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epi

epi

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epi
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  • what the… ok, ill check later. thank you!

  • When i dont want to think about perks i just play 2v8 haha. and the only thing i would find funny in chaos shuffle is who's the chosen one for No Mither but that's about it haha

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103686#Comment_4103686

    "Hehe funny perk I never used I will try and get value out of it" and "I know I got a mess of a build, but most likely others too so nobody brought the most potent stuff" are the 2 main reasons people like chaos shuffle

    but the point of dbd is for perks to utilize with one another so when none of them work together im like, whats the point then? haha. that's all im saying. to me it just feels like im playing a dbd mode with no perks on. that's honestly how it feels.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103686#Comment_4103686

    Once again its not unplayable. You just don't like the mode because you don't enjoy it. That is fine but it does not make it unplayable not even for you.

    Also don't really get how you have no problem of having bad teammates but somehow you having bad perks makes the game unplayable. I would take good teammate with random perks over bad teammate with a build as good player does not rely on their perks to play well. Perks help but if you can't loop without them you are not good player.

    Because it's just a game and someone trying their best isn't going to make me have a bad time or rage on them?

    Having maybe one useful perks and everything else unusable is unplayable in my opinion and doesn't make sense for a game mode.

  • @Wezqu said:

    If people want to make a point of something people should stop stating something "unplayable". Clearly the mode is not unplayable. Its totally playable of how it is meant to be played.

    Why are you not suggesting another mode where there would be builds? Why we need to change a mode that some people enjoy to something else? Your change also does not remove anything people still would need to read what the perks they get if they don't know them. Like changing it to builds would not remove that.

    Chaos literally means lack of organization. Your build change would literally make it organized not real chaos. Chaos Shuffle should stay as chaos. Your suggesting could be another mode where you get random assigned build.

    It's unplayable because nothing make sense hence why I don't see the point. Even in 'chaos' there needs to be organisation. i know, sounds contradicting but it really isn't.

    If you make a game mode that doesn't relate to anything I'm questioning why do some enjoy it? I'm genuinely curious. Some ppl find loosing matches and bad teammates as unplayable and I disagree with that. I can enjoy my time even with bad teammates and if i loose (i have a bad time if they're purposely body blocking me though). So that is what i mean by unplayable.

    My suggestion is to make the game mode more fun and playable base on what i think and base on some sort of structure. Not a diff mode.

    right now im just unsure how ppl play this game mode. because if 3 perks dont work with each other or with my item then its an UNPLAYABLE perk. it becomes redundant, obsolete. so again, unplayable.

  • @MoZo said:

    i think the recovery bar should still go up while having the spike in you but make it to where you can’t pick yourself up or be picked up until the spike is out of your body. it’s kind of dumb that if your teammate distracts Jason for long enough to extract the spike, you still have to start the whole recovery bar at 0% even though you’ve been on the ground for 15 seconds.

    yaaas agreed. that's my issue mostly haha

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462312/how-did-myers-kill-me

    Without some kind of screenshot or video, its likely that you were mistaken and you had already been hooked twice, maybe you got unhooked right as you entered stage 2 and didn't realize it? Did you use shoulder the burden maybe?

    no i didnt use that perk if anything someone used it on me i think. but yeah i could have been mistaken. but i was so sure i wasnt second hook, thats why i was so shocked. but hmm ill just assume i was second hook :/

  • This can be closed. I've submitted a ticket to DBD support and they've already helped me with this. Thank you~

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854313#Comment_3854313

    Thats weird.. maybe a bug? you should always be directed to the end screen with the different tabs: how many points earned, grade/emblems, and how many points each each player earned with loadouts and badge/banner etc - in the last one you will see the Killer name and build blacked out which is to avoid swf to get too much info but you can still report there..

    Maybe you pressed another button which directly leads from said screen to the ready Screen/bloodweb? Which platform are you on?

    All I did was click ESC, then press "Leave Game", and then I got into the bloodweb screen after a few seconds. I'm playing on PC.

  • @Mooks said:

    you need to make an in-Game report which is possible without seeing the name and the create the additional Player report (link in @Emeal comment) where you attach the link to the video.

    Even though the Report asks for the offenders gamertag BHVR has repeatedly stated that it is not mandatory anymore and they can Track the Player based on your provided in-game id and your in-Game report

    But how do you do in game reports? the only way i know is after a game ends, but if i leave the game before it hands, im just thrown back into the Ready screen.

