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AykDanroyd

AykDanroyd

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AykDanroyd
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  • You have to do the challenges in the event tome and then use the event trinckets earned to buy them in the collection screen.

  • I wish every killer player played like that. I do the same normally and especially during the events yet it's rarely reciprocated back and that's what pisses me off. Certain sweat or toxic perks should be banned/unequippable during the event. If someone can't land a 4K as killer these days without them when it's easier to play killer than it ever was, then that says a lot about skill level. The weave of attunement & Franklins combo is especially pissing me off and I can't believe that perk was ever created. Weave is the most unearned aura/info perk I've seen in the game so far and that's saying a lot after crap like Lethal Pursuer, Nowhere to Hide, Darkness Revealed, Ultimate Weapon, Friends Til The End, etc. Almost no killer players do hunting anymore. They get auras fed to them and go straight to the survivors and almost all of them go back to hook every time someone is getting unhooked. It takes zero effort to play like that and it kills any fun for the survivors in the game. As killer I could not play like that due to the lack of any challenge or honor/sportsmanship in it.

    My friend who plays Vecna did 30 matches where only 2 matches he got a draw (2 survivors escaping) and the rest were 4K's. No killer should be that easy.

  • @SleepyLunatic said:

    I think its pretty fair like that for newcomers but also older players. Next year you can get them for shards.

    How is it fair when Dwight's mummy outfit from 2022 was available to get with shards in 2023 yet the 2023 anniversary masks are only available to get with cells in 2024? Even Feng's 2023 outfit is available to get with shards this year. There's no consistency.

    This is on top of another huge complaint I have regarding the licensed DLC. I look at the sales of the licensed chapters that were a year old or older back when I got them vs. the sales today of those same chapters when they're several years older. Every single chapter I got (Halloween, Nightmare on Elm Street, The Saw, Stranger Things, Silent Hill, Resident Evil, Texas Chainsaw Massacre/Leatherface, Hellraiser, and Ghostface) were all 50% off during the sales. Now most of them are only 30% or 40% off and Stranger Things is full price, which is $11.99US. That's more than the $7.99 price of the game itself when it's on sale and it's absurd. This even holds true for the newer licensed chapters and I've held off from getting the Ring chapter or anything after it as a result.

    If they want to do this with the 7th year masks, then at least make them available in the store year round and have them available to be obtained with shards maybe a few months after the event.

  • I'm having problems with this challenge not giving me progress/credit after performing exactly what it asked for multiple times. How is this still not fixed after close to 2 years after this report was filed?

  • I tried running it as an admin but this is what I got instead:

    image.png

    And Steam is not offline. All my other games work fine, it's only DBD that's giving me an issue. What do I do now to fix this? Who can I speak to? I never had these problems before and don't want to miss out on the rift (game has not worked since the update on the 30th of Janurary).

  • 3 days of nothing but this & nobody cares or has any answers either it seems:

    image.png

    Bought the game, all the buyable chapters from Halloween through Hellraiser, all the rifts from Tome 9 up through the previous one (would've gotten the latest one if I could log into the damn game), bought auric cells to buy various other cosmetics, bought the Attack on Titan collections on Steam & other cosmetic packs (Head Case, 80's Suitcase & Charity Case) and this is how I'm treated after investing all this money & thousands of hours into this game.

    smh

  • There were 2 people left in the match when it activated (it had activated before other times too of course) and at the time both Vittorio & me (Zarina) screamed. The Vittorio then healed me and deactivated it as it should have been deactivated. He left through the gate and it was only me, who was uninjured as the Knight had not found me at that time, and it suddenly activated again for no reason and I only got injured again after the Knight found me due to the perk illegimately ratting me out.

    I have a VOD of the match & I'm well aware of when the perk should & shouldn't activate.

  • Oh yeah I also thought he looks like a younger version of that one efficiency expert from Office Space:

    image.png

    Dwight gonna make sure those TPS reports get filed properly lmao

  • Here is the build:

    image.png

    Perks: Hex: Face The Darkness, Hubris, Nowhere To Hide, and Unrelenting

    Add-ons: Call to Arms & Town Watch's Torch

    None of these cause Face The Darkness to reactivate.

  • I just had a match where FTD caused my Zarina to scream despite not even being injured (killer had no other scream perks or add-ons).

  • I still like her but they should have all those as skins. I'm sure they would be very popular. The Parallel Universe collection.

  • @Verconissp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566779#Comment_3566779

    That's the dbd killer in a Nutshell..

    i've said multiple times that Prestiege don't mean skill but Dedicated... And i don't know if i would say Abuse by Tunneling that Specific Survivor out of the game.. Maybe they're actually decent at looping and the Killer wants to Practice Chase or something... (Or it's the Ladder and they just wanna tunnel for the Hell of it)

    Let's be Real here for a Second. It don't matter if you're p100 or not that gets targeted by the Killer. it's just down to Fate and Chance that He found you and then wants to tunnel..

    Of course prestige doesn't mean skill, but tell that to crappy, trash, no-skill, toxic killers. The amount of times I play with a P100 and they get tunneled is all the evidence I need. It's no coincidence. Take away the visivility of the prestige and I guarantee you that will change. Will players still get tunneled? Yes of course. But you wouldn't have to get the insult of never being able to use your P100 character after all the time you put into them just because a bunch of scumbags who have no skill automatically deem them a threat and target them for tunneling as is the case now.

  • @HeyItsQuiet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566796#Comment_3566796

    I mean I understand that they might not have been able to keep AoT due to it being licensed. But for original characters and original cosmetics, I think having them in a holiday themed DLC pack would be a fantastic option if they don't want to keep them in the stores. I'm torn however, because sometimes people just want one piece of a cosmetic and don't want to spend money on the entire thing.

    I'd be for that so long as they leave the DLCs up forever.

    As for me, if BHVR wants to do stuff like they're doing with events where they're using them to pimp out new auric cell only cosmetics, count me out. I'll just stick to the older stuff because I could care less if I miss out on stuff.

    Guess what---I already missed out on stuff I wanted that seemingly will never be brought back so who cares if I miss out on more. I'll never have 100% of the cosmetics for my favorite characters, so if I can't do that why care if I miss more? I don't. It's too bad more players don't have that mentality to end this BS practice they've been doing since the 7th anniversary. Technically they did it since last year with Mummy Dwight, but at least at that time they only had that Dwight & Jane outfits and they weren't on the event item collection screen (they were only in the store) as they were this year with the 7th anniversary Feng & Ghostface cosmetics and now the Halloween ones (which there are ridiculously too many). Just the Feng & Claudette ones would've been sufficient, no need for those zombie Yun Jin, David, or Haddie skins or the Jake one.


  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566772#Comment_3566772

    Just carry a tape at all times?

    It amazes me how people think she's OP because they don't know how mind numbingly easy it is to counter

    It amazes me how people fail to understand how much condemn BS you get when you're holding a tape and get hit, which is very likely if she's teleporting back and forth every 10 seconds. Add some perks that tell you where survivors are and she can easily teleport to them and get easy hits. Very dumb comment. Go play against her on Gideon and try doing that and have the honesty to tell me that it's fair. Especially when all or most of the team spawns in the same damn area and start fighting for tapes, which is counterintuitive to the way the game is supposed to be played.

