Vorahk08
Vorahk08
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- Vorahk08
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While I haven't had many interactions with him, @CountOfTheFog is easily one of the pillars of the forums community. Wishing him a swift recovery!
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Happy Thanksgiving! 🦃
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This time, I think it's technical difficulties. The stream is only and Twitch and nowhere to be found on YouTube.
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It's on Twitch right now. Not Youtube for some reason.
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Thank you to the whole team for the quick turnaround on the Streetwise issue! And another thank you for reworking the killswitch system! Hopefully it will allow for faster responses to problems in the future.
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I know you might not be able to answer these, but can only one thing be killswitched at a time? I know Gideon is killswitched right now. Is that taking up the system resources that would be required to killswitch something else?
Also, is volume of reports a factor in the killswitch? Do killer players just need to report Streetwise incidents more to move it into territory where killswitching it could be considered?
I'm just trying to understand the situation better, and don't mean to be challenging. It just seems like the problem with Streetwise is going to become exponentially bigger the longer it stays usable.
Edit: I wanted to add: the Kill Switch Master List says Gideon is disabled:
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966589#Comment_3966589
issue with killer balance right now, which is the focus on reworks
And not just a focus on reworks, my friend, but also the fact that many of them aren't needed.
The unneeded nature of the reworks is what's most concerning to me. For the past few months, almost every killer change that isn't making an add-on basekit has been met with immediate criticism from their mains as wholly unnecessary. How are the devs deciding that these are the changes should potentially go live? It's taking up dev bandwidth that could be used to resolve issues like the ones shown in the video.
Edit: Grammar
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Ever since they bought Fox, Disney have been surprisingly aggressive with Alien in particular. Soon after Disney buys the IP we get Aliens: Fireteam Elite, the Alien Chapter, Romulus, Alien: Earth, and, last but certainly not least, an announcement for Alien: Isolation 2. Predator has been doing well too, but Disney's on a tear with Alien and don't seem to be slowing down.
I wouldn't be surprised if BHVR does more skins for the Xenomorph because they are confident that it will get approved. It already has the second largest amount of skins in the game for a licensed killer at 7 skins. Ghostface beats it at 12 plus some additional mask items, though Ghostface is a hybrid original/licensed killer, given that the mask is what's licensed. However, the Xeno clears every other licensed killer quite easily, with most other licensed killers having between 2 and 4 skins.
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This is a good single reference for the problems Pinhead has. It feels like a consequence of the larger issue with killer balance right now, which is the focus on reworks. Bug fixes, minor buffs, etc. are all important to keep killers relevant, but it feels like the past few PTBs have been focused more around these large reworks that tend to get thrown out after the PTB ends. It's a problem. Hopefully Pinhead mains can make enough noise to get some of these bugs fixed, though!
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Happy birthday! 🎂
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Thank you as always, Count! You do the community such a great service re-posting these on the forums!
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I haven't seen the Until Dawn film, so please correct me if I make a mistake talking about the movie.
I feel like a DBD movie could still bring a lot to the table by discussing more about the eldritch nature of the entity, as this ancient cosmic god snatching up vulnerable people and killers who prove themselves "worthy" to it in some way. Unravelling the mysteries of why this cosmic entity exists and why it combs realities for victims and champions could be a very interesting story. Basically, I think it could focus on a lot of Observer type stuff between trials to differentiate it.
DBD's lore is extensive enough now that it can be a very rich backdrop for a movie, unlike the thrown together Until Dawn (movie) plot. If anything, Until Dawn shows the DBD movie makers what they shouldn't do, which is focus too heavily on the trials. I've seen a number of comparisons between the Until Dawn movie and Groundhog Day. In that respect, Until Dawn might actually help the DBD movie.
As for why they made the Until Dawn movie that way, the director argued that it would be boring if they made a "condensed, non-interactive" version of the game. I say that argument rings hollow, because that's literally what people were asking for. I think Sony didn't really want to make an actual Until Dawn film and probably just wanted to cash in on the name of one of their popular video games.