  • @ohheyitsbobcat said:

    I'm glad I'm not the only one who thought this. When I first saw the teaser I thought they were adding a kid and couldn't believe it.

    When you look at her in-game by herself she looks okay but when side side with other people or at certain angles she just seems off.

    Might be the clothes as well. Just something off about the model.

    you can compare the size of her head. that's the most obvious one.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781443#Comment_3781443

    A lot of people complain about a lot of stuff that basically never happens. For a minute there were constant threads about people using bond and empathy to lead killers to survivors maliciously. That's not really a thing and not worth the resources it'd take to address it. Just like writing and implementing the code required to do this on top of debugging if simply isn't worth the effort.

    And it's not merely my experience, it's my experience multiplied by four. I don't see it happen to my teammates. I don't see killers doing it. It's just one of those things that happens every few hundred games, somebody gets upset and kneejerk posts about it instead of just reporting and requeing and treating it like the non issue it is.

    what do you even mean "happenens few hundred games". being blocked by someones box is so common and not a pasing thing. When you go to heal, when youre trying to go around surv/killer, when youre just walking, when youre trying to crouch walk cause the killer is in the vicinity etc, its in the game.

  • @UndeddJester said:

    I know that Survivors are gonna pitch a fit at me… but I'm not trying to ruin the SWF experience, so plz do hear me out first… My suggestion is:

    You may only take 1 of each perk throughout the whole pre-lobby team…

    For SoloQ, obviously anything goes, you take whatever you want, no limits…

    However, the more of you that are in a SWF, the more limitations you have… and limitations encourage build diversity, which I personally find a lot of fun… making builds is a part of DBD that I really enjoy…

    So what are the benefits?

    Puts a small restriction on SWF, bringing SoloQ a little closer in strength on average

    My thought process, is we talk a lot about bringing SoloQ up to SWF level, and there is a lot of contention about what Survivor should have to even out the playing field for SoloQ vs. SWF. People talk about basekit Kindred a lot for example, and I for one don't want basekit Kindred because excessive auras make things easy/boring for me. I find reading the HUD and making assumptions and tactical decisions based on the info I have stimulating as a survivor… and if I want access to those advantages I want to have to invest in it. However it is undeniable that comms in SWF makes Kindred something you don't really need, and if you are so inclined, you can take it to be even more precise in comms; have 1 player take it and be scouting/directing the team.

    Having a limitation on SWF means a full team of solos can all have their strongest loadouts, 4 players at max kilter, whereas a SWF needs to trade off strength for the power of comms... this should bring both a little more in line on average.

    Allows perks the freedom to be made a little stronger, and not held down by "being abusable in SWF"

    We also importantly see how a lot of perks can't be buffed too much/made too strong for Survivor/SoloQ because you unfortunately also buff them for SWF as well, and things become more open to more abuse. We've all seen things like organised duos using Plot Twist, Power Struggle and Flip Flop under pallets to make life very hard for the killer. It IS counterable, but it's also dependent on the killer you're playing and can be quite obnoxious for certain killers with little they can do about it, becoming quite nasty if everyone is doing it on the team… but this only works with effective comms, it's almost impossible to pull this off for SoloQ.

    For example Sabotage could be improved a lot… but there is this problem that if it is too good, an organised SWF team can use it to quite effectively bully the killer, and keep putting the killer in lose/lose scenarios. Thus Sabotage is made weak, and thus is hard to use for SoloQ. The effect of Weaving Spiders had a similar problem.

    This issue gets diminished significantly if only 1 copy of a perk exists in the SWF loadout, which in turn allows a little more wiggle room for those perks to be made stronger overall, because they can't then be mass spammed by a team.

    Promotes build diversity, and adds an interesting new layer to playing in a SWF

    For anyone thinking this kills SWF, I'm not convinced it does. I for one would find building for SWF far more interesting, because instead of everyone just taking the strongest builds they can, we have to think about what perks we want to take, and what roles we want to occupy in our team. The whole team dynamic now takes a little more thought and becomes far more interesting, and the community at large starts thinking about combos they can try instead of everyone just taking Lithe, WoO, We'll Make It and Off the Record, or whatever.

    So I ask, would such a thing be good for the DBD experience? I'd certainly enjoy it more on Survivor, what does the DBD community at large think?

    I kinda agree cause when I’m in a swf I always wished my friend would pick something that’s not similar and will help with a swf synergy. But sometimes we just wanna chill and troll (well me, with Nic C’s perks and Aestri’s lute). Like in a swf im the one that brings Bond and tells my team where to go.