    We've gotten to the point where killers get to kill for doing brainless activities that have nothing to do with finding, injuring or hooking survivors and only have to injure/down them once after the kill meter is full from doing such activities. This would've never passed muster for a killer or their abilities back before killers for players who suck at killer & could care less about getting good at the game became a thing like it did from Nemesis onward.


  • @pizzavessel15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566579#Comment_3566579

    so you're not playing her anymore simply because Shes strong

    No I'm guessing because she's strong without any required skill to be strong. Why the hell does a killer deserve to get to outright kill survivors for just teleporting which takes no brain or skill to do? In the matches I played against her, she teleported so much that even if I had a tape, I ended up running into her as she popped out of the TVs and got hit for major condemned buildup. It's not hard with perks like Discordance and others that warn where survivors are to keep teleporting to areas where there are survivors so she ends up running into them as she emerges from TVs.

    On maps like Gideon or Midwich, it's disgusting and impossible because survivors are fighting amongst themselves to find tapes and/or TVs and this game was made for survivors to work as a team like the reasoning given behind the medkit and other healing nerfs, not against each other, so her rework is anti-DBD's objectives. That is not the case with her anymore and it's BS. At least tombstone Myers has to fully drain his stalk of 3 survivors and a good portion of the 4th to be able to kill which requires actually walking the map down and finding all 4 survivors (if just one eludes him for an entire match, he will be unable to get to tier 3 with the Judith's tombstone add-on anyway and won't kill anyone unless he bothered hooking them). Plus for Myers, it's not a basekit thing that's built into him but requires an iri add-on. If they wanted to do this with her, they should've done it by turning one of her iri add-ons into a condemned buildup by teleport add-on as crappy as that still would've been. But now she has that as basekit PLUS has the benefit of the previous effects of her iri add-ons. How the hell is that fair?

    Instead they made this change and didn't even do something like make TV auras be visible map wide at all times, whether a player has a tape in their possession or not, which would make it more tolerable. Though the amount of gen slowdown by doing the tapes so often would still be too much when you consider one of her perks regresses gens by 200% (and I'm not even bringing up Merciless Storm)!!! I don't know if she has any teleport cooldown (it's BS if she doesn't) but if she does, whatever it is is not enough, especially now and is an insult to Freddy players who have a big cooldown and can only teleport to gens that are not finished. His teleport game is dead in the endgame unlike hers.

  • It's BS and it's going to turn off players or at the very least bite BHVR in the ass because they fail to realize that the economic situation in the world is not good with all the inflation and recessions going on where people can't afford to buy much needed things let alone cosmetics in a video game.

    So rather than leave the skins on year round so players who might be squeezed for cash now but might not be a few months from now can buy them then, BHVR is just saying either buy now or F off. How is that smart business-wise or how does that treat the very customers keeping them afloat in any reasonable or respectful way? It's not. If they were smart, they would release these various collections in permanent DLC sets much like Head Case, The 80's Suitcase, and even the Attack on Titan skins were released in those 2 DLCs just before they were removed. That would be smart business-wise and would also be more respectful to the players.

    Just imagine how much more skins they would've sold if they made & kept those Attack on Titan skin DLCs from the start of the release of those skins and how many players who were unable to buy them during those few weeks in July would've been able to buy them earlier or later. And the same goes for any other limited time skins. It's a scummy thing to do and stupid too on the business end and pretty much scummy decision a business can make is also stupid.

  • These limited time event skins in the shop that they started with as of the anniversary with those Feng & Ghostface skins they had at the time is really disgusting & have gotten out of hand. It shows how greedy BHVR has gotten. Look at the lackluster crap we're getting in the Rift---just a bunch of crappy recolors for the most part of stuff we already got in previous rifts. I already have the pirate outfit for Twins that I always use, why do I need a different colored version of it? The only effort they put in anymore are in the limited time and shop-only skins. They don't even bother adding them as Prime rewards anymore and if we missed any Prime rewards outfits like the May 2022 Meg one I wanted so badly, we're out of luck instead of being given a choice between the current Prime Reward or a past Prime reward as it would be fair. I'd gladly forfeit the 400k bloodpoints for that May 2022 one.

    I won't be getting any of the limited time stuff. Really BHVR, you better stop with this because this is reminiscent of the crap Texas Chainsaw Massacre is doing with their DLC that players of that game also don't like. Maybe it's even worse than the TCM DLC when you consider how much someone who wanted to get all those Halloween outfits would have to spend to get them before they disappear forever.

    Let's take a look:

    image.png image.png

    I added up only the new stuff that got added with Yun Jin's, Haddie's, David's, Feng's, Jake's & Claudette's outfits and it adds up to 6960 cells which is roughly $70 in cash!!!!! That's just ridiculous & inexcusable. These events were once done for fun & to attract players and now BHVR is so greedy that they use them to cash out as much as possible and it's not cool. At least if all these cosmetics are added, keep them in the shop year round. You're only going to contribute to the game's early demise BHVR, and then see how much money you'll get. Go back to the only event cosmetics being released are ones that can be won/earned in the event itself and nothing else.

    SMH

  • I don't know what you're talking about, prestiges are still there and were always there ever since they removed the ranks that were shown.

    I hope prestige level gets removed from being seen by killers and is only shown to other survivors because every P100 player I ever played with got tunneled out early on and that should not be your reward for all the time & bloodpoints invested into a character. I never wanted this new system and the tunneling you get once you hit 100 is a slap in the face.

    @Verconissp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566685#Comment_3566685

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566695#Comment_3566695

    Cause i like to see What they got said survivor Up to?

    Is it morally wrong wanting to know what they got their prestiege to on said Survivor now?

    Yes it is when it's abused and that player is tunneled out and forced to choose between playing as their favorite character that they spent all that time prestiging or playing as another just because the P100 makes them a tunnel target. I can't believe this is even a discussion. And I don't even understand how it is when prestige levels are STILL BEING shown.

  • I think the same should be true for TVs against Onryo. You should be able to see them mapwide at all times (whether you have a tape in your possession or not) after the ridiculously nonsense buff she got where she could kill just for teleporting like a mindless moron. How the hell is this not a thing after the BS change they made to her?

  • You can say the same with most tome challenges (survivor ones anyway) and losing progress. Especially the green glyph challenges.

    But I have not been having fun with this event. I saw in the first few matches when I played as killer many survivors who would play selfishly and let their teammates die on hook as they tried to get the event objectives done and I did not like that at all. BHVR needs to think about the consequences of their event objectives before implenting things like this. Survivor queue times have been a lot longer too, yet getting the challenges done as killer for those that allow both, which is the majority of them, is so much easier.

    What the game should at minimum do is pair survivors who have different challenges enabled together so you don't have multiple people doing the same thing and throw the match against sweaty try hard killers who could care less if there's an event where in the past players on both sides played more casually. This is especially a problem when a new tome or tome level opens and you have multiple survivors trying to get that same objective done which is beyond stupid. It's like it's purposely done to make it even easier for killers to face a survivor team where there is no team work because everyone is trying to beat each other out to unhooks, totem cleanses, gen repairs, etc and objectives that are not in the challenge criteria a team of survivors is working on are getting ignored. For example when everyone has an unhook challenge, the entire team slacks off gens and waits for the killer to hook teammates so they can get their unhooks & the match goes to hell. When everyone has a totem or gen repair challenge, survivors get left on hook to die or go to 2nd phase on 1st hook. And so on. I'm not a fan of that at all and it's incentivized by the game itself.