After all, this is the same company that made Morbius.
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I'm not much of a FNAF fan at all, so I'm not the target audience. That said, I understand this will be healthy for the game due to the increased playercount. How long that playercount bump will last is another story, unfortunately.
The big problem I keep coming back to is the killer's power. I can't decide whether BHVR will launch the killer over- or under-powered. FNAF seems like a difficult concept to implement within DBD's game structure. The most accurate power would seem to be stealth-killer type power, but I could see BHVR trying to shoehorn in a dash power because those powers get a lot of immediate attention. However, I feel like the community would be more open to a complicated or stealthy killer power after the Ghoul's rampage for the past few weeks.
Either way, this Anniversary event is going to be an interesting one.
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Agreed. For me, the biggest problem is how uninteractive his gameplay loop is. He gets nearby - auto hit, you try running to a pallet - he whips ahead of you with next to no exhaustion on ability cancel, you try gaming a pallet, he fast vaults. His enrage lasts too long for almost no effort on the part of the killer, and the auto-aim rewards him for being "good enough" when a lot of other killers' special attacks have much smaller margins of error, such as Xenomorph and Unknown.
The problem is that with the Ghoul the most fun parts of any match are pretty much always the parts where you don't have to interact with him.
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I wonder if the devs find the problems related to killer balance easier to solve than survivor balance? Looking through the past year's worth of balance patches shows they've been aggressively re-balancing killers on a regular basis, usually to make them stronger. They've been eagerly talking about SM and Trickster's reworks and they've reworked/buffed Doctor, Nemesis, Dredge, Knight, Singularity, and Freddy. They also launched Dracula, Houndmaster, and Kaneki, three powerful killers in a row.
They might be looking for more community feedback on survivor balance issues because, for them, it's more difficult to identify and brainstorm solutions to survivor problems. Asking people about their biggest issues relating to the survivor experience might be them looking to see which issues are the most important for the community?
This isn't criticism of the devs or the playerbase, just an idea that hit me when looking back on this year's balance patches.
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I'm able to launch the game but, like Roid above, I can't find a match. The first queue I waited possibly 5 minutes, then closed and restarted the game (I'm on PS5). Currently waiting in a queue again to see what happens, but the time is at around 7-8 minutes now and nothing has happened.
Interestingly, the Global Bloodpoints Bonus challenge number is still going up.
Edit: Update on queue time: I let the wait time get up until 20 minutes, and still nothing has happened, so I cancelled it. Interestingly, the +25% BP bonus for survivor showed up after that, but I still didn't find a game within a full minute or two, despite there being a BP bonus for the role.
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I just got in to the game. Has anyone else been able to connect?
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I got the same message. I'm on PS5.
My laptop and PS5 both report the internet connection is completely fine. I loaded up Overwatch and Doom Eternal's multiplayer to test my connection and was able to connect to both, so this isn't an issue with internet or Playstation Network. Is it a server issue?
Edit: Punctuation
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This is amazing! I've never pushed my Biopods this high, and, while I've come up with some creative angles, none hold a candle to this! I doubt most survivors would figure out where the lock-ons are coming from!
Thanks for these visuals! I'll have to try some of these.
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I feel like 15 seconds might be a leftover value from testing that the devs forgot to change. They probably intend for it to be only 6 seconds.
I think this perk will be decently balanced for its purpose, though, which is to give a survivor fresh off the hook a chance to make some distance. People don't tend to take protection hits for each other in loops or at gens, given that they become the new best target.
