twistedmonkey
twistedmonkey
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- twistedmonkey
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@Na1ts1rhc said:
Happy snakey ear? What does that even mean bhvr?
It's Snake Year, Lunar 2025 is Year of the Snake.
And thanks for sharing the code CountOFTheFog
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This idea has been brought up many times.
The major issue with this and why survivors as an example are just skins is instead of meta perks you change it to havi g meta characters which means less variety of who you see in a match.
Then of course brining out a licensed character with great talents would be seen more as p2w.
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Atm no one knows how the incentives are calculated.
Is it on personal mmr for each side. Is it mmr for all combined in general for each side. Is it for each server in a region or are all servers in a region put in one pot etc.
Without knowing how it works anything is speculation on why it's showing for one side where you personally may have faster queue times in another.
We may of course never know the answer.
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The hatch was designed to help end the game quicker. It also fits into the lore as the entity feeds off hope.
They tried no hatch and it just prolonged games a silly amount. They didn't quite understand how stubborn players would be and it did take a longer time than needed to fix the hatch standoff to what we have now.
The game is not over when one survivor is left as playing killer we still have to find, chase, hit and hook/mori them. That is the point of the game after all.
Quite frankly I do not think the auto mori idea will make it into the game as after the announcement there was a lot of back lash as some players like to give the last one the hatch if they chose. They may just give the option to use a mori as it is now on the last one instead.
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@Yippiekiyah said:
Better than new gives you 16% repairing speed until you lose a health state, far better than leader.
They removed repairing speed in the new description. It states it only affects healing, chests and totems now.
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You cannot mod the game to do what you wish.
It's a live online only service and no modifications which affect the games files are allowed.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3133376#Comment_3133376
Double XP will be a non-incentive imo.
Also if you noticed,I did introduce a version of the BP perks as base-kit,but tweaked a bit,to hopefully promote a bit more fun :)
I feel the xp is better as a queue incentive afterall they removed the BP perks as they did not want players to feel they should have to use them and now those players may feel they have to play a role they don't enjoy as much or lose out on something they had in the past.
Since BP is the main grind element it makes sense to have it for both roles at the same time and not give more to try and fix the queue issue. They should be used to reward interactive gameplay for the side each player enjoys imo.
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In reality the just need to make the old BP perks base kit.
These helped with tunneling and many like myself playing killer used this as a goal to reach. You could even add stacks to killers for snuffing out boons, sacrifice on 3rd hook.
Survivor make stacks earned by unhooking, taking hits, destroying totems/setting up boons, gens, getting a slug up, losing chase etc. Since everyone has it the stacks need opened up.
Basically every action you do well should be part of the gains.
Queue incentives they could change those to double xp instead of BP if they worry about the BP economy.
Right now the smaller webs with terrible addons (the fix didnt help for what i see) along with the removal of BP perks makes the grind feel alot worse.
Players like myself who played a few chars are now worse off.
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@JimmyCasket said:
https://forum.deadbydaylight.com/en/discussion/comment/2876758#Comment_2876758
My Wi-Fi isn't the issue. Steam or DBD kicks me from matches at times when I have ping under 300 on a bad day. They need to make it so losing connection isn't punished. What if someone lives in an area plagued by bad weather, and their power goes out often? Are they suppose to just never play? Hitting Escape + Quit, by all means, penalize them. But a loss of connection shouldn't be punished. Have a 24h ban cause my game kicked to to the menu when my ping was under 400 this one time, and I've played with a ping of 600+ before due to connection issues in my area. It's not my ping, it's the DBD server or Steam kicking me.
That is impossible as people can just unplug the ethernet then to DC in games to bypass the system.
If people live in an area with bad internet and ping then unfortunately they should not be playing online games as their situation ruins the game for all the others Involved. Sounds harsh but it is what it is.
You may be being dc'd with large pings due to the server checks. This is why hits seem like they should not hit as the hit has server validation. What you see is not what the others do and once the server checks it you will be hit or go down. This was implemented to help against those who used VPN's to make their ping higher to try and win matches.
