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SkeletalElite

SkeletalElite

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SkeletalElite
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  • The devs said they prototyped something like this that evolved into a kind of "early game collapse" system but they ended up not liking it and scrapping it

  • From xenopedia

    "The King was a particularly large caste of the Xenomorph species, slightly larger than a Queen, though some Kings were known to reach absolutely humongous proportions.[2] It was reported to exist in some of the largest Xenomorph Hives, and was considered one of the most potent threats posed by the creatures."

    it's larger than the queen because that's how it is, not some decision by BHVR

  • yeah this addon is basically useless, should just do something small like 10% bonus to cast divine light speed or something

  • Basically no reason to run it over other exhaustion options now. If vigil hadn't also been nerfed into the ground it would still be usable but without vigil combo which was extremly strong its just one of the worst exhaustion choices other than head on/smash hit basically

  • The classic BHVR double tap. Give a perk a small nerf that would have been fair but fine and then a 2nd nerf on top of it that completely puts the perk in the dirt. I don't understand why BHVR always does this?

    If vigil is going to only affect exhausted, it needs to be as high as it was before the nerf at 66%. 40% was fair affecting every status.

    BHVR completely dropped the ball on interpreting the feedback here. People had 1 problem with vigil in terms of the statuses it affected and it was that killer powers which were reliant on status effects like clown and freddy were affected.


    No one cares that Forced Hesitation and Knock out are getting soft countered by this perk. They care that entire killers become significantly weaker. All they had to do to fix that was give these killers unique status effects similar to how ghost face doesn't apply exposed, he applies his mark, which then in turn applies exposed for its duration.

  • https://www.reddit.com/r/deadbydaylight/comments/1vzw6tj/turn_off_ban_fix_your_crashing_broken_game/

    Reddit thread being upvoted about the same issue. This is affecting a significant number of players. Seems like it affects windows store players. So possibly all non steam PC players being affected here

    image.png

    all posts from today

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111920#Comment_4111920

    It's counterable by keeping everyone within 40m. Which isn't all that hard to do really. But I do agree it's a difficult and annoying thing to counter.

    That doesn't counter the perk. The perk only species that if the obsesion is within 40 meters, the obsession switches to the farthest player. If the farthest player is 10 meters from you, they still become the obsession and have their aura revealed

  • @akawshi said:

    Does the game officially support Linux? I seem to recall reading in a thread somewhere that it doesn't officially support it.

    Proton/steamdeck is supported. In practice that means linux is supported since you can use proton without steamdeck/steam machine

  • Big agree about the number of perks and stuff this killer counters. At the very least exile needs to count as being hooked. This game is too dependent on perks that interact with hooks for balance to have a killer completely ignore them. This also basically exclusively negatively effects survivors because the killer is obviously not going to queue into a match with perks their own power prevents from working. Of course the killer loses some build variety options, but there are plenty of equally strong perks that work just fine with their power like the unemployed build

  • Basically every ghostface add you listed except the cinch straps has had its base kit effect buffed on the killer several times. Before 5.3.0 his recharge time was 30 seconds. 7.0.0 increased crouch speed by .2 m/s, recharge time down to 20 seconds from 24. 8.4.0 buffed recharge time down to 17 seconds second and mark time down to 4.5 seconds. 9.6.0 reduced recharge time down to 15 seconds and 9.6.1 gave him another .2m/s crouch move speed.
    They have given him the entirety of these addons effects over the years, several times over. Matchbooks reduction has never been more than 6 seconds in any patch and his basekit used to be 30 seconds. He's at 15 basekit now. These buffs would be meaningless.

    Same thing applies to the hag addons you mentioned. Basekit used to be 32 meters base, its now 48 meters, setting time was something like 4-5 seconds per trap, and duration was 5 seconds. All of these thigns have been buffed at one point or another, the remaining increase granted by the addons is so small that it doesn't even matter very much.

    Trapper definately could use some kind of iri stone basekitting though, that addon is basically mandatory.

    Whether a killer is 4.4 vs 4.6 is determined by the oppressiveness of their power in chase, not their map pressure. Trickster has a very powerful chase power, any loop without tall walls is completely useless against him and even ones with tall walls he can often slowly grind you down by getting a couple knife hits here and there. It's a very potent chase power with a lot of zoning potential, that's why he's 4.4.

    As for onryo, I believe the devs are happy with where onryo is at and that according the data she performs well.

  • Fixing MMR was as easy as making it based on team results instead of individual results. 0 or 1 kill, win for all survivors including the one that died, loss for the killer, 2 kills draw. 3 or 4 kills, lose for all survivors including the one that escaped.

