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LittilAvindar

LittilAvindar

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LittilAvindar
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  • Camping is now heavy countered with the new perk "Reassurance" that will release with Rebecca in the Project W chapter. However, I expect it will be nerfed because killers will complain about how abusable it is, ie, survivors can pause the struggle timer indefinitely, which punishes camping by forcing a killer to target someone else. Survivors are legitimately so upset about the last chapter changing around all their major perks, that they are quitting nearly every match in game, but I have a feeling the killer complaint about reassurance preventing camping will be addressed long before any of these complaints. I expect they'll change the perk to give it charges, significantly increase the timer, deactivate end-game, etc. It'll get the DS treatment.

  • Don't worry. I have a feeling that BHVR will nerf the ever-loving ish out of Reassurance when killers complain that camping doesn't work for them anymore, and they now have to resort to the multitude of other options.

  • At the end of the day, if people want to get that upset over a game, they need to put it down and find something else to do. If people want to make it personal, they probably need to consider therapy. If a stranger in a game can have that much of an impact on you simply by playing the game, then I can only imagine what negative interactions in real life do to you. It's fine to get tilted, but when you make it personal or take it outside of the game, then you definitely need to put it down and sort out your priorities. Games are supposed to serve as de-stressors. If they are doing the opposite, it's only making your situation worse.

  • In my honest opinion, the only ones who will complain about camping anymore will be killers, who now see the strategy as punishing with the new perk. I believe that after enough complaints, BHVR will nerf the perk, and survivors will go back to complaining about camping.

    If BHVR doesn't touch the perk, then I'm fine with the current state. If they do, it will feel like once again, when killers complain, survivors get nerfed, but when survivors complain, they're told whatever they're upset about is a strategy and there are other ways to counter it (despite killers having a number of other strategies than hook camping), even though they'll inevitably be punished when killers complain about that too.

    A prime example is doing gens to deal with campers, but being punished for it and BHVR increasing the time to do gens because killers still complained. At points, it honestly feels like playing survivor is akin to being hired by BHVR (unpaid) and tasked with satisfying the real customer (the killer), doing exactly as you're told by your employer, and then being punished because the customer is still complaining.

    Ask anyone their opinion on a job where employees are made by their employer to feel like they're damned if they do and damned if they don't, even when the issue is very clearly the employer. Eventually those people will want to move on to a better work environment.

  • @CornHub said:

    Come on now, doesn't this community get accused enough of being called manchildren? It's a line from the movie & after watching them it's entirely out of character for Pinhead to be making jokes. He's a priest for goodnesses sake.

    You didn't figure out that this was a community full of children when people were asking for a FNAF chapter?

  • @CoalTower said:

    God damn it this is so annoying

    I can't play a match with the stupid charm without everyone trying to farm with me. Like, farming is the most boring thing you could possibly do in this game. I just want to have a normal match for Christs sake!

    I've had to stop wearing it, and dodge lobbies when people have it just to have fun games.

    For the people who are doing this, I get that you're trying to be supportive, but no one is wearing this to farm. No one is wearing this as a free escape card. Just play normally!

    Sorry about the angry post but this is frustrating.

    This is likely a direct result of people doing the exact opposite in singling out and tunneling/camping folks who they see wearing the charm. Of course when people do that, you're going to see people doing the exact opposite in return. In fact, people are going to go out of their way. When there's a potential that people are acting in a homophobic manner, most of the general community, which is very supportive of LGBTQ, are going to make sure to offer up a different experience.

  • Two words: Smol PP

  • @ill_Boston_lli said:

    THE WORST CHAPTER IN DBD HISTORY. I spent money on this garbage and i want it back because i DO NOT 1 but enjoy this killer. He is so UNDERWHELMING it isn't even funny. Now i know your not going to refund me for this joke of a Chapter but omg is this killer terrible.

    So you not enjoying the killer makes this chapter worse than all the chapters they released that literally broke the rest of the game? And, even worse, knowing the terrible history of chapter releases, you actually went and spent money on a non-licensed character you could have just as easily purchased with your shards, without doing any research or reviews on how the character was received in the initial testing phase, or playing him on the PTB yourself? Fool me once, I guess...


    Do you know how long it's been since I've thrown a dime at BHVR? It's been a bit. As I've said in prior posts. If I have the choice to purchase a character using in-game currency instead of actual money, I'm gonna use the currency, because BHVR shouldn't get any of my money. They have to earn that, and lately, they haven't. I don't care about how killer-sided or survivor-sided the game is; I care about the fact they can't seem to go a week without breaking basic features, and a full earnings-quarter before fixing them.


