tricks5776
tricks5776
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- tricks5776
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this is not exclusive to xenomorph. It happened to me 3 times today against other killers. It kinda feels like the old fog crystal bug except it only muffles killer sound efx. You can hear everything else fine. It’s not map specific either as it happened to me on rancid abattoir and groaning storehouse.
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new Chase music would be great but can we get her holding her RBTs back in the killer select screen? I feel like it got bugged a long time ago and ppl just forgot about it
https://x.com/deadbydaylight/status/1715412798325371008?s=46
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it’s good with swfs but significantly weaker in solo queue. I ran it for a week and tried to bait last chase. Was able to get it 4 times. Ended up on the hook 3 times right before teammates finished last gen. Teammates couldve finished it while I was in chase had they started gens earlier. I think if you run it in solo, you it encourages you to be the one starting the last gen or working on it injured to get value. Fine perk but much stronger in swf than solo now.
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played a couple 2v8 games after a few days off. Actually wanted to play more but work calls. Excited for upcoming QoL changes.
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huge fan of clean my house simulator and do some stretches while waiting for killer games. Quad and hip flexor stretches are particularly good for all the sitting most gamers do.
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with the new bug fix patch, this bug has FINALLY been fixed. Thank you for getting it done devs.
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just played a game and watched what the bots did. My opinion about them was neutral at first but they are bad. Some will walk away from injured survivors. They won’t save if a terror radius is nearby. They love hiding edge map with no killers around. If they’re not hiding they’re opening chests. They simply don’t do the things that a human player would do which is even more detrimental in this mode.
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If 2v8 comes back after this, 2 roles on survivor that should be instant includes are a boon class and a “survivalist” class that lets you craft flashbangs, smoke bombs, and chem traps. The herbs were a decent touch given the theme of the mode, but flashbang is one of the most popular surv perks and I’m not sure why there isn’t a class that lets you craft them. It fits with the chaotic nature of this mode as well as smoke bombs and chem traps.
I also think the bp incentives should be raised higher for surv or give iri shard incentives. I still don’t understand why bhvr is so stingy with bps given the enormous content grind in the game. If you’re not gonna decrease the grind the least that could be done is alleviating it some through this mode. Minimum 500% modifier and/or also allow bloodpoint offerings and the ability to earn pips.
also add a priority queue. For every 5-7 games of surv you play, you get placed at the front of the killer queue on the other side. There are lots of real world examples on effectively fixes for wait times. Not trying to pile on but bots were the worst solution and in my mind the fact that bhvr is asking for feedback about the bot experience in 2v8 and it’s the same reasons given when they announced bots being added means to me that bhvr just did what they wanted to and didn’t actually consult with people that play game. Because it wasn’t hard to see that these complaints would pop up. -
I played a couple games with him last night and they for sure should’ve given him basekit Marvin’s blood. Not sure why they left it out tbh. Still fun to play though.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881740#Comment_3881740
Meta is a greek prefix with multiple meanings. That convenient backcronym annoyingly states wrong assumptions.
A metagame is a set of playstyles which can contain multiple other sets. It is an observation. It describes what is in use, not what should be used nor what is the strongest available. Basically, it merely says how the game is played and over time how the playstyles evolved. One of those annoying assumptions is if we know what is the strongest then that means the game is solved. Otherwise we can't make that statement and that cannot be true considering new, complex games have a meta within a few days. It is highly unlikely games are solved and played to perfection that quickly. So that assumption needs to go.
What you are describing is the game theory term dominant strategy. That is a subset of the metagame.
If the most efficient was the most common then this set of games says that Nemesis, Myers and Legions are more efficient than Nurse. But you know that is not the case and if you don't then you can add those numbers there and convince yourself.
https://us.v-cdn.net/6030815/uploads/AERUAKPG637P/unbenannt.png
I will first say I’m wrong about the e & the t.
I will next say that my point is still the same.