  • Slowing gen repair down even more is a horrible idea. If you want to split the game into solo mode where you play only with randoms and friend mode where you play with anywhere from 1-3 friends, it would be more acceptable, but even then I run into so many tunnelers and other trash killers who we barely get a gen done before everyone dies even when playing with a friend because someone gets found early and it turns into a game of the unhooker taking the place of the hooked where it's rinse & repeat and that's just digusting. Or it's because the killer was placed right next to a survivor or uses Lethal and finds a survivor early they wouldn't have and then the entire match goes to ######### like a chain reaction. Or other cases the killer has an insane advantage on a map where it's impossible to avoid them, like a Doctor I played against earlier on Midwich who decided the map wasn't already easy enough with it's 2 floor compressed space where he could easily find us already with static blasts that he decided to tunnel as well.

    If you want to balance the game, program it to punish one side if it's too overpowered or just too advantaged. For killers, adjust their powers & terror radius for maps that are OP for them so that for a Doctor playing on Midwich, the static blast has a much smaller range. Make it so Skull Merchant loses a drone for every gen that is done so she can't just fill the map with drones when the 3 possible gens that can be done for the last gen are left. Ban certain perks on certain killers or make their effects much less on those killers (like sloppy butcher or Thanato on Legion or Oni which just break the game). For survivors, slow them down if X gens are done in under Y minutes. Give killers a choice of temporary hex perks that would serve as a 5th perk and activate & deactivate as needed based on predefined conditions of the match like Ruin or a lite temporary version of Devour Hope that would inflict exposed for a certain time until more time passes or the killer gets another hook or 2 or the totem is cleansed. Consider the same 5th temporary perk idea for survivors as well when things go to hell for them with too few gens getting done. Or if a survivor gets tunneled at 4 or 5 gens, punish killers by bringing that survivor back for another 3 since there is no reason to tunnel someone that early.

    All these problems are created due to this game not being split up. DBD was way more fun back before the first RE DLC came out with Nemesis, Jill & Leon. Before killer perks like Lethal Pursuer, Hex: Plaything, Eruption, Call of Brine, Hex: Pentimento, Ultimate Weapon, Face The Darkness, Howhere to Hide and others that get abused and show killers where survivors are for doing nothing that involves hunting for survivors and before survivor perks like the boons (which are now all but dead thanks to the CoH nerf) and Made For This and other new ones. The game should have been split into classic DBD which would have spanned from Trapper to The Twins or Trickster along with Dwight through Elodie/Yun Jin for survivors and modern DBD where it would span from Trickster or Nemesis through all the latest killers & Yun Jin/Leon & Jill to the latest survivors. If it would've been split like this with no mixing of survivors, killers or perks other than universal perks, then it would be much easier to balance and players who enjoy the DBD style they like most can stick to it while those who enjoy both could play both and let the game automatically place them in the proper lobbies based on the survivor/killer they choose.

    I'd hate to be penalized for a perk (Made For This) that I don't even have when my solo queue matches have been craptastic enough. The camping thing does nothing when proxy camping is still done and when now you have abuse with Ultimate Weapon where killers down a survivor and then open lockers every 30 seconds to reveal any survivors coming for the heal. I played against a Huntress who did that and it made me want to delete the game which I will do if it becomes a trend. If solo queue is made any more miserable, I have no problem being another one of 1000s who permanently put this game in their rear view mirror. Killer especially is so easy these days that there is very little excuse, though I can see MFT being a pain. I'd gladly kill that perk in exchange for Lethal, Ultimate Weapon, Plaything and the others I mentioned. Or add incentives to play without those perks like double XP (meaning faster buildup of shards) and even triple XP for players playing perkless. There are many things that can be done without punishing players. Maybe even match perkless killers with survivor in lobbies that have one or more perkless survivors. One of the best killers I ever faced was a perkless Hillbilly who destroyed us all in one of the Crotus Penn maps and did it without tunneling or camping a single time. I did the same with Hillbilly against a team of survivors on the Artist map despite that map being more survivor friendly against a team that had some pain in the ass loopers.

  • @[Deleted User] said:

    I like the pants but this is such a boring Halloween cosmetic

    I like the shirt when you combine it with certain cosmetics like this:

    image.png


  • Yeah I like the gypsy one. They need to put more effort into her. She is the game's 2nd survivor and the 1st female one at that and should be getting more love in my opinion. I've also been waiting forever for some of her old Rift outfits and outfit parts to be available in the store like her Golden Summer outfit:

    image.png


    her Alpine Ski Vest (the nicest of all the ski vest variants):

    image.png

    and her Flash Leather Leggings (probably the nicest of her legging variants):

    image.png

    And like others have expressed, I'd love for her initial design to end up in an Alternate Universe collection along with Claudette's and the others that were shown:

    image.png

    Here are the other outfits that were shown in the original designs of Meg, Dwight, Claudette, Jake & Feng:

    image.png

    Anyway, I really want a Christmas Teddy Bear outfit for her though. What I have in mine is a brown teddy bear onesie with a light brown spot in the abdominal area with a Santa hat and a bookbag adorned with Christmas lights. Meg is a kind character who also at times hides her athletic aggression behind her kind/non-threatening exterior as we saw in Tome 4's Eat Dust memories. So I think it would suit her very well and finally give her a very cute outfit that she has long deserved.

  • @tradgothness said:

    it's also not working for me on ps5

    i've got over 10 items and 0 points, I restarted the game but still nothing

    How is it possible you have over 10 items? 9 should be the maximum you can get if you complete Level 1 of the event tome. Level 1 of the event tome does not offer enough Dark Trinkets and cosmetics to have unlocked 10, let alone over 10. Even if you bought the 2 charms instead of one 150-trinket cosmetic, you would be left with 125 Trinkets after having completed Level 1.

  • I'm on Steam and have the same problem. Unlocked 2 event items and have 0 points still:

    image.png


  • I'm on Steam and noticed Frosty Eyes Spirit is missing (it's the one I always play with). I haven't checked the others mentioned by the original poster but I'm pretty sure I'm missing them as well.

    image.png


  • @Rizzo Do you know if this is being addressed?

  • I haven't played for a couple days and the 2nd match I played tonight, where I played as Myers, had the same issue:

    image.png

    Not sure what happened, but ever since the last bugfix, the server(s) has/have been very unstable. I hope this gets fixed soon. Would absolutely suck if it happened during the first match during the 1000 exp event and a player lost that exp for nothing.

  • I was expecting the shirt to return in the cosmetics for Feng after the 7.2.3 bugfix and it's still not back. When will this be fixed? I think the Meet Your Maker Meg cosmetic, which was also removed/lost for those who had it as of the previous update, has been restored since I saw someone playing with it yesterday (assuming all players on all platforms lost it), but the Feng Fire Rooster shirt has still not been restored.

    image.png


  • I will try a 3rd time since none of the post uncloak hits are counting towards my daily due to the DCs.

  • Are you kidding me? She's one of the easiest killers to get kills with. Why the hell is she allowed to put traps in the basement and easy get everyone killed there and Pyramidhead can't put trails of his there which do not have anywhere near the effect that Hag's traps do? She already has enough ridiculously OP add-ons and doesn't need more. Most Hags camp the basement to make it impossible to do crouch walk and unhook someone in time to avoid springing her traps even when players who know how to deal with her try to unhook. Also it's very hard to know the radius of a trap so you don't set it off, unlike Trapper's traps which are clearly visible. On a map like The Saloon, forget about it. I got her adept the 1st time I played as her and that was when adept achievements were harder than just kill everyone dumbed down versions like they are now.

