DeeBeeDeeAddict
DeeBeeDeeAddict
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I've reported three hackers via the ticket submission system in the past 36 hours. Three. Every time I encountered a cheater, I couldn't see the end-game screen. I had to rely on swf members to take a screenshot of the end-game screen so I could at least get a name to report with the video recording.
Whether they act on them…. who knows. But I've definitely encountered more cheaters since the end-game screen has been bugged than I have in recent months.
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@Rogue11 said:
https://us.v-cdn.net/6030815/uploads/ORU21SY2834D/image.png
great job on fixing the gas pump spawns
I've seen a similar spawn set up for pumps on at least four different maps while playing today. Who approved this and thought it was okay? 😂
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The event offerings are only personal, so most people still bring cakes or BPS to maximize blood points. Why these offerings don't stack after all the feedback last year seems somewhat tone deaf from the dev team. You heard this exact same feedback last year. How difficult could it possibly be to make the offerings stack? Make the offerings apply to everybody in the match and make them stack. Please.
I'm glad that killers have perks that actually affect gens, but the balance tilted way too killer-sided this year. You can bring things like Ruin/Undying/DMS and easily win a match. I haven't played killer in months, and decided to do a few rounds tonight after realizing how miserable solo queue was for the survivor side and didn't lose once (3K+ in 10 matches). It's lazy and boring gameplay, tbh. There needs to be way more thought that goes into perk synergy when designing these special events. It feels like nobody QA'd this, and you're relying on your playerbase to throw themselves at a frustrating wall to give you feedback (hence this entire pinned thread, I guess).
Part of the reason why solo queue feels so frustrating is that the spawn location of blood pumps seems to always be concentrated in one tiny section of the map. I've seen three blood pumps within 10m of one another, while all of the blood gens are spread throughout the map. Whether this is intentional design or an oversight… idk. But given how borked some things have been lately… my guess is it's an oversight.
Please spread out the spawn locations of blood pumps.
The mode feels impossible in a solo queue situation, boring as killer, and challenging in a swf — all three of which I've played today.
For how hyped the team promoted this event, you really, really, really fumbled in my opinion.
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"Weaponizing" a perk intended to protect somebody from being tunneled. Sounds like you "weaponized" an unhook state. If you didn't chase that survivor, DS wouldn't have activated. Problem solved.
See how ridiculous that sounds?
I am so tired of these players with under 100 hours of playtime flooding these boards and Reddit to complain because of their own skill issues, because this just leads to the game being neutered more and more after every update. ///points to current update///
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@MoZo said:
can’t wait for the “pallet density changes to the updated changes” in 9.4.0 lol
This is going to be like the health update we had to correct the previous failed health update. Just so much wasted dev time. But, hey… at least they're focusing on anti-slugging and anti-tunnel changes since we don't have a new chapter this month. Oh, wait…
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Labor of Love.
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I will never cease to be amazed at how absolutely out of touch this dev team is with reality.
This was such a piss-poor update.
But, hey… at least we don't have new content until January so they can continue to 'fix' the game as part of Operation Health.
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Killers tunnel because it's easy, takes very little skill, and is extremely rewarding. They tunnel because they can. And the proposed changes to tackle tunneling on the upcoming PTB are a joke and won't do enough.
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This was the worst Halloween event they've ever done. By far.
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Because you'd have the "bad" sweaty people flock to casual mode to farm easy games. These are the types of killers who always run noed and survivors who always run Windows who can't loop without it.
Wait… now that I think of it like that… yeah. Let's implement casual mode, so those people stay out of the regular mode.
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Tunneling and slugging need to be addressed in a serious way. BHVR needs to just rip off the bandaid and implement something and then iterate from there. Taking this "wait-and-see" approach by testing stuff on the PTB and then walking it back… it's only going to make the problem worse before it gets better.
Hell, they tried to implement an anti-slugging change… two years ago? And we've still been waiting. This need to happen.