    MMR sucks because of all the little safeguards the devs put in place in order to prevent "unfair" mmr losses that just ended up making it difficult to actually lose MMR when you deserve to lose it.

    People complained that it was unfair to lose MMR at no fault of your own because your team died and there's nothing you can do so the devs made it so all MMR losses are reduced based on which order you died in so only the first survivor to die got meaningful adjustment to the MMR and all the survivors after that would lose less and less. Hatch was nullified completely causing no MMR gain or loss regardless because it's not meaningful in skill, making it even harder to lose MMR since any hatch escapes would prevent MMR loss completely. If I remember correctly DCing also causes no MMR loss as well. I'm not sure how the abandon system works but I wouldn't be surprised if abandons caused you to not lose MMR as well. People complained that the game was too sweaty and then the devs did a bunch of MMR trials and as a result of those trials ended up dropping the soft cap even further, reducing the meaning of MMR even further.

    As a result reaching and maintaining the soft cap became easy enough that any regular player of the game will eventually reach it and be at what is essentially the top matchmaking pool after reaching a relatively low minimum threshold of skill.

  • The problem with hexes like Penti or thrill or undying is that they have created a balancing nightmare around hexes. If defense perks like Penti thrill and undying are in the game, hexes that have otherwise good designs like blood favour are just objectively not okay but hexes like ruin that require continuous uptime for good value are.

    Blood favour is a hex that is perfectly fine on its own. It has a powerful and immediate danger to survivors that needs to be removed and even if you only get 2 or 3 uses out of it, It's good and if survivors leave it up the whole match, they're gonna get destroyed by it.

    Ruin however threatens no immediate danger, and in order to get significant value must repeatedly regress gens throughout the match, if it is cleaned early and there is no perks protecting it, it is terrible unlike blood favor which is good even if it's only used a couple times.

    This creates a balancing problem where hexes can't be buffed to be good perks unprotected because they're too good when protected and protection perks can't be nerfed because weaker hexes are almost useless without them.

    The devs basically need to decide what they want hexes to look like. If they want hexes to be dangerous protection perks need to be severly nerfed and many hexes buffed or they need to nerf dangerous hexes like blood favour.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471321/ranked-mode

    I think they just need to fix how the MMR and backfilling works. If you think you're experienced enough and you really want a ranked mode, I think it might require you to be on Steam but there's a ranked community in the non-crossplay servers. Ironically Otzdarva just made a video about it in the last few days

    A seperate ranked queue is needed because of mindset not mmr. Many casual players who are queuing do not go into the match giving it their all. This is what is refreshing about cross off on steam and why there should be a separate queue

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109310#Comment_4109310

    I don't think perks should show during the loading screen because players can shut down the game without penalty before the game loads in. If some survivors see No Mither or green perks or whatever they shut the game down and everyone else gets sent back to lobby.

    I think loading screen issues are rare enough now that the DC penalty can be enabled for loading screen disconnects. In the past it was a bad idea because of legit crashes on loading but those are pretty rare now and since you get 1 "grace DC" it should very rarely ever be a real issue to have it enabled.

  • They should display during the pan in and during the loading screen as well.

  • Certain special attacks also fail to trigger protection hits. Forget which killer it was but I took a protection hit with duty of care the other day and it didn't activate. I think it was Jason but not 100% sure. All I remember is the perk just didn't work because it wasn't an m1 and so I decided to just use a meta perk instead of some off meta mid perk that may not even work in the situation its supposed to be useful for

  • Adrenaline's exhaustion really only makes it less usable with DH so I don't think it really matters much as a buff

  • I'd really like to see some dynamic options with this. There are too many things to need to communicate with just 8 options, and many things that are too specific to have just one chat option.

    ie. You should be able to select 8 options that appear when you are in the middle of repairing a generator, 8 options that appear only when being chased by the killer, 8 options that are the standard, 8 options that appear when you are healing/being heal, 8 options that appear when on the hook, and 8 options that appear when you are on a totem.

