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zarr

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  • Boons died with the death of Circle. Lift Circle back into viability and you will much more often see players bring the other ones alongside it again as well. And I truly believe a viable Circle is healthy for the game, as it provides consistent means of healing to solo survivors, while at the same time being a time sink that encourages healing and map traversal in a way that can make games last longer. If Circle enabled survivors to heal themselves at 50% healing speed (32 seconds per heal), I think it would be perfectly fine and encourage more healthy playstyles on both sides (making 3-genning and hit-and-running less oppressive for non-SWF groups; leading to survivors spending more time setting up Boons, traversing the map, healing, all leading to matches taking longer due to less gen pressure and less snowball potential). It still shouldn't apply to Med-Kit heals however, and only increase altruistic healing speeds by 50%.

    Although the other Boons deserve some buffs as well. Exponential and Dark Theory could do with simple numerical buffs.

  • This kills MFT. You cannot control being put into Deep Wound, against most killers you basically never will. DH and OTR only activate after being unhooked, so at most two times per match, so even that leaves MFT way too situational to provide enough value to be worthwhile. Especially considering that the killer might well not chase you through OTR and that DH is far from guaranteed to work out. I'm glad MFT is being changed, but as has happened so often with perk adjustments, it is getting removed completely from the pool of popular perks, instead of adjusting it in a way where it will still be valuable enough to see common use. Reducing the speed boost to 2% and the Endurance duration to 5 seconds would have been one simple way to do that, I think.

    I think with this Deep Wound change, MFT should grant a 5% Haste effect. That way it would turn into an actual deterrent to hit survivors right after they have been unhooked, and a tunnelling deterrent if OTR is in play.

    Trickster may become even more obnoxiously oppressive in chase. At 4.6m/s, without any recoil and a faster base rate of throwing knives as well as much more consistently available, short bursts of Main Event, I think downing people in 30 seconds will be trivial for any decent player and barely scale with survivor skill. But this remains to be seen in action. As will the map changes. I'm glad some of the visual clutter is supposedly being addressed in Red Forest, and that Garden is finally being nerfed. I hope they won't overdo it however, the Coldwind reworks have left various of its maps/spawns in too rough a place I find. Even more so now that harvesters are in the most useless iteration they've ever been.

  • There is much, much more that goes into playing this game well than most people casually or vehemently assume. I won't go into any of that, it suffices to say that tournaments and 1v1 competitions show that there are teams and players that are consistently much better than others, and that's in an environment composed of players that are already better than 99% of those that don't participate in these competitions. People look at some content creators and think they are the holy grail of what is possible in terms of mastery in DbD, yet in actual competitive environments they would struggle to be mid-field. Doesn't mean they are bad, far from (and to be fair, they can be better at some things that competitive players barely or never even do because they are not win-oriented), it means the game has an a lot higher skill ceiling than many people realize. Even players with thousands upon thousands of hours make fairly fundamental mistakes fairly frequently, and almost nobody actually goes into customs to practice very specific things to really understand and master them. In pub matches, most of everyone just goes with the flow, hitting a plateau at some point and never really overcoming it.

    If you want to put yourself to the test and challenge yourself, join the DbD scrim or DbD League discord servers, and play as killer against competitive(ly-minded) teams (or against such killers, if you already have a survivor group you play with) or play 1v1s on DbD League's ladder. You might have a rude awakening, but it will still be an awakening, that might get you interested in this realm of the game which can also be fun as well as allow you to reach higher levels of skill.

    Here is a brief introductory video on this, by comp player V1rtual_Reality: https://www.youtube.com/watch?v=9XX3PkAfoRA

    The links to the discord servers can be found in the video description (DBDScrims Server: https://discord.gg/Fs6n5kSPu9 DBDLeague Server: https://discord.gg/U2a5Ku3ZMp).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564894#Comment_3564894

    it is 12 meters currently. reason for 22 meters to 12 meters is because one of problems with old skull merchant is that every time you hook someone, all drones would disappear. if survivor loops around hook, you cannot use your drone for chasing purposes. drone distance was just annoying feature. i think drones can slightly overlap because of the drone not being perfect sphere. they are likely an oval shape. I do not see any problems because lasers do not detect you when you stand still and hacking drones is not difficult.

    weakening 3 gens significantly weakens camping. perhaps a perk to help survivors that struggle to defeat 3 gens might be decent solution. I don't have that much problem with 3 gens anymore in soloq.

    There's a fair bit that doesn't make sense to me in here.

    1. What does the minimum distance between drones have to do with the minimum distance between hooks and drones?
    2. Even if those could for some strange reason not have separate values, it's not like using drones to camp is a healthy aspect that we have to be cautious to maintain. Not being able to use drones when chasing around a hook is a fair point of course, although I generally have never put much stock into these arguments along the lines of "survivors will abuse this by taking the chase to the hook!", because that's one of the worst things you can do - now the killer can camp and chase at the same time.
    3. It's curious that the patch notes say the minimum distance between drones is 16m, but it somehow ended up being 12. If anything I feel like they may have accidentally taken the hook distance and applied it to drones. In either case, with the scan radius being 10m (and there being no add-ons to modify this), there is still no possible way drone zones should be overlapping. The minimum distance must simply be bugged. And they are not overlapping by mere centimeters either, as your "oval drone" theory would suggest. They are overlapping by meters.
    4. I don't know whether you mean you don't see issues with overlapping drones, but the issue is that now you have 4 scan lines to worry about, and multiple drones within close proximity around any gen, such that even if you do manage to hack one before Merchant can chase you off, once she does you are still getting scanned.
    5. 3-genning has always been a very strong strategy, and it is particularly problematic for uncoordinated (non-SWF) groups. It was fine-ish in the past, but these days the gen clusters that can spawn are ridiculous, new strong perks to complement 3-genning have been released, and certain killers excel at it. BHVR has already said they want to address this issue globally, now they just have to do it. But we know this will take a long time, even if the solution ends up being very simple (such as spawning an 8th gen).

    The "strategy" currently against 3-gen Merchant seems to be to just stay injured and leave the gen early if she approaches, because hacking drones is simply a waste of time - she will recall and reset immediately. The issues with not hacking being: without voice comms, leaving early is regularly not possible, not least due to Undetectable; depending on the distance between gens, pre-running may actually result in a stalemate scenario like with old Merchant; Hindered and Haste mean that she can still get you even if you pre-run; you have to mend constantly; she constantly knows people's positions as they keep getting scanned and clawtrapped.

    I'm curious to see whether Otz or whoever will conduct another experiment to see how a good, coordinated team fares against an experienced 3-gen Merchant. I wouldn't be surprised if even in that environment she is still very strong, despite being so easy to play. And of course, this spells nightmares for non-SWF groups.

    Edit: Actually, silly me. Both drones have a scan radius of 10m, so the minimum distance between them of course would have to be 20m in order to avoid overlapping scan zones. What made BHVR not consider this?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564306#Comment_3564306

    I have now learned that she can in fact recall deactivated drones. That serves to make her 3-gen potency all the more oppressive and is actually the first thing I would change about her.

    she had a cooldown in recalling them in PTB. it was bad because it punished her for actively chasing survivors and playing the killer. the killer camping 3 gens is map issue and game foundation problem. skull merchant is now chasing trap killer so stop blaming 3 gens on skull merchant.

    Well, if they would hurry up with that 3-gen change, sure, but it's something that's been an issue for years and years, and I would rather Merchant is unable to recall and instantly reset disabled drones for the time being than deal with 3-genning Merchants for who knows how many more months. She is not a "chasing trap killer", she still excels at controlling an area. Every Merchant I have faced so far has been 3-genning. The very least they have to do immediately is fix the bug that allows her to set up drones closer to one another than the patch notes state. The zones can overlap and that should be physically impossible.

    I don't even think not being able to recall disabled drones would take away from her chasing playstyle much. You are using drones in chases, the survivor that is being chased can't hack them, and other survivors would have to go way out of their way to do so precisely because those drones will not regularly be around gens. But I hadn't played on the PTB, so I don't know first-hand. Perhaps they could make it so that you can recall deactivated drones if you are a certain, long distance away from them, making it less of an issue for area control.

  • I agree that it stacking with MFT is pure BS. I regularly go out of my way not to camp, tunnel or slug, allowing survivors to get into the endgame at times where they otherwise likely wouldn't have, only to have to deal with this busted combo, where survivors become essentially unchasable if you are not playing a killer with a top-tier chase ability. What's particularly bothersome is that even in the endgame I prefer to venture out seeking chases instead of camping, an already objectively "unoptimal", "kind" thing to do, that is punished even more now by this combo.

    Sure you can argue that for killers that do camp, tunnel, slug and so on, survivors using perks that only, exclusively benefit them in the endgame can become part of the reason why they may never get into that endgame to begin with. But if we are looking at the game from the base balance perspective of on average having around 2 kills and 2 escapes, getting into the endgame is literally intended in a balanced matchup. Not only that, but since killers can regularly all but guarantee at least 1 kill in the endgame, having at least 3 survivors left standing once in the endgame is part of the working balance expectation. Throw the MFT + Hope combo into this equation and things can get messed up. Not least because unhook Haste plus Hope also plays into this.

