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ThatRyanB

ThatRyanB

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  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120806#Comment_4120806

    I'm traditionally a Guide player but I went Scout this time around specifically to farm keys for my destitute main. I ended up liking the role more than I thought. I'm pretty much going to play whatever has items I want moving forward as long as you continue to get to keep them, and I'd hope they don't change that because it's a big incentive for those of us with poverty-stricken mains.

    This is honestly such a cool thing to read! I'm glad to hear you like the change, but the fact that it's also helped guide (heh) which class you use is great feedback in and of itself. I'll be sure to share this with the team :)

  • @CodesterKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120730#Comment_4120730

    Thank you so much for commenting! I was the dude playing the majority of the Xeno games so I'm happy to answer!

    One awkward aspect about the tail is the collision it has with your teammate. There's times where I'm trying to hit over my teammate while timing it with their attack, but unless we're on opposing angles on the survivor the killer hitbox is difficult to avoid. Dracula's hellfire, or Huntress' hatchet on the other hand, completely bypasses the killer hitbox and feel very fluid to use.

    My friend suggested there should be a movement speed buff for survivors when carrying a turret. With 2v8 being such a fast paced mode, taking time to place down a prop for only of the two killers is a big commitment. Perhaps as compensation, Xeno could get Lambert's Starmap basekit? (reduces turret range by 2 meters) It made turrets feel somewhat overwhelming at times and seems like a must-have in 1v4.

    Thanks again!!

    Thank YOU! I'll note these down on my side (and it's especially helpful having the comparison to Huntress and Dark Lord to help contextualize that note about the hitbox!)

  • @Cool8324 said:

    Hey folks! You may have already seen, but late last week, we made an adjustment to how the matchmaking system functions, given the reports of more widely varying skill levels in matches. I'd love to know if you've noticed any difference in your match quality through the weekend and the beginning of this week.

    I feel like you should also consider the team result as many people are saying for the survivor side because sometimes you can be a gen jockey but die at the end but the rest escape and the game will consider it a loss since they werent well rounded

    I will say, this is the kind of thing that the team is monitoring in the wake of the MMR changes, so I appreciate your perspective on it. Is this something you're encountering regularly?

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120683#Comment_4120683

    Yup, was a big help when I started playing judgement and has been handy on a couple of the killers I'm less familiar with.

    I love to hear it! I'll be sure to pass that on to the folks who made this feature a reality :)

  • @Parazitul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120732#Comment_4120732

    Even after many loses in a row i keep continue to run into same type of matches. Based on my experience i keep continue to bump into more skilled players even after i lose. Is like my mmr doesent change at all. And this happens on every killer i want to play, a match or 2 is normal. Then i bump into those type of squads.

    Very much noted! Now, one more question to help get a read on the situation - when you say you're switching to another Killer, is this a Killer you've played quite a few matches with since last month's MMR reset, or is this a Killer you haven't played since the reset?

  • @Parazitul said:

    The mmr is still broken. Wdym i have 2 good matches as the pig then it pairs me with people who are overly coordinate and have over 10k hours. I barely even had an hook the whole match. I just want to have some fun. Not to sweat or stay overly stressed every match to have at least 1k. Im not saying to be paired with baby survivors, but i want an match where i can take a normal chase and to not lose 2 gens in 30 sec. The old mmr wasnt the best, but wasnt like this neither.

    I can absolutely take note of this for the team! Out of interest, did you continue to run into matches that felt lopsided after this one, or did it feel like a one-off before swinging back to matches that felt more in-line with your own experience?

  • For the folks who have taken the time to give me your candid thoughts on what really matters to you about sharing feedback (even though I know my question was a little off-topic - sorry!), seriously, thank you so much! There's no one-size-fits-all solution that works for everyone, but this helps us make sure we're focusing our attention in the right place when we're looking at what we can do to support folks moving forward.

  • @CodesterKing said:

    Hello!

    My friend Weldo and I would like to share our 250 game killer winstreak and balance opinions during this iteration of 2V8. We have just over 11.5k hours between us. Wincon was 6K no gate, we feel this is the most realistic for the mode. Curious how we got so many games in general? Read on!

    https://preview.redd.it/250-2v8-killer-winstreak-and-balance-opinions-v0-9rbqhqh1ljsh1.png?width=498&format=png&auto=webp&s=a28fb8aff2c30c094f77e88523580c76ed1e636e

    After the first 30-40 games, we felt the roster getting a little stale, so we decided to use a random wheel generator with each killer on it and let RNG choose our killer. From that point on, the killer we played was randomized and we chose our class.

    This led to 97 unique killer combos.