Slugging is going up because some content creators make it seem it’s the most effective way to win games when all it’s doing is showing that solo queue is not prepared for it. Most solo survs are bad and they don’t run anti-slug perks/don’t use them effectively. 4 man Slugging only beats up on the weakest role in the game and you still rarely see it. For something to be meta you have to see it often.
So again the slug meta is not real. It will never be real because the meta will shift to combat it because there are already strong tools to do so.
you bought the game. Play however you want. But the “slug meta” is artificial. -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881740#Comment_3881740
Something can be efficient at doing what they need to solo-queue, yet be ineffective towards SWF.
That's why I said in my post that they are curb stomping solo-queue and when going against a competent SWF that can deal with it - it's much harder. It's why you see many people complain about SWF - if SWF did not exist, slugging builds would definitely be more meta as it is strong against people with no comms.
I don’t think you fully read my first comment on this thread. Because I made the same point but it doesn’t have to be a swf it can be a good solo group with the right perks. Again proving that the slug meta is not real it preys on general unpreparedness for the strategy.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881643#Comment_3881643
Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.
People generally do not use anti-slugging builds or perks because most killers typically pick up. I tried running the "small pp build" yesterday and I got use out of my Unbreakable with Soul Guard once. I got more use out of Decisive Strike, lol. Most killers that you go against are the type that downs, picks up, and hooks.
I think the Knock Out and slugging builds are in a way dying because most survivors know to push gens, hop into a locker when they recognize it's in play, or the killer in question doesn't have as much experience and notice it via YouTube.
I went against a Freddy with Knock Out two days ago I believe and he got no pressure whatsoever because of how he was playing and began hooking my random due to it.
I still think the perk needs a nerf or a timer placed on it - but regardless, it is a "meta" in the same way that popular streamers are pushing it but people are not as skilled as let's say Tru3, so they typically suffer from getting kills.
”Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.”
Meta literally means most efficient tools available so if they’re the most efficient, would they not be the most common?
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The “Slug Meta” is not real.
it is an artificial “meta” that works because survivors are not bringing anti-slug perks. The minute they do, even the best sluggers in the game can’t do it for free.
played against a slugularity yesterday with plot twist, exponential, circle of healing, and DS.
got a 3 out that could’ve been a 4 out. And it was a solo queue game.
Again the slug meta is not real, it’s just taking advantage of survivors not running anti-slug. But when the meta shifts, you shouldn’t be surprised that it’s no longer as effective as content creators claim.Slugging, just like tunneling, is a good strategy to use Situationally to build pressure. It’s not an instant win button for killer when survs are prepared. The “Slug Meta” preys on bad solo survs, which are the majority of the player base. That’s why it seems effective, when it’s really showing the weakness of solo queue surv.
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the reason why we complain when things are bad is because we really like the game and want it to be better. Even with the bugs I still play (for the time being) because the experience is so unique.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880271#Comment_3880271
Do people actually go and do the tutorials, though? Lol.
Most people skip the tutorial system. You would be surprised how most casual people will typically jump right into a game and just play the game right off the bat. Even if Behavior made a better tutorial system (I don't disagree with the point)... People will stay play how they play regardless. It's why the MMR system was created to ensure that people in the same skillset played with people with similar skillsets.
Most of the time people play multiplayer games, they don't look at tips and strategies unless they feel like they need to improve their gameplay. Some people will say they're not good at looping, they might opt for stealth or gen related perks. So, the inclusion of a better tutorial system could work for some but people have their playstyles regardless.
If I had to guess, most people do not sit around and watch JRM, Ayrun, Cru5h, Noob3, Probzz (even with his behavior), etc. When I first started playing, I watched a lot of Noob3 and Probzz, so I generally know how to loop but many survivors will not do what I did because the casual player base doesn't go out of their way to improve.
agree and they shouldn’t have to go outside of the game to learn the basics. I did the tutorials to get bps. If they made tutorials with incentives, I promise many would do them just for the incentives esp if they did iri shards.
