.

    to get shards you have to grind. By grinding you add to the server population. By adding to the server population you ensure there is 1 player out of 5 for a match. That means you’re directly affecting and influencing matchmaking - a key component to an online game.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381841#Comment_3381841

    Saying "voice comms would ruin DBD" is such a dumb statement because people already use voice comms in a SWF. Are SWFs ruining the game? No.

    Actually…

  • Okay. I’ve had a chance to read it finally.

    my thoughts are:

    Blood web - I’ll have to see. Sounds mostly good.

    heartbeat - it’s the thing from mobile. If it works its works. Whatever. Now we just need to make it so blind player can play. Hellen kellar would be proud. I’m getting older and my arthritis and hearing/vision will eventually cripple me to not being able to play these types of games without assistances… in fact it’s already happened to some degree. makes me nervous.

    healing - might be a good way to make the game last longer, but will need way wayyy more overhauling to other mechanics. I’m actually hoping it does what they say it will to some degree. Though… when the game has a perk called no mither and players still escape…

    Autohaven maps - honestly… i worry about how generic it might start to feel if they dont really make the “main building” pop. Because it’s getting to where maps have 2 unique buildings at most and the rest is just wall and window maze tile segments. What makes each map different from the other for me is: gas station, bus carcass, lodge, wall of cars, bulldozer, and… I think that’s it. Mounds are on multiple maps. Maze tiles are a staple for every map. Killer shack is a generic common piece. And… yeah that’s everything.

    • side note: corn, combine, hay bales, barn, and the 2 main buildings (cowshed and house) on cornfields.
    • Haddonfield: the houses on both sides. Very iconic and unique
    • red forest: trees. The 2 story gym cabin, the purgation temple, the ranger cabin, and… i think that’s it for me. The new killer map is whatever. Haven’t played it enough.
    • dead dog saloon is iconic and very unique. along with dredge’s, artist’s, resident evil’s, pig’s, freddy’s, ormond, leiry’s, and probably another i’m forgetting.
    • the macmillan estate ones are forgettable. I think they have the giant water plant, the mine shaft basement, and… idk the giant building that is like a huge manor? Can’t remember it at all.
    • swamp has a boat, a dock, a pier, and… reeds. And that weird trapdoor room and the other maze basement thing for the main building. Pretty unique, but a lot of the stuff in it is annoying to deal with.
    • i liked the stranger things map for what it’s worth. Also anything else is either slipping my mind or it is so small it escapes my perception.

    killer changes - i’ll have to see. Most of the stuff they changed seems to be pointless as it doesn’t fix the issues with the overall character. Freddy is the biggest clown of the entire patch note list from what i saw. Blindness doesn’t do anything. It never has. It never will. Of all the debuffs it is the least oppressive. At least mend makes you panic heal. If they’re going to change the numvers they should just make it grant undetectable to freddy or something.

    perk changes are… debatable. They’re apparently nerfing the speed of gen decay in relation to the speed of heals. Which in theory should slow matches down and punish bait players that play tag rather than hide and seek.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382368#Comment_3382368

    Just had that in Seige some idiot didn't like I wasn't on coms and literally shot me in the head and said hey watch out cross fire when I was the only person there.....then they went and blasted some show with MULTIPLE racial slurs in the background and when people said they muted him...he just shot them too or purposely blocked them in.

    I got worse in a later match when I was teamed with him and his two friends.....they did the same thing but now we had 3 idiots being toxic and ruining the game.

    This is a very much hard NO on a standardized VC

    With how easy it is to use discord now since it’s basically a universal service regardless of platforn and the game being crossplay I don’t see the point.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382368#Comment_3382368

    I tried, I really did. What happened over time was not what I expected. I expected to hear cursing, X-box kids, comments about my mother.

    What I got was listening to people chewing chips with their mouth open, hearing every bong rip, and every kid and/or dog in the background making a ruckus.

    Yep.

  • @WesCravenFan said:

    I play Evil Dead: The Game. We have voice comms. And most people never use it. A large number just mute everything and turn it off.