    Hope simply shouldn't stack with other instances of Haste. Haste stacks "non-linearly" in the sense that every further percent does more than the one that came before it, with regards to how the movement speeds between killer and survivor relate to each other (this is easy to understand if you think of the fact that a jump from 114% survivor movement speed to 115% would change the time required for the killer to catch up to them from "a long time" to "literal eternity"), and Hope already has a hefty movement speed boost to boot. To compensate, they can give Hope some slight buff, such as having it reveal the auras of all totems to its user for 10 seconds once the last gen pops. That would cement its character as an "anti-NOED" perk.

  • She is still much too effective at 3-genning, it's only that rather than holding the game hostage, she can now actually win fairly fast by doing so. Which is an improvement in terms of the playing experience insofar you get out of the match more quickly, but it still makes for a rather boring, frustrating gameplay loop that is also much too strong for how mindless and skillless it is to execute.

    BHVR thought that with drones not doing anything to stationary survivors, they couldn't be used to defend generators effectively. But survivors have to move to get to and away from gens, which will inevitably build lock-on. Sure you can stand still and crouch to avoid detection, but not only will this be a huge timesink, but it is impossible if Merchant is around. The minimum distance between drones also seems to not be working properly, she can have drone zones overlap with one another. And she still gets Undetectable and info on survivor locations. What this means is that if she drones the hell out of a 3-gen cluster and keeps patrolling it, survivors will inevitably and constantly be injured, deep-wounded, broken, Hindred, while she will be Undetectable and have Haste. She gets free downs galore out of this, and can combine this with a build such as Jolt, Eruption, Weasel and Overcharge, for which she still has Shotgun Speakers and Adi Valente. A non-coordinated (non-voice-comm-SWF) group of survivors will die to this every time if the 3-gen setup is even just halfway decent for the killer.

    I will admit that there are still a fair few things I don't understand about Merchant because I simply haven't bothered playing and learning her, there is nothing redeeming about her design to me, gameplay and otherwise. Can she recall deactivated drones? What does "survivors detected by drones are trackable by the radar" mean exactly, and how does this relate to her Haste effect? Can she place a drone next to a deactivated drone, or one that is being hacked? Do drones really deactivate if she "walks underneath them", and if so, how close does she have to be, and for how long do they deactivate? Is the 3-second scan immunity after being scanned actually working properly? How are drone zones overlapping if the minimum distance between drones is supposedly 16m, with their scan radius being 10m?

    But regardless, even if all of those things are working properly and as intended, holding a 3-gen still appears much too effective. Even if she can't recall deactivated drones, she has 6 for 3 gens. Patrolling her gens, she will also regularly interrupt survivors attempting to hack drones, which means more free injures, deep wounds, downs. And the 45-second deactivation time may not actually even be all that prohibitive to the idea of constantly having active drones on her gens, when spread between 3 gens and 6 drones, with survivors only intermittently (if at all) being able or safe to hack any.

    I guess I will play a scrim sometime to try and figure out if you can actually "out-hack" a 3-genning Merchant. That still wouldn't mean much of anything for non-SWF groups however, and ultimately still wouldn't make me like this killer any better. She just has very little skill expression, little to no interesting interactions with her ability, and still the same propensity to oppressive "area control".

    I hope the thing BHVR is allegedly "working on" to alleviate the 3-gen issue globally is coming soon (so in BHVR terms, at least within the next year...).

    Edit: I have now learned that she can in fact recall deactivated drones. That serves to make her 3-gen potency all the more oppressive and is actually the first thing I would change about her.


  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559027#Comment_3559027

    In this post I went through Hens's chases with Otz. Many people were pointing out the change in chase time after hit, but many seemed to conveniently forget that MfT doesn't work while healthy. That means the healthy chases are without MfT just as much as the injured chases without it were. With that, Hens' MfT chases averaged 93.5s, and the non-MfT chases averaged 106s. The threat of death likely causes performance anxiety, or excess greed, due to thinking MfT makes you 'invulnerable', even in the 'best' of players.

    Right, that Hens video is all I could find myself, apart from singular chases uploaded by St1v1 and ivan. I chose not to even mention it because there's really only 1 usable chase without MFT in it, the other no-MFT chase Hens simply made mistakes in the healthy part of it that positioned him for a bad ensuing chase, it is definitely an outlier and the sample size here is much too low to begin with even if it weren't.

    I do find it interesting that you compared all no-MFT chases against all MFT chases (so including the healthy part of the MFT chases in comparisons), but even then the sample size is much too low, and we also have to keep in mind that an injured survivor is generally easier to catch than a healthy survivor, due to being easier to keep track of. Ideally they would have simply started all chases injured from the get-go. (Then again, this would never be the fairest of comparisons anyway, because MFT users forgo the use of other Exhaustion perks that players otherwise regularly use and that can extend chases quite a bit as well.)

    I'm sure Otz still has those numbers from all of the chases for this experiment somewhere, someone could ask him about that. But yeah, again, given that his conclusion after all of that ended up being that the Haste effect in regular chaseplay is overall fine I can't imagine the chase time disparity was too great.

    @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559027#Comment_3559027

    That i agree with.

    A strong effect shouls come with heavy downsides. MfT currently rewards you for being injured with two very strong effects.

    I would be cautious with saying it "rewards" you for being injured, because it's obviously not like someone using MFT wants to be injured, it is still much more beneficial to be healthy. This is obvious when you think of the fact that No Mither doesn't suddenly become a beneficial perk just because you can use MFT alongside it. Same as NOED doesn't "reward" you for getting into the endgame - getting into the endgame isn't something killers want to have happen, they would of course prefer to never get there in the first place. So this quality of these perks activating in otherwise precarious scenarios isn't problematic, because it's not like it incentivizes or makes beneficial bad plays, such as giving the killer free hits or letting survivors finish generators. Those are still strictly detrimental for the respective player, whether they use MFT/NOED or not.

    But yes, MFT has a really potent chase effect, and the downside of not being able to use Exhaustion perks alongside it which also are really potent in chases would make that much more healthy, not least because it would make the meta more diverse. The Endurance effect on the other hand is honestly just overtuned, and it feels very deliberately so, in a sense of BHVR probably having gone "Okay, 3% Haste already makes this perk really strong, but we want to create a bonafide metagame-changer here, so let's tack something on top that pushes it over the top".

    That said, at 2% Haste, I honestly believe that the Endurance effect (albeit at 5 seconds) is necessary to keep the perk meta-relevant, which is what we should want. 2% is only 13.9% of the speed differential between killers and survivors, as opposed to current MFT's 20%. Dark Theory already tells us that this is not all that strong. I have even used tier 2 MFT which only grants 2%, and it reallly is decidedly less impactful than 3%.

  • I think the real issue BHVR has with this (apart from technically implementing it, I mean, even minor UI/HUD changes take them ages to work on) is that it would make people more competitively-minded, for better or - in the opinion of the devs I suspect - worse. People would be expected to start wanting to pad their stats, caring more about killing and surviving, becoming even more upset with dying or failing to kill. Every match would feel like it "matters" more or is more important, given that it is being "recorded" and has a lasting "effect", essentially "forever". Again, this can be for the better and/or the worse, it can exacerbate frustrations of losing, increase the levels of trying hard and abusing potentially imbalanced gameplay elements (though it also could make winning more gratifying, and making people more competitive is also not strictly a bad thing, depending on who you ask it may even be desirable).

  • @buckk0097 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558096#Comment_3558096

    it was mentioned many times in the discussion that the problem is how well a hit and run wraith or spirit renders the game almost unwinnable for soloq players. There is just too much chaos to expect altruistic perks or level headed decision as when to heal and when not to.

    I am not saying the perk is Overpowered. However iam saying that it is overtuned and give too much for little effort. at the very least the hemorrhage status effect need to be looked into then the perk woudnt be so problematic. ( i like Soloq because i find swf with good players is kind of boring and defeats the purpose... just like running 3 slowdown perks on blight with alc ring where is the fun in that)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558227#Comment_3558227

    you havent had the pretty common hit and run wraith that refuses to chase unless he catche you off guard injured on gen because u cant get healead. or Spirit with sloppy and 3 gen slow down perks continiously ending chases fast while survivors can barely heal in time to keep up or do any gens ? How about the tunneling wesker that abuse 8% hindered off the unhook and sloppy slow heal time while running 3 gen slow down perks ?

    i honestly how some people cant see the glaring issue with how overtunedsloppy can be and how Easley it is to abuse. Let me just say that sloppy was strong before the healing nerfs. now its just overkill.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558395#Comment_3558395

    i liek your level headed opinion, but if sloppy loses the hemorrhage status effect tomorrow or have it slow down drastically. then perk is fine even against soloq. as many tweaks the game needs this is an easy one to fix and its frustrating to go against in pubs.

    FYI: i comeback to the same point after reading the opinions shared in this discussion, that damn hemorrhage status effect is too fast to be fair with current healing speed

    I agree with the Hemorrhage effect being overtuned, the regression being nigh instant is a bit silly.

    You could queue with at least 1 or 2 other players, and refrain from using voice communcations. Believe me, 2 and even 1 random survivors are still plenty of a liability, matches will still be tough but with this you would much more often be competitive against killers and builds like this, especially if you have others bring perks like We'll Make It or Autodidact. Also consider Med-Kits with Built To Last and Inner Healing. Or Plot Twist for something that can also help against being tunnelled with Sloppy, while still also providing 1 (and up to 2) full heals that are not affected by Sloppy.

    But yes, I hope they will look at the Hemorrhage effect, and that they will lift Circle out of obscurity again, which was a saving grace for solo survivor really.