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@chatgiraffe said:
Here's a scenario for you guys. Its the endgame collapse. The timer is ticking down. The last survivor(s) waiting at the very edge of the exit gate to Tbag. Why am I, The Killer, not allowed to Abandon the game in this situation?
It needs to be VERY clear that this is 100% just a BM/EGO thing for all survivors that do this. They will abandon the game the split second the last survivor hits the ground under the pretense of "oh well I just want to get to my next match faster" but this urgency to get out is nowhere to be seen when they're the ones winning.
BHVR has already implemented a feature where getting slugged too much in a match lets survivors ragequit, so we've obviously gone past the point of "erm! abandoning is only for when you cant do anything!!! you can still do stuff in EGC as the killer just try harder!!!" and is basically just "okay this match might be making you mad so here your BHVR-sanctioned gonext"
Bonus points if you can come up with an explanation that doesn't involve "I want the killer to force me to leave so they can see my tbagging"Survivors wait at the exit gate to heal other survivors who are still running there. They might be trying to get more BPs because late heals offer a bonus over regular heals. They could also be trying to take a protection hit for another survivor, which also gives them BPs. They could also be wanting to run down the clock so they can squeeze out more XP, since XP is tied to time in the match. They could also be wanting to trigger a basic attack from the killer that'll miss when they exit, since there are quite a few BS Tome challenges where you need to avoid basic attacks as a survivor.
There's a multitude of reasons why survivors wait at the exit gates. If your ego is so fragile that you don't want to walk over to the exit gate and push the survivors out because they might hit their Ctrl button… this might not be the game for you.
Have you tried Animal Crossing or Mario Kart?
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@Zuiphrode said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014724#Comment_4014724
Next you're going to tell us you're a 12,000 hour killer main and he never has problems hitting all four survs, spreading hook states, and getting 4ks all the time!
seriously people aren't fooled by these surv main posts.…I never claimed any of those things, nor am I trying to "fool" anybody with this post.
OP outlined some half-assed ways that 'anti-tunneling' would be palatable to them, without giving it more than a half-second thought because their ideas are… not great.
I pointed that out.
He's mad.
You're mad.
I'm laughing.
The fact remains… what was proposed on the PTB was fine. But people who are bad at this game threw their arms in the air and cried because they can't be lazy with their gameplay anymore and actually have to use their brains or learn how to loop better. Stay mad. Stay bad. <3
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@colossusqw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014712#Comment_4014712
If you think juggling hooks between 2 players is tunneling, idk what to tell you. Thats not what the word means at all! Besides, having at most one hook means if you do it to 2 people you won't see them in the 7 seconds system anymore, it does actually reward you for going for everyone at least once.
Actually, back to that first part... how does "juggling hooks between survivors" constitute tunneling?? Not every game has a perfect spread of hooks, and even by the insanely punitive ptb standards, killing someone on 6th hook was fine. Do people not know what tunneling means anymore?
Killers can, and do, just focus on two survivors the entire match. The person who is first hooked, and the person who unhooked them. Worrying about 2 people in a match is a lot easier than worrying about 4. And if you're able to get one of those 2 people out of the match ASAP… then you're in a 3v1 situation. You can argue semantics if you want and not consider this tunneling… but… idk what to tell you. It's basically tunneling. I'm guessing that's why the 'insanely punitive ptb standards' had the condition that any survivors out of the match before 6 hook stages triggered the anti-tunnel mechanics.
And to be clear… what was proposed on the ptb was far from being 'insanely punitive.' You just might have a skill issue with the game.
Your suggested 'fixes' are half-baked and play right into this type of specific scenario.
I understand what tunneling means, and I'm telling you that what you've suggested does nothing to disincentivize tunneling.
Any other questions?
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@colossusqw said:
Stuff like the elusive effect, or any form of removing your hitbox for a set amount of time after unhook, making the last person unhooked not appear in aura readings, basekit unbreakable are all stuff that would benefit the game's health a lot, HOWEVER, we would still have the issue of only a few killers being able to compete with coordinated survivors, or non S tier killers needing to always throw half their perk slots into gen regression to make it so not every chase costs a gen.