I think that, ironically, a lot of people will end up doing the same thing with this perk that they do with basekit endurance: try to bodyblock straight off hook, then get downed when the killer waits the endurance out. In the hands of people without a plan, this perk could end up as the "I tunnelled myself out of the game" perk if people really try to be annoying with it.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911593#Comment_3911593
Oh maybe, I didn't think of a community milestone, that would be wonderful, I guess I'll hold out hope yet
I thought that might be the case because of the phrase "The more blood flows, the more other things might change beneanth the Blood Moon…" Under the "Global Bloodpoints Bonus" section of the event overview. We've had the lobby change, so I wonder whether completing one of the later goals will unlock more cosmetics. It does seem strange otherwise to have so many trinkets be earnable during the event.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911582#Comment_3911582
Possibly, but the conversion is usually really minimal so that's why I doubt it's to fit that theme… unless they've changed it for this event.
Otherwise I guess it is what it isI don't even know the conversion rate, given that I've almost never had trinkets after an event because the trinket economy is usually so strict. I think the first Blood Moon is the only event that I've had trinkets left over for, and that's because I didn't play the event much.
Hopefully they have changed the conversion rate for the event because, unless they are holding some unlockable cosmetics in reserve as some kind of milestone reward for the event challenge, we're going to have a lot of left over trinkets.
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For some reason, the button in the banner that says "Go To The Event Tome" actually takes you to Page 3. Using that, I calculated that we can get around double trinkets than what is required for us to unlock all of the event cosmetics.
Last year's Blood Moon also had a fairly small cosmetic offering as well, but it is strange to me that we can get many more trinkets than are required for unlocking everything. Normally, event trinket rewards are more stringent, if not perfectly calculated so that we can only unlock everything by completing every challenge.
Maybe it's meant to be in keeping with the theme of "Lots of BP!" because we'll get a huge payout of Bloodpoints after the event ends.
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@100PercentBPMain said:
Spies and Brutal are my go to
What's made Spies so good in Blood Moon? Has Spies been a sleeper pick recently?
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I played a game on Knight with this build: Lethal Pursuer, Starstruck, Agitation, and Awakened Awareness. It was on Temple of Purgation of all maps, ans this build snowballed hard. I had a stun-happy Steve who was trying to sabo hooks, and the aura reading coupled with the enhanced movement speed completely invalidated his game plan. Eventually, I snowballed when I caught 2 people fresh off a hook rescue, because Awakened Awareness showed me their auras and Starstruck made them easy downs. Coupled with the patrol, break, and chase capabilities of guards, it was an easy 4K at 4 gens left.
I also had a 4K game with a totem build on Singularity. It was Thrill, Plaything, Dominance, and Devour. The gameplan was pretty much to make them waste as much time as possible on totems, preferably ones that weren't Devour. I did 4K, although I'm not sure how much of that is owed to the weird fact that survivors can't carry EMPs and Blood Cans at the same time. To be fair, I did get to 5 stacks of Devour and got a kill with it, so I think this build works.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907165#Comment_3907165
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
I think Kaneki is the only killer with any sort of aim assist, and that's for his power. When you play killer and a survivor runs in such a way that your M1 gets yanked into hitting a tree, that's aim dressing. Here's a dev explaining it:
https://us.v-cdn.net/6030815/uploads/B1O5EKHVXQYW/aim-dressing.png
The reason aim dressing causes hits to miss is because (if I remember the explanation correctly) the system first checks to see if the survivor is in the cone, then it pulls the killer towards the survivor, then it checks again to see if the hit still connects.
Dead by Daylight's aim dressing wasn't coded to help killers get hits. It can only cost killers hits they should've gotten.
Thanks for that Dev post!
That's a very odd way to have coded hits. Making the game check that there's a survivor in a cone in front of the killer, then checking again to see if the hit connected seems like a strange combination of hitscan and projectile logic. I would have thought that the killer just moves forward in the direction they are facing, then the game checks once to see if the hit connected or not.
It's not surprising to see how the aim dressing can cause hits to whiff, given that survivors are moving and often trying to spin the killer in chase. Maybe there's a reason that the aim dressing system was built the way it was?
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906779#Comment_3906779
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
I envy you. Sincerely. I really wish I could use max sensitivity, but I probably would have struggled even in my prime. I'm considering again trying to slowly increase the sensitivity over time, but I think I'm simply unable to get past a certain point in terms of fine motor control and reaction time.