    I will also my Nightlight (although stats are private). The 2v8 stats on Nightlight have a rough UI to say the least, so I will post the streak as best I can.

    https://nightlight.gg/u/Codester/stats

    This shows all 250 games if you're interested:

    https://imgur.com/a/pVpJrGO

    Here are some of our top combos ranked. Nightlight only shows 8 at a time. I main Huntress/Blight but we did swap every now and then when we felt like it.

    https://preview.redd.it/250-2v8-killer-winstreak-and-balance-opinions-v0-b92te7ikkjsh1.png?width=794&format=png&auto=webp&s=f4bb0f1f6685062780aa5ae3f28ec1f95f49e835

    https://preview.redd.it/250-2v8-killer-winstreak-and-balance-opinions-v0-iwce5tqrljsh1.png?width=777&format=png&auto=webp&s=b2d0ebb2699b6c0701b45612fae478fe49f52e05

    We both want this post to be centered around the suggested balancing and surv/killer/class changes rather than focus on the winstreak. It doesn't mean much when the MMR was in the state that it was this during this iteration, but we do hope it shines more of a light on that particular issue so we get better games. We just hope our thoughts are at the least seen after grinding the mode so much.

    Below are our opinions on the current state of 2v8.

    General Balancing:

    - Indoor maps make 2v8 aura reading and hook prediction too strong (especially rpd)

    - RPD needs removed, there's no other words for it. Games on this map are an absolute mess for survivor side, especially if Nemesis is in the match. Brute + Nurse combo is unplayable against on the map, gen grabs easy, hooks way too easy to predict, can cut off anyone rotating mid-map, and any Shadow killer gets insane value. See first point.

    - Tonics could be removed (and were at one point). The Purified Tonic (cage state removal) should have a much longer interaction time for survivor at minimum. The Haste effect for killers is ok but could be changed to something more useful, possibly a shattered hope-style full aura read for a small duration, and/or survivors should get a visible effect on the killer indicating they're hasted by a tonic, possibly similar to a serum. (the Purified Tonic has also had a spelling error since they were introduced which is yet to be fixed. It reads "Purifed Tonic" in-game)

    Killer Balancing:

    - Gen regression. The base rate of gen regression is too strong. The Wiki states 200% in 2v8, but quite frankly this feels incorrect and is anecdotally more. Pressuring a high progress gen gives simply too much value. Our suggestion is to reduce the base regression, but give Killers a Pain Resonance equivalent on each fresh hook. The current system encourages killers to kick generators instead of chasing (there was a 2 year period of dbd on why this is a problem) which boils a lot of close games down to hitting regression limit, or survivors getting too bored that they give up. It also increases the disparity between killer strength. High mobility killers are great in dbd (no surprise), but they're especially great in 2v8 as they can apply this regression much more efficiently, while also being able to traverse the much bigger maps in 2v8. Additionally, killer mobility has TWO unique strengths in 2v8 as it allows the killer to quickly aid their teammate in chase directly, or helping corral survivors into their teammate which can snowball into downs/hits. The other benefit is being able to go cross map to protect an uncage after hooking someone, and due to survivors often resetting in groups, this is a great way to make pressure as long as you predict the cage spawns. Meanwhile, low mobility killers such as trapper, huntress, chucky, etc. don't have ANY of these benefits, so they generally get the short end of the stick in the mode which can make them feel quite bad unless specifically paired with a high mobility killer. Having a pain res equivalent would encourage killers to commit to chases more often, discouraging tunneling as fresh hooks will have a large benefit, and make killers who excel at close range such as nemmy, slinger, or chucky feel rewarded in winning their chases.

    - Blight, Spirit and Nurse are all S tiers that are also giga buffed in the mode with a long list of buffs. They could all use slight nerfs (mainly phase time on Spirit specifically).

    - Trapper NEEDS to start with all traps without the "Trapper Sack" downside. Frankly unbelievable that BHVR thinks it's okay to double map size and keep Trapper's power acquisition the same. Also, please bring back trap setting haste applying to your teammate. (that was cool)

    - Oni's movement speed in dash needs nerfed, it's honestly ridiculous. Splintered Hull would also feel better overall, but possibly too strong.

    - Billy could use Engravings but still feels ok. Doesn't need changed.

    - Ghostface feels ok besides the amount of bugs between object leaning and the reveal mechanic. There's a bug with bots that instantly reveals you no matter what, cross-map for the entire game. Very strong 1v1 chase while chasing a stalked survivor and not revealed, possibly too strong. Haste could potentially be reduced, but could argue he needs to be that strong 1v1 in the mode.

    - Huntress could use Deerskin Gloves + Babushka for sure, and possibly Rose Root.

    - Executioner basically doesn't have a power in 2v8. In fact, he's punished using rites cages while using the Shadow class (doesn't get the undetectable), but the survivor still gets their unlockable skill. He needs length addons. Changes we would like to see are applying torment with M2 hits and the killer teammate being able to do the old 2v8 stomp on tormented survivors.