There's a few things that could be done IMO, that would be nice to get, but only IF we do get the survivor sided changes:
- Some form of basekit gen regression that is passive, not reliant on gen kicking. Gen kicking regression would mostly only help the already oppressive killers, while leaving out the slower ones, that need it the most, hanging. So something like basekit Deadlock would be a much more sensible option, as it already is mostly relegated to the killers that struggle to apply pressure.
- An incentive to spread hooks around, say, "showing the players who have at most one hook for 7 seconds once you hook someone for the first time" would be pretty neat and helpful.
- Turning the system that makes gens progress slower the more people work on them into a global thing that applies to all gens. An example being: The person that's working on the gen with the most progress makes progress at normal rate, the person working on the second gen with most progress works at a 75% rate, the third at a 50% rate and so on..
Most of these changes would actually incentivise spreading your hooks, instead of randomly punishing them because a survivor wants to throw themselves in the way. Stuff like basekit unbreakable, elusive effect, and not seeing the last unhooked person's aura would all synergise very well with the changes meant to stop survivors from all spreading around gens and making it very difficult for weaker killers to apply pressure without tunneling. Strong killers would not be nearly as benefitted by these changes as weaker ones, since the passive gen blocking from basekit deadlock is not really geared for the faster, more active gen regression these killers use, while slower killers could actually use them to chase more and at least hope that they won't hear more than one gen pop in close sucession.Two of your suggestions I think would just attribute to tunneling more than anything.
Your second point:
- An incentive to spread hooks around, say, "showing the players who have at most one hook for 7 seconds once you hook someone for the first time" would be pretty neat and helpful.^^^This would just lead to tunneling two survivors instead of one. The killer would be incentivized to juggle two survivors if they want to play optimally. Or, as I like to call it, "diet tunneling" or "tunneling lite." You hook a survivor for the first time and are shown the aura of somebody you've already hooked? What do you do with that information? You go after somebody who has already been hooked. I also don't know how this would differ much from the basekit BBQ that was proposed on the PTB, other than not having a distance component. And to be fair, the basekit BBQ on the PTB felt fine as-is.
Your third point:
- Turning the system that makes gens progress slower the more people work on them into a global thing that applies to all gens. An example being: The person that's working on the gen with the most progress makes progress at normal rate, the person working on the second gen with most progress works at a 75% rate, the third at a 50% rate and so on.^^^This actually rewards tunneling. Because in this scenario, the survivors can't even attempt to bang out gens if the killer is fixated on one survivor. It actually penalizes survivors for doing the one thing they can currently do to effectively counter tunneling. And that is to bang out gens while the killer hyperfixates on one survivor.
What was introduced on the PTB was fine. Some form of basekit BBQ and Pop as an incentive to the killer. I get your frustration about not wanting to go full meta if you want to 4k with Trapper or Wraith or some other non-S-Tier killer… but the game shouldn't be balanced around wanting to use a meme build on a C-Tier killer and get a 4k every time. If you want to play a killer with a less-than lethal kit… you might have to run some gen slowdown. Or at least a build that has good synergy with the killer's power.
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@Garboface said:
Complaining about free stuff. I see we are still aspiring for a special place in the dmv-5. Shan't be long now.
Complaining about a game that I've paid money for, spent money on chapters and other DLC, invested thousands of hours in, and bought quite a lot of auric cells for… Yeah, you're god damn right I'm going to complain.
If the devs put out a dog sh*t product or event or chapter, we need to let them know about it. It's VERY CLEAR that they don't QA even a fraction of this stuff internally, just based on how buggy content is when it's pushed to live servers. If we don't let them know… how can they possibly make the content better?
I understand if you relish in some self-ascribed superiority because you enjoy suffering in silence or something… but that's not everybody. These boards are for feedback and for players to discuss the game. You're upset that players are doing that?
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The 50% hindered thing at pallets has been going on since they 'nerfed' kidnap tech. They're in no rush to fix this. Ghoul will remain broken, and Ghoul players will continue to abuse this mechanic because he's a pay-to-win killer that lacks genuine skill expression. And those types of killers make BHVR money.