The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
Ugh, DbD's "aim dressing." It's not even aim assist, it's not useful, it's for appearances and it only costs us hits. I wish BHVR would fix it, there are years of complaints about hitting trees and rocks on these forums.
I understand how weird it feels in DBD. I think at one point I tried to up the sensitivity on DBD before I was really used to the idea of upping controller sensitivity, but it felt so wildly loose that I changed it back quickly. I've only put it back up and left it up after adjusting to having high controller sensitivity on all games. But I agree that it feels wild and loose at the beginning on max sensitivity.
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906445#Comment_3906445
console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim
Maybe some console players can, but a lot can't. Deathslinger and Xeno are miserable when I've attempted them, it's easy for survivors to dodge when they move faster than I can adjust the aim. I main Nemesis because 1. the zombies aren't hurt by the performance problems, and 2. his strafe. Without the strafe, I'd miss the majority of shots with his tentacle.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906470#Comment_3906470
I tried to play with max sensitivity for at least a year if not a few years on PlayStation, and I even tried slowly raising it higher and higher over time so I could adjust, and I finally had to give in and put it back down to 80% or lower. It felt like the camera swung wildly and I had no control. On Switch I've always had to keep it very low because the fps can't keep up with fast camera movements.
It's not just about speed. Mouse allows for precision that an analog stick simply doesn't. I play Dying Light 2 on my laptop and whenever I pull out a firearm or need to make a precise shot, I take my hand off the controller and use the mouse. It takes no thought, no skill, it's smooth and easy to just head shot everything on the screen. And I'm not an fps player, I'm not an amazing gamer, hell my hands are shaky, but I can point and click, and tracking moving objects is a seamless experience when the mouse is basically an extension of my arm.
DbD doesn't even have dead zone or response curve settings, but it has ranged attack killers with very little room for error. It's madness. It's not just the analog stick, either. Console has input lag (I played Huntress on PC once… holy hell the way she immediately released that hatchet felt so good), low fps, and frame drops. The input lag is no joke, the difference in skill check timing between PlayStation and Switch is abominable. DbD's lack of optimization for console affects every aspect of gameplay.
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
Honestly, though, I agree with you about optimization. The gulf between PS4 and PS5 is also massive, with most of the frame rate drops gone on the PS5 version, while the PS4 version can have games ruined by it. Lag's still there on PS5, though. I can hit the skill check button over the white zone and still only get a "good" result.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906445#Comment_3906445
Which is rich after they've spent 9 years ignoring Consoles and our requests to have some half decent controller settings or workable FPS.
It's always felt like "functional" is the goal for console, considering the optimization of the console versions and the fact that the only adjustable setting we have is sensitivity.
I wish they'd try more with console versions, particularly FPS like you said. Switching to a higher FPS on Doom Eternal and Overwatch was a night and day difference. The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
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Apparently, the Ghoul's special deep wound attack is actually hitscan, not projectile. Unlike Deathslinger or Dracula, where the attack is a projectile that can miss, the Ghoul will never miss once he's started the attack. Basically, as soon as he has the bite mark icon over you, he's going to get the injury.
Unfortunately, the only solution is to play it like Nurse, and prioritize breaking line of sight so he can't get that icon over you in the first place. In my experience, even if you try to move behind a wall after the icon appears, he often still lands the attack. The best way to play against Ghoul seems to be tall loops, so you can stay out of LoS as much as possible.
Hope this was at least a little helpful.
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@Glaive said:
I personally believe they have massively underestimated console players, they stated they didn’t want the tentacle grab to be a skill shot because it would be too hard for console gamers to land hits, so they made the auto-aim the equivalent of a mobile game. Yet console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim, I don’t get it.
I agree. As a console player, it isn't that hard to learn how to shoot skill shots and rapidly redirect with dash killers, especially if you max your sensitivity. The only thing that a MnK player can always do better is flick and 180 turn, I think.
