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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

OPERATION HEALTH IS REAL, I REPEAT, OPERATION HEALTH IS REAL

2

Comments

  • WolfePhD
    WolfePhD Member Posts: 397

    All week I’ve been kinda sad because Dead by Daylight is my special interest, and I’ve noticed I’ve lost interest in the game. I haven’t found anything to replace it. Hearing this news makes me excited and realigned. Dead by Daylight is doing just what needs to be done!

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    For the love of the Entity, can we please have a toolbox item balancing?

    Generator speeds are fine, except when survivors stack a bunch of stuff with the Commodious/Event toolbox, because they have 32 charges. If those toolboxes had 16 charges instead, then everything would be perfect.

    Hyperfocus also gets too much value out of 32 charge toolboxes, because they scale off of the toolbox’s extra skill chance chances, which means they want the maximum toolbox time.

    Map and Key rebalancing is fine and everything, but unless BHVR wants to make useable yellow-rarity and usable green-rarity maps and keys, then I still won’t use them often even if they get major buffs, because they’ll still be “too rare” in the bloodwebs.

  • Rogue11
    Rogue11 Member Posts: 1,959

    I remember when we were told that "removing prestiges from lobbies would stop killers from dodging" yet I frequently see 2-3 killers dodge when i'm playing solo queue.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957

    100% agree. I was stumped there for a second on how they could make it work, but this sounds great.

  • ControllerFeedback
    ControllerFeedback Member Posts: 558
    edited February 17

    I hope against hope that they can slip some modern controller settings in with the ability to use MnK on console.

    E: removed a redundant word

    Post edited by ControllerFeedback on
  • AssortedSorting
    AssortedSorting Member Posts: 1,520
    edited February 17

    While it's adjacent to an anti-slug mechanic, it's more so a surrender option. They do have anti-slugging slated for Part II as well, where we might see a competitive anti-slug mechanic added, but this helps prevent 4-party 4-minute bleedouts. (I do hope it's player initiated and not automatic though)

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Or I could just go afk, use the bathroom, make a coffee, take a break and at the end of the day its gonna be the exact same outcome

  • AssortedSorting
    AssortedSorting Member Posts: 1,520
    edited February 17

    And this is an option for those that are interested in playing the game? I assume it'll be an individual choice given it requires all other players in the dying state. So you can still go and do that while whomever else chooses to surrender. Choice.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    I mean that's why I said it's adjacent to an anti-slug mechanic and more so a Surrender option.

    (it does at least reduce the overall time spent slugged in certain scenarios)

  • solarjin1
    solarjin1 Member Posts: 2,390
    edited February 17
  • H2H
    H2H Member Posts: 954

    Oh cool, anti-slugging and even more anti-tunneling and anti-camping? It’s going to be so fun to play killer where you have to ask survivor permission to do anything, definitely great game design!

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Dont worry, the killer will ignore the bots, tunnel you out and then surrender themselves

    You are not even entitled to die on hook when this happens because of their other future changes, and bots will save you

    Its gonna be FUUUUUUUUN

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957
    edited February 17

    Actions speak louder than words. For now, I'll postpone my thoughts on this whole "Health Initiative" thing. I want to see these words SUCCESSFULLY put into practice for the foreseeable future before I get happy about anything. They have claimed many times that they'd change certain things or make stuff better only to have it all backfire and go horribly wrong. Prove me wrong BHVR. Time to step up and show us you've been listening, instead of just saying you'll fix stuff and never deliver. Aim for the long-term, never the short.

    Post edited by biggybiggybiggens on
  • CursedPerson
    CursedPerson Member Posts: 286

    "To speed up general Bloodweb activity, we’re adding a button that will allow you to spend Bloodpoints in bulk. "

    What exactly does this mean? Is there an option to auto buy the higher tier items?

  • Dustin
    Dustin Member Posts: 2,419

    They finally are adjusting the AFK crows oh my god holy ######### yes.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957
    edited February 17

    People don't seem to actually understand that BHVR has NO CLUE how to address stuff like slugging, which is why the changes they announced are what's coming. You can't really blame a kettle for being a kettle. Telling it to be a pot is silly though as you should know better.