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I really dislike this "grind" change. It's not a reduction in grind for players like myself who play a 3 or 4 characters and have them maxed out already.
There is not point p3ing a character I don't play to get the perks. Even new ones being released as the last 8 chapters apart from some perks.
Removing the bloodpoints gains just increases my grind to get the 1.5m blood points for each side and then farm the perks on my characters.
It is unbelievable that they spent so much time working on a system that they stated was to help the grind for all which only really helps a percentage of the playerbase who play all the characters get the perks.
They said they don't want players to feel forced to use perks but then add a side incentive. If that statement is true then in turn that just makes players feel forced to play a side they may not wish to at that point if blood points are what they play for.
I can't understand the rational thought of how they thought it was grind reduction for all.
Going on an ave of 25k per game. It will take 120 matches to get 3m bp. Levelling up the perks after tier 1 could be another 48 at least depending on where my webs are at. That's 168 matches. With the BP bonus that is 50k instead lowering that to 108 matches. I would get this bonus in at least 90% of my matches.
My personal grind has increased to around doing another 50 to 60 matches to get the same results on 6 characters 3 for each side.
This seriously needs looked at and addressed as whoever sat around the table and thought about these changes only did so with certain players in mind and disregarding others.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3047038#Comment_3047038
Yeah I know.
But try to comprehend this.
We don't care.
He'll have all of the Perks he wants to use, immediately.
Then he can pick his survivor, and can hop into games with us right away using any build he wants, because he'll have the Perks. The "waiting" game is over.
Yeah he'll unlock Tier 2 and 3 in time but that will come as he just levels the character anyway for items and add ons.
Whatever you wish to do.
All I was stating is its probably going to end up more of a grind waiting as he would have 3 Perks unlocked for each one he p1's and he may only want one in regards to your comment about it being quicker with the upxoming new system.
Of course he will get them all playing but that would happen either way.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3046756#Comment_3046756
What? No it doesn't. It doesn't matter who has the teachable perks he wants, they're all unlocked the same way, by getting that character to P1.
P1 only unlocks tier one of the perks on the character. You wiill then have to find the other 2 tiers via the bloodweb on your main.
You only get the full tier 3 perks when you p3 a character.
That is why right now it may be less of a grind as you don't have to go the full way to lvl 50. You can get the teachable to unlock on your main at either lvl 30, 35 or 40 depending on what the perk you want is set at.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3046248#Comment_3046248
Well no, you're wrong because:
Since he's new, he's not going to have WGLF nor BBQ nor will he have ever played with them so he won't be farming BP at a lower rate he'll be farming it at a normal rate + all of the flan's and streamer's we're going top bring. But even if we didn't bring any, he'll be getting the standard BP you'd normally get, so this perception that he's getting half is a fallacy.
And you're also wrong because:
He's going to be unlocking all the good perks before settling on the character he wants to main, so no... he'll have all the Perks he wants to play with unlocked before leveling the one survivor he likes the most, so yeah, he'll have tons of perks unlocked that he will instantly just be able to use at Tier 1 without having to find them in the bloodweb.
Sorry, that's a huge time saver.
Well that depends on the perks he wishes to get.
If they are on 4 characters he could have got all the teachables before at lvl 40 for each one and farmed them on his main.
Some of them also could have been on the web at lvl 30. At best its 7 more bloodwebs to get them on the Main and at worst it could be 17 as right now over lvl 40 you can get 2 perks per web.
Of course there are the smaller webs which may help but they only give 1 per per web and he will still have them rng mixed in with the base perks that won't change.
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Kindred, BT, Botany and COH or change the last two for Inner Healing and Detectives Hunch or Iron Will.
My build won't change much with survivor apart from WGLF being taken out and being replaced by Botany.
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Removing the bonus from the perks is great but removing the bonus from the game is not.
All they had to do was make the effects from BBQ and WGLF base kit so you earned the bonus the same way.
Getting to lvl 50 costs the same with the old or the new system but with the opportunity to earn less per match.
Playing one to four character on either side the grind has increased as to get the perks you need 10 more levels and it takes more matches to get there.