    Can confirm. Voice comms are pointless in pretty much every game unless you plan to yell at people on call of duty. No one uses them because it’s not worth the headache of yelling at random strangers or getting yelled at. Or listening to someone’s spotify favorites playlisted on static mode.

  • @philward1953 said:

    Okay, so I've played within the "middle ground" in terms of the voice comm debate for a while now. But honestly, I am really starting to slip to the "YES we need them" side.

    Firstly, it seems like with the new update, camping might become more and more easy and prominent (I reserve my own take because I have my reservations). Due to this, I think I've been pushed to one side (that was the lynchpin).

    There is a sheer lack of communication or communication abilities between survivors. Yes we just got the UI, but that can only do so much in offering information to teammates. The keyword is "information". That, the UI offers. But, in situations where a team needs "coordination" the UI is lacking.

    I see a lot of people come up with reasons to why DBD should not have voice comms, and I'm honestly finding them to be pretty null, as non are DBD-centric. A few of them include, but are not limited to:

    •  Language Barriers (This argument is difficult to support when nearly every other online game on the market has built in voice chat and also connects people across Europe. Also it matters when a game isn't balanced, designed or optimised for people using outside communication. In all other games this also becomes a non factor since both sides are always equal and not using said third party comms is most often a choice. Not so in asymmetrical games.)
    • Opportunities for Toxicity (I do believe that if survivors in solo-q were given the tools necessary to assist their teammates, then there would be less toxicity. I really do. Yes, I know that someone might get a match with some dumb screeching kid, but my question is why shouldn't DBD specifically not have voice comms because of this factor? Personally, I feel like the idea of not introducing a voice chat because of "increased toxicity" is cope, as the game's community has already set a toxic image. How would DBD be any more toxic than other multiplayer team-based games? I know if a solo-que survivor could actually have the chance to coordinate with their teammates, then that would mean SOMETHING. They could do SOMETHING. Right now, solo-q survivors are regulated to watching their teammates make dumb decisions that are endlessly infuriating when you know what they could have done better.)
    • Balancing (I can't believe people use this as a reason not to have voice comms. Obviously, killers would have to be buffed accordingly if voice comms were to be added. This is also just cope on the killer end of things.)

    These are just some arguments at I find to get weaker and weaker every day every single survivor match I play (I probably play 40% killer 60% survivor at this point, used to be 10/90% like a year ago.)

    I also see a lot of people say this would be too hard for BHVR, and I think that's pathetic. Yes, DBD is pumped full of spaghetti code, but BHVR has known this for AGES now and has been working to fix it more and more. Some talk about BHVR having to change the infrastructure of the game as if they had to remake it to create voice comms.

    There are other ways that BHVR should allow solo-q survivors to gain info such as seeing the perk loadouts/items/addons in the lobby, but I ask again: How will this help players "coordinate"? It will help a little bit, with perks like Deliverance, the Dead Hard rework, Adrenaline, etc. But it will NEVER match the specificity of voice comms.

    Just to close, obviously voice comms should not be mandated if they were added, and players should be able to turn them on and off on both sides.

    I'm sorry for the rant, but I'm just sick of using the middle ground.

    Voice comms would be a really tough add, and it'd take a lot of work, but personally this is one of my most wishlisted features right now. Do I think it'll happen? No, the devs and the community are too scared.

    I'm out, gonna go watch my teammate get in a locker.

    I disagree with voice, but would be open to more emotes.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369331/it-will-take-48-seconds-for-two-survivors-to-heal-each-other-hook-timers-are-60-seconds

    Sounds like they are probably going to be addressing camping too, now that spreading pressure is going to be viable. Hmmm. Also to be fair. The counter to camping isn't to save them, its to just do gens, then do a hook trade, then "just do gens" again. Then you win.

    As a killer main. I can confirm this. If the goober on hook sits in state 1 for the duration rather than pogo-ing and has kindred to boot well… even solo survivors should be able to figure out how much better it would be to complete a gen while a person is getting camped. Not to mention the existence of reassurance.

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