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  • October 31st and still having this issue intermittently for both killers and survivors. I've unselected and reselected the challenge and sometimes that works, though sometimes only after restarting the game (PS4). There are others that just don't work, like healing other survivors or kicking gens. I just have to move to another and hope that one works.

  • @Justice said:

    https://forum.deadbydaylight.com/en/discussion/comment/575769#Comment_575769

    Except he is exactly right. Your comment about Killers holding 80% of the power is literally laughable.

    Anyone who has more than 100 hours in this game or watches ANY decent Killer streamer knows that the Survivors are the real power. Even without SWF.

    I am currently rank 1 Killer and rank 3 Survivor (main Killer) and without a doubt Killer is mind numbingly poison to play as anything past rank 7. As Survivor it is extremely annoying to get tunneled and camped but it becomes less and less frequent the higher rank you get. People love to complain about tunneling but not their teammate who unhooked them 5 seconds after they got hooked!

    Survivor is relaxing and fun most of the time, but not as rewarding for escaping. Killer is stressful and fun SOME of the time, but super rewarding when you 4k.

    -Xbox Player

    EDIT:

    Run Adrenaline, Dead Hard, Borrowed Time, and Decisive Strike. learn how to loop a bit, only save if you have to and focus on gens instead of healing. You'll always pip. ALWAYS

    I agree with this. I love to play killer more, but I mostly play survivor because of the survivors vast amount of capacity to be toxic. Just too frustrating as a killer. I'll take tunneling and camping.

  • I play both but survivor most often. I actually prefer killer, but survivors are so toxic and I can only take it in small doses. So, I'm a survivor main because the toxicity is much more manageable. I will say, however, that even that's getting to me (face-camping, tunneling, etc.) so I may need a break for a while.

    As a survivor, I really like to be immersed and out-fox the killer. Getting spooked/surprised by Meyers is super fun.

  • I say give the killer the option to mori after two hooks, but make part of the base kit and it can only be used once. The actual mori-ing is a great part of the game but an ebony mori just ruins a match.

  • Has it been so long since the good ol' days...

    A grab on a survivor tea-bagging the hatch but had poor timing. 😂 I still have that video.

  • EGC should be a problem for a single survivor; bring or find a key. However, I've run into other issues:

    Finding the hatch after a gate is open, hoping/needing to use it to escape and the second to last survivor waiting until the last second to leave so the last survivor dies before the hatch actually opens (there is a delay of a few seconds). Now survivors are being toxic to other survivors...great; some people just want to be toxic however they can.

    Two survivors are left but the gates are so close, they had no chance to open them without being caught and actually died to the timer. I think someone must have used a key and the killer closed the hatch after. I'm not sure how else this could occur.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/573630#Comment_573630

    It is definitely intended. This way the killer gets some use out of their power even if the survivors are alert and efficient at revealing them. Adding a delay wouldn't really be an option since the amount of time taken to reveal the killer is very short, so they need to be able to react and hide as soon as possible.

    Thanks for the response. This does make a lot of sense to me. What I see happening is that killers aren't trying to hide, they just look for the survivor and don't care if they are broken out of stealth. It seems to be an added bonus for the killer if they maintain stealth or if the survivor never know they are there in the first place.

    It seemed odd to me that I could accidentally inform the killer I was nearby when I wasn't trying to break them out of stealth. I do still like @Monto's idea of pointing to break them out of stealth since it can't be performed on the run, involves risk as it forces them to stand up and not move, takes skill to do it accurately, and is an intentional act; gives the killer a bit more safety to maintain their power and is more intentional for the survivor plus it's another use for an emote. I do need to play Ghost Face more to have a better idea about both sides. Thanks again.

  • @NuclearBurrito said:

    I'd disagree that this is unintended or should be considered misuse.

