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maipace

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  • I no longer expect anything from BHVR, and recently I have not been playing DBD at all, not just the event.

    I was originally planning to collect cakes during the event, but with the terrible drop rate and how awful the event mode is, I have completely lost the motivation to do even that.

    Some people are saying that BHVR is currently collecting feedback and will reflect it in future updates, but personally, I do not think that will happen. This is not limited to the 10th anniversary event. There have been many issues and criticisms regarding various events in the past, but they were never properly improved. In some cases, things have even become worse than in previous events.

    Right now, Jason has just been released, so I do think the player count has increased. However, judging from the attached chart, it is clear that many players are leaving soon after, likely due to the poor game balance and other issues.

    The number of players does increase during peak hours, but the overall player count is declining, and it is currently recording the lowest number of players within the past week.

    Some people claim that comments on the forums, X, and Reddit only represent a small portion of the community. However, as you can see, the numbers that BHVR loves so much clearly show that players are leaving because of the terrible game balance and event content.

    image.png
  • It’s amazing that they could come up with such a ridiculous event—worse than an amateur’s—for a milestone 10th-anniversary celebration.

    I could never come up with an event like this, so I really have to admire them.

  • I came back to the forum after a long time, assuming it would be full of whining as usual, and it was exactly as expected.

    Of course people don’t know how to deal with a killer that has just been released, or in what situations they will use their power. That’s completely normal.

    Killer players also learn by repeatedly using the killer while survivors escape from them. They learn through trial and error.

    But running away from that learning process and saying, “It’s boring because I can’t escape,” or “They’re too strong, nerf them,” is a bad habit among survivor players.

    Try using Jason yourself and learn what kinds of locations and timings make his power effective. If you do that, you’ll start to come up with some counterplay when you play as a survivor as well.

    If he really is too strong, then I do think a nerf may be necessary. But I’m honestly tired of people immediately shouting “too strong” and “nerf them” every time a new killer is released.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069221#Comment_4069221

    The horror aspect of DBD is gone after not that much time to be honest. I would say, if you have 100 hours in the game, you dont see it is a Horrorgame anymore. The Horror aspect is mainly for new players and those cannot really use those information given anyway.

    That it is an Asym Horror Game does not justify to leave out QoL or SoloQ Buffs.

    I agree that improving quality of life and strengthening solo play are good ideas if the goal is to make the game enjoyable over the long term.

    That said, I do not think it is right to say that, because the horror elements disappear quickly anyway, we do not need to care about them from the start.

    Even now, when very few horror elements remain, one thing that still feels like horror is the tension before you know whether the killer is a stealth-type killer.

    In fact, when watching various people’s streams, killers like Trapper or Lich are identified almost immediately because of things like traps or treasure chests being placed around the map. By contrast, when they are up against Ghost Face or Shape, you can clearly see that they play with a sense of tension, and some even scream the moment they realize who the killer is.

    However, if this new feature is implemented, players will know who the killer is right away, which will reduce that kind of tension and take away one of the few remaining horror elements in the game.

    As I wrote at the beginning, I do believe that improving QOL and narrowing the gap between SWF and solo play are necessary.

    However, I do not think it is right to simply dismiss the horror elements by saying, “Players get used to them quickly anyway, so they do not matter.”

  • This may be a basic question, but isn’t this game supposed to be an asymmetrical horror game?
    If so, where exactly is the “horror” element in the current state of the game, when the moment a match starts you already know everything — “the killer is ○○,” “your teammates have these perks,” and so on?

    I started playing around the 7th anniversary, and even back then, all the information was already visible through the UI, such as who was being chased and what my teammates were doing. At that point, there was essentially no horror element left at all.

    I do understand that there needs to be some effort to close the gap between solo players and premade groups, but is that really something that should be added at the cost of destroying the core concept of the game?

    And has no one considered the possibility — something I’ve already seen mentioned many times elsewhere — that once a match starts and people see someone running a casual or joke build, some players will just disconnect immediately?

    Some people say, “It’s fine because there’s a penalty for disconnecting,” but can they really say that when you look at how high the disconnect rate already is?
    Even now, there are tons of people who disconnect for ridiculous reasons, like being the first one hooked or failing to use a perk correctly.