BHVR doesn't give a rip if he's broken. He's still making them money.
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I've definitely scaled back how much DBD I play. The MMR system changes a few years back were a huge disappointment for me. Prioritizing queue times over anything else when creating a lobby was the start of a slow decline in the quality of this game. It made for matches where some survivors or killers were waaaaaaaay outside of their skill level… all to shave off a few minutes to start a match.
What happens in these matches are survivors are either outplayed by the killer, or the killer can't end chases and hook a survivor in a comfortable timeframe. This leads to people crying that the sky is falling, and that we need to implement x, y, and z changes to the game.
I honestly think BHVR could create an overall better player experience if they had a much tighter MMR system in place. I'd gladly wait an extra 5-10 minutes to start a match if it meant that the other players I was paired with or going against had a similar experience level with the game as I do.
But creating lobbies where some players have 500 hours in the game and others have 5,000 hours in the game… that's just going to lead to frustrations for everybody.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014573#Comment_4014573
Yet despite whatever data they gathered, the Tenacity and OTR nerfs that were clearly intended to be in conjunction with the tunneling and slugging changes went through. The hook states for killers were also obviously connected. Krasue was buffed into a state that made her instantly dispised. All these elements combined have instead made tunneling even more prevalent in my survivor matches and, it would seem, in many other people's. So the data gathered was either poor, its implementation was far from optimal, or BHVR is tragically incompetent.
I'm going to go out on a limb here and say it's a combination of all three: data gathered was poor, implementation was very far from optimal, and BHVR has demonstrated over and over again during the past year that they're tragically incompetent.
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This event is disappointing and feels so lackluster compared to last year. Did something happen internally at BHVR since last year that has decreased manpower or resources they're able to dedicate to events like this? Because over the past few events and chapter releases, it's felt noticeable from a player perspective. It literally feels like nobody cares about this stuff internally and it's just shipped out because it's obligatory.
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The Dredge skin doesn't look anything like what was submitted for the contest. It's lacking a lot of depth and dimension. This whole rift seems like it was rushed or an afterthought. But given all the bugs and issues DBD has been experiencing lately… maybe it was?
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They did absolutely nothing to her. The most minor of changes. She's still a tunneling beast who is able to score easy injures. If The Sinister Grace release and these subsequent two weeks afterward have shown anything, it's that BHVR doesn't care about its playerbase. Period.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011011#Comment_4011011
buddy, if you'd rather keep facing these killers and have the game balanced around them instead of having THEM balanced, I think you should heavily reconsider your priorities.
You've offered absolutely nothing of substance. You're just doomposting and saying, "We shouldn't change anything about tunneling or slugging, OR ELSE you'll face nothing but Blights. You don't want that!!!"
The game is already that for many of us. You're talking like this is some zero-sum game where we can't have an anti-tunneling/anti-slugging system in place while ALSO balancing some killers.You sticking your head in the sand and saying, "We've tried nothing, and we're all out of ideas" doesn't help anybody.
Get offline. Adults are talking.
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@SpringMyTrap said:
Hopefully never, they will be a massive decline in gameplay quality and the inevitable compensation / killer design change will make the game so much less enjoyable.
edit: to people downvoting me, do you genuinely want the game to turn into blight (krasue/ghoul moreso) by daylight? or do you just completely lack the ability to understand cause and effect and think they'll actually keep making fun and interactive mid tier (as of today's standard) killers in the dbd with these systems?
Buddy… it's already Blight, Nurse, Krasue, Ghoul nonstop in my games without anti-slugging/anti-tunnel in place. This argument holds absolutely no weight.
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@ABAEX said:
If you're not good, you should practice more.
If you don't want to practice dealing with new killers, then don't play.
Don't listen to this guy. He's a troll who claims he's a master at looping krasue in every thread about her, yet he refuses to show his actual gameplay against her.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009405#Comment_4009405
how hard it can be?
just body block head from if you not be Infected.
if chase by head, drop 2 pallet then loop.
all can force head Transform to body.