    - Xeno is ok but has some tunnel bugs preventing access to certain ones occasionally. The tail attack cooldown is extremely short, but he does need some sort of buff like this for 2v8.

    - Nemesis zombies could be reduced by 1 and still be strong, and he could use a buff in compensation such as whip pallet break cooldown or even Marvin's Blood. (this killer is also complete torture for survivors on indoor maps because of the 4 zombies)

    - Chucky needs Jump Rope.

    - Slinger could use iri coin to help promote not 2v1ing for easy downs which people probably find unfun. (fun to do though >_>)

    - The rest of the killer roster feels mostly good/balanced.

    - Shadow is objectively the best class on every non-stealth killer besides Huntress, with argument being made for Fearmonger on any 110 killer and Brute on blight/nurse/wesker (more discussion on Brute as a whole later)

    - Enforcer is objectively, by far, the worst killer class, and we didn't play a single game with it during this iteration. Needs reworked entirely. The extended lunge should be much more obvious that you even have it available (screen vignette possibly), and the window last 4x as long. The aura reading is often bugged and you don't receive it. We would like to see this reworked to something else entirely. the 3% haste chasing an injured survivor is pretty meh compared to what the other classes offer especially given which killers are available.

    - Fearmonger good, needs no changes. 5% haste unseen lets any 110 killer get a faster start especially, and applies in chase when survivors aren't looking behind them. Also acts as a pseudo Whispers for locating survivors. Helps prevent beam saves. Helps Huntress get to a locker.

    - Brute is a bit of a weird one. This is how the main cooldown skill of Brute works currently, per the Wiki:

    Whenever you perform the Break action while this Skill is active, the following effects apply:

    Increases the Breaking speed by +25 %.

    Damaging a Generator will highlight it in yellow. When the highlighted Generator is repaired past its regression point, the Generator explodes, triggering a loud noise notification and causing any Survivor interacting with the Generator to be afflicted by -5 % Hindered Status Effect for 12 seconds.

    This Skill has a cool-down of 60 seconds after use.

    The issues with this skill, in our opinion, is that "Increases the Breaking speed by +25%" one, only applies to pallets/walls and not gens, and two, this ability goes on cooldown when you kick a generator. IOP, it should apply the 25% breaking speed to gens as well, and rather go on cooldown when you break a pallet/wall. Generally, you only want to run this class on a high mobility killer for the break speed in chase, and not for the Hindered off a gen, so just the core mechanics of this skill are backwards in our opinion and is not used what it was designed for. S tiers don't care that you get 5% hindered off the gen. They just want the faster break and extended aura read. The extended aura range applies regardless of cooldown.

    Survivor Balancing:

    - See tonic suggestions.

    - Hook placements are too easy to predict making it extremely easy to attempt a tunnel or interrupt resets, especially on mobility killers.

    - The Anti-Camp mechanic needs to apply even with other survivors near and possibly even at a further range. This is often an issue even if not intentionally going to a hook to interrupt.

    - Escapist sprint needs to not be on a button. A very strong survivor is essentially untouchable with this class and it makes any survivor mistake easily recoverable. Make it proc similar to Sprint Burst and it would be fine.

    - Other classes fine. Starting with an item is good, and good for the killer side as you can see someone's class at a glance.

    - The Endurance given to other survivors by Torchbearer is ridiculously long. It should be 1/3-1/4 of current time. Otherwise a very fun class.

    Queue Times:

    Somewhere around the middle of this event, queue times were extremely bugged, and this allowed us to get such a high number of killer games. We had multiple days where we were able to get 5+ killer games per hour, sub minute queues, which was unheard of in previous iterations. When queue times weren't bugged, we could do 1 play-while-you-wait survivor game between each killer game, which rose to 2 survivor games for each killer game later on when queue times were fixed and became worse. We don't have exact numbers, but we would say our average normal killer queue time is around 20-25 minutes on East servers when queues aren't bugged, but we have had as long as 45 minutes very rarely.

    A big slightly unrelated point we would like to make for this is to possibly allow customs (for 1v1s), 1v4, or inviting other survivor players to our play-while-you-wait lobby while queueing for 2v8.

    MMR (the big one):

    MMR was quite simply a mess during this iteration (admitted by BHVR as of their Twitter post Sep 29) and the only reason this streak continued the way it did. It was by far the worst we have ever seen, and we have played as a duo during every iteration of 2v8. We would get an alarming amount of players that simply don't understand that killers have basekit gen kick aura reading in the mode, spend a lot of time edgemap, run past resources, not look behind them (this is huge on Fearmonger as you just have perma 5% haste in chase without them looking at you), unhook survivors in front of the killer (this is also a massive reason for most game pressure), generally unaware of killer presence, not spray/vaccine, and just seemingly very new players in general. This is a failure on BHVR's part.