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@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880365#Comment_3880365
Maybe what we think is a bug is just how she's supposed to be.. But if that were the case what are the devs supposedly fixing?
before castlevania, the husk made no sounds while you were in phase. No husk crackling, no wailing, no growls. It got bugged during the castlevania ptb. I know it’s a bug because her furin addon got bugged at the same time and it’s still bugged. You hear the global phasing sound from the surv pov while you’re phasing. The sounds have improved, but it’s still not where it was pre castlevania ptb.
https://x.com/rayoxium/status/1877092824643993981?s=46
people noted it during the ptb, there’s a bug report on the forums, but it still made it to live. -
https://x.com/innkypop/status/1886827306536095878?s=46
more evidence that it’s not fixed -
https://youtu.be/sLInJBPAcuc
Maybe bhvr listens to this
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880335#Comment_3880335
Really appreciate you sharing this! We've made sure that this is shared with the team so that they can look into it.
Ryan is the goat
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I agree I don’t envy their job but you can’t ask people to pay for content, bug it, say you fixed it, it not actually be fixed, and want people to continue to support you. I bought both the masquerade and blighted skins and now they look crazy.
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convinced at this point that they don’t know how to fix her.
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@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880328#Comment_3880328
I had a feeling lmao
I really don’t get it
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yall said yall fixed it in the latest patch notes but it’s STILL not fixed.
https://x.com/davoodisatwat/status/1886811941097652544?s=46
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Not meaning to overtake the thread. I just wanna provide as much evidence as possible. These bugs have been in the game for months. It makes spirit incredibly frustrating to play when the basekit game sounds don’t work properly but it’s only on certain maps, certain cosmetics, then the husk bug still not being fixed properly. I wanna buy all the latest cosmetics for her but I refuse to do so until all of this stuff is fixed I don’t understand why it takes so long and we get no explanation of why or what’s going on.
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here Nancy sounds like she’s right in front of me when she’s about 5-6 person lengths away from me
https://clips.twitch.tv/BashfulYummyDootBigBrother-xz53nBWLS4uwdo6E -
here I can also clearly track fengs breath sounds even in phase. They do not disappear. I do not have the crazy audio problems on the cold wind maps that I do on others.
https://clips.twitch.tv/ViscousCooperativeWebWholeWheat-F5dttYgWC_q3xQpA -
here
https://clips.twitch.tv/AthleticCrackyLocustKAPOW-CFmblWR1Cf-OlptOI can clearly tell where fengs footsteps are, when she doubled back, and where she runs after. It is not this clear on wet footstep maps.
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alucards boot audio cuts out several times even though he’s right in front of me.
https://clips.twitch.tv/HelpfulExcitedGiraffeRedCoat-LySl0oca1LK0DWr8 -
The sound tracking bugs for spirit are awful on top of the husk bug. The biggest offenders for me personally are maps with wet footsteps like mothers dwelling, swamp maps, and toba landing. Maps with hard footsteps like the game and rpd have omnidirectional footsteps in phase. Ironically or maybe not, the best maps for tracking for me are cold wind maps. The tracking is consistent and sounds feel like they are where they’re supposed to be.
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Maps with hard surfaces when survs run the sound is omnidirectional and audio still spikes when they run through you but you can’t tell which way they’re going.
https://clips.twitch.tv/BlushingEncouragingCobblerFailFish-_yxWFfGKptEuPlYF -
When survs double back into you the audio spikes and makes it sound like they’re running in front of you then it’s just quiet
https://clips.twitch.tv/SilkyBashfulSandstormStinkyCheese-g78niofd7dKByih_ -
I don’t even get in lockers to avoid hits anymore because it’s just a free grab for the killer now. You are literally both feet on the ground, locker doors closed and still get grabbed. It was not like this last year.
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if we’re being completely honest survivors have a lot of tools to consistently win games but the majority of the player base is not good enough to use them consistently. That again is behaviors fault for having so much content with very little explanation. The tutorial system needs a major overhaul and more in depth explanation as I’ve said on forums before. I will also agree that they have slightly overtuned some maps to killer creating zones where you either have no tiles or all the tiles are bad. I used to play solo queue surv a lot. I still play but the quality of gameplay from this time last year has decreased drastically.