Even if they were not used every game they were great for when they were needed like when a new chapter came out. It just felt more rewarding.
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What seems to be is that possibly the team who was working on this grind/prestige change did so with the extra BP from BBQ and WGLF being around or another means of earning the same.
That could be that perk changes had not been finalized or they were told about other means of earning the same such as the BP incentive to play the other side.
That incentive itself seems like a great idea but how does that help mains who only play one side or those who boot up with a side in mind to play depending on how they are feeling.
Using BP perks was always a choice but it seems many chose to do it. This incentive is the same choice but it could become more of a chore as its now the choice of playing a side you may not wish too for the same effect.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036753#Comment_3036753
maybe it should only happen when all generators are done and there is only one survivor then, now it's actually "fair" as in at least survivors worked for it.
This just creates a prolonged match.
This was thought about but a survivor in that scenario can just walk about the map touching gens and hide when they see Or hear the killer. Without tracking perks the match could go on for a silly amount of time.
You underestimate how much survivors would hide and move around trying to slowly grind out the gens as the old hatch standoff where each side wpuld stubbornly stare at each other for over 1h showed how stubborn each side can be.
Personally I would rather have a 50/50 chance and finish with a 3k. The hatch mechanic afterall is a way to end the game quicker not to grant a free escape or kill. It's the fairest way so each side can move on to the next match.
Now they could just start the egc when its down to the last survivor but then high mobility killers could become more meta and the door rng would need looked at, this could make m1 killers less viable at that point otherwise it would be a guaranteed kill for some killers.
This would also mean a potential for more 4ks which seems great but that slowly starts to puts the kill ratio up and could lead to more killer nerfs to reach the 50% kill/escape rate, always be careful what you wish for.
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I wonder what the overall planned chnages to gain more bloodpoints are. I hope it's not just play the side with less players as that is not a great change to those that dislike one side. I also hope it's not just offerings as its just swapping perk variety for offering variety.
A base increase would be nice over time imo. Each match you play increases you BP gain by say 10% up to a max of 100%. This encourages people to play more to earn more.
Atm it seems like people will prestige to get some smaller bloodwebs just to compensate, even then the larger ones it may now take 3 to 4 matches to complete on instead of 1 to 2.
More info would be nice and I personally played for stacks on BBQ and WGLF. I liked that goal and seeing more BP at the end it just felt rewarding to me.
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@Rogue11 said:
For people thinking new OTR will save them, the endurance effect from OTR, BT, and the new basekit mini BT (5 seconds lol) won't stack. So all the killer will need to do is hit you once immediately after an unhook and all those perks are disabled.
Easy tunneling and gen speeds approaching old Forever Freddy territory. This should go well...
Not stacking won't help as in most cases even with current BT the unhooker or others would take a hit first to get the speed boost and then the one with BT or DS would try to block and take a hit.
While it removes the BT into DS scenario (tbh in most cases having both did not matter as one was enough to get out) it still leaves the issue where there is no way to counter a perk for 80s apart from to not hit them so it is either let them out or hit them out.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019732#Comment_3019732
I mean wasnt deactivate at endgame requested a lot? So your not forced to watch a survivor crawl out with there being nothing you can do? I personally hated it for only that reason
Of course it was and I am happy with that change but not the stun of 3s.
The issue is they did not change the end game issue. They swapped the meta from DS to OTR. 80s endurance after a hook still means an extra health state and you get the speed boost from the hit.
Why fix the issue with one perk and make another do the same Just a different effect? It's like a bait and switch.
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I do find it strange that they removed DS from end game, reduced the stun time and then just changed OTR to different version of what DS was so end game stays the same by changing one perk.
It makes me think if the people working on the perks spoke to each other or if they were each given some and asked to change them up.
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With the new system you can prestige a character as many times as you like.
When you prestige you won't lose your perks anymore, the character you prestige teachable perks will appear on all all the other characters. The level tier of the perks depends on the prestige level.
So p1 tier 1 perks, p2 tier 2 perks, p3 tier 3 perks.
If you have already prestiged characters they are going to give something to the players depending on the prestige level which they will reveal later on. It's not a cosmetic that much we know.