  • I agree that MFT is problematic, but it isn't as problematic as it is sometimes being made out to, either. While it isn't like it doesn't do anything for an average player, I think an average survivor will much of the time be better off using something like Sprint Burst or Overcome, which are much easier to get good value out of than MFT. An average player doesn't plan chases ahead very much, nor do they have an intimate familiarity with maps, tile spawns and even the distances they can make relative to the killer, let alone factoring in Bloodlust. An average player even with MFT will often be forced (forcing themselves or let themselves be forced) to play a tile and get mindgamed on it. It does take a reasonably advanced player to really utilize MFT to its full effect, as compared to other Exhaustion perks one could be using instead. Although I will say that Windows Of Opportunity plus Made For This (and Resilience, to a lesser extent) can make even a very average survivor fairly difficult to catch, because depending on the map, they can just run pallet-to-pallet and force you to break most of them if they are safe enough. And if you try to mindgame tiles where line of sight is broken, this may well allow even a lesser survivor to make a lot of distance by simply leaving the tile on a lucky gamble, which is less risky with MFT because even if the killer catches on quickly to the survivor having left the tile, with MFT they can not seldomly make the next one regardless.

    Which leads me to the next point however, which is that chase perks arguably are categorically weaker than macrogame perks, so to have a meta where even average survivors invest up to 4 perk slots into chase play is not necessarily a bad thing. There are a lot of game scenarios where chase perks simply don't do anything for you. When the game revolves around hook and generator defense or hit-and-run playstyles, the interactions you have with a killer seldomly constitute actual chases. More often than not, you will be caught or forced out of position, taking hits being unavoidable, having to aggressively pressure objectives and not having the killer just chase after you for prolonged periods of time. In these and similar macrogame scenarios, perks that help you do gens and heal faster and more reliably, to coordinate better and have more information, or get out of tricky situations (second-chance perks or in fact Exhaustion perks like Sprint Burst that as opposed to MFT can allow you to get out of dodge quickly when you are otherwise outpositioned) are much more valuable than chase perks which regularly don't do much of anything here.

    Further, there are quite a few instances where MFT doesn't do anything because the killer has an instadown ability or add-on or perk. Exhaustion-causing killer add-ons and perks are regularly also more detrimental for MFT than they are for other Exhaustion perks, because with the latter as soon as you recover Exhaustion you can use them to their full effect, whereas it might already be too late to really benefit from MFT at that point. Even more notably, MFT doesn't do much against the strongest killers, particularly Nurse, Blight and Spirit don't care too much at all about it, again positioning MFT as an arguably categorically less beneficial perk because the strongest killers are precisely those you even rely on perks to help you compete against as they lack reliable base counterplay. Granted, this is actually more so a point against MFT, it being particularly problematic for M1 killers that already are comparatively less strong.

    Even Otzdarva (https://www.youtube.com/watch?v=fVIEc7sE-20) who conducted an experiment in which he faced some really good survivor players (some of whom are generally regarded as the best 1v1 survivor players period, such as St1v1 and ivan) in 1v1 chases as an M1 killer with and without MFT to compare how much of an impact it has argues that the 3% isn't too problematic. Unfortunately the VoDs of those chases have by now been deleted and I couldn't find anyone having noted down the times either, but I trust that Otz ran the numbers and so it can't possibly have been too much of a disparity for him to come to the conclusion that this aspect of MFT generally is fine even when facing the best of players. What additionally factors into this is the fact that other Exhaustion perks which can prolong chases quite a bit as well cannot easily or at all be used alongside MFT, so really a more fair comparison would be having chases with MFT versus chases with, say, SB, Lithe or Overcome.

    I would agree with Otz that the Endurance effect pushes the perk over the top, and that Haste stacking is problematic. Although it is really only Hope that it is problematic alongside of, so rather than make already gimmicky and weak perks like Dark Theory and Teamwork: Power Of Two even worse, they should simply make it so that Hope specifically doesn't stack with other instances of Haste.

    I also think Exhaustion stacking is a bit more of an issue than he makes it out to be. I think if one thing is interesting about MFT, it's that it really mixes up the meta by challenging the Exhaustion perk paradigm, which have historically been the most consistent staple in the game. So the fact that you can use a perk like Dead Hard or Balanced Landing alongside MFT to use if needed is a bit too much. I would welcome a change where MFT simply causes Exhaustion all match long, itself then obviously not being affected by Exhaustion anymore however.

    My nerf suggestions then would be to remove the Endurance effect altogether and make the perk cause constant Exhaustion, as well as making it not stack with Hope. Alternatively, I could see simple numerical nerfs work out too, that being reducing the Endurance duration to 5 seconds and the movement speed boost to 2%.

  • @Steakdabait said:

    I think it's also notable that nightlight is a self reported stat tool. Which most likely means that a lot of the stats are centered around bettter players since i really doubt a newer player cares or even knows about nightlight.

    Stats for kill rates are also taken from submitted survivor matches exclusively. That means the stats represent the average kills random killers get against survivors on the more experienced side. Even if we were to assume that people reporting on NL don't have certain motivations for doing so (such as wanting to submit games in which they did well), this still skews the stats very artificially. Not least because more experienced and dedicated players that would even know about NL and be motivated to submit matches can also be expected to be playing SWF with other (experienced) players much more often than the average random player.

    @Mr_K said:

    How do the killer pick numbers compare?

    Fairly well. Of the top 10 killers between August and September, 9 are present in both stats (Xeno, Wesker, Huntress, Blight, Legion, Wraith, Myers, Nurse, Ghostface), the only difference being that NL has Nemesis and BHVR Trapper. The pick rate % difference is also not too great, with both having Xeno at 14% and the biggest discrepancy between the stats being 2% (Wesker NL 7% and Wraith NL 4% vs. Wesker BHVR 5% and Wraith BHVR 6%), average deviation more so being around 1%.

    Although it again has to be kept in mind that given how large the numbers the stats are derived from are, even small percentual differences are quite significant. And also that a, say, 2% difference from 6% is a 33% deviation. Pick rates on NL are also based on submitted survivor matches exclusively, which I think actually makes them more representative of the global average. If they were to include reported killer stats, I am pretty sure that the pick rates would change significantly given that it would then skew toward killers more experienced and dedicated players prefer to play.


  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558041#Comment_3558041

    Those "disparities" happen because nightlights nature is geared towards mid-high mmr players.

    "Official" stats include everybody, even the fresh installs who only have the basegame and perks , so they are forced into using SC , for example.

    Nightlight reflects the data from the actually valuable dataset, which is mid-high mmr where people have DLCs and therefore a choice + they know how to actually optimize and play the game efficiently.

    I'd argue nightlight is quite honestly better than official just because official includes all the casual / low mmr bloat stats.

    Even if that were true (we have no real way of confirming this, it would ultimately be speculation and the stats might not line up with official mid to high MMR stats even if most of the players reporting on Nightlight actually were to fall within those brackets, because the people that choose to report might have similar reasons for doing so, or they may only report part of their matches rather than all of them, skewing the data), BHVR is developing the game for the global live balance experience, not just the experience in advanced MMR brackets. I will also say that it is my conviction the MMR cap is so low that even players around 100-200 hours can be and regularly are captured by what we would generously call "high MMR", so balancing for experienced and knowledgable players wouldn't even make sense from a "high MMR" perspective, not until they actually make the matchmaking more consistently pair players of comparable levels.

    The issue ultimately however is that clearly, BHVR's balance decisions are more or less completely at their own whim, rationale and reasoning. Even insofar they are based on stats we have no real insight into just how much that informs their decisions because they share very little and only very generalized stats. There are so many completely disparate "balance aspects" in the game (think Blight add-ons being buffed versus Demo add-ons being nerfed, for just one extreme example out of hundreds such), we have no reason to believe that any set of however representative stats would change their... "philosophy", let's say, when it comes to these things.

  • Sloppy is a really good perk, but it has to be kept in mind that some of the strongest killers can't make good use of it (Nurse and Blight first and foremost), and that on many of the other killers it is actually just as strong as it needs to be. Getting hits on survivors as Doctor for example is something you have to work for, the idea of reliably getting hits on multiple survivors frequently and let alone letting them go after doing so is pretty outlandish, so to actually make this kind of "spreading the pressure" viable, something at the level of Sloppy is pretty much necessary for these killers. Not least because it makes taking hits for each other more difficult and risky, something that can otherwise be crippling to a killer like Doc. Sloppy as you rightly imply more so than about the slowdown aspect is about the pressure potential it can create, creating snowbally, risky situations where people cannot take hits, unhook people, contest objectives or survive chases as easily or safely, due to being injured. And this is great because that snowball potential is what various of the relatively weaker killers often lack, and these risky scenarios actually make the game exciting and tense, much more so than just having 4 slowdown perks.