↓All solo queue
https://us.v-cdn.net/6030815/uploads/LWFQFVZ8760M/a17dcc24-9f8a-420d-a71e-699fbfcb8a16.png
2 free gen,
https://us.v-cdn.net/6030815/uploads/PYYCAVGTQM37/image.png
↑Too many pallets piled together, krasue Tunnel and camping.
I have DS and DH and Styptic Agent. no teammate body-block. 4min can let teammate done 6gen(4*60=240 240/90=2.6 and 20s to open the escape gate)
https://us.v-cdn.net/6030815/uploads/J3FOU0F7PBCD/1e64c1d3-e1a3-4fe6-af9c-e800f14865c4.png
↑All not nerfed Krause, now this killer nerfed, it will be more easy and boring to against.
10 round Vee Boonyasak task only get 3 Krause in HK server.
there are more blight in this server. and survivor are More efficient and more willing to carry item and add-ones.
If you're not good, you should practice more. If you can't afford to lose don't play.
This isn't 'proof' of anything. This is cherry-picked matches that lack any context. You said you're great at looping her and counterplay. This shows none of that. For all we know, your teammates could have looped her the entire time and you sat on gens or totems, based on your builds.
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@ABAEX said:
another killer nerfed by survivors crying.
Survivors don't even want to spend a week practicing how to deal with the new killer.
From now on, survivors have no right to complain that the game is boring or not scary.
You yourselves asked for the killer to be boring and not scary.
Please go play solo queue against her for 10 matches and then come back and tell us all how you feel.
It sounds like you already have some secret counterplay for how to deal with her. Care to share with the class what your tips are? Hell, even record your gameplay against her and share it with everybody.
Until that time, sit down. There are literally COMP players with 17k hours in the game who have basically said "she has no counterplay." -
@I_CAME said:
Having an actual matchmaking system might inconvenience the people who go for crazy winstreaks. We can't have that in DBD.
Haven't the devs said before that they prioritize queue times over anything else in regards to matchmaking? I'd have to dig a little bit to find something to reference. But I would HAPPILY wait 5-10 minutes, or hell… more… if it meant I was getting people who have sank a comparable amount of time into the game as me.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001553#Comment_4001553
The killer objective is to stop the survivors by any means in their power.
No. It's to hook survivors to get them out of the match. If your goal with a match is to slug everyone until they're out of the match, you're toxic af.
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@AlwaysInAGoodShape said:
And she should not be third person at all. 3d person killers ruin half the fun when it comes to mindgames. The fact that survivors have 3rd person and the killer has 1st person creates so much dynamic gameplay. For chucky I understand why they needed to do it, but for Krasue it didn't make any sense
I'll preface this by saying that Krasue needs to be nerfed into the god damn ground where she belongs. And I can't believe I'm defending this garbage of a killer… But… She's likely third person because of an art decision. Her head form doesn't have 'hands,' just appendages (her intestines and innards and whatnot). So, you'd need to have something on the screen for the killer in 1st person. You could maybe make her intestines appear on the screen, but her intestines don't change based on skins… and for killers, having different weapons to look at in first person is part of the appeal of buying skins in the first place.
The only thing that changes with her in head form is her actual head. And for players to see that, she needs to be in third person.
I agree wholeheartedly, though, that third person on her is incredibly overpowered.
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Just grind more BPs and sink them into the Iri add on if you want it.
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Use Shattered Hope as a perk on killer if you're that paranoid about boons.
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@UnicornMedal said:
Give it a month and then they'll nerf her lol
It needs to happen much sooner. I'm actually baffled that they let this slop make its way to live servers. Do they not have an internal team who tests new killers before release?
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007368#Comment_4007368
I do think that characters should be intuitive to pick up and be okay with. Characters should be fun on the first play, not after sinking 20 hours especially when most DBD players are casual.
But, I definitely agree that the recent game design's direction is worrying. Every new Killer and many recent reworks seem to have a design intent at removing skill to make getting downs effortless and nearly unavoidable with enough chase time.