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had the same problem on RPD last night and have been noticing scratch mark spawns get worse with each patch. It’s like survs have permanent lightweight. I’m chasing this Bill and scratch marks spawn in front of him, then he gets in the hall and the gaps started. Combined with the audio occlusion bugs, I lose him for a brief second because scratch marks gap even worse around corners and doorways. Very frustrating to track esp as spirit but it happens when I play other killers too.
https://clips.twitch.tv/EndearingYawningButterflyPipeHype-8q98pAxLZUTA7HO8 -
@bazarama said:
Stop saying y'all it makes you sound like a Richard head
no.
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@Wassabiiii said:
I uninstalled yesterday. After playing for more than 7 years, I have seen enough. The bugs and server issues will never resolve unless we stop giving them money and time. It's the only way.
this is the way unfortunately
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the fits and the builds for them
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@ReverseVelocity said:
Infection is kind of a non-issue after the nerfs. It will likely never fully complete unless the Survivor deliberately neglects it.
He has his dash and he has a bit of slowdown from having to remove the Infection, but it is very rare to get any sort of value out of the Critical Infection these days, and when you do, it's because the Survivor missed the incredibly generous window to remove it.
In terms of whether he needs it, I think from an identity standpoint it'd be weird for a Resident Evil character to not have an Infection mechanic.
His 40m TR, while enabling Coulrophobia shenanigans, is probably necessary due to how high his burst mobility is. You can see how it would be if you take into account pre-nerf current Billy when he was still way faster in Overdrive. He'd pop out of nowhere and you'd have basically no time to react to the TR due to how fast he was, especially with engravings.
Wesker overall is completely fine imo.
I also think capcom had a lot of design say-so which is why his kit feels cohesive even though there’s a lot to it.
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I like playing against new Freddy tbh. To me he’s more interactive. You can dodge snares and it’s interesting to watch how he will deploy them and react. He’s has strong anti-loop, good map pressure, and built in slowdown with the dream world when survs are injured. Playing against Freddy now makes you have to manage more things at once which imo is more fun than his old design.
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@HerInfernalMajesty said:
Right now, what cosmetic combo are you running on your main? Let’s see! 😊
https://us.v-cdn.net/6030815/uploads/TZ1B5CF4JDHK/img-0193.jpeg
However I will be switching it up and using the new Plague rift skin for a bit 😈
plague has some of the best killer fits
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877780#Comment_3877780
You might want to go check the bug reports for today then. There are A LOT of reported bugs. Houndmaster should be killswitched at this point its that bad.
scrolling through bug reports this morning makes this patch look even worse. Wesker iri vial bug, bubba tantrum bug, Freddy snares causing game stutters, performance getting worse. The game was so nice to play this time last year what happened bhvr?
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this is exactly what I didn’t buy the skin. Why reward bhvr for fixing a problem through a skin? I already paid for the game. I already paid for other skins. Why would I pay you more for a skin just to make the other thing I already bought function right? Makes no sense you’re just rewarding incompetence.
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Renato boots and Renato Flip flops are incredibly hard to track. I know the boots for sure just make no sounds when he’s running sometimes.
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yall know this is a known issue and has been for months please do not decline my bug report.
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@I_Cant_Loop said:
A post like this isn’t very helpful if you’re not going to state what specific bugs you have noticed with this new patch. I play survivor about 50% of the time and a few different killers the other half of the time, and I haven’t noticed any significant bugs.
I posted my bugs first and wrote this after. And even if I didn’t post the bugs, all you have to do is go look at the bug reports for today. It’s insane to have this many bugs with every game update while asking people to pay for content.
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@Daniel_Silva04 said:
If you're referring to the sound similar to what survivors hear, then it's not a bug, it's always been like that. I saw a gameplay with her today and it was normal.
this is definitely a bug it started on the castlevania ptb. Her husk still makes noise while you’re in phase and it definitely has not always been like that because furin also became bugged at the same time.