    This change does nothing but fundamentally deny the horror-game identity of this title, and it has the potential to greatly increase the chances of taking away the enjoyment of players who simply want to play and have fun normally. I can only see it as a terrible change.

  • When I played on Raccoon City earlier, I couldn’t find a single Blood Pump indoors before the Killer killed me.
    The only one I found was outside, on the far side after crossing the central courtyard.
    As a result, not a single generator got done before I was sacrificed.

    The Offering’s Bloodpoint efficiency is bad enough, but this blatantly uneven spawn distribution shows just how terrible this Blood Moon event really is.

  • image.png

    There are many opinions saying that this only matters against 4-man parties, and I do not know how things are in North America or Europe, but in the Chinese-speaking region, as shown in the data released in February, a little over 30% of matches involve 4-man parties.
    And those of us playing on the same Asian servers are forced to match against 4-man parties at a very high rate.

    Until this update was implemented, full parties running the “DS + Shoulder the Burden” setup, which you probably do not see very often in your region, were running rampant.

    Against those kinds of full parties, I see no reason not to bring this new perk, since it lets you permanently reduce the maximum number of generators simply by hooking them.

    You can say that a single perk is strong or weak, and you can say that there is no problem if you only look at the North American and European environments, but please pay attention to the state of the game in other regions as well.

    Playing DBD where you keep getting matched against military-like full parties is exhausting. I have not played for about two weeks because of it, and more and more players feel the same way.

  • The appraisal system itself is flawed, making it highly likely that killers won't receive two PIPs unless they perform a 4K.

    Additionally, the results screen displays messages like “Entity is displeased,” which seem to criticize our play.

    I sometimes engage in such actions to earn PIPs myself, but fundamentally, I want to move on quickly. I believe modifying this system would reduce slacking when only two players remain.

  • Using Freddy at the start of the game means there are several maps where you can't place Dream Palettes because there are too many pallets already.

    Isn't it a bit thoughtless to place so many pallets on a map that the Killer's abilities become unusable?

  • image.png

    This issue clearly showed how BHVR listens to creators.

    https://deadbydaylight.com/creator-program/

  • As others have already said, once the perk is activated, you get permanent “agility”, which continues to work even if you are injured.

    Also, the hitboxes while overcoming seem to go wrong, they seem to get smaller or the hitboxes disappear, so attacks that would normally hit don't hit, and sometimes the death slinger's harpoon doesn't hit the survivor while overcoming.

    It is strange that a kill switch is immediately triggered if there is such an effect on a killer perk, but not on a survivor perk that breaks the balance of the game so much.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973705#Comment_3973705

    So I suggested something like this once and actually got responses from devs. If you'd like to see the thread is here.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973679#Comment_3973679

    It's indeed disappointing, but the thrust of the changes doesn't seem to be fixing bugs, but fixing game design issues, which seems ripe for introducing even more bugs.

    Thank you for the information!
    After reviewing it, I realized once again that there is a gap between the management's and our perspectives.

    Just because the deadline is tight does not mean that it is acceptable to release the game with many bugs.
    Wouldn't it be better to make adjustments before the schedule becomes so tight?

    Few PTB participants → Instead of limiting it to PC users, if we made PTB an optional part of the modifiers, CS players could also participate in PTB, leading to more feedback.

    If there were fewer bugs and the game was playable, I could understand this approach. However, given that the game is currently unplayable, failing to improve the situation feels like negligence.

  • I would like to change the content of the PTB.

    Currently, we run the PTB once, gather feedback, and then release the game. Instead, I would like to run the PTB for a week, gather feedback, make corrections based on that feedback, run the PTB for another week, gather feedback again, make corrections based on that feedback, and then run the PTB a third time.

    By doing so, we can determine whether the feedback gathered from the PTB was correct, whether the game is balanced, whether bugs have been fixed, and so on. I think this approach has many advantages.

    The current PTB, which pretends to collect feedback but releases without making proper revisions, has no value.

  • I always wondered, can't you put restrictions on the behavior of survivors inside the gate?

    For example, can't you block the exit to prevent the survivor from escaping for a certain period of time only when he/she does certain actions such as “stay in the gate for more than 30 seconds”, “flash the light more than 5 times”, “bend over more than 5 times”, and so on? Can't you do that?