We do not know much else as more details are coming.
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2970149#Comment_2970149
Players will constantly test the boundaries and try to exploit the game for their own advantages, if a gameplay element is constantly exploited and doesnt stand the test of time it becomes a questionable problem that could rightfully be addressed. An exploit shouldnt be carefree ignored because good willed players dont abuse it.
Now what i could accept as an arguement for your side is that the increased player satisfaction isnt worth the programming effort, even though the effort seems minor from an outside perspective.
What shouldnt be ignored is that this forum constantly gain threads which focus on this topic, people care about it. A solution would be welcomed no matter how exactly it would look like in the end.
Removing it won't help as that will upset the killer players as the system was designed so the killer could setup for the match.
Locking in survivors only will upset them as they may be dodged making there wait times longer.
It is why the only way to appease both is to create a lobby system where survivors are locked in first but if any of them leave once that happens a penalty is given for the next one.
That itself would anger players as there are also many topics on the dc penalty already. Some killer players would get upset as they feel they should be allowed to dodge and it could increase survivor wait time more. There are already threads about the dc penalty afterall.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2970076#Comment_2970076
penalty for lobby dodging would only make sure this game dies, people already don't want to play killer this just be the final nail on the coffin.
edit also the whole (if you suspect a 4 man I would suggest to use these experiences to pick your loadout.) can't that be said about NOED and all the totem finding perks?
yet survivor still ######### about that noed not strong like flashlights.
I dont see why you mentioned survivors complaining about killer perks when quoting me, if you read my post you would see I said each side should be able to use what the game makes available to them. Both sides complain about things they don't like and always will you just have to learn to ignore them and play how you wish .
@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2970076#Comment_2970076
Wouldnt it be better to not show any items at all then. Currently the only effect it has is to be annoying for the killer side.
With this all gathered information and loudout options can be baited and avoided which makes this part of the lobby useless. Its an quality of life issue with no upside.
No as its meant to be there for setup purposes and not everyone last minute switches. it never used to happen until dodging started becoming more of an issue. Its a symptom created by the players.
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2970116#Comment_2970116
survivor will just do last min switch before 6 sec mark and be in the same boat we in now.
anyone saying Killers are Op are full of it.
You cant have both locked in at once, survivor say at 30s and killer at 5s but to do this a lobby dodge penalty would still need put in place.
Since that would be argued against like you did about queue times when I first posted this you can see my reasoning why it has not been implemented already.
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The reason last minute switching is allowed is due to lobby dodging when survivors bring items.
The only way to fix this is to have lobby leaving penalty which many would argue against and I don't think the devs wish to do hence it is not there.
Each side should be able to bring and use what the game offers. Perks, items, addons and offerings. Information in the lobby is there for setting up and if you suspect a 4 man I would suggest to use these experiences to pick your loadout.
You don't blame players or swf for adapting and using this, you blame those who used the system is to avoid it.
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No it only blocks communication.
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Buying a perk just means it can appear in the blood web like any other one.
It has the same chances as every other perk to appear so it's all down to rng.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2443419#Comment_2443419
Then they just switch characters with a different loadout.
You need to remember what company we are talking about here. If it requires more then a number change they won't do it, and it is also a benefit to survivor so that compounds the "why change it?" attitude they have. Just look at Nurse. Every detrimental bug that can destroy killer gameplay is still there, but every bug that was beneficial to nurse has been removed.
It's a given in my post that they could not change characters as its how players generally quick switch since it the fastest way to do so.
My point was without making a change like this i can't see them disallowing quick switching as the killer can dodge a lobby.
My post was about how I see this as the only fair way to stop both switching and dodging so all DBD players can use what the game offers and have setup time for the killer as it was intended.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2443419#Comment_2443419
20s isn't enough to switch perks (especially a full loadout) and even more so on console.
It would be if we had load outs we could save 😉.
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This needs a lobby fix for both sides before they can remove last second switching.
This was never a thing until killers started dodging lobbies due to items. This can't be removed without fixing the dodging issue as each side should be able to play the game as it was intended with everything at the game offers.