    These scenarios are definitely particularly problematic for solo groups, because they require much more coordination and caution to navigate. For your frustrations I would say matchmaking is to be blamed for the most part however. If you were to have more competent fellow survivors, I guarantee you would even come to enjoy playing against Sloppy, at least more so than playing against Deadlock in its stead, for instance. So I guess my first suggestion is to try to find better players to queue up together with, or lobby dodge and check profiles until you find survivors you have reason to believe are more competent. My other tip is to use Med-Kits with Built To Last. You are not dedicating so much to this at all, and it can give you 5+ fairly speedy heals, which should usually more than suffice. Inner Healing is also good, especially if getting tunnelled is a major concern for you with regards to being injured: after being unhooked, get into a locker and not only will the killer regularly not find you, but you will also be healthy. Sprint Burst and Quick & Quiet can more reliably get you into a locker after that unhook, Decisive Strike and/or Head On can provide a safety net should the killer end up finding you after all. Ellen's Lucky Star can prevent detection. Self-Care alongside a selection of Botany Knowledge, Desperate Measures and Resilience is also good, while things like Calm Spirit, Distortion and Bite The Bullet can prevent detection.

    A tip that isn't really directly helpful for yourself but might end up being helpful in a group or in the future: Autodidact is actually a really rather potent tool against Sloppy because the Hemorrhage status allows the user to reliably farm 5 tokens on the first heal, simply by letting go of the heal interaction and restarting it until they have gotten enough skill checks, from there on out then providing good healing power, if not all that reliably. Using this with an aura perk like Aftercare is good in solo, and doing so might also encourage others to do in kind.

    I will say that some killers are pretty BS to face with Sloppy in solo. Hit-and-run Wraith as well as other stealth killers on indoor maps are pretty problematic, not just for solos. Spirit is a BS killer anyway, I'm glad she for some reason isn't popular at all anymore these days. Sloppy Hag that just keeps hitting and retrapping everything is obnoxious. Her hits out of teleports as well as Spirit's hits out of phase and Wraith's out of cloak could be treated as special attacks, so as to not trigger Sloppy. Although I'm not sure that is really appropriate. Certain killers' 3-gen potential can get to be a little too much to handle with Sloppy, particularly again for solos of course. In all of these instances, Gift Of Pain would be a much more healthy alternative, because it requires killers to actually hook to get that strong Mangled + Hemorrhage effect going.

    For Hemorrhage it can also be argued that it regresses the heal a little too intensely. The regression is essentially instant, even just the couple of seconds of interruption due to Ultimate Weapon (a problematic perk in its own right) can all but nullify the heal, and this is particularly notable these days where Med-Kit charges are awfully limited and Self-Care heals take an awfully long time. I think the heal regression should be much more gradual, say at half a charge per second.

    Circle was also overnerfed and I think it would be perfectly fine - and healthy even - if it still enabled survivors to heal themselves, albeit at 32 seconds per heal (40 under Mangled then, obviously).

  • Tunnelling someone that forces the bodyblock after unhooking is fair game, but then again, tunnelling in general is "fair game", it's always on the killer player to decide whether they want to do it and whether they consider it to be "fair". Good killer players win most of their pub matches pretty decisively anyway, I find it ridiculous when they tunnel out clearly subpar players or let alone get emotional over some such player tanking a hit after the unhook. Perfectly possible to perform perfectly well without camping and tunnelling in most pub matches if you're even just halfway decent at the game, so live a little. That's my stance anyway, and part of the reason why I usually refrain from camping and tunnelling.

    In general it can be said that a survivor taking a hit for someone else with unhook Endurance is not necessarily "looking to be tunnelled". The unhooker would often simply die if they didn't take that hit, and they have a limited time window within which they can take a hit without themselves dying. It's often simply logical or at least altruistically minded behaviour. Whether the person is "asking to be tunnelled" for me more so depends on the situation, such as where the hook is, how many gens are left, how many stages the unhooker they're taking a hit for has, whether the unhooker is even injured or even anywhere close to being in danger, whether the unhooked survivor has OTR, whether they are all in my face about it teabagging or the like, and so on. If a survivor just tactically tries to take a hit, I will regularly just wait out Endurance (if possible, otherwise just hit them and send them off), down them and leave them on the ground to still go for the unhooker.

    In either case, I think it would be good for the game if they were to remove collision for the unhooked survivor for those 10 seconds of unhook protection, making it impossible (or at least more difficult) to tank a hit for someone else after being unhooked. However, in turn unhook protection should be invincibility and not Endurance, meaning that if you are hit within those 10 seconds, you don't enter Deep Wound. This would make perks like OTR, DH and Renewal much more potent at what they are supposed to do - help combat tunnelling.

  • I have received player report feedback multiple times now despite having had reported gameplay cheaters exclusively through the in-game report function, no ticket or recording. This strikes me as odd, because not only has BHVR said video evidence submitted through a ticket is necessary in these cases, but even if they have now changed stances on this, I don't know how an in-game report could result in a person getting banned for gameplay cheating, if EAC is not already detecting as much as is.

    It is possible that BHVR sends out confirmations of action being taken against someone to everyone that has reported them, even if the sole reason for the action having been taken is the submitted ticket of only one person, or EAC automatically having done so. It is also possible that players can get "flagged" by having many reports gathered against them, then either being somehow looked at with more scrutiny (by some "system" or actual people), or even being banned just due to the sheer amount of reports, if temporarily. it could also be that the "action" that's been taken is not always an actual ban, it potentially might be as little as flagging the reported player, which doesn't mean anything will necessarily happen either way. They are not telling us what the action is, after all. And then, it is also possible that no action has been taken at all and BHVR just randomly sends out these "confirmations" to make people feel things are being done. 😅

  • If they rework Iridescent Stone which would make this much too oppressive, I could see it be a possibility, but even then, Trapper has never been a bad performer in terms of average kill rates, and I also wouldn't say his traps really lend themselves well to buffs. While there is some possibility of playing around traps, they can just randomly catch people without much of any skill involved. The best survivor player can in theory die to the worst Trapper player in ways they couldn't ever to, say, the worst Wraith player. And insofar that converts into downs, it can be very impactful, especially around hooks. There is a certain balance to be kept with bear traps, particularly given what people have also pointed out with regards to trapping the hell out of a 3-gen cluster or a hook. To be able to do this reliably and without a real risk (as opposed to Trapper Sack) would yield less desirable gameplay more often.

    I think the Haste buff they are going to be implementing is pretty great. It doesn't make traps themselves stronger, and it doesn't do too much outside of chases at all, but it improves an aspect of Trapper's gameplay that I have always thought would be the best way to buff him - make setting traps mid-chase more viable. That way Trapper can actually chase survivors from the get-go and isn't incentivized as obligatorily to play a macro-style game merely by the nature of his ability, where you first have to spend time going around picking up and putting down traps strategically, rather being able to chase right off the bat and tactically pick and set up traps as you go. For this reason, I think it would actually be better to spawn traps close to pallets and windows, not gens, and increase trap pick-up and setting speeds (for pick-up, you should be able to do it from a certain increased distance, say 5 meter, with Trapper entering an animation where he speeds up and picks up the trap automatically; for placement, they at the very least have to make the setting speed add-ons apply to the entire setting animation, including the bending-down and standing-back-up parts, not just the actual arming animation).

    Another buff that I think would be great for Trapper is making it so that the time to escape traps increases with the distance between Trapper and the caught survivor. Whether this be achieved by having the actual escape interaction speed or the escape chances scale with distance I don't know, but I know that being able to capitalize on survivors getting caught in traps across the map should be encouraged. That would make it much less unattractive to not play area control, allowing traps set up across the map to do more than at best take a health state.

  • Well, it's simply in the nature of how Nightlight works that it is good practice not to ascribe too much weight to its stats. It's not a random sample because it is self-reported.

    And while the stats on perk usage may seem very similar here (in their limited scope), it is important to keep in mind that with the sheer number of players, even just 1% is a massive difference. With millions upon millions of matches every month, it takes hundreds of thousands of instances of a perk being used to make for that 1%. How significant that is is easily understood when you think of the fact that for the vast majority of perks, usage percentage differences will be in multiple decimal places.

    Looking at it that way, you can see that even in the 10 most popular picks where disparities can be expected to be low, differences between the stats are still quite large. Different placings, disparities of up to 6% (which again is huge in terms of player numbers, but also if you consider that 20-30% is the top most percentage perks get used at, so a disparity of 6% between them indicates a 20-30% disparity between the stats (6 of 20/30 is 20-30%)), even entire perks that appear on one list and not the other (2-4 instances of as much, in a pool of 10).

    Nightlight is neat and I'm glad the community takes it upon themselves to collect stats en masse, but if BHVR's global stats that actually take everything and reflect the actual "live balance" already have to be enjoyed with caution, Nightlight's stats are to be taken with even larger grains of salt.

  • @OwlWithMustache said:

    Not to be a twat, but I think people are giving this perk too much credit. Having to hook the obsession is way more of a crutch than you might think even with the obs changing after unhook. Dead Man Switch was absolute dogshit until they removed that cavate, I don't really see how this is any different.

    Have to agree with this, and I don't even think the perk would be overpowered if it activated on every hook. If it "has to be" an Obsession perk because it belongs to Ghostface, just make it so that the normal duration is 10 seconds, and then 20 on hooking the Obsession.

  • I wouldn't say "out of control", but I have noticed a significant uptick again, on both roles. Encountering multiple killer cheating bots that just instakill everyone and spam their websites in post-game chat. Had survivors finishing gens instantaneously, blinding while looking away, "subtle" speedhacks, the works. Wallhacks are popular all around, and you cannot really conclusively prove someone is using them from a third-person perspective, no matter how blatant it may be.

    But I have long given up hope that people that really want to cheat will be prevented from it. I know about players that have admitted to cheating years back, and they are still playing on those same accounts. EAC is not good, and "subtle" cheaters won't get banned through manual reports. A replay function in DbD would be great, and not only to more readily and conclusively be able to report cheaters. But even that seems impossibly unlikely.