    This is a valid use of the power

    You could be right about that, though it's tough to say without the DBD chiming in. @Peanits, is this an intended use of the power? If so, it needs just the slightest nudge so trying to see where the killer is (.5 seconds?) doesn't expose your proximity but trying to break them out of stealth (longer) does.

  • I've stopped prestiging killers because of the grind. They need to make it about hours of gameplay with the character or accomplishing feats. Not about the bloodpoint grind.

  • I think if they didn't reset perks on prestige, that would be enough.

  • @Peanits said:

    Technically speaking, it's because you cannot use any items when you're dying and keys are treated no differently from the rest. I don't believe we're looking into changing that at the moment, for consistency's sake at the very least.

    Might be an interesting future perk. It shouldn't let someone get up from the dying state (except maybe with a syringe), but they could heal faster with a medkit (at an increased cost?) and unlock the hatch. This only works when getting slugged so it's situational and I don't think would shift power, except they have to use up a perk slot.

  • I avoid splinters in the bloodweb at all costs. If they were free in the bloodweb, I might actually use them just to shake things up a bit.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/494887#Comment_494887

    Make it so that if there are more than 5 totems when the gens are finished, NOED attaches itself to one of them. If the killer already has NOED equipped, two of them get lit.

    Making killers rely on one perk to draw out the game is not the answer. We already have Hex: Ruin, which is incredibly boring and sacrifices creativity. Several folks have the right idea, new required/heavily incentivized objectives, not more of the same.

  • From most of the comments, the issue isn't with the heal times, it's all the extra hits players can take now; which I completely agree with. Reverting heal times back would only make the problem worse. It's unreasonable to remove those perks that extend the life of survivors (the extra hits). Instead, we should see some new killer perks that can counter that play style, which would change the meta and keep the game fresh for everyone.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/466339#Comment_466339

    @Sairek

    That's true, and it shows how broken the game is. When you can bypass a debuff provided by your opponent and have it easy to win you clearly have problem with balance, but that's something everyone knew.

    I keep saying it, survivors should have an individual penalty to repearing speed if they stay injured.

    Sounds like a future killer perk.

  • @Master_Bad_Guy said:

    one more phase of the game could be added - intro. In this phase, you can not start the generators, but you need to perform certain tasks (as an option, each has its own).

    I agree with the sentiment of this post. The game starts way to fast. If most killers run Hex Ruin, it's a problem. I've been thinking about this a lot.

    One idea I had is for survivors go find the tools they brought in. They'll be in the chests (there will need to be more chests), and a chest will either have your tool, someone else's (that you can't pickup until a timer expires), or a new tool (now we can have offerings around making this part easier). Once someone finds your tool, you get a short notification so you know roughly where it is. If you choose, you can always start a gen while others search around for tools.

  • I agree with the general consensus on camping the hook (patrolling and face-camping). There are a lot of posts about it. However, it's a legit strategy that should be punishable by gen rush, which rarely happens and when it does, still isn't quite enough to deter the behavior.

    My suggestion: Allow survivors to counter with a perk that does similar to what is suggested in the original post. Now, there is risk on both sides. Camping killers can choose to wait to see if the survivor has the perk. Survivors burn a perk slot that will often not be useful. Of course, once the exit gates are powered (or one is open), the perk becomes inactive.

    Every play-style should come with some amount of risk and reward.

  • First, I play both survivor and killer so I experience the problem on both sides.

    Between the disconnect epidemic (from both killers and survivors), I've stopped bringing in any items, offerings, or otherwise. Only about every third game still has a full squad after first contact with the killer, but most first contact ends with tunneling, face-camping, etc., which generally causes a disconnect. I'd say only 1 in 5 games is a game worth using good items on (probably 1 in 3 as a killer). It's a losing gamble most of the time. Like many others, I'm saving BPS and the like for point events. Survivors are much less likely to disconnect during those events.