The only fair way i can see to fix it its to have time locks for both sides.
Lock both sides into the lobby at 40s so they can't leave without a penalty to rematch.
Survivor loadouts get locked in at 20s so the killer has that time to set up before it starts.
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Because in the entity's realm they make the rules.
It's the same reason every survivor no matter the size can lift another off a hook at full stretch.
Then we have double floor drops like in Hawkins where you would not think someone would just stagger and sprint after a fall like that onto concrete.
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@Ink_Eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2376653#Comment_2376653
Right but the match is a complete waste, no fun, no blood points, and you even get de piped...and trading 4 survivor pips lost versus 1 the killer lost is not a great trade, pretty sure the killer laughed when he knew he basically made all 4 of us de pip versus losing just 1 pip himself.
In this scenario do not worry about pips.
As I said it's about not earning blood points for the killer so it may dissuade them from doing it in the future.
Doing gens and getting out is the quickest way to end a game like this as I know it's not fun so there is no reason to extend the game.
With MMR hopefully coming soon the pip system won't matter anyway.
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The argument does not mean that you gain lots of blood points and pip. You just want out the match asap without rewarding the Behaviour.
The main point in doing this is about denying the player who does that blood points and pip and hopefully it shows them its not a great strat.
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It's not what should be happening as killers should be able to set up.
To fix this both sides need to be locked in at 30s and if anyone leaves they get a lobby time out of say 5 mins. Survivors cannot change items and killers from 30's to 10's can still change perks. This give 20s to set up for what is being brought into the match.
It's the only fair way I see of doing this as both sides have been problematic by either dodging lobbies or switching items. The game is what it is and that should be accepted by both sides.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2368629#Comment_2368629
But wouldn’t it fall into the category of holding the game hostage?
Nope as a hostage situation has to be an instance where the game cannot end where as with this bug it will last 2-4 mins due to the egc.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2368629#Comment_2368629
By that logic, why did they banned players who abused old legion back then? They would all eventually die.
Its still extremely unfair to exploit bugs like this especially if you are that toxic with it.
These posts always come back to the old Legion bug for some reason.
The old Legion bug was completely different from this as it was game breaking and lasted the whole match.
This is an end game bug when the egc is active so the game is already on a timer and will end.
They have banned for both killer and survivor bugs in the past up until that Legion point. Since then very few if any have been banable and many have affected game play sohave been far worse than this one.
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@DelsKibara said:
If they feel the need to be like that, and exploit a bug to annoy you, does that count as reportable under Exploits?
I mean they are purposefully doing something to prevent you from hitting them.
I doubt it as its not game breaking.
I can't see them banning players for a bug created by them which overall is an irritation, the egc timer is going down so the game will end.
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@Hannon said:
Title ^
i just had a game where the last 2 survivors did nothing but hide a whole hour in the RE new map (Hell, literally…)
i reported them in game but I remember reading somewhere that you can report cases like this directly to bhvr..
anyone knows how?
thanks in advance!
© 2015-2020 and BEHAVIOUR, DEAD BY DAYLIGHT and other related trademarks and logos belong to Behaviour Interactive Inc. All rights reserved.Choose additional player report information from the drop down menu.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2315781#Comment_2315781
Yeah but isnt it the games changed? Survivors have gotten a lot quicker. This isnt hide and seek anymore. Just holding w saves 40-50 seconds each. As the game progressed survivors realized how quick they can do a objective. And now theyre starting to figure out with killers like slinger ph and doctor why not just run forward? You get 20 seconds minimum from first smack. Its just how much smarter both sides have gotten to how to play the game. So in answer to your question a lot changed.
The game hasn't changed from that aspect no.
If anything there are less pallets on most maps and some are are smaller than in the past not much of course.
The main reason survivors do objectives faster is for a couple of reasons. For a long time many killer players said do gens if the killer is camping. Then with the ruin change making it less viable to leave a gen until its done. This taught players an effective way to play.
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These forums never cease to amaze me.
For years looping was frowned upon and dubbed ring around the roses. Now some players are adapting to less looping and more juking by running to another area while the killer still expects the survivor to be there.