    The options themselves should also be somewhat dynamic. ie. when cleansing a totem a single option to say I am cleansing a totem that will automatically specify that is either A) a dull totem B) a hex totem or C) a rekindled totem

    Maybe more a future thing as well but a standardised way to communicate locations that is baked into this system (ie. Selecting a "I am being chased" chat option would send "I am being chased at x location") would be nice as well. It would still be reliant on players learning the maps and knowing where those locations are, but would allow players who know to understand better whats happening the way SWFs do

  • AI is when good punctuation and grammar

  • I've been saying this for a long time now. Numbers changes can be done by one guy, probably wouldn't take more than 10 minutes per perk to pull up the data of the least used perk and buff numbers on several of them for each side. If the perk is insanely broken it can just be toned back/reverted after PTB. If it's anything less than that, let the changes go through. If it changes the meta, let it change the meta. If that meta turns out to be stale/boring after a month or so, it can be reverted in a later patch instead.

    These don't have to be comprehensive reworks that can be saved for more dedicated balance updates. Just a handful of perk changes in every chapter and midchapter, regardless of what's shipping alongside it.

  • The downside of not cleansing is that you are always injured and will be very vulnerable when she uses her starter pool, on top of that 3 of her best addons will give her more uses of the power without anyone cleansing (the iri seal and the 2 apples)

  • The second oak has barely any effect and the third and fourth do practically nothing because of diminishing returns. The oak wasn't your problem

  • luck mechanic needs an entire rework now that diminishing returns is in. The only viable use case for it is gone so now it exists purely to enable go next (that use case wasn't particularly healthy either IMO)

  • I'd just like to see some perk updates with number changes in every patch.

    Updating the numbers of underused perks takes very little bandwidth. 1-3 people could pull the data to find perks that are rarely used for both sides, then simply change the numbers on ~3 of them for each side to make them more desirable in a few hours and have the change ready to ship for the next update.

    I feel like the only reason it doesn't happen is because BHVR is too scared to make something overpowered or broken so these changes that should be doable in a few hours require lots of discussions and approvals that balloon them into massive undertakings, but with the amount of perks in the game and the rate at which its growing most perks are doomed to be forever bad that way.

    In my opinion, BHVR should play it more fast and loose with the perk balance. Focus on fast changes over "ideal" ones. Inevitably by doing this, perks are occasionally going to be overpowered, but if that happens the changes can simply be toned back or reverted at your discretion. I believe a shifting meta with occasional broken things that need to be nerfed is better than having the same stale meta for years on end. Just accept that sometimes a perk is going to slip in that is unfair and will briefly dominate the meta for a month or so for one side or the other before being toned back

  • Last couple anniversaries had survivors stuck with niche and barely useful abilities while killers got major buff abilities, guess BHVR decided to pass the bat to survivors this time around

  • The rarity classifactions in general make no sense.

    Cakes were nerfed to very rare.

    Banquet medkits and flashlights are as good as uncommon medkits and flashlights but are classified rare.

    Toolbox is the only one that makes sense, its rare and as good as the commodious, also rare.

  • He only has a couple problems IMO

    1. haste lastes way too long
    2. he shouldn't be able to tell if you're cleansing a totem or in a locker with omnipresent evil
  • Vigil was considered a bad perk that no one used when it was only a 25% reduction, 30% reduction will probably be the same. I could see a small reduction to like 35% instead of 40% but mainly I think the only thing vigil needs is for killer powers affected by it to be considered their own status effect like ghost faces mark. If clowns bottle instead inflicted "intoxicated" and intoxicated had the same effect as hinder for example.

  • They should not be allowed to, that simple.

  • Dracula is easily one of the strongest if not the strongest A tier killers in the game, with only a couple other killers being stronger than him. He does NOT need buffs

  • @linusmilz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082393#Comment_4082393

    i think you dont want to understand the issue of "reset a pallet with 0 counterplay from the other side", do you?

    Vaulting a pallet takes 1.1 second and a pallet is a hell of a lot shorter than 4 meters, it's maybe 2 meters (event that's a stretch its probably 1-1.5 meter across) from one vault point to the other. Survivor run speed is 4m/s, so you vault the pallet, during which the killer gains on you a couple meters, then you get 15% haste for 3 seconds, which no where near makes up for the distance you lost actually vaulting the pallet. If you were to start from the same position, then side by side compare just running through a pallet vs vaulting over it, you essentially gain no time on the killer at all because those 3 seconds where the killer isn't gaining on you were lost in the ~2 meters of distance you lost actually vaulting the pallet. The counter play to the perk, is to literally chase them through the pallet, it is essentially no different to them having not thrown the pallet in the first place. If someone is able to reset the pallet and then make it to another loop, they also could have just not thrown the pallet in the first place and gone to the other loop for the same effect.

  • @Balrog said:

    Can you share some more information? Specifically, I'd like to know what builds are affected, and what perks are affected in your opinion, just so we can get a better idea of how to interpret your feedback. It's really appreciated!