    Clearly there could be a lot done to improve new player knowledge and their experience in general. Another point I will add to this is that specific 2v8 innate killer skills are NOT included in the F1 menu that all survivors are prompted to open on first chase or injury. I would absolutely guarantee this leads to new players being completely unaware of things such as Drac's wolf form 3rd pounce, Wesker's 3rd dash, Ghostface's haste, what the Tonics do for killers/survivors, etc and being caught out in a bad spot.

    Out of the 250 games, we only had 3 that we considered close, and only 1 where all gens were completed before the wincon. In previous iterations, we would generally play 20-30 games between losses, and players in general were simply better with more hours. We would often get players with sub 50 hours in DBD in this iteration.

    Hopefully this is better in the next event, we actually much prefer having good/close games with strong players.

    Overall, we really love playing 2v8 and hope it keeps coming back better. Feel free to post any questions/comments, would love more discussion around this mode!

    This is such a hugely detailed post! Thank you so much for taking the time to not only track your stats, but also break out so many thoughtful pieces of feedback (extra points for giving so much attention to both roles)!

    Our team is actually in the process of sharing feedback on this round of 2v8 with the team right now, so I'll be sure to pass on your points!

    Given Xeno is the newest addition to 2v8, though, I did want to see if you had any additional thoughts. Are there any other things that stood out about Xeno through 2v8?

  • Hey folks! You may have already seen, but late last week, we made an adjustment to how the matchmaking system functions, given the reports of more widely varying skill levels in matches. I'd love to know if you've noticed any difference in your match quality through the weekend and the beginning of this week.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120606#Comment_4120606

    Thanks 😊 It is a really good feature, very helpful for newer players. And handy when new killers come out, I particularly like the little video clips of how powers work. Helped me out with the judgement release.

    Would love to see it developed more. Perhaps there could be a "did you know?" Style list of tips added to the endgame of each entry to cover odd interactions like this.

    Crying shame the forums are only around for another month. This kind of thing is what it's made for.

    For what it's worth, I also love your suggestion of "did you know" style tips! On that topic, have you been finding the existing tips useful?

  • @cogsturning said:

    This MMR reset felt like it wasnt progressing at all before I dropped 1v4 for 2v8, and I had played at least 100 matches in each role. How long is it supposed to take?

    I also don't feel like there's much of a point giving feedback anymore. Am I going to drop my opinion on MMR in a Discord channel where it gets immediately buried by cat pictures and memes?

    Out of interest, have you played 1v4 since the weekend? I'd be interested to know if you're noticing any difference in the quality of your matchmaking compared to your time pre-2v8. Given the number of matches you've played, I would expect you should be encountering matches that more closely reflect your skill level by now.

    And I totally hear your concerns about feedback on Discord. While I know it's not the same, over the coming weeks, we will be opening a Discord channel that's more in line with a forum experience because we want to make sure long-form conversations have an organized space.

  • All I know is that my terror radius would be ska music.

  • I think one of the important things to remember here is that when it comes to a given perk's perception, the situation is rarely binary. Not only are Killer and Survivor perspectives equally valuable, but different experience levels, different preferred playstyles, and many other factors can impact feedback. So just to be clear, I appreciate the different POVs here. It's not lost on me that there's a lot of debate about WoO, so just know that we've been noting it down and sharing with the team.

  • @Aven_Fallen said:

    If winning or losing a lot of times should broaden the matchmaking range, this does not sound like something which was "unintentionally broadening the range of potential opponents and teammates". More like something which worked as intended, but you did not realize that this would also imply that a player who wins a lot of times and is very good will get weaker and weaker opponents, the more they win. Which is basically what was the issue with the MMR Reset, we have seen Streamers go on insane winstreaks, because they faced brand new Survivors.

    But hopefully this is now fixed, but to be fair, you dont need to be a game Dev to see that widening the range of potential opponents will lead to errors, even if I completely understand the intention that someone winning a lot should get more stronger opponents and someone losing a lot should get a lot weaker opponents, but both can work in the other range as well, if there is no limit. Which happened.

    Will monitor if it got better. A few days ago my SWF mate and myself got a Wraith with only a fraction of our hours followed by KnightLight, a comp player. Which was pretty odd, maybe it is better now.

    Sadly there will be no appropiate place to give more feedback anymore if the Matchmaking is working or not.

    Definitely do let us know if you notice any changes (or heck, if you don't notice a change, as that's equally valuable) in matchmaking. We're keeping a close eye on this so we can keep the team working on it informed.