    As I've also stated in prior posts, by this point, I'm honestly surprised they haven't simply excluded new content from being purchased using Iri shards to force people to cough up actual money they wouldn't otherwise, just to be as utterly disappointed as you are with the final product. As it stands, this is one of those "read the fine print" situations. You should have never thrown actual money at this DLC. You made that choice. Sorry you didn't like it. Learn from your mistakes.

  • @_HN_ said:

    https://forum.deadbydaylight.com/en/discussion/238892/killers-behavior-has-been-absolutely-disgusting-lately

    Bruh.

    I'm always mindblown by how incredibly entitled and without a shred of selfawarness survivor mains can be.

    Want to know my experience as killer main since Trickster dropped?

    EACH and EVERYONE of my game, with a SINGLE EXCEPTION has been against premades in full ultra sweaty mode... against me, playing the weakest killer to ever graced the face of the game on his day of release with a potato build because the bloodweb is a scam.

    And how do they act against a CLEARLY struggling killer?

    They BM. ALL THE WAY.

    I got the usual "let's swarm and bully the killer" that then act all offended when I react buy playign defensivly on a hook (ofc course calling it face camping, because GOD FORBID I stay next to a hook when I can CLEARLY SEE THEM ALL around me.

    I got 3 time survivors that "stay hidden until the very last second of the collapse just to wast my time, and of course bragging about it in chat afterward.

    Hell, even the very few times where I manage to gain the advantage and have a single survivor get out (mostly because I'm facing potatoes thanks to my elo reaching the negative) I got shittalked to hell and bad, telling me HOW BAD I AM for letting one survivor get away.

    So please, GTFO with your whining okay? Because I to play survivors (quite a lot actually since it's the mod I play when I dont want to have to stress about the bullshit you have to deal when playing killer) and I know from experience that survivors have it way, WAY, WAAAAAAAAAAAAY easier than killers, and if you don't know that it's probably that have zero experience with the other side of the game.

    I'm always mind-blown at all the excuses killer mains come up with to justify themselves. Survivors were bullying, they bagged me, they were using flashlights, they had a key, they were gen-rushing, they saved in front of my face or when I was heading back to the hook, they were playing x character, they had DS, BT, or UB, the game was clutch, they exist. Let's be real for a sec here: You can play however you want to play; that's unfortunately your prerogative as the killer. Survivors aren't entitled for complaining because they feel like they don't get a choice how they wish to play the game, that the killer dictates the match, apart from hiding (which is bannable as "holding the game hostage and ruining the killer's fun") and what little choice they DO have in the sense of running a particular perk or item, killers cry about it too. It's not JUST entitled survivors.


    Survivors HAVE to get in your face and run around like idiots. It's literally how they rank up for chase. Simply doing their job by finishing gens (which you cry about) and leaving is a win, but doesn't rank them up. If it wasn't for the pip system, literally none of this would be an issue, because people would have nothing to complain about, as there'd be no punishment for losing. As it currently stands, you're punished whether you win or lose, and survivors are forced to compete against their own teammates, and not just the killer.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/238709/tunneling-and-slugging-is-spiraling-out-of-control

    Just run decisive strike… You guys complain like kids trying to beat around an argument to get your way

    You mean the same way killers did when Ruin was nerfed? When Pyramid Head was changed? When Undying was nerfed?

  • @Mr_Critical said:

    Hey everyone, lets make a list of NON-OFFENSIVE words/things blocked by the chat filter.

    Starting things off, it blocks ng, and i type gg gl ng (good game good luck next game) every match but now it looks like gg gl ##... whhyyy.

    So wait, they put in a language filter that can be disabled, so that adult language can be seen instead of censored, but then they just added a second filter so that, even with the first filter being disabled, you still can't see language? And most of it isn't even adult language, but normal words? XD

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062432#Comment_2062432

    It's also a very good way to maintain your section 230 immunity so you don't get sued.

    I'd personally argue that BHVR is more liable to be sued for selling people a product in which the basic features don't work 90% of the time.

  • @Moundshroud said:

    The damn experimental MMR is back on again. Every damn match is all the colors of the rainbow. I don't like feeling like a vile creep when I get to the end of the match and see Yellows and Browns with one Red and Purple Survivor. The least you can do is let us Killers know there are Potatoes in the match so we can take it down a notch. This just ain't right. Fix the damn thing or leave it off.