    Here are some common combos that were negatively effected where I think one or more of the perks could use looking at:

    Fixated + champion of light

    Blood Pact + Teamwork: Power of Two

    Babysitter + base kit unhook haste

    desperate measures + any other healing perk

    empathetic connection + any other healing perk

    batteries included + rapid brutality

    batteries included + machine learning

    leverage + scourge: gift of pain

    call of brine + overcharge

  • They're not going to nor should they revert it. This game is infested with garbage tier perks because the devs have to consider how good they are when stacked, without diminishing returns these perks will never be good, diminishing returns will allow a greater variety of strong perks to exist the long run allowing more variety in the meta, rather than having the meta consist of the same 8 perks, there will be more flexibility and reliable options.

    Edit: Thanataphobia is a perfect example it used to give 5% per stack and was even buffed to 5.5% briefly before being nerfed all the way down to 2% per stack with a 12% bonus at max stacks making it worse than it was before the buff

    Dying light is another great example, when you get a non obsession hook hook get a token that inflicts 3% action speed penalty to non obsessions. If they buffed this perk to apply on all hooks, and the penalty was 5% and also reverted thana to 5% per stack this would pretty much instantly be a meta combo without diminishing returns and every single killer would be running it. Thats what it would take for the perks to be individually viable, but they can't do it without diminishing returns

  • Freddy and Clown should have their powers be a technically different status effect (that does the same thing) rather than changing vigil. Ie. Clown bottle should inflict "intoxicated" which slows you down just like hinder, but is technically a different status effect than hinder. Vigil affecting the likes of knock out is fine IMO.

  • I think for the most part anticamp is in a good place after the update that made it visible to team and made the rate it scales increase if the killer continues to camp.

    I only think it needs changes with how it handles height and perhaps specific killer interactions. Right now it scales height so being on a different level counts as further than your true distance to avoid being considered camping when on a different floor, but the downside is this is abusable with hooks that have different elevation like hill hooks. I think if the distance used some kind of "pathing distance" instead that would be good.

    Specific killer interactions could also be nice. For example huntress can stare at a hook with a hatchet out and camp from far away so maybe have an interaction where having a hatchet raised increases the distance that is considered camping.

  • UI/UX team on their way to make an unnecessary visual change to justify their existence.

  • I'd rather see them remove ghouls ability to vault pallets at all TBH. He's far strong enough without it. Mechanic is fine on wesker because his power is weaker. It has a much longer wind up to activate (1.5 seconds to wind up vs .25 on ghoul) and has a longer recharge time. (5.5 per token) vs 4 or 2.5 per token depending on enraged vs not enrage for ghoul

  • I'm only okay with decreasing pick up times if flashlight blind times are also shortened to compensate so that flashlight saves don't become more difficult. Flashlights don't need to be nerfed, they're almost the weakest item (only better than fog vials) with champion of light carrying the entire item on its back in terms of viability.

  • I wonder if MMR makes DCs more common at high MMRs. Players who DC typically do so either 1) a bad start to a match or 2) they're playing against a killer they don't like.

    In either case the likelyhood of escaping those matches is probably lower than the likelyhood of escape in the matches where they don't DC, and I believe DCs "cancel" the match as far as your MMR is concerned (it is unchanged.) In essense this means players who DC in unfavorable matches could effectively have higher MMR on average than players who tough out every match no matter what.

  • I agree it didn't need a buff however, I like that it encourages him not to slug so I think instead of reverting it they should making getting a down take like 10 seconds off the worldbreaker timer. That keeps the encouragement to not slug but also somewhat undoes the buff since it's usually gonna take 5-15 seconds to hook a survivor.

  • I feel the unknown's spot is mostly good right now. If you're consistently landing your shots he's very potent but when you miss it's very punishing. That's a good design IMO. I could see them tweaking the numbers a bit and adjusting his addons but the overall design is good IMO.