    As for the note about sharing feedback, I totally get the frustration about the Forums closing. While the forums have always been an important piece of the collecting feedback puzzle (and speaking personally, they were first place I got to know the DbD community!), we take feedback from across the other DbD channels just as seriously.

    I'd love to know, though, what would your ideal method of sharing feedback look like? We're always open to rethinking and adjusting how we go about thinks like gathering feedback, so I'm always down to hear!

  • @Eareland said:

    Hi, has anyone else experienced missing info on official stats tracker now or in the past?

    My 2v8 killer stats is missing character Nurse and Huntress completely and Nurse is my most played killer in 2v8. Now it says that Wraith is my top 1 played killer (which actually should be my second played killer there). Recent match stats are fine.

    Is this old or a new thing/bug, does anyone know? Any solutions to fix this? I tried to logout and log back in on my account. No results.

    Hey there! Just to double check, do you happen to play on multiple platforms? If so, have you enabled cross-progression through your BHVR account?

  • @Shaddoll_Serpent said:

    I know this question is stupid, but does any player or dev know what happens if I stack Pop with Undone? Would Diminishing Returns go into effect and lower the impact of Undone or no? Thanks in advance.

    Hey there! I can confirm this for you. This would trigger Diminishing Returns as you guessed, but it would depend on Undone's token count to determine whether Pop or Undone is diminished.

  • @HoodedWildKard said:

    Since they added the killer ability lists in the menu, I haven't paid a huge amount of attention to them. But I was idly checking something on spirit today, namely if her attacks coming out of phase count as basic attacks or special attacks and noticed the description doesn't specify. Out of curiosity I checked nurse's description since I know for a fact her blink strikes do not count as basic attacks and her description doesnt specify either.

    These sorts of details should be included. I'd imagine if I bothered to read through all the descriptions I'd find a lot of useful information missing. They do seem very light on details even for something that's designed to be referenced quickly.

    This is a great piece of feedback (and thanks for checking out the Gameplay Showcase menu)! This is definitely something I can pass on to the team!

  • Adding to the above, if you have evidence of this bug occurring and/or Player Logs, please submit them on BetaHub, as that helps the team investigate issues like these.

    I'll be closing this thread as we don't track bug reports here, but would urge you to share any bug-related details you have on BetaHub. Thanks!

  • @Chilly5781 said:

    pyramid head's power is bugged as of the new chapter chorus of sin, his flicks are inconsistent and don't register all the time, the timing between flicking and pressing m1 is weird now, and requires luck and not just skill any more.
    prior to the update, flicking with pyramid head would be looking to where you want to shoot and click, now it just shoots straight forward and your camera goes where the shot was intended to go.
    it's frustrating because he had just gotten a great buff but it feels negligible when his most impressive and useful tech is basically gone.

    Hey there. While I appreciate you taking the time to lay this out, we don't track bug reports here. I'd urge you to share this on BetaHub alongside any footage or Player Logs you have from matches where this occurred: https://app.betahub.io/projects/pr-5642738318

  • @Skittlesthehusky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116280#Comment_4116280

    unfortunately it's more than just not being able to login. there's a lot of stability problems that were caused by the anticheat being tested recently. people are repeatedly crashing, getting error messages about EAC's dll still being present, memory-based crashes, input delay and bricking, system lockups trying to load into the main lobby, etc.

    it's all around a mess.

    While I totally hear you on these things being frustrating, I did want to jump in to clarify that the stability concerns being attributed to Denuvo are not connected to the Anti-Cheat Trial. This release cycle included an engine update, which we now know has led to the increase in issues (like crashing) you're referring to.

    While the bugfix patch this week helped alleviate some of these issues, there's still more to do, which the team is hard at work on. For the input delay specifically, this appears to be a case of a GPU driver reacting unexpectedly to the engine update. If you're running into this, updating to the newest GPU drivers can help.

    @ndubpwns said:

    When will denovu be gone so I can actually play DBD again… This has ruined the game for me. Unplayable. So people spend their money and then can’t even play anymore. On to the next game. But seriously when is this “trial” over?
    thank you

    To add to what MashedBroccoli mentioned above, the reason we are not currently sharing the end date of the test is to ensure the integrity of the trial.

  • Thanks for the feedback here, folks! I'm happy to pass along your feedback about the time requirement on this being a point of friction. That aside, though, is the effect something you find interesting or valuable?

    You're correct. Survivors that complete the circle will receive its effects.

  • Thanks for the kind words, folks! As you get more time with this item, I'd love to get your thoughts on its value vs. in-game time investment. Do you see this being something you'll want to actively use in Trials, or more of an "on occasion" thing?