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@Thusly_Boned said:
What miserable person is downvoting all of these posts lol
If that's how they want to spend their time, I guess we can't stop them. It's kind of a waste, though. We're all sharing our favorite parts of the game. So what if someone disagrees? They should make posts instead and be a part of the conversation!
Speaking of favorites, what drew you to Onryo as your main?
I ended up maining Singularity because I like the elements of setting up my network, serveilling the whole map at will, and the fast-paced teleports and chase mechanics. He feels really rewarding with good camera placement, while also putting a unique twist on chases with his Overclock.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901908#Comment_3901908
It's not just all of that, but the backfilling, which will pretty much drop anyone into any lobby to speed things up. BHVR has all but said explicitly that accuracy is being sacrificed for speed in matchmaking. And that is not limited to midranks.
It seem to be really hard to accept for some people that we're all subject to this, but there isn't a single person playing public matches who isn't experiencing some level of unevenness in matchmaking. Even people playing the game for a living.
It's gotten to the point where I groan internally when I see a survivor or killer leave the lobby, because I know that the chances of a "balanced" match have dropped drastically. There's a weird irony to the fact that, despite backfilling only existing in the pregame lobby, and not during an ongoing game, backfilling causes so many problems for the game anyway.
I feel that some speed of backfilling could be sacrificed for finding a more appropriately skilled player. It would probably greatly improve the quality of a number of games.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901130#Comment_3901130
Well, they're getting bad players somehow. Probably via what you explained in the second paragraph.
I'm always amazed that MMR is so low of a priority in topics of discussion, for dev and player alike, when it creates 50% of the game's problems. Like, a lot of this stuff we debate about all the time, we don't have to do it, if only they'd just make the MMR better. They haven't even begun to refine it. They brought it to the game and it was nearly perfect, then they destroyed it by making it way less strict a few months or a year later to cut down on queue times, and since then we've gotten nothing else on it except for "team MMR" a while back, which evidently didn't do anything to help.
The MMR in DBD really feels it's at a half-way point between a ranked/competitive system and a quickplay system, but won't commit to either.
On the one hand, it adjusts player matchmaking scores based on whether they escape or how many kills they get, seemingly on a game-to-game basis. On the other, it seems to throw a lot of that out to keep wait times short. I don't have a particularly strong leaning either way, but it feels like the current system is inconsistent. You can go from a balanced game to a blatant stomp with a P100 Billy against a team of 2 baby survivors very quickly.
If I remember correctly, they did a set of "matchmaking tests" where they tinkered with the live matchmaking software a few years back, didn't they? I'm pretty sure that's how Otz got his Artist winstreak done. What were the goals/results of those tests?
As for the original topic, that inconsistent MMR system is likely throwing streamers like Otz and Hens into unbalanced matches like it is for most players. I think a major factor for them winning more is that they are experienced enough to make a lot of "unbalanced" matches where they might lose ultimately work in their favor, given the amount of time they've put into the game.
Edit: Edited for clarity
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First Main: Felix and Plague
Current Main: Trevor and Singularity
Favorite Map: Greenville Square
Favorite Perk: Pop Goes the Weasel
Favorite Item: Toolbox
Favorite Chapter: Castlevania
How many P100s?: 0
Hours: ~1,000
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Beyond the fact that this is kind of scrapping (or at least minimizing) the fantasy of the drones as surveillance tools for her, this feels like she'll be extremely problematic no matter how strong she is. The factors determining whether she's weak or strong will probably be determined by three parameters: battery life, flight speed, and whether she can recall hacked drones.
The one extreme is if the drones are powerful and the she can recall hacked drones. If the drones are good in chase due to good battery life and flight speed, then she turns into a hybrid of Twins and Singularity, using Biopods that can shoot out Victor at will. She can just place the drones to surveil an area periodically until she sees someone, then hit them with it. Then, the drone can push the target into other drones to chain hits easily. If she can recall drones that are hacked, then her gameplay will boil down to the killer relying on drones for everything but hooking, and any playtime on Skully herself will be entirely to recall and replace drones.