    Either she should be forbidden from placing traps in the basement or they should be made to glow so they are easier seen because now it's disgusting and when I see some of the BS add-ons she has like the one that gives no warning that a trap is triggered, it makes me just kill myself on hook or DC rather than dealing with an impossible situation. No killer should be designed like that.

    I'd rather she be redesigned to be able to put teleport traps on walls where survivors would have to watch out & pay attention & be able to wipe them than put them in the basement and nerf some of her other add-ons as a trade off.

  • Legion having an add-on that inflicts broken if you mend yourself is completely unnecessary & unbalanced. How many times does a survivor have to mend themselves because other survivors are running away and they get penalized for mending themselves.

    Sloppy itself needs a nerf. They should either revert it back to its old state of only inflicting mangled which was fair before and absolutely needed now with so many players abusing this perk. Hemhorrage is just too much of an advantage and is especially punishing if the killer has other aura perks like BBQ, Bitter Murmur, Nurse's Calling, Nowhere to Hide, etc or has scream perks like Ultimate Weapon, Infectious Fright or that Knight perk and you've spent a lot of time healing 50-75% for example and then have to move and lose all your heal progress for risk of getting caught. It's even worse if you're healing someone else and are in mid heal when the killer finds you due to any of those perks mentioned and both of you run and one or both get downed as a result. This was much less of a problem before some of the most popular aura & scream perks were added (especially Nowhere to Hide) or started getting abused (like Infectious on Wesker with his huge damn terror radius) and it should be reverted now with how broken it is especially in the solo queue.

    Or at the very least it should be made like Mettle of Man where the 3rd of every 3 hits inflicts hemhorrage for Sloppy Butcher and it has to be built up for 3 more hits to inflict it again (where every hit would continue to inflict mangled). That would be beyond fair after medkits and healing perks were trashed so badly. I pitched this idea in the past to various killer players and they liked it.

  • @Real_RUBB3R said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536995#Comment_3536995

    Gonna be honest, if Lethal Pursuer is what's making the difference with your Tombstone Myers games, I don't think you're that great at the game, or at least Myers specifically, to begin with. It's incredibly easy to find survivors early on even without Lethal Pursuer, 9/10 games if I simply just patrol past gens and go to the furthest one from me, I'll find a survivor immediately, either because they were out in the open or I heard there was progress on a gen and so I knew a survivor was nearby.

    I get that Lethal is strong, but it isn't nearly as strong as you're making it out to be. If the killer wants to get several downs at the start, they could just slug and find someone else, or use Infectious Fright, which has more use than Lethal Pursuer because it has use throughout the match rather than just at the beginning, or as a bonus to other perks. Lethal isn't going to be the difference in getting several downs if that's what the killer is aiming to do at the start of the game

    Excuse me, but I've played this game well before & after that perk existed and I know how easy it is to find survivors now. I've done the furthest gen rule for a while but sometimes it doesn't work because survivors hide by the time you get there. Especially if you go against better teams. A friend of mine who plays killer generally better than I do was unable to get the Evil Incarnate achievement until after Lethal was a thing whereas I got it before Lethal existed and I had to work for it with a mix of other perks (on the old RPD map of all places where it was easier for survivors to hide). With Tombstone, you have to pretty much fully stalk all 4 survivors, so if there's one who is hiding and evades you, you're going to have trouble getting to Tier 3. That's where Lethal makes it tremendously easy.

    If you don't know this, I'm gonna have to say you don't play a lot of Myers. I haven't seen a tombstone Myers in the past ~2 years who hasn't used Lethal. Why? Because as I said, it makes it ridiculously easy AND it extends other aura perks that are also beneficial to tombstone Myers like Bitter Murmur or any of these new perks like that crap Knight one. Most tombstone Myers players won't slug or hit anyone to activate Infectious Fright because that's just wasting time and you're not always guaranteed to have other survivors in your terror radius (plus Myers has a short TR of 6m already so you'd have to be a fool to use that perk).

    There's a reason why these days a good 60-75% of killers are using Lethal. And who would use Infectious Fright now when Ultimate Weapon is so much stronger (has lingering effects where if someone walks into your terror radius several seconds AFTER you open a locker) and doesn't even require you having to find and injure a survivor? Lethal clearly changes the course of the match and has a domino effect for the remainder of the match otherwise it wouldn't be so much more popular than Infectious Fright or Corrupt Intervention (though some killers I've gone against have used both LP & CI). With the amount of killers who tunnel and/or camp hooks, they will certainly get use of Lethal unless survivors want their team mates to die on hook.

    I'd have no problem if Lethal at least had some merit to it and required killers to achieve bloodlust level(s) to reveal other survivors' locations kind of like Legion when Legion hits someone with their feral frenzy. That would actually live up to the name of the perk and force the killer to pursue to gain bloodlust to find other survivors. That way if a chase is being unfruitful but bloodlust is maintained, the killer can desert the chase and go after someone else. Maybe even grant a like a 45 second haste effect if the killer abandons a chase as incentive to not tunnel a survivor who may have just gotten unhooked & would be easy prey for abuse of the perk.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536054#Comment_3536054

    And during that entire rant about wanting survivor perks that give free value did you forget that

    Deja vu

    Resilience

    MFT

    Windows of opportunity

    Bond

    Sprint Burst

    Balanced landing

    Lucky star

    Boons

    Bottany knowledge

    Etc etc

    Exist and give you free unconditional value just by having them equipped.

    None of those are free in terms of getting objectives done other than maybe Deja Vu and that is more often than not insufficient when one of your teammates are already down within the 1st minute of the map because of Lethal and/or having spawned very close to the killer. And more often than not more than 1 survivor is found and downed very quickly thanks to that perk in my experience. So already early on 1-2 people have to come off gens minimizing the impact of Deja Vu due to the domino effect of Lethal for the remainder of the match. Add the tunneling factor which happens in way over 90% of matches and Deja Vu is worthless once you lose a team mate early. So go tell me another one. Also compare the little Deja Vu does to the damage that a Call of Brine does for simply kicking a damn generator and then tell me this is a great perk. Yeah, I didn't think so.

    Resilience requires you to be injured (which means you're screwed if the killer finds you), so there's a trade off. There is no such trade off with Lethal and the domino effect it has for the rest of the match (plus it extends auras of other perks and add-ons). Not to mention, Resilience is a universal perk in the game & has been in the game since its release. Not like Lethal which came out 5 years after its release and was never intended for this game.

    MFT I don't have or use but I know it requires you to be injured so again it has a trade off. Killers are already faster than survivors PLUS got a buff with bloodlust not that long ago so that more than compensates for any effect of this. Especially if you're playing with Oni, Hillbilly, Huntress, Alien or other ranged killers who can negate movement speed easily or Wraith with his speed boost. I've used it once in a custom match and saw no benefit in it (died just as easily as I would without it).

    Windows of Opportunity? Are you serious? Killers have things like Crowd Control and Claustrophobia which can block windows AND Zanshin Tactics which is the killer version of Windows. Complete non-factor plus it along with most of these perks you listed have existed long before Lethal and/or come with the base game. Knowing where pallets & windows are doesn't get gens done anyway and if you're in an open spot on the map that has no vault spots or on a crap map like Shelter Woods or the new Alien map that has almost no spots of value, it's also worthless there as well. Also its value of course diminishes during the course of the match as more & more pallets have been depleted.