  • You won't get banned for changing icons either

  • 2 reasons for it

    1. not all maps have the same weighting. typically maps that are unique, such as have higher individual chances of appearing, where as maps that are similar like the coldwind maps have slightly lower chances of appearing. Additionally the devlopers give certain maps boosted odds of appearing arbitrarily.
    2. Realm repeat prevention reduces the chance of all maps in a realm being selected when someone has previously played on that map. Realms that have more maps in them are affected by this system much more than maps that don't share a realm or only share a realm with 1 or 2 maps. This means maps like coldwind, autohaven, etc. if any one of the 4 players in that lobby previously played on one of those realms every single one of the many maps in that realm get a reduced chance of appearing. This creates a bias in map selection towards smaller realms. Badham for example is the ONLY map in its realm, meaning it gets affected by realm repeat selection much less.
  • because it is completly unsustainable if you have to balance and design different versions of the perk for every single killer. They can't even correctly balance all the perks in the game with the amount they have now. Things would never get done if we suddenly started making the perks perform differently for every different killer, not to mention it makes learning the perks like 10x harder if you suddenly have to remember several different versions of each perk's effects. It's better to just have a single version of each perk. I could maybe see implementing a per killer ban list, like banning haywire on singulo and others because that's at least somewhat easier to maintain but, they will almost certainly never do that.

  • Known cheater in the lobby.

    Game puts me in EU or SEA servers despite being in NA

  • I feel like kill rate balancing is to blame. It's long known that the devs target 60% kill rate, but kill rates and win rates are absolutly not the same.

    Kill rate doesn't tell the whole story. Kill rate doesn't tell you how much more or less often the killer wins than the survivors

    In theory a killer could 3k ~60% of the time, 2k ~30% of the time, and ~0k 10% of the time but 1k/4k ~0% of the time and they would have a "perfect" ~60% kill rate even though survivors playing against them only win 10% of their matches and the killer player wins 60%. They win 6x as often as their opponent with a "perfect" kill rate.

    It's incredibly easy to get at least 1 kill as killer, securing kills is very easy and 0 kill matches should be very rare if you are trying. Getting a second kill is usually easy as long as you get your 1st kill before all gens are done. Of course that doesn't always happen but getting a high draw rate is not super hard unless you are playing against a very strong team. Getting 3 kills can be a challenege, but if you play better than your opponents, especially as a strong killer you can easily have it happen more often than not. 4 kills however, is basically complete luck. Whether they find the hatch before you, whether the gates are spawned such that it's even possible for the survivor to open them, and whether you catch them opening a gate when it is possible for them, is basically all just luck and nothing more.

    but guess what, a killer that got unlucky and got 3 kills instead of 4 brings the kill rate up much less than one who got 3 kills despite the fact that the survivors lost the game just as hard.

    This means a killer getting buffed for having a kill rate lower than 60% could actually be getting buffed despite already winning more often than survivors. Obviously I don't know the kill distributions but I heavily suspect when huntress was last buffed this was the case. Huntress was (and still is) often regarded as a fairly well balance killer by the community, only having some add-ons that could use improvements and tweaks, yet for some reason, the devs decided to buff her base kit hatchet amount and reload time, which I think most people agree was unnecessary. It didn't make her overpowered or anything but you have to wonder what made them decide to buff her at all/. Of course I can't know for sure that this is the case, but I suspect that it might be.

    edit: the opposite is also theoretically possible btw. A killer could have a 60% kill rate and win less often than survivors

  • The player facing stat tracker doesn't count abandons correctly. The stats the devs use contain basically all data from the matches in a database so whether it's counting the abandons "correctly" depends entirely on how the devs are choosing to interpret that data. If they're doing it the same as the player facing stat tracker then it has the same problem but if they're doing it differently then it doesn't

  • @Wezqu said:

    They just need to make the map check do it like this. Game choses the realm → map → variant if there is more than one. This way it does not make that map more likely to get as its still the same chance as it choses the variant after it chose the map in question.

    They already have the ability to individually set the probability of each map being selected

  • I think a lot of the hate for variants came from misunderstanding. BHVR can individually adjust the probability of each map including map variants being selected. Variant maps had the odds of being selected weighted such that the combined probability of all variant maps was roughly similar to a single map with no variants, but a lot of the negative feedback I saw on variants was that they were tired of seeing what is essneitally the same map but slightly difference repeatedly.

    IMO the only real argument that is still relevant against the variants is that they made it harder to learn maps when you have to learn the different configurations of each map. Personally I don't agree that it was sufficient reason to remove them though.

    Edit: The other argument against them was that map repeat prevention did not apply to variant maps so you could get badham 1 then badham 2 3 4 and 5 wouldn't be affected in your next game, but since map repeat prevention was changed to realm repeat prevention that is no longer relevant.

  • Players are good at knowing when something is wrong. they're not good at identifying the problems and creating solutions

    https://youtu.be/ks4eZoG94Vs?t=4669

    I’ve time-stamped the exact spot that I want to share at 1 hr 17 minutes 50 seconds in that video that demonstrates what in talking about

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