Even in the best case scenario, where her drones are very powerful, she'll be a version of Singularity or Twins without their weaknesses. With Singularity, your network only gets you chases, which you still have to win. Granted, your power still makes you an unstoppable monstrosity who face-tanks pallets, but you still rely on your M1 to get downs. With Twins, Victor is only the final domino in a chain started with Charlotte injuring everyone. Victor rapidly downs everyone, but only if the killer was able to injure everyone first.
On the other hand, weak drones that can't chase effectively will mean the killer has no real incentive to use her power, so she'll largely just be another weak M1 killer who can occasionally get some hits with drones. If she can't recall drones for the hack duration, then they'll be even more useless.
Red Light, Green Light feels like it won't do much in a real game. Survivors will just walk or crouch walk for its entire duration. If anything, it'll make Urban Evasion more popular.
Overall, I think she'll either be a pubstomer who's a mishmash of abilities from other killers, or she'll be a really weak M1 killer with drones that can't catch anyone. I feel like she could launch really powerful, then be nerfed because of complaints. Hopefully this idea can be used as a starting point to reach a design where everyone can get some of what they want.
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While I can understand the logic the devs described for making the changes, the changes themselves don't seem to reflect that logic. The turrets are now actually more effective for experienced survivors because they can just run between loops to burn the Xeno out faster by planning their chase route. Newer survivors will still probably be burning the Xeno out by accident, because even though they don't plan routes in chase, the rate of burn loss is so small that it will likely happen anyway.
I agree that this change is going to make the Xenomorph feel more miserable to play. It feels like it's going to be pre-buff Singularity, where the killer item is not just a defense mechanism, but an "off button" for the killler's power that the killer has no real counterplay against.
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@ThatRyanB said:
Just wanted to pop in and thank you for taking your time to not only submit a report through the bot, but to also confirm you've included the most helpful bits of information - it's super appreciated!!
Of course! Thank you for popping in!
If I could give some feedback about reporting, the list of file types the bot accepts for gameplay footage does not include .webm files, which was the default file type for the video footage I took from my Playstation 5. I had to convert the .webm file to a .mov file before submitting. While I don't know what file type other consoles use when they create video footage, making the bot capable of taking .webm files would definitely make it easier for PS5 players to submit gameplay footage.
Thanks again for everything you and the dev team do to make this a great game!
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Losing Pinhead is super unfortunate. While I, personally, don't enjoy playing against him, he's still a part of the game and a big, box-shaped hole will be left by his departure.
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891828#Comment_3891828
I think the fact that Netflix's video game plans seemingly died in utero had as much to do with DBD getting Stranger Things back as the fan outcry did, if not more. I suspect they pulled the rights because they thought they were gonna make their own game for a minute.
As far as Pinhead goes, I won't miss him much as he fades a bit. I like playing as Pinhead, but facing him in solo queue really sucks. Which has more to do with other players, but I digress, and it's not like all the current Pinheads won't still be there.
While I don't think you can ever guarantee a license won't get pulled, it might be best to stay away from licenses that have contentious or unsettled ownership. And the group that had Pinhead was pretty sketchy.
I agree. I think it is interesting timing for the ST chapter to come back after the "Netflix Gaming" idea died. I'm sure the fans helped by making Netflix aware that they were leaving money on the table by keeping ST out of DBD.
I know that since ST was pulled the first time, BHVR has been more cautious about making licensing deals that will stay in DBD, but I feel like this makes it even more unlikely that volatile licenses like Friday the 13th will ever be added to DBD.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892273#Comment_3892273
There was some patch as well that made the tail feel less good, but i think that's just been a bug since that patch.
For some reason, that patch made Xeno feel way worse to use on console. It was really encouraging when the Alien chapter released to see that the Xenomorph's ability worked well on controller. The fact that the nerf to Xeno on console wasn't even intentional is kind of annoying, honestly.