    Bond--another reach. Because survivors aren't supposed to know where each other are. You're completely clueless with what you're saying again. This game NERFED medkits because BHVR wants survivors to heal each other. HOW THE HELL IS THAT SUPPOSED TO HAPPEN IF WE DON'T KNOW WHERE OUR TEAMMATES ARE? At this point, Bond should be a basekit ability with no perk needed, but no. It's ridiculous how we have to use Bond now to get decent heals with medkits in ways BHVR wants us to when they handicap us from knowing where our teammates are. And even then it has a very short range so good luck when you're on the other side of the map from your team mate(s).

    Sprint Burst? You clearly never played survivor have you? Sprint Burst is one of the worst perks and usually wasted and on cooldown because of running that was done to get to a hooked survivor so that if the killer was proxy camping, it's not available.

    Balanced Landing---another non-argument. Survivors are already slowed when dropping down from a height, UNLIKE KILLERS, so the fact that there's a perk that counteracts this inconsistency is bad for you. Oooh look at these survivors, God forbid they have any chance to get away after dropping down instead of getting screwed as the game intends them to in a non-consistent manner. Also what you don't mention is that there's a cooldown since it's an exhaustion perk so any time you're exhausted, you can't use it. Not to mention if you get maps where there are no/minimal drops like pretty much all Autohaven maps, most of Lerys, and the majority of other maps minus Gideon and Midwich, it's good for nothing or will barely help. But do you know what works on all maps? LETHAL PURSUER. Plus if a killer really wants to tunnel, all this will do is delay things a little.

    Lucky Star: You can delete this perk anyday and delete Ultimate Weapon at the same time. But no, you'd never agree to that because you know this is a crap perk in comparison. Good luck hiding in a locker with a killer hot on your butt.

    Boons: Worthless now that Circle of Healing, WHICH WASN'T EVEN GUARANTEED BECAUSE THE KILLER COULD SNUFF THEM OR A SURVIVOR COULD HAVE MATCHES WHERE THEY DON'T FIND A TOTEM, is crap and nobody uses it anymore. Boons are dead and worthless and you know it. Someone can have 20 matches and you'd be lucky if in 1 out of those 20 a team mate brings a boon these days. The incentive with boons was stacking them with CoH and after that got turned into #########, hardly anyone brings them anymore because they're not worth it.

    Botany Knowledge: LMAO. If this isn't reaching, I don't know what is. Self Care was already slow by itself before the last nerf and without this all we would see are survivors healing themselves while 1-2 of their team mates are hooked which would kill the match right there. What you don't complain about is the BS of Sloppy Butcher and how ever since it got buffed 2+ years ago, EVERY DAMN HIT INFLICTS hemhorrage when before all it did was inflict Mangled. So now we get matches against Oni or Legion that are completely one-sided nonsense. PLUS, now it decreases medkit efficiency whereas before it used to boost it so you'd use less of a medkit to heal. So if you have Botany equipped without having Self Care, you couldn't even get a single full heal out of a medkit if you try to heal yourself. Because as we all know without Bond and even with Bond while playing solo queue, you can't count on others to heal you when you need it most. I mean get serious. This is a Claudette perk, one of the earliest characters in the game and a base character included with the game and you're comparing THIS to something that didn't exist until 2 years ago when Lethal and the crap killer it belongs to came out, i.e. 5 YEARS AFTER THE GAME WHICH NEVER HAD LETHAL PURSUER IN IT UNTIL THAT POINT CAME OUT. SMH

    You should go play some survivor in the solo queue especially and come back and see how many holes your arguments have about this list you made. You'd get a real wake up call because you clearly don't play survivor or are relatively new to this game.


  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537643#Comment_3537643

    It was a rhetorical question, but thank you for proving my point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537658#Comment_3537658

    Difference is, the people playing a Killer they bought and enjoy isn't taking away access to your content. Whether you're enjoying that content or not is a separate matter to implementing a system that denies people access to their own content on the whims of others. If you think Xeno is broken (maybe you do, maybe you don't; again, not the point, just an example), the solution is to adjust Xeno. The solution is not to implement a system where people are told they can't use their content (like your cooldown idea), or are punished to a ridiculous degree for trying to use said content (as per your ban list idea).

    I very much dislike MFT and a whole host of other perks that appear incredibly often (both on Survivor and Killer side), as well as certain Killers, but I would never dream of denying people access to their own content to any degree. That's not hypocrisy. I never told anyone to do anything, I especially didn't tell people not to play the game. If we want to talk about intellectual dishonesty, let's talk about the nonsense where you just put words into my mouth.

    This conversation has clearly reached a conclusion. I'm not so short on words that I need you to magic some up for me.

    Xeno is clearly broken. His tail attack hits even when it misses and many people have mentioned it and even taking advantage of it yet nothing is being done. And putting a filter on a killer would not take access from anything. It would simply block players who don't have fun going against a broken killer (or even if he wasn't broken, a killer they just don't find fun) from getting that killer. Players who choose to use him would just have to play against other survivor players. So anyone mentioning people being denied content they paid for are just not telling the truth. People paid for this game too and those people want to have fun, and FUN is the most important thing. If you kill the fun, there is no game. If a certain killer that someone hates is being imposed on them over & over again, it's not fun. It is in THAT SCENARIO that someone is being denied what they paid for (i.e. a fun time), not the players playing Xeno or other killers that survivor players tend to hate.

    My idea would force BHVR to do something about it. You can say the solution is to adjust Xeno, yet it's not and won't be done (if anything he will be adjusted to be worse). Just saying that and offering no alternative like you and everyone else opposed to this idea has failed to do is like being a shill for BHVR. What are your alternatives? Why is it that killers have gotten more miserable to play against?

    Knight & Skull Merchant were already OP upon their release and were only made stronger after updates which has caused more abuse by players who play as them. Same with Sadako, who is beyond ridiculous now. Just yesterday I went against a Sadako WHO ONLY GOT 2 DAMN HOOKS and she was able to mori my 3 team mates because of how fast their condemned built up just from her teleporting. 75% of the match was her teleporting and landing a few hits here and there. WHEN IS THIS GOING TO BE FIXED? A killer being rewarded to instantly kill anyone just for teleporting is broken & bullshit. It should never exist in this game. At least with Myers to do that, he needs to use add-ons and do a lot of stalking and even then as a Myers main on the killer side, I'm not too crazy about it especially how easily you can get a 3-4K now with Lethal Pursuer. And this issue with Sadako wasn't even a problem until she was buffed 1-2 months ago, which goes to my point that killers these days only get adjusted to be more impossible to deal with. She was still a very OP killer before the change when you see how fast she is and compare her to Freddy and how much better her teleporting is which isn't restricted by gens that are finished. She was annoying to deal with then, but was tolerable. Now she's completely intolerable. The change they made makes it very frequent that there are not enough TVs & tapes to insert to fight off the building condemned, which should NEVER build up due to a passive action such as teleporting. And it even causes survivors to fight amongst themselves for available TVs. Everything about that change is disgusting and should've never been done. They don't even give survivors unlimited map-wide auras of TVs/VCRs to pick up & insert tapes into after implementing this garbage.

    Same with Wesker's hitbox when he does his stupid dash attack where about 50% of the time I side step it and it still lands a hit. His hitbox should be like that of Huntress' hatchets or Deathslinger's gun, maybe very slightly bigger. But he keeps landing hits with them when he shouldn't. And Xeno has the same damn problem (even worse when you see how thin the tail is and how it hits air and still injures/downs survivors). You can say adjust these killers all you want, but it's not being done.