  • @MrMori said:

    No, any time DC penalty is removed the game becomes unplayable and there's at least 1 DC per match. Playing then feels awful. How about being able to select the server you play on instead, but with a ping limit? Then you could select the most stable server for you and not get disconnected as often.

    totally agree with you! Sometimes the game dcs for no reason and somehow we are the ones that pay the price. I’m just afraid if at one point you get a perma ban from accumulating dcs. Also I totally agree about picking servers. That sounds like fun.

  • @Ohyakno said:

    "The community"? I've seen this like..... Maybe twice since I started playing around the release of blight.

    It's already reportable. It's already bannable. It's not with the suite of bugs that would surely accompany bespoke code required to tackle this thing that happens once every few hundred games.

    just cause you don’t see it or it’s not prevelant in the DBD forum threads, doesn’t mean it isn’t a thing. A lot of people complain about this. It’s a known thing.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419971/mmr-needs-reworking-by-a-lot

    I agree that MMR needs a mountain of rework to actually do what it is supposed to do. But the grade in its actual design has little to do with skill. The most needed change to MMR would be to reset it regularly and have a matchmaking much more strict than actual. But i mostly think that MMR like kill/escape shouldnthave never been a thing to begin with as those are the worst indictors for skill besides play time. And i dont understand why devs cling to this at all.

    they base it on how many times you escape?

  • @Rizzo said:

    Just to clarify, the MMR has nothing to do with your Grade, which is simply an indication of playtime.

    I wished it would though but minus the grade, they should really fix the mmr.

  • @adsads123123123123 said:

    Iri 1 is completely meaningless now that they removed depiping. Just means that they played enough matches that month to hit Iri 1.

    yeah exactly. le sigh

  • @Emeal said:

    The Hitbox already follows crouching.

    If the Survivors has a slouch hitbox it would change how difficult survivors would be to hit in their new stage.
    Multiple Killers could experience issues, leading to needing balance adjustments.
    Multiple Loops could be much harder to do if your hit box intersects with the environment in a new way.

    You are basically asking bHVR to have to deal with MANY MORE ISSUES over the next 4 years, having to revisit many small parts.
    If I was bHVR, idd say no.

    so what's the point of crouching then if it doesn't do anything? lol. And I don't see how there's an issue to just make the hitbox smaller to mimic a crouch. shrugs

  • @UndeddJester said:

    Definitely a wardrobe faux pas.

    What's the point of facing the suffering and torment of the trial, if you can't look fabulous while doing it?

    +1

    ikr -.-

  • @Rogue11 said:

    Looks like a bug to me

    it's not. it's even on the thumbnail.

  • @GolbezGarlandGabrant said:

    Doesn't Mikaela have a yoga fit that's kinda like that but without the undergarment.

    Yes, and it's not censored.

  • @EQWashu said:

    Hey @epi !

    Thank you for your report. I just want to verify you are in the Modifier with the Anniversary Event in it, and not the regular Game Mode when this occurred? Also, if you can let us know the platform you play on, that would be appreciated as well. Thank you!

    yes im in the masquerade event while attempting this challenge, and im on pc.

    edit: this issue has been resolved yeah! it's working now :)

  • @AggressiveFTW said:

    Yeah, maybe in 2030 we'll see this happen. There are more important things to fix right now for a long time going forward.

    It don't matter. I'm still going to give my feedback regardless it's taken care of now or in the future. It's a feedback section, so I give feedbacks.

  • I hear a lot of you say he has terrible mobility and no map pressure at all.

    can you explain what this means. i dont have him unlocked so i never use him.

  • @arcaneGospel said:

    This is the only thing about the survivors I actually like, to be frank. It's interesting, and is the first time BHVR has made any female survivor not very small. Body diversity is important, I think, in making recognizable characters, and it's something DBD is lacking in.

    body diversity IS good. but what isn't, is blocking the whole screen. they need to resize the ratio at least. but keep them their height ofc

  • i just wished they'd fix the way we see the male characters on screen. it occupies too much space.

  • @not_Queef said:

    They should do this for Ripley as well.

    Game Ripley is too smol.

    I like using the female characters for this exact reason. the males are too damn big. at least change the pov. like yes, theyre bigger and taller, thats fine, but does it really need to occupy so much space on the screen???

  • It's okay she's tall. Her frame though it's a bit too big I feel. Or maybe I feel that cause she and like all the other male survivors, are right smack in the middle of the screen.