  • tparadise
    tparadise Member Posts: 174

    Wait that's what I assumed they meant. Wasn't the A/B testing that you could see your teammate's perks? If not then I don't get the point of this either.

  • smurf
    smurf Member Posts: 979

    It's awesome that BHVR is taking the direction of caring about the game health!

    There are a few things in the update list that I'm worried will have unintended consequences. I hope the team spends a lot of time crowdsourcing possible knock-on effects of any changes. Like PTBs, longer term trial periods for certain updates, and slightly increased frequency of feedback surveys.

    As some others have mentioned, it's also important to address why some of these changes are considered to be needed in the first place, and maybe target certain root causes.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957

    Let's hope they REALLY are doing that and this isn't some stunt that makes it look like they're finally going to take it seriously..

  • Rogue11
    Rogue11 Member Posts: 1,959

    me watching my entire bot team die to pig traps because they don't know how to interact with the puzzle boxes

  • Royval
    Royval Member Posts: 1,115

    just some sort of interaction with other players other than friends. Like there’s no point in adding people on dbd because you can’t even message majority of them.

  • upsideinsanity
    upsideinsanity Member Posts: 166

    While I am happy that concerns have been heard and changes are being made, I am not sure these were fully thought out.

    My initial thoughts -
    Surrender option is going to encourage 4 man slugs instead of prevent it. The killers that play like this do not care about anything other than their 4k and will do whatever to get it as fast as possible. This is going to give them the ability to get it faster so they can move onto their next match to do the same thing. The slugging issue is because killers are trying to get around survivor perks that give them things after they are hooked, that is not being addressed at all.

    Map offerings - There are killers who are very map dependent. If you're going to change this you need to change Scratched Mirror because he is unplayable on an outdoor map. (just an example). Maybe make them hidden but keep the rate that they apply the same. Sac wards are still a thing and are now common.

    Spawn changes - if you are going to change this, you need to make sure the survivors are not spawning right next to the killer because there have been so many times recently that survivors have spawned right next to the killer (I am literally watching a stream where the killer spawned right on top of the streamer.) This is also going to give very easy pressure to an S tier killer running Lethal Pursuer.

    Lastly, while out of order, Go-Next prevention.
    While I do not understand people going next because they went down in 30 seconds, they don't like the killer or don't like the map, there are times where going next is justified. Also, if someone drops on hook because there is only one other person alive and that person is in chase so they want to give the chance for hatch, will that be penalized? If you want survivors to stop giving up, either remove the DC penalty (throwing this out as a suggestion but I hate the idea of more bots) or focus more on balance towards solo queue because those are mostly the survivors that go next.

    Also if a survivor wants to go next but doesn't want the penalty, they will then just make use of the new AFK system to alert the killer to their position without being obvious about it.

    I hope whatever the changes towards MMR are will help with this but that's not for ~6 more months. On top of that, the punishment is very steep and the incentive is not enough; not everyone cares about bloodpoints as we have seen from this iteration of 2v8. My suggestion - remove this completely but actually take action when people report someone in end game since it is one of the options (after verification of course).

    Again, these are my initial thoughts. I hope some of these things have been taken into account.

  • steezo_de
    steezo_de Member Posts: 1,259

    It would be nice if they put in a filter system to prioritize what you want, but I wouldn't be surprised if they just put in a slider for how much you want to spend or to set a prestige limit and then just get stuff randomly. Something that simple has been wanted for years, but maybe they'll add more because they're allotted more time.

  • steezo_de
    steezo_de Member Posts: 1,259

    I know people have been wanting this for a while, but no content? Man…

  • zarr
    zarr Member Posts: 1,088

    Great news and something that's been needed. The devs have already gradually but surely removed most of the big grievances from the game, but there are still a bunch left many of which are being addressed here.

    That said, I honestly feel like these changes aren't going far enough considering that BHVR is adjusting their entire release schedule that they've kept to for years and years now. Given that, I would have hoped for more.