    Also, what about players who want to face older killers who are not picked as much anymore? What should they say? As more & more killers are added, the likelihood of those killers showing up in a match are much lower. The smartest thing would've have been to split the game into modules---a Classic module for old style killers (which would have ended with Twins or maybe Trickster) & their survivor counterparts & perks and a Modern/New module that would begin with Trickster or Nemesis & their survivor counterparts and perks (I'd say Trickster/Yun Jin just to keep it an unlicensed original) and have that one be ongoing with new killers & survivors that get released with no mixing of perks, survivors or killers from one module to the other. Then BHVR wouldn't lose any players because fans of the classic DBD they grew to like who don't like that the game has been turning into could stick to that part of the game while modern players & even classic ones who still like what the game is releasing can play the modern module as well. There would be a crossover of course since I'm sure many new players would enjoy dealing with the classic killers, survivors and perks. Bloodpoints & shards would be shared and the rift would continue to have stuff for both sides. But this wasn't done.

    Even if a killer filter isn't added, if some preference system is implemented that wouldn't block but drastically reduce the chances of it giving us killers we hate and increase the chances of connecting us to lobbies of killers we enjoy playing against, it would be a big improvement.

    I'm open to ideas. One idea would be to offer significant blood points and iridescent shards (shards especially would be enticing) to players who use lesser used killers as incentives. Perhaps better/faster progression in the killer ranks too. In fact there should be a system in place where the easier the killer you play, the longer it takes with the same kills to progress through the ranks than for harder killers with those kill numbers. That would be a balanced approach that many other games have. Anyone who has played Super Puzzle Fighter II for example knows that Akuma has a drop pattern that's a real pain in the ass to deal with. But the downside to him is that it only does 70% normal damage compared to the other characters whose drop patterns are easier to counter. Even though that's a puzzle game, the point still stands that video games tend to balance these things out to make them fair so that only the most powerful attackers/characters don't get chosen. There HAS to be a downside but BHVR is too scared to nerf the OP licensed characters especially that many players play as. They don't understand that even if they nerf them, that fans of those characters will continue to play as them. If this incentive idea would fix some of the problem, I'd be for it, but it still wouldn't address the hitbox issues with Wesker & Xeno, the issues with Sadako, the issues with Knight and Skull Merchant, and many others. But I'd be more than happy to see it as an initial step with the filter idea as a followup depending on whether or not any of these issues will be fixed.

  • @JudithMorel said:

    the prestige system in its current state is pointless rubbish. the fact that reaching prestige 100 earns you nothing is absolutely sad, and the devs should be ashamed.

    It earns you tunneling as a survivor. So it's beyond rubbish.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537580#Comment_3537580

    I'd have gone much further tbh... and each:

    • Killer can tip 2000 BP per survivor.
    • Each survivor can tip 800 BP to the killer.

    That potentially can make a decent dent in a lost add on, which serves a pretty good "thanks for the game!" in my book, and actually is a tangible reward for playing fair/skillfully.

    I like your suggestion. Maybe this could be done in a sportsmanship BP amount that the game itself would award when the players on opposing sides agree the other side deserves it. For survivor, each one would click on a box in the end game screen where if they felt like they got a fair shake, they would unleash those BP amounts to the killer and the same with the killer. The killer would be able to click on boxes on each survivor so if they saw that a certain survivor wasn't pulling their weight and left their team mate die when they were free to unhook them, they could withhold the 2000 BP from that certain survivor.

    I would be for this. And if it works, I would increase the BP amounts as a thank you to killers and survivors who play cleanly and pull their weight and don't tunnel/camp.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537031#Comment_3537031

    "So if you want that, lets keep allowing the players who play killer to play the same damn killer every match."

    Yes, let's just stop people using the content they paid for. I'm sure that won't have an extremely negative effect on the game or Behaviour's reputation. "Y'know that Killer you bought and expected to play? Too bad! Arbitrary limitations, baby!"

    My friend, you're not being a wet blanket, you're being the whole laundromat. There's wanting things to be more balanced, then there's wanting to gut everything the opposing players have because you've fallen to blind tribalism and can't see that the changes you propose will actually kill the game. Change takes time, great change takes greater periods of time, so give it time.

    There is no Us and Them, there's just us. People, here, trying to play a game best we can. Let's not give in to schoolyard mentality.

    This is why my original point of having a filter is the best way to handle it. It keeps players away from a killer they absolutely hate and don't want matches against while letting the killer play against other players. Would that killer be filtered forever? Probably not. Most likely when the frequency of that killer drops the survivor who filters that killer will unblock them and just deal with it like I would even the killers I most hate. But the option should be there because not a damn thing has or is being done to change things and if the queue times have to increase somewhat for BHVR to get the message, then so be it.

    You complain about player X bought a killer and can't use them due to the cooldown idea I had, yet everyone who plays this game at minimum paid the money for the base game and the ones who play survivor shouldn't be subject to playing a certain killer almost for an entire week or 2 nonstop. So you're being hypocritical. You're telling someone who wants to play DBD but avoid that killer to avoid playing the very game they paid money for until or unless that killer has a lower frequency of usage. Players should have the ability to at least block 1 killer they don't want to play against.

    If you want to complain about queue times, then go and complain about all the players who have disabled crossplay who also contribute to that.

  • @Annso_x said:

    Being able to filter out your opponents (because they're playing a killer you don't like, are a swf or whatever else) would make matchmaking worse for everyone both in time and quality.

    Also, the idea that "the filter is optional so you can still play against killers if you want to" is flawed. There's four survivors per game, if a lot of them filter out Alien, SM and Nurse for example solo survivors will be much less likely to see them even if they haven't filtered them out because they'll be put in lobbies with survivors who have.

    Not true because the lobbies can be based on the filter settings. What I'm saying is let's start with a max filter of 1 killer. Lobbies would be made with a priority on players who have the same killer filtered out. There may be some who get paired up who don't have that killer filtered out but that would happen if a certain time limit passes without finding 4 players with the same killer filtered out. Of course it wouldn't happen to the same player every time.

    If the 1 killer max filter works out, then I'd say increase the max to 3 and see how that goes. I think most players have a bunch of killers they really hate but at the same time they would tolerate most of them (just the very worst would be filtered).

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537196#Comment_3537196

    1) There'd also be plenty of people banning the use of Wesker or Pinhead or Plague; does that mean they're broken and need adjusting? What would a survey tell you about them? A lot of people saying they're not fun to play against for a wide variety of non-actionable reasons.

    2) Just because it isn't particularly good in its implementation doesn't mean skill-based matchmaking doesn't exist. And the answer to any problems concerning it is to make it better - not defenestrate it and call it a day.

    3) Did I say it would disable the ability to play at all? No, no I did not. Don't strawman me. No-one pays for DLC to be told when they can and can't play it. This isn't DOTA, this isn't Rainbow 6 Siege; this is DBD, I don't care at all what different games of different genres do. You don't, and can't, balance an asymmetrical survival game in the same way you balance a MOBA or team shooter. This game doesn't have the player-base to go around making silly choices and driving people away in the thousands.