    It would be nice to allow killers to abandon the game, but if we can penalize people who are playing the game for the purpose of making others uncomfortable in this way, it would not be a problem for people who are playing normally and would create an opportunity for killers who are uncomfortable. I think that this is a good idea.

  • You really don't have any sense regarding color.
    Like this rarity change, there is a lot of confusion during play because they have made everything the same color, such as the footprint/generator and survivor's aura on the killer side, and the mine blasting, etc. and trail color on the survivor side.

    This is another area where changing the color of each object could improve the playing experience, but we have kept it the same.

  • I certainly have not operated the implemented ghouls, but my impression after operating them many times in the PTB was, as I said, that the first hit was indeed too easy.

    However, it is not possible to get down with the ability as it is, and there were several times when I wanted to move and was sucked up by the survivor. I would say that there is no disadvantage to locking on to a survivor you do not want, but the fact that I wanted to patrol and could not patrol and the chase was extended is a sufficient disadvantage. I think that is a sufficient disadvantage.

    And if you are wounded by an ability, your ability to adapt to the situation shines through more than enough.
    After wounding, you have to go down as a regular walk killer, so it takes longer to chase survivors with rapid effects.

    Also, since I can wound easily, perks that accelerate generator repair, such as Adversary Spirit, shine more brightly than other killers, and sometimes the energizing speed is faster than other killers, including the fact that I am not accustomed to it.

    I think this situation is horrible, because there are perks and strategies to counter these problems, but they are nerfed without being tried.

    Of course, if you are a good killer player, you may be able to take down a wounded player easily.
    But not everyone has that kind of skill, and I think it takes practice to do so.

    There are actually several killers whose usability has changed drastically due to survivors who paid money, took time to practice, and when they finally became able to use them, called them nerfs without taking countermeasures or thinking, and abandoned the game with GNs when they didn't do what they wanted.

    I don't want to be in a situation like Xenomorph, where I bought the DLC and then a nerf call changes the performance of the character drastically within a week or so, making it completely different from the performance I bought it for to use, and wasting all the time I spent practicing.

    After a month or two, when everyone is used to it, if there are still strong parts, I think it is inevitable to make adjustments.
    However, I consider the current situation where people are shouting so loudly for nerfs after only 2 days of sales, when both Killer and Survivor are still not used to the controls and countermeasures, to be abnormal.

  • Operating a drone sounds like fun and I am excited about it, but I have a few concerns.

    First, I understand that a certain amount of time is required before the drone can be operated, but this time seems unnecessary.
    It depends on the operability of the drone and the time required, but the lag time before the drone can be operated makes it difficult to use during chases.

    Secondly, the drone breaks when it hits an obstacle. I have previously seen something to the effect that objects that appear to be flying, such as Rich's fly, are not actually flying, and it is impossible to actually fly an object.

    If that is the case, this drone also looks like it is flying but it is not actually flying, right?
    In that case, the survivor would only have to climb over the window to completely disable the drone.

    If the drone needs to be installed and it takes time before it can be operated, and when it thinks it can be operated, it goes over the window and completely blocks its ability, then there is no point in operating the drone.

    Also, as others have said, changing what is operated in this way is similar to the Twins, so it is likely to be backward compatible with the Twins.

    I can't think of any other good ideas, but would it be difficult to create a hacking drone instead of an attacking drone?
    For example, when setting up a drone, you could select a window or board and hack it to make it unusable.
    In this case, it seems to me that it would be a killer like no other, which could also give her characteristics as a drone while maintaining her original killer ability as a trapping type.
    Of course, it would require delicate adjustments, and this is just a random idea that I just came up with, but I felt that with careful thought, this could be a killer that could be enjoyed by both camps.

    Translated with DeepL.com (free version)

  • I always wonder why there are 5 different kindergarten patterns, 2 different ormonds, etc.

    I don't play enough to know all the structures of the maps, so every time I do a ritual on the target map, the structure is different and confusing.

    Frankly, there are too many maps to even try to remember the structure of the maps.

  • 'Survivors get too many second chances'

    I think the biggest thing about this is the 'hatch.'
    Usually they repair the generator and escape through the gate.
    However, if there is only one person left during the ceremony, a hatch will appear and allow them to escape, no matter how many generators are left.