I thought this is what the player base wanted?
I don't understand the argument at all, it just seems silly as previously running and dropping pallets is what past killers wanted as it left less resources on the map. Past players used to love when survivors did this instead of looping so what has changed?
Are some players so used to others looping one area that they have lost all tracking skills?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2269536#Comment_2269536
I didn't forget. I just didn't bring it up.
I think it was a very good rework. instead of the 1 time use radar that treatment mode was, we got a better version of it.
https://forum.deadbydaylight.com/en/discussion/comment/2269558#Comment_2269558
the assets are literally still in the game?
I really see no reason not to put them in use... either as a toggle for freddy, or a new killer...
https://forum.deadbydaylight.com/en/discussion/comment/2269600#Comment_2269600
but deleting the character is a bad solution.
it's extremely unfair, specially since people payed money for him.
imagine if they just... added the clocks. now you can easily come out of the dream world and making the trip to the clock is actually worth it.
It's not quite that simple as adding clocks like they are now still wastes lots of time so it would still be a huge slowdown as its something that needs to be done.
Come across multiple survivors you effectively slowed the game down by an large amount due to rng or making them wake up.
That would be a similar mechanic to the pig but you can chose when to do it if it's not active, it doesn't slow down the actions in the same way and she still has to chase someone and down them before that can take effect.
Always take into consideration when buying any dlc that these can and do change for the sake of the game itself.
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I feel the main issue with old Freddy was once in the dream world he slowed down everything to a crawl. This had Implications on other things such as slowdown perks or speed up items.
It was also complete rng with his power on if you could get out the dream world as it was dependant on a skill check or finding another survivor. On top of that he gave no feedback to where he was outside the dream world.
It was not exactly engaging gameplay for either side. As Freddy you relied on the slowdown as you were a put to sleep and m1 killer.
For balance sake he had to be changed before they changed toolboxes, prove thyself etc. Somethings that hurt other killers due to being too strong and changes being held back becasue of what one killer can do is never good.
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There are a few ways of tracking survivors while injured with the sounds of pain being only one of them.
Scratch marks
Eyes on target
Blood
Crows if disturbed
Footsteps
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Nope never used it.
I have always liked the not knowing aspect of the game.
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At this point I would say just remove breakable walls. They simply don't work in game how they are implemented.
They were meant to be a way for killer to chose how to open up the map but in reality they don't give a choice for the most part. You either have to break them or leave up a strong loop or its silly to do so as it opens up a good loop. They are really just a time waster for killer.
Adding a perk to survivors would do the same as they would just break the ones which would open up stronger loops.
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I like that they went with iconic RE characters.
Nemesis I will say I am a little dissapointed in. His power is ok but I feel its not much of an RE power but one which fits the game.
Survivors I really like how they look and Leon or Jill was who I was hoping for. To have them both is great.
The map well it looks amazing so I give credit to the art department. For game play though I don't really like the indoor maps as much as they feel too restrictive for both sides and hard to navigate.
The zombies I am not a fan of them. While it fits the chapter I feel they add to much rng to chases especially in indoor maps and at times you can be outplayed by them blocking the way for both sides through no fault of your own.
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I would add on a large part was the simple mechanics of the game.
It was easy to pick up and play even for the most casual of gamers yet hard to master for those who stuck with it.
Many have a love/hate relationship with the game so the devs did something unique no other game released could as something has kept these people playing.
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It's the never ending cycle of nerf this or that for both sides, some are less noticable as something else is talked about more. Once a change is made they move on to the next thing.
For survivor it was DS over DH. After the DS change DH took its place for top spot.
The same happened with Freddy and Spirit. There were more Freddy posts until the announced changed but Spirit was always posted about.
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It's says rank progress +2 but the bar itself is showing you are 1 short of a double pip and you got gold in one emblem.
One of these then has to be a visual bug.
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I doubt it as with licensed pay only killers they need to be lower tier than S as people will scream p2w.
They also tend to err on the side of caution with killers and perks so they are not too strong from the release to gather data first as it can sometimes take a few weeks to make any significant changes.