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playing it safe on death hook is the right call from you
Macro play as a team sounded from your explanation pretty bad (immediate farm off hook, going down by basement, healthy unhooked survs not going for basement hook/doing gens while surv in basement.)
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- fix audio occlusion issues
- Fix spirit husk bug and don’t have it locked behind a P2W skin
- Fix flashbang/firecracker audio
- Make a nerfed version of kindred base kit (either rework the perk or have it extend the range of aura reading or have the base kit version on a timer and have the perk make it indefinite.)
- Make a nerfed version of pop (10% base kick regression for 20 secs after a hook, perk adds the other 10) or pain res (5% regression on most progressed generator, perk adds the other 15%, only applicable to fresh hooked survivors) basekit to reward killers for hooks and make it reasonable to run other good, but non meta perks
- More in depth tutorials
- All game modifiers available in custom games
- Make Chucky SnD have faster acceleration on startup
- Nerf Dracula wolf form (decrease frequency of scent orbs, eliminate pallet break ability in dash) and buff hellfire (faster cooldown)
- Fix plague corrupt purge hitbox/velocity
- Make hag 4.6
- Make blight 4.4 and revert speed addons, increase blighted corruption token recharge time.
- make bloodpoint store where we can trade in worthless/under used offerings (looking at you event offerings and most non party streamer blood point offerings) and addons for blood points or specific offerings and addons (yes make the exchange rate for certain things ridiculous so people aren’t stacking busted stuff every game)
- LET US BUY CUSTOM KILLER MORIS THAT ARENT LINKED TO SKINS. Please bhvr if money is what you want, put it in untapped character customization like this and less behind new bloated content.
- Eliminate perk tiers
- P100 rewards (custom badge, banner, outfit, charm, mori, access to new bloodweb items, etc)
- Replay system
- Pregame/postgame lobby chat for console
- Remove self-unhooks unless you have a perk that allows it.
- Revert Call of Brine back to 200%, don’t allow regression to stack
- Make rusty flute for spirit partially basekit, then nerf broken watch and flute.
- Add anticamp progress to hud
- General game optimization fix
- Server maintenance
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Intentional 4-man slug - last time was around the time otz made the sluggularity video. Before that was during Carniveris’s slugging experiment. Very infrequent. Once every 100+ games.
Slug because survs are out of position (killer gets a down, survs are hovering for saves, working on nearby gens) - not frequent, probably once in 30-40 games
Slug for 4k - most frequent, probably once every 7-10 games.
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it’s true SWF at its best will beat most non S/A tier killers.
But you’re simply not getting that in solo queue consistently. You get a god tier “comp” swf like once every 20-30 games roughly. People don’t wanna admit this but most swfs are not that good at the game. Most of the time it’s friends continuing to play badly with each other on comms.
Comms are not the decider. Skill is the decider.
It’s just more pronounced in a swf. If you have 3 bad players and a top 1% player on comms, they’re more than likely still going to lose because only one person has good game sense, looping skills, and map knowledge.
most swfs simply do not care about that stuff. They get on to vibe with friends. Coordination helps for sure but 4 bad players communicating are still bad. Comms doesn’t magically replace or create skill.
A good team of solos is better than a bad swf because they’re good at the game and the hud is enough info for them to make good decisions. You get a good solo squad about as often as you get a good swf.And that’s because of matchmaking. The frustration is misplaced at swfs when the real problem is matchmaking.
All of the yapping above aside, why is it a problem to lose to a swf? Are you supposed to win all of your games?
The greatest individuals and teams still lose occasionally so with this in mind, did you go back and look at what you could’ve done differently? Or where you played poorly? Because I promise you didn’t play mistake free either and probably have room for improvement somewhere.
if you can’t change swf, why focus on it? Only thing you can change is your gameplay so unless you have an ungodly amount of skill in the game (which the average person doesn’t) you should spend more time critiquing your gameplay versus trying to nerf the other role and that’s true for both killers and survivors.