    Also, if the hatch is closed by the killer, the next time the gate can be opened even though the generator repair is not complete.

    Escape by hatch“ and ”Escape from the gate after the hatch is closed"
    Thus, when the repair of the generator is not completed and there is only one person left, the game is lost, but there is still a chance to escape.

    'Survivors are helped by BHVR' “Survivors are helped too much by base kits and features.”

    For example, there is a “heartbeat visualization” option for the deaf, but if this is really an option for such people why is there no similar feature on the killer's side?
    If this is indeed an option for such people, why is there no similar feature on the killer side?

    And even though this option is available to healthy people and some killers such as Sadako are not emitting heartbeats, the undetectable effect is not working properly because of this feature.

    The number of times a generator can be destroyed is now limited to 8, but this limit is quickly reached when using some perks such as “Irruption”.

    If the system is designed for non-chase killers, why does it also count perks that are triggered when a chase is made and a down is obtained?

    There are many other factors, but I feel that survivors are helped by the huge difference between the reasons for implementing these new systems and the current situation after they are implemented, as well as the difference in the number of chances a killer and a survivor can receive.

    I am using a translator so I apologize if there are any rude expressions.

  • I am thinking of a standby screen showing the number of times that player has done a DC.

    Of course, I know that sometimes the server goes down and unwanted DCs are attached.

    However, I think it would be a good indicator, and by resetting the number periodically and changing the color of the names of players whose DC count exceeds a certain number, such as double digits, both killers and survivors would be able to avoid being matched with players who DC frequently. We believe that this will help both killers and survivors to avoid being matched with players who dc frequently.

    Translated with DeepL.com (free version)

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856249#Comment_3856249

    Well, let me tell you, the descriptions of some of the killers' powers seem bigger than they are and vice versa, not to mention the weird names, I mean reading something and building your imagination on it is different when you see it in an actual match.

    The first 4 killers have very clear power descriptions for a new player and it helps that you will see them often so this makes it easier to understand, however the further down the list we go the descriptions become long or very long with strange names and the fact that some important mechanics are not mentioned in the descriptions.

    So reading a specific killer power description doesn't seem like a problem, but reading all the killers power descriptions is a difficult task for many people, let alone not forgetting them.

    And so we continue to ask for the system to handle the difficulty of reading and remembering the explanations, and the result is what we have now.

    Chucky is not that strong of a killer, but this adjustment has made him a near-weakest killer.

    It does have the problem of being small in stature and hard to see.
    However, his walking speed is slow and his steins are clearly visible, and he is by no means impossible to chase.

    We need to make an effort to play the killer and figure out its capabilities, even if only a little, instead of always saying it is OP and relying on nerfs and systemic responses to the many ways of standing and maneuvering that those who play the killer have thought and tried and created.

  • I understand that as a company we sell DLC for profit.
    However, I think it is wrong to sell an incomplete product for that reason.

    As others have said, clearly the current pace of implementation is beyond BHVR's capacity.

    I would like to see the pace of implementation moderated a bit and the stability of the game, including bug fixes, made a top priority.

    There are other ways to make profits, such as selling skins and amulets, so I would like you to stabilize the game while making profits in those ways.

  • My question is, why are there multiple patterns for “badam” and “ormonde”?

    There are so many maps, why do you create multiple types for only some of these maps, thus upsetting the balance?

    Furthermore, it seems that you are adding yet another new Ormond map, but I can easily predict now that it will obviously be stressful due to the vastness and complexity of the map.

  • In a past delivery, you said that you do not plan to live stream the game as the management is also doing test play in a safe environment that is not the same as the production environment.

    Therefore, I don't think they understand how many camp tunnels there are or how fast Generation repairs are.

    I always want people to experience how difficult the current environment is, which the management thinks is appropriate, by playing both camps on the live feed.

    Also, in my personal opinion, if you are going to release a character in such a buggy state, I would like to see you lengthen the time between releases a bit and prioritize fixing the numerous bugs that are still occurring.

  • DEEPL translation is used

    I agree with this idea.
    Not being able to play the game often, I have been playing DBD for almost a year and still have many tier 1 perks and cannot use BP on my favorite characters because I have to spend BP to make them tier 3.

    I think many newbies suffer from this problem, so I think there needs to be a mechanism to eliminate this task so that they can enjoy the game.