    Also, I mean don't we already have like 2 characters in one? Like the RE and SH survivors? It's both man and woman. And I'm assuming when you change to the woman you will be smaller and the man you will go back to being big?

    I don't own these outfits so I can't even say if that's a fact, but I assume if people don't have issues with them, then Aestri's model can follow that concept.

  • @Beaburd said:

    No worries, I'm sure these concerns will be addressed with the same haste and care as Nancy Wheeler when her eyes were too close together and her face was really weird.

    her face's still weird though. but i kinda like it. it's very tim burtonesque.

    Also ok, the more I use her, the more I kinda see a woman now. I don't know if it's just psychological but anywayyyy they SHOULD fix the male frame for all male characters. they block the whole screen!

  • i HATE what they did to Aestri. In the intro video and artworks, she looks like a woman. But in game, she looks nothing like what they portray her to be. She just looks like a young man. Accuracy went out the window. She has a big build, flat chest, strong jaw. Not to say women don't have this, but this clearly looks like a male. And the fact she has the same male frame as the other male survivors? Like don't promote her as one way but display her as another. I'm so disappointed cause she looks cool in the teasers. I think she's hella sexy as a male but seriously, don't promote her as a her. It's so clear they were trying to make them into a man. Like just do that then. :/ Or promote it as a young lad and an older man. Also I do love androgony, but Aestri is tremendously leaning to a guy/male. Nothing about her looks female/woman.

  • Killers will always be faster than survivors. regardless of bloodlust or not. and repetitvely shocking us, not being able to pallet stun or vault, is annoying. You said "what exactly is the killer suppose to do in chase"? they don't have to do anything but chase us. they always catch up anyway. so giving him the option to repetitively shock us, doesn't give the survivors any sort of balance.

    And saying I'm not experience is sucha weak argument cause like how are we going to have any sort of discussion if that's your go to? Doesn't give me any good productive insight. 🙄

  • @_Onyx_ said:

    How long have you been playing?

    Doc is far from OP. You can counter his Static Blast by getting in a locker if you're inside the Terror Radius. Or you can run and get out of the Terror Radius.

    His Shock Therapy, if spammed, loses The Doctor distance in a chase. You can counter his power by predicting he is gonna go to one side after the Shock so you put the pallet on the other in between him and you. Or you can leave it up and switch up your rotation to extend a loop. He has lots of counter play

    I have no issues with his Static Blast, I'm talking more about his Shock Therapy. I just feel he needs a little bit longer cooldown on that. Cause at this level it's already become a spamming issue.

  • Does his shock therapy boost the madness?

  • @Emeal said:

    Do you mean this tattoo on her stomach side?

    https://us.v-cdn.net/6030815/uploads/805N0S8UCMZB/image.png

    I agree; it's unclear, especially compared to a clear signal that a tattoo typically provides. To understand it fully, you need to get up close. The question arises: is this a deliberate design choice or a decision by Mikaela herself? While I'm not well-versed in character lore, Mikaela seems to have a big interest for the fantastical, making an elaborate multicolored tattoo seem fitting for her character.

    On the other hand, when you're attempting to murder someone, you don't learn much about them. Perhaps this tattoo is a metaphor, suggesting that we shouldn't judge a book by its cover. I'm a videogame murderer, not a philosopher.

    https://us.v-cdn.net/6030815/uploads/HPF9TCXOAUDC/image.png

    It's not multicoloured really. It's just cream, black and green. I see her more having a crescent moon, yellow, and then wispy clouds, stars, purple, green, pink maybe.

  • You guys are not understanding my topic. I don't care about slugging. It's when everyone is down. The game is unncessarily long.

  • @Raptorrotas said:

    How about survivors just start bleeding out faster and faster if theyre all down and have no means to pick themselves up?

    Alternatively, just entity-sacrifice them and end the game.

    Yeah like how if everyone is on hook the game basically just ends quickly.

  • My take on all this...

    First Situation:

    All survivors are down

    Timer gets activated

    After said timer, 1 random survivor gets to get up.


    Second Situation:

    If someone gets hooked for the first time (doesn't matter how many survivor gets hooked, as long as it's their first hook)

    If they reach second hook stage, and killer doesn't pick up anyone on the ground, 1 random survivor gets to get up.


    At least with this implemented, the Killer will either proceed to hook the survs on the ground or he can facecamp/slug them, but know one person can get up. At least he can't hold the game hostage.