    Surrender Option

    While the option to surrender in hopeless scenarios is welcome to end a match that could otherwise be needlessly (or maliciously) prolonged, I don't think this goes far enough. It will finally stop players from being able to slug survivors to bleedout just to annoy them, but it doesn't address the much more common scenario where 2 survivors are left alive and the killer slugs or otherwise refuses to kill the second-to-last survivor in order to try and guarantee the kill on the last survivor as well. I think the surrender option should also be available in the dying state if only 2 survivors remain in the trial.

    Although ideally they would go much further with this and address the bigger issue that is the existence of these "hopeless scenarios" altogether. The 2v1 and 1v1 endgames are a big point of pain in this game's design. Why is it that the last two survivors find themselves in a scenario where escape by actually playing to the game objective is essentially impossible, and the only real hope is hiding? That's undesireable for everyone involved. A lot could be done to make the 2v1 a more compelling and thrilling gameplay proposition, that promotes action and interaction. The 1v1 endgame could also do with a complete overhaul to make it a more exciting culmination to a match, but at the very least removing its egregious pain points seems easy enough: make it so that the hatch closes itself automatically after some time, preventing the killer (or survivor) from camping it; make sure gate spawns are never too too close and move the first red light indicator to 50% of the opening process.

    “Go-Next" Prevention 

    It really remains to be seen just how accurate and helpful this system will be, but for now I'll use this opportunity to suggest also doing something about the much more common "go-next" issue: lobby dodging. Dodging lobbies completely disrupts the matchmaking, and also allows players to "shop" for lobbies they think offer a better chance of success. I think the game should keep track of how often players dodge lobbies and give them a matchmaking cooldown if they do so excessively, in a similar escalating manner as is done with the disconnect cooldowns.

    Extreme Hiding & Body Blocking Prevention 

    While good in and of itself, I think here again the more pertinent issue is the "unwinnable match". Extreme hiding the vast majority of the time occurs when there's only two survivors left in the trial and their only hope of survival is by hiding until one of them is found and killed, such that they may escape by hatch. I think it would be better to address the issue that the idea of objective-oriented gameplay collapses in these scenarios than it is to essentially make these scenarios even more hopeless. They may think this will push survivors to actually try and do gens, but all it will really lead to is people giving up and the game ending without any further gameplay (and if the "go-next prevention" system forces them to go through hoops to get killed without getting penalized for it, that's a recipe for disaster).

    The 2v1 endgame could offer a lot of worthwhile gameplay still if it were to be adjusted in sensible ways, there's no reason to essentially force the game to end at this stage and rob everyone of gameplay.

    Map Offerings 

    I don't mind map offerings being nerfed but I also never really minded them existing, this was never a real pain point for me personally, killer or survivor. Although now that it is finally happening I bet it will be a bit of a "be careful what you wish for" situation for a lot of players that cannot any longer send their opponents to Haddonfield or an indoor map as a stealth killer or the like. And I too will miss being able to play Scratched Mirror Myers.

    I think making it so that map offerings do stack might be a better way to go about it, with a 25% chance per survivor offering and killer offerings still being 100%. That way if survivors really want to play a certain map, they will have to forgo using any other offering, as well as all spend the specific map offering (which they will absolutely run out of sooner or later this way). And killers could still play all the map-dependent strategies that exist. Maybe with the caveat that if both sides bring map offerings, the chances are mediated (so 1 survivor offering vs. killer offering = 25/75 chance to get the killer's map; 2 survivor offerings vs. killer = 50/50 chance to get either (or 25/25/50 chance if the survivor offerings are for different maps); 3 survivor offerings vs. killer = 75/25 chance to get the survivors' map (or 25/25/25/25 if they are for different maps, or 50/25/25 if two of them are for the same map, and so on…); 4 survivor offerings vs. killer = 20% chance for any of the maps to appear, 80/20 if all survivor offerings are for the same map etc.).

    I will also say that there are some maps in the pool that are so problematic that this prospect of playing a much more random variety of maps is a bit concerning. Badham, Garden, Eyrie, Haddonfield, Sanctum, Ruins, and Temple being the most notable. Either introduce map offerings that reduce the likeliness of getting a specific realm, or better yet, address the blatant issues with these maps.

    Spawn Rules 

    Nice.