I've said in surveys that the Xeno needs some buffs, and I'm always a little disappointed when it's not on the roadmaps. Hopefully, it does get some buffs in the future, or at the very least some bug fixes to make playing it feel better.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892270#Comment_3892270
It was on PTB before xeno was released, i don't think there are PTBs for console.
Basically what happened was that you didn't get slowed down at all when you missed a tail strike. The original numbers were similar to other killers like nemesis where you would have:
- 2 second cooldown on missed tentacle
- moved at 3.68 m/s when you missed an tentacle (20% slower than base)
But because of the bug on PTB xeno didn't get slowed down at all when you missed a tail attack. When they released it from PTB, they fixed the bug (which was good) but then also nerfed the missed attack cooldown significantly, so now its:
- 3 second cooldown on missed tail
- 2 m/s movement speed on missed tail
Basically, they fixed the bug, but because the "tail was too strong" they also nerfed it, but the point of the tail being strong was because it was bugged, not because the original numbers were actually too good. 2 second at 3.68 is super standard these days and is usually what they go for. Vecna works that way, nemesis works that way, houndmaster works that way, pyramid head, etc.
That's interesting. When Xeno released on console, the tail was buttery-smooth to use. Most survivors didn't respect the range, despite the wonky hitboxes, so it was actually quite easy to get downs. I still play Xeno, but the patch they released a month after the DLC came out on all platforms, the one that universally nerfed the tail, really hurt its ease-of-use.
Xeno was actually a very console-friendly skill shot killer on release. I still think the main issue was people didn't learn how to use the turrets properly, as it had only been a couple of weeks. Now, people don't really have to learn how to use the turrets because the tail is more difficult. Those who do use the turrets properly are a nightmare to play against.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892102#Comment_3892102
Whats worse is the killer had a bug in the PTB that made the tail way OP, then they fixed the bug, but also nerfed the tail. I really don't understand why they did that. They should have fixed the bug, waited to see how it went, and then if the tail was too strong nerfed it in a later update.
I suspect it wouldn't have been, once they fixed the bug it would have been in a fine state.
Was the bug present on console? I'm a PS5 player, so I remember that when the Xeno came out the tail was much easier to hit, but I think I still got the slower movement when recovering from a tail attack. The difference after the nerf was night and day either way.
I feel like the Xenomorph is in a similar place right now that the Singularity was before his big glow-up. It's hard countered by the survivor items.
I feel like they should either:
A. Do numbers buffs to make the killer's experience less impacted by the turrets, similar to what they did for Singularity, possibly by increasing the stealth aspect of the killer or by tweaking
B. They should restore it to the state it was immediately after release (sans the bugged parts), where the tail is incredibly powerful and survivors need to use the turrets to get it out of Runner Mode or risk going down very quickly.
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@BlightedDolphin said:
Yes the offender ID is the username of the player. Let them know that you were playing on a different platform to them though.
You will need to upload the game footage as they won't do anything without that evidence. The end game screen probably isn't needed, but there's no harm in uploading it either so why not. If you've got it may as well just upload it as well.
Thanks, I'll remember that for the future! The bot actually asked for the username when reporting, instead of ID, so I submitted my report through the bot.
It's good to know I can use the username for the standard report as well.
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@Nazzzak said:
I'm just glad we are getting it. I was honestly surprised when they announced it, I didn't think they'd ever actually go ahead with it. If FNAF is what it took, well so be it. Maybe the RE chapters were a wake-up call - they brought in stacks of new players but most didn't stick around.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888612#Comment_3888612
Didn't know you streamed, let us know how to find you and drop you a follow!
I hadn't thought about the comparison with Resident Evil! I wasn't around for the Anniversary that year (started playing that Halloween), but I have heard that the player retention from the RE chapter was really bad. At least RE got a redo with Project W.
I agree that it's good that BHV's doing a health update at all and, apparently, learning from their mistakes.