2 recent killers have released with auto-aim, and a recent rework just had 2 different forms of auto-aim implemented into the power (Singularity)! Granted, I do agree that it grants controller players an easier time but M&Kb players are stomping.
I mean, I mostly agree with this. But 'fun' on the first playthrough is so subjective. I think people should spend time learning how a character works and invest time mastering how they play. To me, that's fun. You shouldn't be able to sink 10-20 hours into a character and 'master' them.
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This is sensible and I agree with all the points you've outlined.
If I could add one suggestion, it would be to change how her regurgitate power interacts with environmental objects when it 'splatters.'
I'd prefer something like a bounce, akin to how Singularity's UVX can bounce off of objects. Something that is far more skillful to dodge than the auto-aim that her regurgitate power currently is. I want to know that I got hit by regurgitate because I'm going against a good player — not because BHVR decided to almost-guarantee the hit with auto-aim. It just feels terrible to go against.
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It's just really tone-deaf at this point for this company to keep putting out busted killers like this after all the feedback about Chucky's release and Ghoul's release.
I think their rationale is that they want new characters to be 'easy' and appealing for new players to pick up… but when a killer has absolutely zero skill expression… you're rewarding new players with your bad design. And those people will never get better at the game because they don't have to.
I miss old DBD when skill expression meant something. People invested thousands of hours into a nurse or blight to get insanely good at them because there was a steep learning curve to truly master them. And when you went against a really great nurse or blight, you knew that person sank a lot of time into getting that good at the game.
Now, somebody with barely 500 hours can just buy whatever latest slop killer BHVR puts out and feel like a god. It makes zero sense to me.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482176#Comment_3482176
To feel like this is a matter of fairness is an extremely weird take.
You're getting upset over an event bonus not some meritorious reward. If you want to talk about fair, let's talk about your way of handling it. The event is an event for everyone, it's not a separate mode with a distinct queue. So what's more fair gatekeeping the event behind using an event item which gives you tangible game altering benefits they'll still have to play against or just letting everyone experience the event regardless of whether or not they burned an offering?
I read your post, and I still think it's more fair to provide the bonus and abilities to folks who burned the event offering. It's freeloading to not bring an offering. Plain and simple.
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483218#Comment_3483218
But punishing is exactly what this would be doing. If every SWF was playing to win, and I mean trying to play as optimal as possible in every scenario, practically sweating, then I'd agree. But not every group is like this.
I'll give an example of when I play swf on the rare occasion. Regardless of who I'm playing with, we're having banter the whole time. One of us would be in a chase and lead the killer over to the gen we are all on and we'd be bullying said mate (jokingly ofc) for bringing the killer to our gen. Other times we will use joke builds where we are over the moon if we somehow all escape through all of our bs (I've found a love for the perk Red Herring for example).
If SWF did receive a nerf, groups like ours would have much less fun. Cause we aren't playing to win. We are playing cause we like each others company and we want to have fun in a game we like.
If you aren't "playing to win" then why would a potential nerf affect you, anyway?
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@NoOneKnowsNova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483215#Comment_3483215
But majority of SWFs aren't playing full sweat mode. Most are playing cause they enjoy the game and want to chill with friends. Nerf SWF and they'll switch games to chill. Who wants to be punished for playing with friends?
I think you and I are viewing this in a completely different light. "Punish" isn't the word I'd use. SWFs can communicate with one another outside of the game -- that allows for an insanely huge advantage to them. By inserting parameters into the game based on how many people are in the swf -- 2, 3 or 4 -- you could level the playing field and make this game more enjoyable for everybody.
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@NoOneKnowsNova said:
There are very few ways the devs could kill this game with one change...nerfing SWF would be one of them.
You'd basically be telling people not to play with friends. Most SWFs aren't that bad anyways.
I completely disagree that it would kill the game. I'm not saying don't play with friends, but I am saying to level the playing field when going against SWFs.