  • Use the anonymous mode and perhaps have the chat closed. Nobody will ever know it's "you", so you can forgive and forget your own misplays or misdeeds, too! It's a pretty liberating feeling. Even though I'm a "veteran" of the game, I still sometimes do this, mostly when learning and practicing new killers. Psychology is a thing and it affects our behaviour, and I have an easier time concentrating on really just improving if I don't even think about having to think about what people may make of me playing in this or that way. "Me" being my gaming persona that they may see in and around the fog.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557501#Comment_3557501

    Sick, appreciate the head's up! I'll check that out later when I have some more spare time.

    Sure thing!

    Another heads-up: twitch has disabled the VoD feature in Korea for one reason or another, so you will have to catch live streams unfortunately. Some of the Korean streamers upload recordings on youtube. Let me know if you will need any pointers.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557490#Comment_3557490

    Does Twitch have a "sort by region" option? I don't actually use the platform very frequently, lol.

    Yes, go into the DbD category and then sort by language.

    korean.png

    Self-Care always has been and still is an ubiquitously used perk in the Korean region, and there's some really good players there using it, too. SWF not being popular at all over there likely has something to do with it, but even in general I do not think of SC as a bad perk. Although Botany and/or Desperate Measures are nice to have alongside it.

    Here's one streamer I know that's on right now, using SC: https://www.twitch.tv/chumbo1026

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557467#Comment_3557467

    I've always been so curious how those players use SC in a way that makes it so valuable. I'll have to look into any recordings I can find online or something, it's fascinating.

    Watch Korean streams on twitch.

    @ Stats:

    I'm a bit surprised Hope hasn't made it into the top 10 with the advent of MFT. MFT is definitely a problematic perk against M1 killers, but the combo with Hope is just completely busted.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557292#Comment_3557292

    I had fun with a Xeno on it. He was on the ground trying to hit me on the haybale with his tail attack (pre-change). It went on for so long I'm pretty sure he was just curious about whether or not it was even possible to get the hit.

    I'm pretty sure it's possible to hit a survivor up there with the tail attack however, is it not? I haven't tried it myself and I also haven't tried to play haybale against Xeno, but I can't see why it wouldn't just be a free and easy hit.

  • Singularity is a pretty stellar design. The effort required to play Singularity well is only "off the charts" if you are a casual player that isn't looking to challenge themselves, and EMPs do not undo all of that effort. Not even indoor maps are as much of an issue for Singularity as people make them out to be.

    It's obvious Singularity is not going to be a popular killer because it does require a fair bit of effort to play. Most players are casual and would rather play Legion where all you do is click M2, go fast and get free slashes, even if Singularity is much deadlier than Legion, with much more potential. Singularity requires fast, reasonably advanced decision-making and multi-tasking, as well as getting used to the mere mechanics of setting up pods, switching into and out of them, tagging survivors, teleporting to them. Even just keeping a sense for orientation with the constantly changing points of view can be challenging for people. But for players that actually look to have engaging playing experiences in their games, all of these things are a plus, and learning, getting better at and mastering a more complicated skill set is gratifying and rewarding. Once you get really good at these things, Singularity feels downright oppressive, and you will be engaging survivors so much that they won't be able to keep up with EMPs. Plus mid-chase EMPs really don't hurt much at all, re-tagging survivors is a matter of seconds for any competent Singularity. Which holds true on indoor maps as well, where you can also still use pods arounds gens.

    My tip for anyone learning Singularity is to first only concentrate on chases. Don't worry about placing pods around gens and keeping tabs on them throughout the match. While that is objectively optimal gameplay, most players will just be overwhelmed with the multi-tasking aspect of keeping track of pods around the map, tagging multiple survivors, deciding who to pursue and when. It will also be much more frustrating to have pods disabled by EMPs, and if you are not yet good at these things, it will be detrimental to your performance as you will be wasting a lot of time setting up and checking on pods without it getting you much of anywhere. So for a very simple playstyle, simply commit to any chase you get until you down that survivor, only setting up pods mid-chase to tag that survivor or teleport to them if they are already tagged (if you can't teleport by simply shooting them, obviously). This will make you much better at using your ability in chase both mechanically and in terms of deciding when and where to set up pods, teach you what your ability can do, which hits you can get, giving you a sense for which chases to commit to. You will then also be much more comfortable in the future to do other things mid-chase because the chase gameplay will be much more honed in. STBFL is good for this, but Enduring plus Hubris is also a pretty good chase combo for Singularity. Zubat has played a lot of that, you might learn a thing or two if you go into his twitch VoDs.

    To get more familiar and comfortable with some of the macrogame aspects of using the ability well, I would advise 3-genning. Set up your pods around 3 gens, this makes it very easy to know when to check on them, to cycle through them, to get tags and teleports, to convert them into hits, to replace pods should they get EMP'd, and just to get a lot of pressure going on the survivors without having to keep up with things across the map. A good build for this would be something like Sloppy, Eruption, Nowhere To Hide, and then either Jolt or STBFL.

  • It is funny how harvester has gone through about 80 different iterations, and they keep tinkering with it. Someone at BHVR has a real penchant for these things.

    Anyway, harvester prior to this change had been pretty useless for survivors. Best thing you could use it for is Balanced Landing, or trying to win the 50/50 on making the killer think you are vaulting ramp side so they jump onto it, then vaulting haybale side instead. Why they removed the ability for survivors to also jump to the haybale on the ramp side I don't understand. It made the tile interesting and fair to play for both sides.

    That said, I will take the current harvester over the boring previous version. Various killers can play around the haybale (and not only ranged killers either - Trapper can trap it, Wraith can catch up, Hag can trap it, Myers vaults faster and catches up as a result, Doctor can prevent the vault, Bubba can crash into the haybale and get you up there with tantrum, Freddy can trap it, Clown can gas it, Spirit can both surprise-vault and catch up, Demo can shred you on the way back up, Oni has Fury, Plague has Corrupt Purge, Pyramid can get you through the vault, Blight catches up or might even be able to rush hit you up there, Twins can leave Victor down there, Nemesis can use strafe tech to get the tentacle hit, Pinhead can use chains to catch up, Artist can leave a bird down there or even shoot one up, Dredge can leave the remnant down there or up there, Wesker can vault it with a bound, catching up as a result, or just use bounds to catch up after vaulting, Knight has guards, Singularity can teleport to you up there), it's really only Billy, Pig, Legion, Ghostface, Sadako and Skull Merchant that can actually get forced to vault more than once. And not even that is guaranteed: if the survivor jumps off the haybale when the vaulting animation starts, they do not make it back around to the window. They have to jump when they see the killer up there, which opens up mindgame potential, either to surprise the survivor with the vault or to make them jump off prematurely, then drop off to the side or vault ramp side, to try and cut them off. Bamboozle also exists, something you'd be well-advised to use on M1 killers anyway.

  • Ultimate Weapon is definitely a tad overpowered. Being able to find anyone anywhere at any point is already powercreeping any tracking perk that's ever been released, and then on top of that it provides Blindness and interrupts actions, which is particularly relevant for healing under Hemorrhage, for gens with Dead Man Switch, for blessing or cleansing totems, or even for trying to get your RBT off or putting your tape away.

    Locating anyone around hooks makes camping much more effective, knowing when to camp and how hard to camp, being able to chase would-be unhookers away before they even get close enough for a potential trade, pressuring people off gens around the hook without needing to worry about someone getting the unhook for that. Securing stage transitions made easy. An unhooked survivor also cannot hide from you, free for the tunnel out. You can more effectively protect a 3-gen setup because you can check from afar whether someone is on any of your gens, as well as snuff out reset locations, which is crucial. The Dead Man Switch synergy is also particularly nasty on a gen cluster setup, for obvious reasons. Slugging becomes more potent because not only can you quickly and reliably find your next targets, but survivors will also be blind, having a harder time finding any slugs. The endgame that is already fairly heavily skewed in the killer's favour basically becomes unwinnable with UW in play. Highly problematic Hexes such as Devour and Pentimento will be nigh uncleansable. Pig can reliably find and prevent people with RBTs from removing them. Sadako can reliably find Condemned survivors or ones close to Condemnation trying to bring a tape away. Stealth is integral to being able to compete against Nurse, Blight, Spirit and Oni, so good luck with that.

    I'm a big fan of tracking perks in general and hate looking for survivors, and I would welcome the introduction of UW if it weren't for the fact that it encourages and supports some of the already more problematic elements of killer gameplay. An adjustment to the active duration (15 seconds) and/or cooldown (60 seconds) is reasonably in order, although alternatively I would like to see changes such as disabling the perk around the hook (i. e. it doesn't activate on anyone as long as the hooked survivor is within the killer's terror radius) and making recently-unhooked survivors exempt from it, nerfing its propensity to camping and tunnelling playstyles.

  • Knight has next to no counterplay in chase - if a secondary survivor isn't there to steal guards for you, you just die at most tiles. If you aren't zoned you can sometimes get out of reach, but not only can Knight predict this and position either himself or the guard accordingly, but even if you do dodge a guard once and actually make it elsewhere, he'll have the next one soon enough.