    Plague is a pain to play against because she is poorly designed for this game in 2 major ways:

    1. In a match against her, you are denied healing for the majority of the part. The only time you can heal (which tends to give survivors a lot of bloodpoints and a decent chance at pipping while trying to progress in the ranks) is if she hits you with her weapon or the red vomit and that's assuming you get away which has a very low likelihood. So just for the fact that she denies survivors a major source of points and their ability to progress and more importantly not lose progress shows that she is badly designed. She literally goes against a major survivor objective of the game.

    2. Against Plague you are screwed one way or another. If you don't cleanse, you are always at risk of being downed in a single hit once you get sick enough. If you do cleanse, you're activating her power to so serious damage. Skull Merchant has this same problem with her drones (hack them & she knows where you are, don't hack them & either get exposed or good luck doing gens). It would be like exposing yourself to Myers to stalk you (which activates his power) if he had an ability to prevent you from healing unless he was tier 3. With Plague it's worse because she doesn't even need her red vomit active to make everyone 1 hit KO and with it, she's even stronger.

    Plague would be much more tolerable if her sickness would slow down gen progress of sick survivors instead of affecting their health. They could also add other effects like causing blindness & the oblivious status effect. Or maybe it could do both where the sickness her vomit causes would have 2 phases. The 1st phase would slow survivors down from gens and the 2nd would give their gen speed back but make them 1 hit KOs as it currently does. It would take somewhere between 2-3 minutes for it to go from Phase 1 to Phase 2. That way survivors would have to decide whether to cleanse early to get gen speed back or take a risk and have slower gen progress so they hold off on activating her power. I would even add in a stipulation that each survivor would be healable 3 times when sick during phase 1 only just to allow healing and proper survivor objectives to be possible. After 3 Phase 1 heals, a survivor would be forced to cleanse if they want to return to a completely healthy state. And just to balance things, the infection time of generators, pallets, lockers, totems, etc can be increased to incentivize survivors to cleanse so that affected gens would be contaminated by her vomit for longer periods of time. That would be a very fair redesign of Plague.

    Pinhead is bad for reasons I listed in my last post in this thread. Wesker is ridiculous to deal with as a result of his dashes and the questionable hits of his slam ability. Plus the fact that the spray isn't unlimited is BS. Why do survivors against Wesker get limited spray where if they run out of spray (which has happened to me) they're slowed down the rest of the match and are even prome to getting killed if he brings that add-on? By that same logic, why aren't there a limited amount of times survivors can wake up against Freddy? Why aren't survivors only given a limited amount of heals against Oni so he can have the advantage the rest of the match (much like Wesker does when there's no more spray) without them being able to do anything about it? I have similar issues with the finite vaccine against Nemesis, though that's not as bad since it doesn't slow you down at least. But being out of vaccine does make it that you can't mask the coughing anymore which makes it easier for him to find you. And with zombies on the map that almost every time show up by gens, it's not too hard to get hit by them if you're trying to hurry up after half your team is dead.


  • @mizark3 said:

    This is normally a feature for ranked modes only... however we can't opt out of MMR, so this should definitely be in the game. My usual suggestion is 1 ban per 5 characters released (disabled on the opening week of a new Killer), with a personal ban for 5 players total. You would need to play and finish a match with the person for the personal ban. (That way you can't just ban a big figure and deny them matches.) SWF uses the lobby leader's bans and ignores the rest.

    It would likely need an extra Killer incentive for the rarer banned Killers. I'd have a 100% incentive for the bottom (total ban number), and a 50% incentive for the next (total ban number). For example if there would be 5 bans, the bottom 5 get 100%, the bottom 6-10 gets 50%.

    Also to counterbalance Killers would get a map ban system. Similar numbers and logic given as Survivors and Killer, but for Killer and map.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535979#Comment_3535979

    No feedback for adjustment - How so? If everyone who uses the optional system (btw the beta wiggle was used by less than 50% of players, people don't check the options that much) bans Nurse, that is clear feedback people don't want to play against Nurse. It doesn't say why but it does give the what. The occasional player surveys can include questions about the top banned Killers, and peoples feedback as to why they are banned.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535995#Comment_3535995

    If you can opt out or twist things in your favor, it isn't skill-based matchmaking - I mean it already isn't skill-based matchmaking, it's kill-based matchmaking. The match where you go in with naked/no perks is at the same rating as all meta perks. The match with a juicy toolbox is rated the same as a brown medkit. The Killer can bring Clown, or they can bring Nurse. That already throws skill out the window.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537070#Comment_3537070

    Yes, let's just stop people using the content they paid for - Where would this disable a person's ability to play AT ALL? Longer queue, sure, but not a limited ban list. If you've played any game like DOTA or Rainbow 6 Siege, you can ban characters as well, does that also 'stop people using the content they paid for', not quite. Delays, maybe, but not a hard prevention. Pre-bans make it much better, because it would only put you in a lobby with someone who isn't going to ban your character mid selection process anyways.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536643#Comment_3536643

    Ruin matchmaking bs you feel entitled to picking your opponents - Killers can currently lobby shop, and that is causing baby Killers to get autofilled against the sweat Killers who didn't want to face 1 P100. This would cause no new problems, and would reduce the amount of lower quality matches.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535981#Comment_3535981

    Killer Players only playing 1 or 2 Killers - Well if some people are to be believed that is currently the issue with Wesker. I know Wesker is picked significantly more often than the average, but luckily I don't think my matches reach the 20% some people have claimed.

    New Killer - Yeah it should probably be disabled (like the map repeat prevention when a new map comes out) during the first week of new Killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536680#Comment_3536680

    You would need to demonstrate the majority of Killer players is in the top half of the MMR range - Ok top half is 50%, so by default, 50% have to be there! There we go, we've proven the majority of Killers are in the top half! (Ok maybe a percentage point off, but good enough! Sorry I just found this part funny.)

    I'd be willing to deal with a no-filter/block/ban on new killers for the first few weeks they're released. Everything you said I could get behind since it was well thought out and I think would vastly improve the game and give us a tool to enforce change.

    @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537031#Comment_3537031

    Well relief comes one way or another in the form of players saying the hell with it and not playing the game anymore which results in the death of the game. So if you want that, lets keep allowing the players who play killer to play the same damn killer every match.

    I dont want you to leave the game, but if you choose to leave the game because you see solutions to problems in the game and the fact other think its a bad idea or bHVR choose not to change the game in that favor. Then by your own words you want to leave.

    To me, the fact people are tired of playing against certain killers means other killers are not as good or popular to play as others. It does not mean we need to implement a filter, bHVR needs to look at its past Killers and get critical.

    The reason why certain killers are more popular (especially the recent ones) is because they're easy to kill with. They don't take the skill or patience that some of the older killers require. Many of them rely on abilities that get powered 100% by passive means where they don't have to do anything active (attacking survivors) to get their killer power back. Good example is Pinhead. It's piss easy to play as him. He has his box which forces players to interact with on a regular basis and passively always activates. Pinhead doesn't even have to go to it to interact with it to re-activate it after it reappears and survivors who interact with it summon him so long as the killer playing him teleports to the box. Then there are his chains which are stupidly broken (as admitted by people I've watched who main him) with the way they slow down survivors where he can deny/minimize the speed burst a survivor gets when getting injured by him. He was poorly designed and now if something is done, people will complain "I paid for him". Well people paid for the game too and many of them don't want the disgusting experience that is a Pinhead match. My idea would allow the players annoyed enough by him to not have to play against him anymore and will send BHVR a message to finally do something about him. And that's just 1 killer. I would even be happy if they limit the killer filter to a maximum of 3 so we don't have players filtering out like half the killer roster. And of course it would be optional. If others want to go against everyone, they'd be free to.