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@mejchar01 said:
you are kidding right? shouldn't people who don't give cake have BP from cake and ability? seriously? you are selfish if you don't want your people to have bp don't give that cake not all killers or brutes have a cake on every brute and not everyone plays it for 10 hours straight to have 500 cakes on each character .. u are hillarious your point is, you won't give me Bloodpoint cake, you won't have BP or abilities, it's just a joke right? you probably didn't think much about it, imagine that you are a killer, you don't have a cake for everyone or something offering for everyone and those survs give you a cake, and then they give a request like you that they shouldn't get bp and abilities if they don't give a cake, how would you feel like a killer? think a little when you set it up here
There's absolutely nothing selfish about wanting a system that's fair. People who bring cakes should get the bonus BP and abilities. If somebody doesn't have a cake and needs to play a match or two to earn BPs to get one, that's on them. None of us miraculously started the event with cakes. We had to spend BPs to get them. We all did our part by bringing a cake into the match -- why can't you?
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481308#Comment_3481308
Not everyone is getting cakes at the same rate especially if they are playing survivor who has more items in their bloodwebs than killer.
Some players don't have stacks of cakes because they use them as soon as they get them and thus aren't hoarding them. They are using them and you happened to catch them when they didn't have any left.
A lot of us might have a lot of cakes, but not as much time to play during the event so when we play we usually collect anniversary cakes and then use them during bloodrushes that happen around times we have enough time to play.
Not everyone wants to use their cakes and that's fine too. Everyone is still getting a bonus whether you see 1 cake or 5 cakes and gatekeeping folks out of the event is a great way to make an already easily fractured community even worse. Not everything has to be all or nothing if you're getting bp then just take it and stop worrying about the actions of other folks.
Most people are getting at least 100K bloodpoints per match during the event if all five people are running cakes. AT LEAST. There were some matches where I was leaving with north of 225K bloodpoints. If your reasoning is that they used their last cake and can't get another one with 100K bloodpoints, I call BS. I've burned a cake offering in every match during this event, and still have a ton spread across my survivors and killers to spare, without even trying that hard.
I have nothing against people who want to hoard them and use them during bloodrushes because they don't have a lot of time to play, but those people are literally being rewarded for being greedy. They're collecting bloodpoints from the offerings that other people are bringing, while contributing nothing of their own for the rest of their group. They're intentionally being greedy trolls and not contributing. They're leeches and parasites.
These people shouldn't be rewarded with bonus BP if they're not going to contribute. That's all. If folks want the reward, they should have to pony up a cake offering. Period.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481244#Comment_3481244
Yeah, I had some disconnect issues on loading screen during this event... I think it was connected with killer or multiple survivors not having cake.
It was really weird.
I definitely encountered that in quite a few of my matches, too, and I don't blame the folks who DC'd. They spared me, I'm sure.
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The point is, the anniversary cake should permit somebody to partake in the bonus and be able to get an invitation and the abilities that come with it.
If somebody wants to bring some other offering... cool. Let them. But they shouldn't be rewarded with bonus bloodpoints and abilities for being greedy and relying on others.
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My biggest gripe has honestly been people not using their terrormisus and hoarding them, meanwhile, they're bringing oak offerings or moris or maps during the event. It just feels like they want to have some competitive edge with their offerings, all while soaking up bloodpoints from folks who bring terrormisus.
I , for one, don't think we should be subsidizing a bunch of greedy people. I want it so that you can't get the bonus bloodpoints or interact with invitations during the event unless you bring a terrormisu, or previous years' offering, or even a bloody party streamer, into the match.
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For the love of jeebus, yes. I agree with this 100%. It's infuriating that the bloodweb thinks the event offerings are rarer than Iridescents.
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You would stress out a lot less if you just hung that third survivor and made it a hatch game. If you're de-pipping in this scenario, it's because you're getting dinged for being too close to hooked survivors, more than likely.
Killer main. I always hang the third survivor and make it a hatch game (unless the other survivor is literally on top of me). I can't tell you the last time I de-pipped in this scenario.
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I love this idea!