    A few thoughts around disconnect causes, effects, and possible solutions:

    The Right Balance: to set the stage for what follows, the right balance in a game, in my opinion, is Killer: 2-3 kills; Survivor: 90% hooked and escape 30% of the time. Both the killer and survivor should be amply rewarded with BP and have the possibility to pip. Yes, I think a killer should pip if they played very well but only killed 2 survivors or played moderately well and killed 3 (without tunneling, face-camping, etc.).

    End Game Balance: When two survivor are left and any number of gens remain, the game degrades to hiding, hoping the other survivor gets caught first (this happens 90% of the time in my experience). Working on a gen significantly increases the likelihood that you'll be the one caught. Completing the remaining gens should still be viable, but it just isn't, especially with the reduced map sizes. When a survivor disconnects, your doomed because you'll face this reality.

    Loading Disconnect Balance: There has been an attempt to keep a game viable when a survivor disconnects, but 3 survivors with 4 gens to complete is a huge handicap compared to 4 survivors with 5 gens to complete. The reason is based on End Game Balance. In a 3 survivor game, when one is hooked, it becomes a 2 survivor game. Sure, you can pull the survivor off the hook, but they'll likely be tunneled or camped. 2 survivors finishing gens is nearly insurmountable.

    Gen Pacing: It's not uncommon for a killer to lobby-dodge when several survivors are armed with toolboxes; gen rush is possible without toolboxes, so why bother with a game where several survivors have a toolbox. When Hex Ruin is used in nearly every match, it's more than a crutch and something is wrong. Gens are completed way too fast and should take longer to complete. Gen rush should be a focused effort by survivors with a boat load of items designed for that task. However, End Game Balance would become even more important. Remember the last Halloween event? As a survivor, taking the time to collect sap drew the game out to what felt like the right amount of time; it felt balanced in that regard.

    Tunneling, Face-camping, Patrolling, etc.: This causes most disconnects after a game has started, in my opinion. This behavior by the killer is necessary because of the current Gen Pacing. After some good gen balancing, killers need to have stronger and varied deterrents for this behavior so it comes at great cost. For example, a perk or two is required to avoid some of the consequences. For example, maybe the killer loses the ability to use Aura perks; the remaining survivors gain a repair boost; Hook progress cannot be made while the killer is within a certain range or after a cooldown from unhooking. Maybe these are enabled through more perks so the killer doesn't know when tunneling is going to hurt and survivors have to make a choice.

  • DCing is not the problem.

    The argument that Legion is fun and something needs to be done about disconnecting is dumb and self-centered. Game developers don't make games that are fun for only some of the people in the match. If they did, they wouldn't make games for very long. When everyone is having fun (being scared, being chased, being sneaky, getting away; chasing, mind-gaming, catching, being devious, etc.) then the developers and everyone else wins. Game developers without the objective of making it fun for everyone as close to always as possible, will die as a company.

    If folks are DCing, it should be a red-flag to the developers that something is very wrong with their game.

  • @Gamzello said:
    PhantomMask20763 said:

    You must HATE the Pig then with how luck based she's based around then huh?

    Technically it’s not really luck but more RNG. Not too long ago I found out that only one is the true box (basically key) out of death. The time when I got it twice at the end of the game due to that Pig camping me I went straight back to the “right” box and it worked lmao.

    As for the OP: that’s tough. Lots of low/mid tier killers are kinda fun to play but you don’t get as many kills unless you play against a really bad team.

    Yeah, Pig is complete RNG. You're right with the key too. Once a trap is placed, the trap is assigned a box that has the key in it. No other box will have your key making it so 3 boxes are 100% chance to fail and 1 box 100% chance to have your key. I think it gets affected by addons that add more boxes and give more traps though if I'm not mistaken.

    I once removed my mask at same place someone else just removed theirs, was downed and masked and removed that one at the same box.
  • @Anvil said:
    (I don't gamble either).

    I bet you that you respond back to this topic

    You didn't bet anything so it isn't gambling, just betting; I win ;)