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I agree. He also says it a lot in the Remake when he sees Jill.
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I support this!
I'm pretty sure the PS5 and Series S/X could handle a higher framerate. Dead by Daylight doesn't have super-realistic graphics, and a number of modern games ask the player to choose between high framerate and crisp graphics, so I think it would be a great QoL/upgrade for consoles.
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Thanks for posting the update, Count!
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I'm also seeing this issue.
When searching for a game, I have had my matchmaking cancelled with an error message stating "The matchmaking process failed. Reason: timeoutCreated."
I am on PS5, and this happened with testing on normal survivor and killer queues, as well as the 2v8 survivor queue.
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@solidhex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882876#Comment_3882876
Yea, "BP farming" is a good point. Since killers are so strong in this mode and often team up, chases are rather short and not very engaging. All you do is basically repairing, unhooking and healing. I still like this mode more than chaos shuffle or lights out.
They should have added a greater variety of classes and killers though. I still see a lot of Blight and also 2 Trappers today (and 1 Slinger). I love playing buffed Spirit, but not with those queue times.
I agree with both points.
The first iteration of 2v8 on survivor was probably the best BP farm outside of the anniversary. I really wish they would just bring back the +500% incentive bonus (I don't remember the exact number) for survivors in 2v8.
For killers, the slow killer drip-feed feels like it makes playing killer on 2v8 get boring faster. Between last iteration and this one, they've established a pattern of only adding 3 killers at a time. At this rate, we'll have the full (current) roster of killers in 2v8 after…
Nine 2v8 events.
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I absolutely agree on the queue time problem. This has been an issue for every iteration of 2v8 (I think, I was on a break during round 2). Despite this, I don't know what a good solution would be.
The problems with survivor seem inherent to the core concept of 2v8. It feels like the larger player count inherently reduces individual impact, as generator repairs and individual chases have much less of an impact on the match. One survivor having a good early chase doesn't mean very much when the killer will probably down two or three more survivors in short order, say nothing of what the other killer is doing. 2v8 is the ultimate party mode, where there's a lot of action but not that much substance.
Even as killer, the main appeal is in having another killer, because chases are shorter and gen control isn't really a concept beyond "they're making progress on this gen, I should kick it." Again, though, that plays into 2v8 as a party mode, where having an abundance of action takes priority over depth of gameplay.
It's interesting to see the discussion around 2v8 now, considering it was one of the most requested alternate game modes for years. I think BHVR is sticking with it because the original iteration was some of the highest player counts they have ever seen and everyone praised it. It seems like they are trying to make survivor more appealing, with the addition of herbs to auto-heal and even remove a hook state. Ultimately, though, I think they'll have to fix the impact problem to really get people playing survivor 😐️.
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The "bloated kit" criticism of the SM rework was more directed at the fact that her power relied on inflicting a disparate collection of status effects on survivors and buffs on her. A lot of people felt like the fact that her kit revolved around inflicting broken and hindered and deep wound on survivors all while giving her haste and undetectable and let her track survivors made her messy thematically and clunky to play against, a problem OnryosTapeRentals pretty definitively explained in their post. Despite this, I've actually seen a lot of people actually say that BHVR went too far with how they nerfed reworked SM. Most comments I've seen have suggested that only one or two buffs/debuffs needed to be removed in order to make her kit cleaner.
Dracula is more reflective of BHVR's more modern approach to killer design, where they seem to be trying to make killer kits more robust and multifaceted. You mentioned Vecna, who has a dash, an information ability, a zoning power, and an anti-pallet ability. In the previous year you had Unknown, with a ranged venom grenade and teleportation; Xeno, who has map mobility through the tunnels and a mid-range zoning ability with its tail; and Singularity, who has information through the pods, map teleportation, and a chase power with Overcharge. Dracula being able to shapeshift between three forms that give him mobility, in-chase dashing, and a mid-range zoning attack seem like they are following BHVR's recent design trends more than anything.