    I do have to say however that I enjoy both playing as and against Knight at times, bit of a guilty pleasure similar to Twins. For one thing they are rather macro-heavy killers that require coordination and multi-tasking on both sides' part (even if particularly in Knight's case this can often devolve into 3-gen gameplay), and for another the visual and audio design on Knight is just too cool to never touch the killer.

    As for perks, you don't really need anything to help your chases, so you can just max out on gen, tracking and pressure perks. Pain Resonance + Dead Man Switch is particularly nice, because you can force people off gens with guards to trigger DMS. Sloppy/Gift Of Pain are great. Forced Penance isn't awful, people regularly need to take hits for each other against Knight. Tracking perks are the usual, but if you're on DMS you definitely want Ultimate Weapon, Barbecue or Thrilling Tremors.

    Play With Your Food isn't half-bad on Knight, seeing as how you can farm stacks by spawning guards to break chase state, and might only need 1 hit to down people. Forced Hesitation is more gimmicky but definitely funny, because whenever it procs on anyone, the guard you spawn on them will definitely get them. But neither of these is really worth it - your chase is already strong enough, and it's not like these are very consistently impactful perks either.

    I'm not actually confident in saying which add-ons are the best, but I do think Battle Axe Head is good because Carnifex is arguably the best Guard (breaks pallets instantly which can equal free hits in chase, hunts for so long that a hit is essentially guaranteed), Blacksmith's Hammer is neat particularly against Made For This, Lightweight Greaves is strong, combine it with Cold Steel Manacles.

  • They have been talking about wanting to bridge this gap for years. They then made a few HUD changes that are ultimately rather minor and don't come close to providing even just the fundament on which to build a bridge upon (well, that's not entirely fair I suppose, they do help a bit and more such HUD adjustments could help more, but it would still just never come close to the performance potential of SWF), and it's been 10 months since with no further changes. The reality is that bridging this gap is not only a herculean task, but at BHVR's pace it is simply unthinkable. Not only that, but it stands to be argued that bridging this gap through making the solo experience more SWF-like by providing more info and means of teamwork isn't even a worthwhile goal, because the solo experience is much closer to the horror theme, being thrown into uncertain circumstances with unknown fellow survivors and having to navigate and coordinate oneself through that as best as possible.

    While the nerfs to camping and tunnelling have been a blessing and particularly so for solo survivor, I think the real way to go about solving the issue of this gap is to nerf SWF and then nerf killers that overperform against solo accordingly. https://forums.bhvr.com/dead-by-daylight/discussion/304057/swf-loadout-restrictions

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553211#Comment_3553211

    What's a softcap? I assume there is also a hardcap. Any other caps out there in DbD terminology?

    "Softcap" is a buzzword BHVR used to avoid admitting that they've decided short queue times are more important for the game's success than having an even approachingly functional MMR. Since anyone that is at the cap is treated the same by the matchmaker, calling it a "soft" cap is disingenuous. It's just a cap.

    And that cap is so low that all MMR really does is separate the newest of new players (sub 500-100 hours) from everyone else. Anyone above that can be and many of them likely are at the cap. Anyone decent at the game can handedly win 90+% of their matches (as killer or in a 4-SWF), and good players can go on winstreaks of hundreds if not thousands of matches if they use the strongest stuff and play hard. That's unheard of in any multiplayer game with even just the pretense of being "competitive". Let alone if they also claim to have an MMR.

  • I agree. Stealth is integral part of the game and at times necessary strategically or tactically, but hiding when a killer is actively leaving hooks is obnoxious and asking for them to camp. I'm not gonna waste my time looking for survivors behind rocks, if they don't give me a chase I go where I know I'll get one (unless they feel like letting the person die on hook, which, be my guest I guess).

    But the obvious answer is to use Nowhere To Hide and/or Ultimate Weapon. Problem solved (for the most part).

  • I don't mind the feature, it's likely used to avoid unnecessary drama at least as much as it is used to further it.

    What I think the game should additionally consider is having the option to hide yourself on the in-game friends list. Anyone that is friends with you can always see whether you are playing or not, and there are legitimate reasons why people might not want to broadcast to everyone they're "friends" with whenever they're on. This also plays into protecting players from being "sniped", as people in their friends list can see whether they are currently in a match or lobby, and these people can then be trying to snipe them, on anon mode if need be.


  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545732#Comment_3545732

    I wanna touch on your last paragraph.

    "Calm Spirit does exist and it entering into common builds would be fun. But still, I think something like reducing UW's active duration to 15 seconds would be in order. Or making it so that it only activates the moment you open a locker (or at the end of the opening locker interaction, such that you can actually look around and see people), but removing the cooldown in turn."

    Why but still?

    Calm spirit hasn't really been meta before. Now? It's a no brainer for everything coming at Survivors now. Screaming, Auras and out of position are the biggest reasons Survs get caught.

    Calm spirit literally removes a few killers from being even mildly threatening. Doc, Pinhead, Pyramid head, you name it, it locks a lot of powers down 100%

    Paired with distortion/Sole Survivor, you're pretty much a ninja against the meta now.

    Can you go into more about Calm spirit? You gave it one sentence then just brushed it under the rug. Maybe you're not seeing it? UW isn't bad unless you do not have Calm spirit. Then it simply doesn't exist.

    Ive seen 'I shouldn't have to play a perk to counter another." Uh.. thats the entire game, ######### lol. I just don't understand sometimes.

    Well, first of all, the game really isn't about countering perks with perks. Not even their perk design philosophy revolves around that concept. There are some perks you can use to counter others, but none of them are meta. There are simply better things you can use perks for in this game than trying to counter your opponents' perks, particularly given that they may well not use the specific perk(s) you're looking to counter.

    Secondly, Calm Spirit really doesn't do too many worthwhile things apart from countering Ultimate Weapon (which it also only does to an extent). Not disturbing crows is neat, but that's really only relevant in rare instances, made even more rare by the fact that most players really don't pay close attention to crows. Plus in the game scenarios where crows could become really relevant, it is regularly possible for the survivor to refrain from disturbing them anyway, by crouching. The Pain Resonance and Jolt screams don't really matter, Eruption still reveals your aura. Doctor definitely loses part of his potency against Calm Spirit in that he isn't able to reliably find people with the passive shock anymore, but Doctor illusions still spawn and the actually powerful part of Doc's kit is the interaction prevention. Pinhead and Pyramid Head don't care about Calm Spirit much at all.

    Next, it has to be noted that 1 Calm Spirit would only make Ultimate Weapon (and other scream perks/abilities) 25% less effective, given that the 3 other survivors are still affected. While we can sit here and discuss the idea that arguably people should be using Calm Spirit in a UW-dominated meta, the fact of the matter is that most simply won't. Even some of the best, most popular perks see usage percentages in the 20s, meaning only 1 in 5 players will be using them - and those are simply all-around good perks, not perks equipped to counter other perks on the off-chance that the opponent is using them. I mean, Kindred is an amazing perk for solo queue, everyone playing solo arguably should be using it most of the time. Yet fairly few people are. And so while you might not get found due to using Calm Spirit, your teammates can still get found, pushed off gens, away from hooks, tunnelled out, and so on, all of course still very much to the detriment of your chances of survival. It also still afflicts you with Blindness, ha.

    Killers could use Shattered Hope against Boons, but that definitely didn't make people think of Circle as any less problematic. And that's despite the fact that 1 Shattered Hope could fairly effectively counter up to 16 Boon perks (if every survivor were to bring 4), whereas 1 Calm Spirit again only counters 25% of UW. Spending perk slots on things that don't have much utility or value outside of the specific counter just aren't all that worthwhile. What adds to this is the fact that Ultimate Weapon is a licensed perk, making it even more rare. So while you could equip Calm Spirit to (partially) counter it, now you will frequently be playing matches with essentially 3 perks. Worse still, it may well end up being to your detriment in matches where you find yourself having to cleanse totems. And Calm Spirit is a pretty boring perk to boot, providing no real interactivity, it's just passively there.

    But Calm Spirit growing in popularity a bit alongside UW (just like Fearmonger and Blood Echo did, alongside MFT) is something I would like to see; I want to see meta shifts and this would make things a bit interesting, because then killers might end up inclined to bring a secondary tracking perk alongside UW, on the off-chance that multiple survivors are using Calm Spirit. But the meta in DbD really doesn't develop quite this reciprocally, the matchmaking just throws too many wildly varying players at each other for there to be a dense or defined metagame.

    In general, I welcome the introduction of UW. I hate looking for survivors as killer and want the killer to find and chase me as survivor. Killers should be rewarded for leaving the hook and actively going for other survivors, the least the game can do is provide them with their next chase as quickly as possible. Barbecue and Nowhere To Hide already did this, but the more the merrier I suppose. The issue is that UW does too much, can be used to more effectively and efficiently camp, tunnel and slug as well, and is particularly problematic on some killers where stealth play for better or worse is integral to being able to compete (although those killers of course should need some adjustments themselves).

  • Of course it does. There's a lot of players that dislike looking for the last remaining survivor, because it is unlikely you will find them, it's essentially pure luck. So they don't even bother. It is also very common for killers to search for a little while but then give up on it and hook the slugged survivor after all. Give these killers Ultimate Weapon and I guarantee they will be much more willing to slug until they "find" that last survivor standing.

    It also encourages camping. Proc UW around the hook - people near? Camp. Nobody near? Widen your patrol until it procs, then chase that survivor away, increasing your chances you can then camp to struggle stage.

    It makes tunnelling easier too, because the unhooked survivor can't hide.