  • It would be nice if it could penetrate obstacles since it is attacking with ghosts, but as I said, implementing that would be too strong and I don't think it is possible.

    Simultaneous attacks would certainly be stronger, but I think that could have been noticed immediately if the management had done a little test play.

    However, I am not convinced that starting an event without such test play and treating the usage found by killer players through trial and error as a “problem”.

    If there was criticism from many survivors and it was too strong, weakened, etc., I would understand, if not agree, if they explained it with a good reason, instead of using the word “problem”.

    I'm afraid that if this is left as it is, all the configurations, standing, techniques, etc. found by killer players will be put away as “problems” in the future.

    I understand that the disappearing scar in the smoke screen is a bug.
    However, I question the implementation of nerfing only the abilities on the killer's side while leaving such a serious bug unaddressed.

    I understand the importance of balance adjustments, but I believe that the most important thing is to resolve these serious bugs and create a playable environment.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827319#Comment_3827319

    wait is that something that might just happen or do the survs actively need to do something to exploit this?

    I had a match against a Team that seemed to know exactly that there were no scratchmarks there at all even when its been a while since last smoke bomb was used

    (If there are steps for the exploit, you don’t need to describe them here as that might be against Forum rules - just curious if its actively exploitable)

    Someone posted a bug report with a video that you may find helpful

    https://forums.bhvr.com/dead-by-daylight/discussion/430902/void-crystals-sometimes-cause-killers-to-permanently-lose-scratch-marks #latest

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827436#Comment_3827436

    do you mean the red scratches on the floor? I'm not aware of the scratches disappearing permanently. - If they do disappear permanently, this should be fixed too.

    Yes. I mean the red scratches on the floor.

    A bug was previously reported where the scratch would permanently disappear after using a smoke screen, but that was never fixed, only the simultaneous attack of the killer was treated as a problem and removed.

  • I see.
    It certainly is hard to be deprived of the means to fight back.

    So what do you think about the problem of the survivor's scars completely disappearing during that ritual when the smoke screen is used?

    This is obviously not normal behavior, and from the killer's side, the means of counterattack to pursue the survivor has been taken away, but I would like to hear your opinion.

  • DEEPL translation is used

    A simple question: why is it that this management says “increase the usage of low usage perks” and supposedly enhances low usage perks, but then nerfs them as soon as their usage goes up?

    It is most likely that they have no idea, but I don't understand it.

  • Not long ago, “Weasel Popped Out” and “Resonating Pain” were weakened because of their high usage rate and ease of use.

    The former required the survivor to be downed and then hung on a hook to get to the generator where they wanted to use the skill in time.

    The latter required hanging on four randomly generated hooks on the map, which in some cases could not be used at all.
    Also, it could only be used a maximum of four times.

    BHVR nerfed both because of “high usage”.
    However, several perks are not nerfed at all, including the “highly used” WoO on Survivor.
    Why is that? If you nerf perks based on “usage”, shouldn't you nerf the survivor perk equally?

  • I too am concerned about this issue.

    Furthermore, if these two people had “total concentration”, it would allow for even faster generator repair

  • I use DEEPL because I am not good at English

    If the Castlevania collaboration has candelabras for the survivors, I wanted a gimmick with bats, etc. on the killer side
    *The bats chase wounded survivors for blood, and there are notifications at regular intervals, etc.

    I have no idea what the fun is in playing this mode on either side

  • I'm using DEEPL translation because I'm not good at English, so sorry if the text is strange.

    There are many problems such as the contents of the finishing moly and the adjustment of SM, but one thing I'm really interested in is the “corrective action”

    The new effect says “the result of a failed skill check goes from Good to Great”, but what happens if two people use “Corrective Action”?

    Since the tokens accumulate each time a GREAT is made, can't we have an endless loop where A intentionally misses a skill check and activates the skill, the skill is judged GREAT and the tokens accumulate, B misses a skill check and activates the skill, the skill is judged GREAT and the tokens accumulate, and so on?

    Also, I have a feeling that combined with “All-out Focus” this combo could be even worse!

    Normally I wouldn't worry about this, but I'm afraid that this worry will become a reality since the Darklord's Hellfire cooldown reduction add-on is implemented in such a way that if you add two add-ons, the cooldown will be increased