    Bulk Bloodpoint Spending 

    Nice.

    Quest System 

    Lots of things they could do to make these things more fun rather than repetitive, although I doubt they will change much with regards to what it is you actually have to do in the trials to complete dailies and challenges.

    Perk Loadouts & Preview 

    I'm pretty sure this as opposed to what people are hoping for refers to the little perk loadout graphic on the upper right-hand side of the screen that a bunch of players have been having for many years already. Calling that "a successful round" of A/B testing is as odd as the idea that this is some sort of "feature" that will tangibly improve the quality of the game experience or needed to be tested for years. You can literally just open your loadout screen to see your perks if you really don't already know what they are. What gives? Sure the little info is nice to have I guess, but including this on an ambitious QOL roadmap that they are revamping their entire schedule for is… well, silly.

    Now, showing all survivors' perks to each other (in the lobby and the in-trial info overlay) would actually be an immense QOL improvement truly worthy of being mentioned here.

    Quickly touching on the things planned for the second round of QOL improvements in the latter half of the year, I'll say that while all of them sound really promising, I think one would do well to rein in their expectations, especially given how… moderate their QOL adjustments for the first round of issues are.

  • DeBecker
    DeBecker Member Posts: 934

    Do you really think that devs can fix anything in this game? Their band-aid-fix-record is horrendous. As I was reading through the dev note I was just wondering how they will gonna screw this up again. Cause just be the how they worded several aspects it is already clear that some things cant work this way or follow a totally wrong way of handling things.

  • tjt85
    tjt85 Member Posts: 1,654

    As an avid Self-Care and meme build enjoyer, I don't look forward to being lobby dodged because somebody doesn't like my perk choices. We removed prestiges to reduce lobby dodging, why would anyone want to add something that might bring it back again?

    Showing each teammate's perks while in game on the ping / offering page would be something I'd like to see, though.

    I'd like to know if Survivors will be penalised for "going next" by attempting to self unhook or by missing a skill check to give the other final player a chance at hatch in an obviously lost game. Will I be expected to hang on in these situations, giving the Killer more chance to find the last Survivor? Because I usually let myself go in these situations, since it feels a bit petty or like BM to stay alive in a doomed trial.

    Other than that, I don't have anything to add except that I'm really happy to see BHVR responding positively to some long standing issues. Obviously, we don't know what solutions they have in mind yet, but this is at least a good sign that this stuff is on their radar and they're working towards improvements. I think they've realised that there's no point in bringing big deal* franchises like FNAF into the game if the new players they've attracted don't stick around because of long standing player frustrations that have never been properly addressed.

    *(So the kids tell me. I know nothing about FNAF)

  • Kaitsja
    Kaitsja Member Posts: 1,928

    Moving forward, Map Offerings will no longer guarantee the appearance of a given Map, but rather increase its chances by 20%. Note that they will not stack. We’re also looking to make it so Map Offerings, as well as several other types of Offerings, will remain a secret during load-in – that way, your decision to remain in the match will not be swayed by external factors.  

    I feel like this is the wrong approach to map offerings. A 4-man gets an 80% chance of getting the map they want with this, while the killer only gets a 20% chance. The simpler solution that is fair for both sides is to flip the current effect. Instead of sending you to a specific realm, it removes that realm from the pool.

    Basically just map bans.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Thank you for taking time to make this game healthier and in a better place and trying new things <3 Honestly I give this game so much flak, but seeing an update like this makes me have so much more faith and happier!

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957
    edited February 18

    We can make it to where teammates can only see each others perks when pressing the "Esc" key after you're already in game. Then if you want to D/C, it's all on you at that point.

  • HolyDarky
    HolyDarky Member Posts: 1,381

    No. Map offerings will be no longer stackable. So dropping four Eyries won't increase the chance to 80% - it will stay at 20%.

    I am personally happy about the chance but I also rather prefer your suggestion.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    The concern is if all 4 survivors bring 4 different map offerings, then what is the overall chance that one of those maps is chosen?

  • Pulsar
    Pulsar Member Posts: 22,925

    20% for each of the four, I assume the rest of the maps have the normal weight.