  • Don't get me wrong, I love the idea of a Survivor going in for a sick dunk, but yeah, definitely a bug. If you haven't already, I'd suggest reporting this on BetaHub, as that helps give us more info about what's causing it: https://app.betahub.io/projects/pr-5642738318

  • Alright folks, let's try and keep the "us vs. them" conflict to a minimum here. While it's an understandable product of asymmetrical gameplay that there will be opposing perspectives on buffs and nerfs, we value feedback from all angles and don't want anyone to feel like their POV isn't an important part of informing changes that are made to the game.

    I've seen some great comments here about how the curve window feels now vs. 10.1.1 and will be sure to pass these along to the team, but please do keep sharing your experiences with the change here (both as Killer and Survivor). Tweaking numbers to find a sweet spot that feels fair for both sides can take time, so just know that we're following your feedback!

  • Hey folks. I wanted to pop in here to remind you that we're all DbD fans at the end of the day. There's no need for arguing here. There are a lot of great points being brought up in this thread and there will be differing perspectives as folks learn the ins and outs of a new Killer, after all.

    No one perspective is inherently "right", so I encourage you to focus on constructive feedback from your own perspective instead of trying to disprove the feedback of others.

    For instance, have you noticed a shift in how The Judgment feels to play as or against since yesterday's update?

  • @NAERUUU said:

    So, I do play on STEAM.

    And my game crash when i do play killer after a moment.

    At the start it's only just few freeze, who happen more often and stay longer, and then it's total freeze and i'm kicked + tempban from the matchmaking.

    Also happening as survivor but do not occur crashing.

    I know how frustrating crashes can be. While we can't specifically help you here, our Player Support partners are best equipped for that. I'd suggest reaching out to them, as it helps us (the wider team) get to the root of what may be causing this: https://support.deadbydaylight.com/

  • @Cool8324 said:

    I was just wondering and an estimate/ exact date would be nice

    We don't have an end date to share at this time. In the meantime, though, what are your initial thoughts? Any feedback?

  • Hey folks! I wanted to pop in here to let you know that your comments aren't in vain. Please keep sharing your thoughts as you put in more 2v8 matches with Xeno. I've seen some differing opinions here about the impact of turrets and would love to hear more about this (i.e. how does it feel to have the other Killer able to destroy these).

    @Zakon05 said:

    I have realized something else after playing a bit more. Xeno's map mobility is actually badly hurt in 2v8 as well, due to how many chests there are. Each chest occupies the spawn point of a tunnel. There's huge stretches of map sometimes with no tunnel exit.

    This is a great note! I've made a special note to pass this along to the team to check on.

  • @SpyUA said:

    They are going to do that later but personally I don't understand why not do it now if they are already planning on doing that

    I can happily confirm that the change to Nowhere To Hide will be available at the launch of Chorus of Sin, so you don't have long to wait!

  • @100PercentBPMain said:

    any tips for cryogenically freezing myself until the new chapter?

    I'm no cryo scientist, but I feel like the cost for less than a week of cryogenic freezing may not be fiscally responsible… Now, a big ol' horror movie marathon? Surely, that'll help the time fly!

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108897#Comment_4108897

    My friend Flex yells at me all the time in a playstation party for it too LOL. "Mech spend your FING Shards!" I am always like " Nooo!! I am SAVING them for something special!" Haha…well here we are folks…something special. (For me at least)

    This is actually such a sweet thing to hear! brb while I share this with some folks on the team, as I'm sure they'll appreciate knowing how much this chapter means to you <3

    @Angy_Quentin said:

    I think the judgement won't be a killer for me, but i'm really excited to play against it! It feels like a 50/50 killer coming after nurse and henry, i love those as survivor.

    And that's totally reasonable! I've personally had ridiculous amounts of fun looping against The Judgment, so I can't wait to hear what you think!

  • I'd suggest reporting this on BetaHub, as we don't track bug reports on the Forums. There can obviously be some nuance about whether something is a bug or it's functioning as intended, but when in doubt, it's best to share it on BetaHub just in case.

    https://app.betahub.io/projects/pr-5642738318

  • @thelioncid said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104042#Comment_4104042

    Thanks, I didn't see it, but it still seems like a very lame excuse, and why did they propose something they weren't going to be able to do?

    It was mentioned in the linked comment, but this was a new process for the team, which came with lots of really valuable learnings. Given how many pieces come together to form the whole of a chapter (and a Killer, in this case), these different pieces all impact production timelines by different degrees, whether you're looking at the Killer design, UI elements, VFX, etc.

    Because of that, sometimes changes need to be made to the plans or intentions we have for individual pieces of the puzzle during development to ensure the whole is as strong as can be.

    That said, whether it's learnings on the development side or learnings on the side of how we share details/changes about this process (as folks have shared here), they're equally important things we're taking to heart.

  • @kaega2 said:

    I'm seeing creators dropping videos about the PTB but I'm not seeing the option in Steam

    Is the PTB out?
    Is anyone else having an issue?