    Surely you've realized by now that the developers can't even touch this game with an update without breaking the core code. It's almost as if someone else wrote the initial code for them.

  • Pretty sure my FPS got hit with it. JFC.

  • Personally, I think if you're just left on the ground for 2-3 minutes, you should just be able to finish recovering yourself. Slugging is fine for a quick tactic of trying to get the person two feet away from the survivor you just downed, or even trying to run out the DS clock, but just leaving people there instead of hooking them should be punished after enough time. 4 minute bleed-out timer, so after 3 mins, being able to pick yourself up would mean you can only do it once per match. If the killer can't bother trying to hook you, then they deserve you standing back up and going on your merry way. They said you're hitting m1. That's literally all survivors get to do. You want them to stop and break all your totems before they start that, because the argument will still be gen-rushing.

  • Feng Min is finally the killer.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971890#Comment_1971890

    That ain't Mightee One, though. From what people have looked up, "Mightee One Entertainment" does not appear to refer to something that exists (outside of the upcoming Dead By Daylight chapter, presumably).

    Right, but Entertainment One is, is also Canadian, and is affiliated with several famous horror franchises. If it's an original, cool, but unsure, honestly.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971865#Comment_1971865

    Unless the profile pic and the coffee cup can also be explained, I think it's safe to assume that the new chapter is going to be original.

    Alright so I looked up Mightee One entertainment, and ultimately found Entertainment One, a Canadian company affiliated with the Insidious series.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971865#Comment_1971865

    Unless the profile pic and the coffee cup can also be explained, I think it's safe to assume that the new chapter is going to be original.

    You're talking about the Twitter post with the coffee cup and the heart? I'm not thinking terribly much on that.

  • It's Britney, #########.

  • Magnum Opus, when searched along with the keyword "horror" brings up Layers of Fear. It is possible the killer could be the painter, who slowly goes mad throughout the story, and the protagonist could be his daughter, from Inheritance, with the new map being his ever-changing mansion.

    "The Inheritance downloadable content add-on tells the story of the painter's daughter coming back to her childhood home to face her past after she left "The St. Martin de Porres Home for Problem Children". Beginning in the 1960s, exploring the destroyed home with a flashlight, she relives her experiences and witnesses the full scope of the tragedy that has swallowed up the family."

    Nick Monroe of The Escapist praised the game. "A magnum opus (...) A superb example of making story and atmosphere work together (...) Layers of Fear achieves its goal of making you scared as a player, instead of just existing as something scary".

  • The problem with the game isn't so much the gameplay as it is the stupid ranking system. The basic core of survivors working together against a killer is fine, but the fact they implemented a ranking system which ultimately punishes survival teamwork and compels them to sandbag each other is what destroys the game. The consequences of being hooked SHOULD be dying, but when that consequence is also de-ranking, it frustrates survivors who get face-camped, because there's literally nothing they can do.

    That doesn't even begin to address the actual balancing of killer abilities, such as the fact that most of the insta-down killers are the fastest, and can hit multiple people at once. Nobody would care much about that if there wasn't punishment for dying. Killers are in the same boat for gen-rushing and survivors sitting at the open exit gate. It wouldn't be a problem if it weren't for the punishment on top of losing a match.

    BHVR wants the game to be professionally competitive, but it isn't. There was just an attempt at an ESport event in Japan, and it was the most boring, horrible crap ever, and nobody else (to my knowledge) even signed on to sponsor it. All the commercials were just DBD DLC trailers. For the fact the game is really the only one in its genre, you would think they'd be on top of the world here, but it appears that the only reason people play it is because it's the only game in its genre.

    And that's all without even beginning to mention all the game-breaking bugs, desync, latency issues, etc. Even if the game was able to function at an optimal level, all of the above becomes the next big issue.

  • @realflashboss said:

    I'm quitting too, matchmaking is absolutely APPALLING. Every game without fail has been rank 1-3 (nearly all nurses weirdly I think cuz of the rift) with not even one red rank survivor in the solo queue team and more often than not there's been a mix of purple and green or yellow ranks.

    It's one thing that with every single update the game breaks but even if the bugs were sorted, the core of the game is so shockingly developed. bHVR is on par with EA and battlefront 2 with how bad they are at releasing poorly tested updates.