    It makes the 1v1 endgame that is already skewed in the killer's favour downright impossible.

    It encourages slugging because you can quickly and reliably find your next targets, and they will also be blind, unable to locate slugs.

    Helps with 3-genning because you don't even have to go all the way up to gens to see if people are on them, and you can also find the reset locations if they're not on gens.

    The Dead Man Switch combo can be pretty brutal.

    It interrupts totem cleanses, good luck cleansing Devour or Pentimento.

    It's the best tracking perk by far, constantly available at any point in the game without any condition apart from opening a locker, reliably finding much of anyone much of anywhere at much of any time, and providing interaction interruptions and Blindness on top of it. Why use Lethal Pursuer, Nowhere To Hide, Barbecue or let alone Thwack!, all of which are conditional, situational and have innate counters, if you can just use UW? Stealth is the one semi-reliable counterplay against the strongest killers (Nurse, Blight, Spirit), but with UW they can find you at any time, through Off The Record as well.

    The thing is that we really didn't need this perk. With Barbecue, Pursuer and Nowhere To Hide, BHVR had already provided perfect tracking perks that encouraged leaving hooks and rewarded killers with finding their chases quickly (granted, NTH is already pretty busted on Nurse). Why powercreep every single one released in the game's history with this? And then slap Blindness on top. It really feels like the Made For This equivalent - something that is just gratuitously overtuned and then some, just to have a new meta-defining perk. And as opposed to Made For This, it doesn't even have any drawback (not active when healthy or Exhausted).

    Making it possible to hide in lockers won't be enough to balance the perk, by the way. Unless you can see the killer coming from miles away, how will you know to hide in a locker and when to leave it? They would have to make it so Ultimate Weapon has a predefined range, such as 24m, so that a survivor can hide in a locker preemptively once they hear terror radius. Then killers would at least have to use Monitor & Abuse alongside it to get reliable value.

    To note: I think in general it's good that BHVR is finally releasing at least a few really strong, metagame-changing perks. For these to be chase and tracking perks is also a good thing. Reliable means of tracking encourage killers to go for chases, leaving hooks and alternating their targets. It's just that UW does a little too much, including making camping and tunnelling easier.

    Calm Spirit does exist and it entering into common builds would be fun. But still, I think something like reducing UW's active duration to 15 seconds would be in order. Or making it so that it only activates the moment you open a locker (or at the end of the opening locker interaction, such that you can actually look around and see people), but removing the cooldown in turn.

  • I like your idea (although the aura effect on its own is strong enough), but Boons died with Circle. All the other ones are too situational/not consistently impactful enough to warrant using perk slots and spending the time blessing a totem on; they had only ever been worthwhile alongside Circle, in a manner of "If I'm gonna be blessing a totem anyway, might as well bring this or that too".

    An easy way to bring Boons back into the discussion is to make Circle enable self-healing again, albeit at 32 seconds a piece. Doesn't affect med-kit heals. Altruistic heals sped up by 50%. I think that would be a perfect place for the perk, it would if anything benefit overall gameplay. Shadow Step is in a fairly good place as is, Dark Theory should be 3% and linger for a longer duration, and Exponential could additionally make it so that if the Boon is snuffed, any survivor in the dying state within its range recovers automatically (Haunted Ground/Retribution-esque Boon effects like this could be cool in general).

    A different way to bring Boons back to the playing field that is also interesting would be to buff them substantially, but make Shattered Hope basekit. That way Boons would be similarly "high risk; high reward" as Hexes.

  • I haven't seen anybody else experience this issue, so it must be your end.

    My guess: The game allows clients to send info to the server/receive info from the server on every render cycle, obviously meaning that at 120fps you send/receive twice the amount of data per second you do on 60fps. Your connection to the server may be weak or volatile, causing it to have issues handling the increased data throughput on higher framerates, leading to dropped packets. Your high ping could be indicative of as much.

  • Allow survivors to kill themselves in the dying state ("call upon the Entity to take their dying soul" because killing oneself doesn't fly these days I suppose). This would solve all of those issues. If not being able to always guarantee a 4k from a 3k is an issue for achievements or challenges, change the latter.

  • Backfill is surely an issue (and one they have been saying they want to address for a long time now), but even without it, the real issue is the ridiculously low MMR cap. They say only few players are at the cap, but you have to keep in mind that they think of the playerbase hollistically, meaning that statement includes the, what, about 80% of players that are below 100 hours and launch the game once in a blue moon, if ever? I wouldn't be surprised that, if you were to exclude all players below a beginner-level hour count and look at those that play even just semi-regularly, easily half or more of them will be well at or above the cap. And the players at that cap can range from a 500-hour Meg that even with Windows Of Opportunity has a habit of avoiding pallets, to a 5000-hour Blight whose only difficult decision to make is whether to equip Adren Vial or Alch Ring for his next 4k-at-4-gens-standing match.

    There must be reasons for BHVR to have if anything seemingly only gone further and further down with the cap, even in the face of what I assume is more and more people climbing in MMR. Whether it's queue times or the belief that players actually don't want their matches to be all too evenly-matched, I wonder whether implementing the option to pick between "strict" and "lax" matchmaking could be feasible. This would essentially be the "competitive queue" mode, only you don't even have to separate queues, you just change the search parameters, such that these people still can end up in the same lobbies, but preferentially end up with others. And since it's an option the player can pick, they will either accept the potentially increased queue times, or they can always pick the "lax" option if queue times are otherwise too long.

  • I wouldn't say any killer perk is overpowered in its own right, right now (well, Ultimate Weapon might well be). But there are combinations of perks and killers that could be argued to be, even if it's usually more so to do with the latter.

    Nowhere To Hide is too strong on certain killers, first and foremost of course Nurse. It's a great perk that I have a great time using, and I think it's perfectly balanced and healthy on most killers, but for Nurse it just equals free hits. It is also a bit problematic on Oni, as downs come a bit too easily if you have your ability ready and auras pinpointing your victims. Big part of the reason that it can be too strong on high-mobility killers is that the aura reading range travels with the killer's position for its activation duration. They should remove that, not least because it is not in the perk's text and limits counterplay as even getting out of range doesn't necessarily prevent being revealed.

    Stacked gen perks are still overtuned on any killer at A tier or above. Especially Pain Resonance and Pop Goes The Weasel can be incredibly oppressive together on already strong killers. Combine that with Corrupt Intervention and Deadlock and a good early game can already spell GG. BHVR had already had the right idea with preventing the stackability of some of the best gen perks, but they haven't really been keeping up with that. Pain Resonance even applies through Deadlock now.

    Ultimate Weapon is sincerely looking like the Made For This equivalent of the current chapter, meaning something they must have deliberately set out to be a metagame changer. Not only does it have a very potent primary effect, but they tacked on a secondary effect as well just to push the perk that much further over the top. The cooldown is also rather short. It is an uncounterable tracking perk that will basically allow the killer to find anyone anywhere at much of any time. This can be really problematic around hooks and in the endgame, enable slugging, and, as always, prove particularly powerful on high-mobility killers, most of all yet again Nurse. Pretty scary on Oni, too. The scream also interrupts actions, which can be relevant in various different scenarios where any second counts, but it is particularly notable in combination with Dead Man Switch - hook someone, open a locker, go around the map and any gen within your terror radius that a survivor had been working on will get blocked. Blight can often cover the entire map, but any killer can abuse this on a gen cluster setup. The Blindness effect is also not to be underestimated. It counters aura perks of any kind of course, but it can also make it genuinely difficult to locate hooks, particularly on indoor maps. Precious seconds can be spent just frantically looking for the hook or not finding it altogether, and this adds a lot of pressure potential to what is already a perk that enables the killer to put on a lot of pressure. Same goes for slugging, which Blindness has obvious utility for. Maybe we will see a Calm Spirit reaction to a potential Ultimate Weapon meta (if Calm Spirit even counters it, I haven't tested that), but I do feel like Ultimate Weapon will need adjustments. Maybe a good change would be to make it so that any survivor within your terror radius at the point of you opening the locker will be affected, i. e. removing the 30-second duration. And as a trade-off, removing the cooldown.

    Play With Your Food is kind of busted, always has been. Up to 15% extra killer movement speed just makes the game silly, it's not a chase anymore. This is particularly problematic on certain killers, such as Tombstone Myers, Pinky Finger Clown, Plague, as well as in 3-gen scenarios where the killer can just keep farming stacks in their general gameplay loop of chasing survivors off gens and kicking them, then thanks to PWYF eventually getting easy hits and downs. I think it should be easier to gain tokens, but for them to grant a lower speed boost. Something like gaining a token whenever chase state ends on anyone, up to a maximum of 10, with each token granting a 1% speed boost. Or maybe 5 tokens and 2% per token would be more practical. Bloodlust would be disabled with this.

    Save The Best For Last has been a tad overtuned ever since the base hit cooldown and hit sprint duration reductions. But it's only really problematic on a select few killers (Clown and Pinhead, perhaps Deathslinger), and even then it's debatable. It probably would be better for them to adjust the perk for the new base game reality, although mostly because it can be a bit too potent in camping scenarios. But it isn't a pressing issue either.

    Hubris is BS on Spirit, particularly because she has an add-on that gives her her power back immediately upon getting stunned.