    I've tried restarting steam, it made no difference

    To add to what Aven_Fallen shared (thanks!), the team put together a handy article breaking down how the Early Access PTB works: https://deadbydaylight.com/news/the-grimoire-early-access/

  • @Rock_KBob said:

    Its just not good to not let users see the videos and images when it would only be beneficial of seeing if its the same bug you experienced

    This. I'm having a hard time now knowing whether or not to spend the time uploading a video about a bug or whether or not it's already been reported. Just as an example, there is a bug report out there rn that shows a video upload that I cannot see. The description alone isn't enough for me to understand if this is MY problem too. Lately I am experiencing this weird, idk what to even call it, but my character just stops moving for a split second. The bug report I think sounds similar though is worded as if it's lag spikes and without the video, I truly can't tell whether to submit another report or not.

    I get people out there possibly weren't being careful with their own information, but instead of locking it fully down, is there no way to just hide the video until a moderator has deemed it safe? I have several bugs I've wanted to report and just haven't because honestly I don't want to go through all the trouble just to find it slapped together with another as a duplicate when I couldn't tell it was to start with.

    While I don't have an update on what Mandy shared above, what I can speak to is the value of reporting bugs and providing evidence, even if it's already on BetaHub. Duplicate reports are actually an important consideration on our side, as they help to increase the priority of a given bug. Plus, having more evidence never hurts.

    So all that to say, please don't hesitate to share bug reports, even if the bug has already been reported - they still help greatly with the bug identification and fixing process.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103573#Comment_4103573

    Does that mean Shane's stats are only his first week when everyone would be pushing for their Adepts?

    I realize I didn't clarify on this question, but you're correct about the timing. These stats take into account the first 5 days of Shane's release, so that's a very adept hypothesis.

  • @ArkInk said:

    Jason is killing it (too much)

    Kaneki, Huntress, Wesker, and Afton forming the popularity clique is unsurprising, but still interesting to think about with how different the 4 of them are.

    Windows and Deja Vu + Pain Res are very understandable as most picked perks, as they're among the easiest to use for such powerful effects.

    Shane players are a cut above the average survivor, I will remember this the next time one leaves me to die on hook.

    Sable, Feng, and Meg continue in their quest to make BHVR a billion dollars.

    The important point I do want to emphasize regarding The Slasher is that these stats only take into account his first 2 weeks in the game. During this time, players were still very much figuring out his counterplay, which likely had an impact on his kill rate. Rest assured, we're continuing to monitor his kill rate over time to see how this evolves.

  • @Angy_Quentin said:

    I love the mode, but this time it has been rough on me so far.

    Out of interest, what feels different for you this time around?

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103118#Comment_4103118

    I'll expand my list a little.

    Invocation - They're a good concept, but an incredibly poor design. They'd add a lot to the game if they were actually viable to run.

    Hexes - They are feast or famine, either way too powerful on certain killers/builds, or an absolute waste. At the extreme end of Thrill of the Hunt it doesn't feel like any progress can be made, and a game where you can't advance isn't very fun.

    De-standardizing Hex/Invocations/Boons - @Firellius covered this pretty well but I'll add on. With the addition of Diminishing Returns, while I disagree with its implementation, I agree with the core game problem being the way certain things can stack. A problem with the design around these concepts has always been if you're going to go for it, go all the way (full perk load out). All of these elements would be much easier to balance if they didn't stack on top of each other.

    Nowhere to Hide - The aura read traveling with the killer is not just too powerful (which it is), but it ruins any sort of stealth feelings in the game.

    Teamwork Perks - These probably won't change, but BHVR never should have leaned into something that was clearly SWF designed. It adds to the perception that SWF is 'cheating' because soloq would never have a chance to get equal value out of these perks.

    DS - With BHVR abandoning anti-tunnel, OTR being nerfed, the anti-tunnel perk that exists should actually mean something big if it gets used. If we're going to solve tunneling via perks, then if the survivors guess right on the perk selection it has to mean a lot to have actual weight.

    Hyperfocus - The skill expression on this perk is something the killer has no input on. If a person truly masters hyperfocus, they just win. Skill expression should allow input from both sides.

    Chest perks - These are a great concept, but absolutely destroyed by the need to run chest offerings, which is easier to do in a SWF, but if you're in a SWF you don't need the benefits these perks give. Also any type of perk design that is based around offerings is a bad idea because its discourages people from running BP offerings and leads to toxicity.

    If you don't mind me being the annoying Question Guy™️ here, I'd love to dig into your point about invocations. Is there anything specific that stands out to you that makes them feel not viable?

  • @sp1nu_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103120#Comment_4103120

    It seems to be bugged. I let go running away from a gen a bunch of times yesterday - before the skill check ever appeared on my screen and it blew up… twice in one game. I've noticed it happening a lot lately.