    Even on PS5 since the new 4.5.0 the PS5 version had its resolution scaled back to PS4 and even with posting it on the bugs and submitting a ticket they haven't even acknowledged it. But they acknowledged within 1 hour the nancy and Steve skin being unavailable to purchase- sums up they only really care about money with the quality of life of the game secondary to just keeping players in the game enough to keep it viable. Literally every next gen console player might aswell just be playing the PS4 version as there is no visible difference at all anymore.

    Playing killer is alright queue wise ATM but survivor without friends is literally a waste of time, even 1/10 games where you feel you have a chance and can get something done would be borderline acceptable and fun but there hasn't been any games lately where it's been anything but frustrating and unproductive.

    Really makes you wonder as a gaming community when/why we let developers get away with taking our money and providing shoddy products which aren't acceptable!

    This is why somebody else needs to create their own DBD clone with different characters, perks, killers, etc, but without all the bugs, and with a more balanced gameplay. BHVR needs competition to force them to get their ######### together.

  • @fr0sty1223 said:

    I am absolutely done with this game now. 4 games in a row today I got hard focused and face camped by the killer. This ######### has got to stop. Face camping is a completely unfun strategy for the surviviors because the killer just picks out one guy and chases him the entire game till he gets downed and then gets facecamped till he dies. It doesn’t matter that the other players get the gens done or even escape because the survivor that got ######### over by getting facecamped gets almost no blood points and will most likely depip. So I’m done with dbd and am not comming back until this strategy actually gets punished. Only time I will ever play from now on is to play a few killer games here and there as I can still have fun playing pyramid head.

    Developers said recently that they will not do anything about tunneling, camping, and slugging, officially declaring them strategies, and therefore, giving them the go ahead to do it without hesitation. The only counter is to not play against them. Run SWF, leave the match and de-rank them the second they start face-camping. If the devs won't punish it, survivors have the ability to.


    I'm truly amazed how, on one hand, they want to call those strategies, and argue that the counter is to do gens, but they want to remove "gen-rushing" by slowing gen progress more so that killers gain even more benefit from face-camping.

  • @then4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963362#Comment_1963362

    This is a pretty cool idea, I like it. Unfortunately, the killer obsession perks get in the way of this, so the devs probably won't consider this as an option, at least in our near future.

    Specifically, I mean the perk Decisive Strike shouldn't allocate an obsession until after it is used. Other perks can still make someone an obsession. The whole point is that Decisive shouldn't tell the killer someone has it before it is used. It should be a complete surprise that is meant to counter a tunneler. Instead, in its current state, it tells the killer to tunnel anyway, but leave them on the ground for a minute, because they know they didn't bring an obsession perk, so the survivor has DS. When a non-obsession survivor goes down back to back, the killer tends to immediately pick them up, not knowing they have DS.

  • @then4321 said:

    To be honest, I'm just worried that after the nerf there will be A LOT of matches where no one is running DS, the killers will see no obsession, and tunnel everyone to death.

    All I'm asking for is to make one survivor the obsession every match, regardless of what perks are being used.

    ...and maybe bump up the stun from 5 sec. to 6 sec., because, lets be real, 5 sec. x 4 m/s = 20 m

    A nurse can eat the DS and blink that distance no problem. Is it too much to ask to give the survivors 4 more meters?

    Discuss

    Personally, since stunning the killer with DS makes you the obsession, all that is needed is to not allocate an obsession until that happens. As it currently is, a player carrying DS will be the obsession at the start of the match, unless another survivor or killer obsession is also in play, and gives a chance to make someone else the obsession. Just make it so there is no dictated obsession until the killer gets hit with the stun. Killers don't need to know if a survivor has DS, because, as you said, if people don't run it and there's no obsession, it's tunnel season. This change would deter killers from tunneling simply because they don't see an obsession, without necessarily removing info a killer uses to determine other obsession perks, such as, by making a player the obsession every match, regardless. With the few survivor obsession perks that exist, I personally don't really see a need for the killer to have the info on whether they need to slug a survivor or tunnel them to death.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959131#Comment_1959131

    He doesn't have control over any survivor perks. Like at all. If he manages to get more than one hit on you while BT is active then you need to work on your chase skills. Chases absolutely do not favor killers lol How many rainbow or all red lobbies have you played against???

    I used to struggle with chases too, and I still do on maybe 40% of maps and I used to think that chases favored killers too until I played killer into purple ranks and got demolished by red rank lobbies pretty consistently for a while. Which isn't to say that all red rank survivors are amazing, I think there's plenty who got there just from playing a lot or getting a lot of hatch escapes consistently from friends in swf helping them out or there's plenty who've been in red ranks so long they just opt to meme around half the time.