  • It's a really good perk. While it does have the issue of clashing with base unhook Endurance as various people have pointed out, it isn't like the killer will always be able to hit you during that base Endurance window, even if they are looking to tunnel. If the killer isn't right at the hook during the unhook, you regularly can get away unscathed (particularly if you use Sprint Burst), and then really benefit from that extra hit in a prolonged chase. Other survivors can also tank hits for you to get away, including the unhooker themselves. And not only will the aura and grunts of pain suppression also aid you in leading the chase, but they can allow you both to lose the killer or to prevent the killer from being able to find you again. And that's obviously not only relevant against a killer that's tunnelling on purpose, it can also just prevent a killer from randomly being on you again upon hearing you or seeing you with Barbecue or Nowhere To Hide or the like. Besides, it's not actually impossible to wait out the 10 seconds of base Endurance, so OTR helps with that, too.

    That said, I do think that those 10 seconds of unhook Endurance should be unhook invincibility instead, not causing Deep Wound. It just clashes with too many perks and mechanics and incentivizes camping and tunnelling. Collision of the unhooked survivor should be removed for those 10 seconds, however.

  • There are some things like that that have popped up at some point and then never left. Hooking events now proc earlier, which most notably affects Pain Resonance. Jolt causes screams that force survivors off gens. Blocked generators can be affected by generator explosions from Jolt, Eruption and Pain Res.

    I don't think any of these things are particularly problematic gameplay-wise, but it is problematic that BHVR is either doing this unintentionally (and then not addressing it or even being oblivious to it), or at least undocumentedly.


  • @Ni7rogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529884#Comment_3529884

    I feel like blaming wonky animation for this, because he hit you at the first moment he swung the mace, I really wish we had killer's PoV.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529920#Comment_3529920

    Huntress Hatchess are less to screw because their hitbox are big and they remain more during the animation of the vault, this is just a theory I have, because I missed shreds, slinger shots, but never punishments, whips or hatchets, and my guess is because their hitbox is more constant compared to a shot that is almost immadiate and a shred that is not as fast as a slinger shot but once demo hits a wall the whole hitbox stops, and all my hits were against people with ~40ms

    Right, again, I don't doubt that the hitbox of the survivor may have gotten a bit whacky with the changed vaults and that it interacted in weird ways with some abilities and aim dressing, but I don't believe there had been i-frames. It's a moot point now anyway because they have reverted those changes, but still, it would have been ridiculous for BHVR to introduce invincibility to an essential chase interaction, so I would like to clarify that they didn't.

    @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529939#Comment_3529939

    Regarding your second paragraphs, yeah I know. It's a similar reason to why you can get hit after the pallet drop animation is over if the killer is laggy enough to not register the dropping of the pallet in time, and he's too far away to get stunned (hence triggering the server check)

    Clip for reference, I can't find my personal one where it happened the same thing (vs a blight).

    https://twitter.com/Scooteybootey/status/1697038819336303083?t=FhpJ08KltpPPeSG_BfCHCA&s=19

    Exactly, people in these instances tend to complain about pallet stun validation not working... but the killer hadn't even been stunned. It is funny (sad) that the counter to stun validation is to have even worse ping, such that you hit the survivor long before you are close to the pallet that they on their screen are already pulling. Latency cheaters rejoice.

    Moving hit registration authority to the server wouldn't be without issues - latency always causes issues in networked multiplayer games, that's just reality -, but it would make it so that both roles suffer from these issues equally, rather than only one role benefitting and the other exclusively suffering as it is currently. It would also make everyone's own latency be to their own detriment, rather than rewarding one role for it, thereby also removing the cheat and exploit potential that comes with artificially inducing latency.

    That said, one suspicion I have as to why BHVR is not willing to have servers do hit calculations is that it costs computation cycles and power, which they may well not have to spare and would have to pay more for.

    @RpTheHotrod

    Apologies, I missed your reply initially. Well, it's fair enough if you personally can't be bothered to prove the claim, and I'm not saying I know for a fact there hadn't been i-frames, I just hadn't seen anything to confirm without a doubt the existence of i-frames, and again, hatchets hits still registering at any point of a vault to me had if anything been proof of the opposite. But I don't care so much ultimately, it was rolled back and that it should have been regardless.

  • I'm sorry, but do you know how to check whether the file is in read-only mode? Because both the absence of those (and various other) variables in your GUS.ini as well as the fact that your custom graphics settings (under [ScalabilityGroups]) are being maintained suggests that the file is read-only.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529384#Comment_3529384

    Yeah I know, but I only have that one folder there so, can't be that either.

    Well, if your config file being read-only isn't the issue, making it read-only could be the solution. Prior to that however, make sure you don't accidentally have DbD installed on another drive, duplicate folders, or maybe even a secondary version or the like. Verifying the integrity of the game's cache is also good practice, just to make sure.

    If you can exclude any such possibility, try adjusting these values as follows in your GameUserSettings.ini, setting it to read-only afterwards. Do remember that that will mean any settngs you apply from the menu in the future will be reset to whatever is in your file upon restart.

    Visual heartbeat: TerrorRadiusVisualFeedback=True

    Anti-Aliasing: AntiAliasingMode=0

    Screen Resolution: This depends on what you mean exactly. Do you want to play in fullscreen mode with a distinct resolution, or do you want to play in windowed fullscreen mode/use the resolution scaling?

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529628#Comment_3529628

    The thing is I find it absolutely surreal that they can't implement a decent hit validation system for vaults like they did with pallets (that somehow stopped working anyway)

    How can they be so utterly bad

    The thing is that the "validation system" for pallet stuns was fairly easy to implement - rather than the server having to do any advanced hit calculations, it can simply look at whether the pallet stun happened prior to the killer's reported hit event, and overrule the latter if so. Or even more simply, it could just ignore any (basic) hit events happening for Xms after a pallet stun. It hasn't stopped working altogether by the way, but they did seemingly "nerf" it, as even on good survivor ping hits through pallet pulls have become more common again. What I think may have been changed is that while it used to be handled on a first-come-first-serve basis (if the server registers the pallet stun even just one tick prior to receiving the hit event, the latter is void), now the server will actually look at client timestamps and compare when things happened on the respective clients, which can still benefit a laggier killer because the survivor obviously pulls pallets in reaction to them. Or maybe they've added a buffer where if the hit event arrives within the first 50ms or so of a stun event, it's still valid. Who knows.

    Anyway, implementing hit validation for window vaults is not nearly as easy because there is no simple binary logic there (if killer = stunned, hit = invalid). It would require the server to do actual general hit calculations based on the character locations and speeds and such, something BHVR seemingly refuses to have the servers do, for one reason or another. The only times where the server will employ some sort of such a general hit validation is if the killer player has a ridiculously high ping of 300+ms, and even then it won't do so very reliably.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529456#Comment_3529456

    They literally had i-frames. We've already gone over this here on this forum and on the reddit, among multiple videos. It was definitely broken.

    Here's two links for at least a couple of examples

    https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/

    and another

    https://www.reddit.com/r/deadbydaylight/comments/15nyr0j/bhvr_owes_me_financial_compensation_for_this_one/

    What does "gone over this" entail? If there had been conclusive experiments conducted that prove that the new vaults had i-frames, please show me. I think it was more so a case of the vacuum-level speeds at which survivors got sucked through the window having messed with the hit registration system, particularly the aim dressing mechanic. Demo's shred hit mechanics are famously wonky, even crouching can regularly make it fail to register the survivor's hitbox. Deathslinger has a very small hitzone, and the player in the clip flicks right a bit at the point of shooting. The harpoon also interacts wonkily with latency, and the survivor here had an Asian nickname. I don't doubt that something about the hitbox could have changed with those vaults, and obviously both of these hits should have connected (if we ignore network issues that may have played a part), but from my experience of playing as and against Huntress, it was still possible to register on the survivor at every point of the vault. If this weren't the case, we would have seen tons of hatchets flying through survivors on vaults. But I haven't seen a single one, personally.

  • @RpTheHotrod said:

    Was far more than the male issue. Survivors were given invulnerability frames when vaulting.

    I really don't think survivors had any sort of i-frames during the vault (projectile attacks registered perfectly fine), it's just that as Xernoton has pointed out, the vault speed had been inadvertently increased due to the fact that they increased the distance made during the interaction without altering the interaction time.

    I do think the new vaults (especially on male characters, who vaulted further and therefore also faster) had been a bit ridiculous, but that they went and just reverted to the old state is disappointing. As people have been saying, there could be a middle ground, such as adjusting the interaction time to have the survivor reach the new distance at a more reasonable speed. What's of note here I think is that the first half or so of the vaulting animation seemingly is faster than the latter part of it. If they were to make the survivor travel at a more even pace throughout the vault, an increase in vaulting speed likely wouldn't even be as ridiculous, as the survivor wouldn't just be sucked through the window.

    Ultimately this all comes down to hit registration though, and I think even the old vaults would be perfectly fine and fair in a 0-latency environment. The fact however that any and all latency present in either client's connection to the server favours the killer on hits outright makes vaults a little too susceptible to laghits. Medium vaults especially. The "true" solution would be to have server-sided hit registration that calculates hits from its neutral perspective and doesn't favour the killer.

  • This does sound like your config file is in read-only mode, like Dinoraptus suggested. Perhaps you are checking the wrong file? With some update not too long ago, BHVR spawned a new folder for config files for some reason. You find your GameUserSettings.ini file here, now:

    AppData\Local\DeadByDaylight\Saved\Config\WindowsClient

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