    If it's feeling like something changed and there may be a bug at play (because as coldflame mentioned, the grace period for this was extended last May as part of the 8.7.0 update), I'd suggest reporting this on BetaHub with any player logs or footage you may have to help highlight what's happening here and aid in investigating it: https://app.betahub.io/projects/pr-5642738318

  • @jesterkind said:

    I had this post cooking before the announcement that next midchapter will have 45+ changes to various perks (including the universal pool, which is exciting), but really I think that announcement only makes this even more of an appropriate topic to raise.

    Put simply: What perks do you want to see changed the most, and how? Buffs, nerfs, full reworks— I always like reading people's posts with lists of changes, so I'm crowdsourcing a bunch more to read!

    For the sake of interesting discussion though, I'm going to put one restriction on pitches: No reversions. It's more interesting to think of new changes for perks than just undoing older balance changes, so that's where I'd like to focus.

    So then! What are your top five most desired perk changes?

    I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!

    For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.

  • @TheGoon224 said:

    I would genuinely give all of my dimodollars to behavior if they gave me a sequel to the evil dead chapter. Granted it would probably be from Ash vs the dead, despite the fact that I would love to see someone like Evil Ash added as a killer that doesn’t mean that there aren’t good options from the show like Eldigoss, Henrietta, or Baal. Ok never mind the show has better Killer options, and Survivor options now that I think about it. But yeah which chapters do we want to see get a sequel?

    Dimodollars, you say? Dimodollars courtesy of Doug Dimmadome, owner of the Dimmsdale Dimmadome?

    But seriously, we're always interested to hear which chapters folks would like to see (sequel or otherwise), so I appreciate threads like this for giving a read on that.

  • For those of you who have shared your perspective on feeling anxiety around your role in here, I really appreciate your openness to share! Friction like this isn't a monolith, so it's always helpful to get your individual thoughts and I don't want you to feel like those feelings aren't being heard. Some really solid points were brought up, which I'll be sure to pass along!

  • @Doctor_Xenomorph said:

    I would say that at a MINIMUM 50% of the perks that currently exist are almost never used, or when used offer little to 0 value for various reasons. Either they are super situational, do very little, or both.

    Instead of nerfing the more common/popular perks - (not saying that shouldn't necessarily happen) - the more unused perks should be buffed.

    For instance : Brutal strength should maybe offer 40% break/dmg speed, genetic limits could offer longer exhaust, spine chill should show aura for longer, etc

    Since it's not lost on me that speaking about this in broader terms can make it tough to pull out specific examples, I'd love to dig into this a little deeper. We want to make sure we're getting feedback to the team about perks folks feel could use a boost, after all.

    I'm game to hear any feedback on perks you think could do with a buff, but specifically, have you noticed any perks that were adversely impacted by Diminishing Returns and are lacking utility nowadays?

  • @ChucksterMainin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097835#Comment_4097835

    Killer anxiety truly is the silent killer right now, Spookyloopz released a decent video recently on that topic too

    This is one of those topics I'd love to dig into a little. If Killer anxiety is something you feel, is there anything specific that tends to trigger this for you?

  • @Wibwob said:

    Title. I asked the same thing over a year ago just before Ghoul was added - back then, killers people wanted to face more were pretty diverse with a few names coming up more than others (Bubba, Demo, Vecna 1, Pyramid Head).

    Blight was by far the one killer people had grown the most tired of seeing.

    I'm curious if perceptions have changed since then with the various balances and new entries

    The old post/responses if for some reason you're curious: https://forums.bhvr.com/dead-by-daylight/discussion/438216

    Thanks for creating this thread! It can be really helpful for us to get to feel for which Killers folks are vibing with (or not). Shout out to the Demo, Slinger, Houndmaster and Billy mains out there helping this thread to eat well!

  • @nedimnedo2001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097202#Comment_4097202

    About rules of redeemable codes and have they been broken, i can ask you here but i feel like it should be dealt in privacy with support, if you can answer then theres no need to deal with ticket

    If it's a question about something impacting your account specifically, then I would likely suggest to sit tight for Support, as they'll have access to the most relevant information to support you. Like Mandy said, ticket volume is quite high right now, so there may be a slight delay in response times.

    But! If it's a more general question about redeemable codes, I can see if it's something I can answer for you.

  • @Jarky said:

    Just got a new e-mail and the code works. Thanks for sorting.

    Thank YOU for confirming! That's great to hear!

  • There's obviously a lot of nuance around this topic, so I appreciate all the perspectives you're sharing in this thread. Don't hesitate to keep 'em coming - both Killer and Survivor POVs! - and I'll make sure to share the feedback with the team.

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