    But it does sound like you're struggling with chases more than any particular killer. You could literally solve your BT Bubba dilemma simply by going for a vault/pallet or small tile to loop tight corners around immediately after being unhooked. If I'm not mistaken you get a speed boost after he hits you while BT is active, even if it's with his chainsaw so idk how you're managing to still get caught??? I used to play a lot of bubba and I think this scenario happened maybe once and it was because the survivor was cocky due to the BT and tried running around the hook rather than go for a vault or something, because they thought they could make a save right away due to the fact the survivor who rescued them with BT forced a hook trade immediately, and no I wasn't camping survivors are just dumb and try to unhook within the first 3 seconds of someone getting hooked.

    I can empathize with you on the level that it does suck when you get stomped for what feels like a dumb reason that seems unfair or frustrating but it really sounds like you haven't put nearly enough time into playing killer to understand playing survivor more.

    Slugging sucks too but if you played enough killer you'd understand why a lot more killers do it. It's simply not enough to have one or even two people on hook. The killer is outnumbered and has to take survivors out of playing the game or progressing towards objectives in order to stand a chance. In most matches if all survivors have at least two brain cells the first 2-3 gens can be done in the first 3 minutes. If the killer wants to win they have to resort to some scummy tactics. Most killers would probably be more chill but they get tilted to playing aggressively because even if they play by the survivor rulebook to appease the other players they're still going to get some messed up harassment in the post game chat or via the console messenger. Do you have any idea what it's like to play nice and clean, and I mean not hitting/hooking anyone within the first 2 minutes of the match, no camping, no tunneling, no slugging, no BM (hitting on hook, shaking head), letting the last survivor have hatch and still getting some message afterwards to go ######### or "we just *** your face*" or something messed up?

    I'm amazed anyone is playing killer. I only play killer for daily challenges now or rift challenges and that's only if it's a challenge for a strong killer I know I won't be humiliated with. Which is the reason why when I play survivor now I give zero **** about how the killer decides to play. More than anything I find myself getting tilted over potato teammates in solo queue. With all of that said playing survivor should take skill otherwise what's the point? The killers skill shouldn't matter as much in that equation because they're THE KILLER, they're meant to be oppressive and supernaturally powerful otherwise you literally have no skill necessary to prove yourself against at which point you should just play against AI.

    I swear to god survivors whine constantly. There was literally a thread here months ago from some survivor main with <100 posts saying killers should have a slowdown after landing from a long fall. Srsly.

    So I think you just kind of glanced at what I wrote instead of actually reading it. When you come off a hook, and bubba rolls up with his chainsaw, hitting you twice before you're even able to regain control of your character, at what point do you expect me to find a vault? In that sense, he has the control because the survivor being unhooked cannot even move before he's chain sawing through both the person doing the unhooking, your BT, AND you, in half a second. It takes longer for the unhook action that it does for him to start up his chainsaw. The fact you completely ignored what I said, and defaulted to "You just don't know how to find and vault a window when coming off the hook," proves you didn't even bother reading.

  • @Kalec84 said:

    Really? With all the problem this game have right now?

    I mean... i cant wait to see it but i dont think this is a good idea...

    DBD is qualified to be an ESport? Seriously?

  • @Rivyn said:

    I honestly don't know if this is just server issues, priority, or an actual bug, hence not in the bug section.

    I've been trying to get my dailies done with Trapper, and notice that when I trap near windows, vaults are given priority. Unless I trap a few feet from said window (which survivors just run around), set traps are useless. If I try the same, the trap goes off before the vault action, yet it seems reversed for survivors. I recall a similar issue months ago, but I thought it resolved. Another consequence of the update?

    I mean, I wouldn't put it past BHVR to find out it got messed up, but alternately, I've played and not gotten disarm prompts for traps, so you just get trapped. The other issue is clicking to disarm a trap, and when the survivor animates moving in to disarm it, they just get trapped instead.

  • @MrsGhostface said:

    There is no reason for someone to be in the dying state for so long. I really think it just wastes time, not just for survivors but even the killer at some points. Another solution would be to allow survivors to kill themselves. I genuinely think the down state is something that needs to be re-evaluated since “slugging” has become more of an issue for survivors. I’m a killer main who uses the tactic often but I do play some survivor for challenges and do see the annoyance in it. I am not looking for arguments, just a serious discussion about your opinions. We can’t act like it’s okay for survivors to be on the ground for that long.