  • Was anything said about this recently? Like in that discussion thing that was supposed to happen on the 7th that I missed?

  • Yeah it should not slow you down from cleansing totems or opening chests. Especially now that it's a must with the stupidly broken Alien perk that makes survivors scream even in lockers.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536636#Comment_3536636

    You and your buddy saying Killer is easy does not make you arbiters of that question. You would need to demonstrate the majority of Killer players is in the top half of the MMR range, a hard claim to demonstrate. Pounding your chest regarding your skill in this game has not effect on me.

    All of this from me just using your freedom argument back against you.

    And what you are saying still doesn't negate the need for a filter idea.

    That's true, people may indeed feel a need for a filter for Killer. And indeed, pointing out the flaws as man people have in such a system does not quell that need either. if you are tired of facing xenos nothing else can help.

    However that's is why I turned your 'freedom of choice' argument back on you, there are many Killers who are equally tired and some even more so tired of certain perks, but nobody is rushing bHVR to implement relief from those, so why would Killers be any different? They are all tired, but sometimes you just cant have relief.

    Well relief comes one way or another in the form of players saying the hell with it and not playing the game anymore which results in the death of the game. So if you want that, lets keep allowing the players who play killer to play the same damn killer every match.

    The difference between survivor and killer is that survivors have to put up with an extra layer of crap that killers don't. As killer the only thing one may get tired of are seeing the same perks used over and over again. Survivors not only have to deal with having to go against the same damn killer perks over & over again but also going against the same damn killer over & over again. Killers have powers and each one is different unlike survivors who are all the same other than the vocal screams when you factor out perks which like for killer can be made teachable.

    One idea a bunch of us have had is to put cooldowns on perks and even killers. Like once a perk is used, that perk can not be used again for another 6 hours if it's a meta (A tier) perk, 3 hours if it's the B tier down, 1.5 hours for C tier and 0 hours for lower perks. And a similar cooldown can be placed on killers to force players to switch things up so the game doesn't go stale. That's how many other games with "seasons" are set up and DBD should be no exception. It would be much more interesting if players were forced to have a perk rotation. The system would need to be thought out so new players who barely have perks won't be shut out from the game, but they could always play one of the base killers or survivors since the game comes with a bunch.

    Also players who play perkless should be rewarded with big incentives. This would especially work if a good amount of iridescent shards get awarded for say, every 10 perkless matches they do. That would change things up a lot since a lot of players would want to use those shards for cosmetics, DLC characters, perks, etc.

    I'm not trying to be a wet blanket but SOMETHING must be done. People who trash competing games always throw jabs how games like Friday the 13th, Texas Chainsaw Massacre, Evil Dead, etc would get stale due to the lack of variety, yet when everyone plays the same killer because that killer is stupidly easy to get kills with, then how is DBD also not getting stale? It's already a game where survivors do only gens and have to get out without anything else different (unlike other games of the genre where certain supplies have to be collected & you could interact with the environment such as drawers & cabinets to find things), so it doesn't have much going for it other than the variety of killers. But when even that is gone then DBD has less going for it than its competitors do, especially when it's completely out of any semblence of balance and solo matches where ALL PLAYERS GET STARTED are a disaster. How is this game supposed to draw in more players when the solo queue, a new player's 1st exposure to the game, is a shitshow for lack of a better term? Someone would have to be a masochist to endure that and come back for more when they are just starting & have no clue how to play and gets the same killer with their broken tail that the developer refuses to fix or killswitch at the moment.

  • @Real_RUBB3R said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536054#Comment_3536054

    I have to be honest with you, I don't think Nowhere To Hide or Lethal Pursuer are nearly as bad as Ultimate weapon, because both are only active for a few seconds, and Lethal activates only once, while Nowhere To Hide requires that survivors are hiding next to a gen and have been working on said gen. Currently though I think Nowhere To Hide uses your current location for the aura reading and not the generator's position, meaning you could walk away and find someone hiding elsewhere, which I think is stupid. But the concept of the perk itself is fine in my eyes, because it requires input from the survivors to work, and Lethal is only active at the start of the game, and merely extends aura reading of other things by a few seconds if they are timed. Ultimate Weapon is bad because it doesn't require input from survivors to be effective, and it literally has no counterplay to it other than the use of Calm Spirit, a mediocre perk that you have to bring ahead of time. Nowhere To Hide can be countered by bringing Distortion, a more common and useful perk, or by hiding in a locker nearby, or simply just leaving the area. And Lethal's effect isn't even all too strong either, it reveals the aura of survivors at the start of the game, which isn't really all too strong if you spawn in the corner of the map, because 99% of the time the survivors are going to spawn as far as possible from you, so if you're smart you can use that knowledge to your advantage.

    My problem with Lethal is that it sets the pace of the game once the killer is able to find someone (or multiple survivors) a lot earlier than they otherwise might have. I've had so many bad games even though I run Distortion and team mates get caught early due to Lethal and a lot of times the killer gets 2 downs because of the way survivors start together and the killers aren't happy enough downing one once they injured more than 1 to start with. So it snowballs from there very quickly and I have to put myself at risk to unhook those teammates instead of working on gens like I wanted. All for a perk that shouldn't exist, at least not in it's current form.

    If you ask me, I think Lethal Pursuer should reveal the locations of other survivors once a killer gets Bloodlust in a chase. And for every 10 seconds the chase continues, it reveals more auras until the chase is over. That to me would actually live up to the name Lethal Pursuer and would give the killer truly earned auras as a result of chasing a survivor. It would even give them incentive to not tunnel but leave the chase to get those other survivor(s) revealed. And they could keep the 2ndary function of extending aura times. That would be what Lethal imo should be changed into. I main Myers and Lethal makes tombstone Myers ridiculously easier to get 3-4Ks with. I remember what it took me to get Evil Incarnate back before Lethal existed and how easy it is to pull it off now.

  • @Crowman said:

    No.

    If you seriously can't handle the chance that you will face against a killer you don't like, don't queue up as survivor. No reason to ruin matchmaking bc you feel entitled to picking your opponents

    I'm not entitled to picking my opponents. There are some I don't want because they are too broken to deal with and it's the same damn thing every time (sometimes worse depending on what build they use).

    It's you who are entitled to subjecting everyone to the same crap experience every time by picking the easiest & least skill-required killers to play with, with no balancing to address the issues that many players have. You know very well if such a feature was added, many of the killers you probably use would get filtered out and you'd hardly get matches. But you'd rather force your broken killers, who a large portion of the playerbase hates, on everyone than have them get fixed. Because if there was no problem, then such a feature would never be used, but you know damn well that's not the case. So instead you hide behind excuses like matchmaking instead of confessing that there's a problem.

  • My experience for the majority of matches I get are killers who decide to camp or tunnel from the start without even bothering looking for other survivors. And I'm not the only one. The problem on the survivor side is they have no way of dealing with interacting with the killer other than running. The game has to be changed if you want more interaction of the survivors with the killer since in most cases survivors are not good loopers other than in high skill matches and those are not what make the majority of DBD. It's gotten harder even for good loopers with nerfed fast vaulting and when lag/latency is an issue. The survivors need to be able to attack the killer with weapons or else what you're saying can't happen especially with running now being even harder.

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