    Also, since I know unbreakable will be brought up as an argument, my stance and experiences with it make me believe it’s not the simple counter, it only works once and you’re likely to be downed again quickly. If unbreakable wasn’t limited to a one time use my opinion would be different.

    I agree that it wastes time, but why does the pressure always have to be on survivors? Why not incentivize the killer picking the person up and hooking them, which is part of their job? If you want to slug someone to chase the guy two feet away, cool, but if you want to slug someone, down the other guy and just leave them on the floor the entire game, the timer shouldn't be decreased at all. In fact, I think if you choose to execute that "strategy," then it should be changed so that once a survivor is picked up and healed, the bleed-out timer resets, instead of continuing where it left off the last time you were downed. It should waste the killer's time just as much as it wastes the survivor's time. The pressure should be on the killer to locate them and put them on a hook.

    Either reset the timer upon being picked up, or enable survivors to finish recovering if they've been left on the ground for 3 or so minutes. That is more than enough time for the killer to either complete the chase they executed when slugging you to begin with, or come back and hook you.

    Decreasing the timer, as you've requested, would simply encourage killers to slug and never bother hooking a survivor.

  • The point is that it shouldn't be a one and done. Again, I don't care about killers using those strategies, so long as they have counters. Perks are those counters. As such, killers shouldn't have built-ins designed to simply ignore a multitude of perks and let one person control the game. It's no different than a survivor hiding instead of finishing gens. The only difference there is WHO is controlling the game. But a survivor doing it is reportable. A killer doing it is "strategy."

    Additionally, Slugging a survivor at least allows them to crawl away and do whatever. They also have much longer on the floor than they would on a hook. Personally, I think if a killer is going to leave someone slugged for 4 minutes, that player should eventually have the ability to auto-recover completely. That, or make it so when survivors are picked up and healed, the bleed-out timer is reset instead of continuing where it left off the next time they go down. Then slugging would waste just as much of a killer's time as it would survivors, which would be a reasonable punishment and compel killers to actually pick up and hook survivors. The killer can put them on a hook or keep waiting should they manage to get picked back up. In the meantime, a slugged survivor can crawl to a corner and guarantee work on gens.

  • @Tank said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959216#Comment_1959216

    That's actually an interesting idea, but I'd like it to be on a trial basis before a full implementation (one that works, not their current one). There is very high potential for Survivors to abuse that by running to hooks for protection during a chase (it would have to stop his chainsaw outright or it will not work at all as a way to stop facecamping) or some other unforeseen perk combination that drags Bubba from Mid Tier to the bottom.

    I would like to point out that Bubba only ignores the perks that activate during the injured state though, and that this change would screw regular Leatherface mains out of punishing survivors who rush hooks immediately while he is still around. (The minute this change happens you can bet that every Survivor will immediately start to bully all Bubbas).

    Everything should be on a trial basis before it's fully implemented. The issue with that is that BHVR does these trails, and then manages to break it before they implement it into the live game.

    To be a bit more specific, he shouldn't be barred from using his ability and approaching a hook WHILE using it. He just shouldn't be able to charge it up near a hooked survivor. Charging near empty hooks is fine. Charlotte and Victor can switch freely near hooks, provided there's no survivor on it.

    The other potential fix would be to allow things to be business as usual, but make it so when he uses his sweep and hits a survivor affected by Borrowed Time or a similar perk, it hits them as it normally would, but stops the chainsaw, without incurring the penalty or cooldowns. He could charge it right back up, but it wouldn't instantly down through the perk. Keep in mind, the issue isn't that it one hits through the perk, it rapid hits multiple times. It should force a stop on the first hit instead of following up with an immediate second hit.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959225#Comment_1959225

    If you havent been hooked, and i was running the killer enough for everyone to do gens, and I'm on last hook, and i see you hiding in a bush near a loop I'm being chased at, it seems like you're just playing for yourself.

    Right, and I'm not arguing that. That's BHVR's fault. Apart from everything I've just said, them being in that bush near you while you're being chased means they're getting chase points, the 4th and final category to guarantee them their pips to rank up. If they can finish two gens, or a gen and a hex totem, pull you off the hook twice, stay close to you and the killer while you're being targeted, and then get out without ever going down, they've just double-pipped. Personal rank has been placed above team success. You dying isn't an issue to others if they get out alive, even if they sandbagged you to ensure their survival. If BHVR would rework the way survivors get points to actually encourage working together, then it would be a much better experience. As it stands, I will do the things you expect others to do, but that's because I've already hit rank 1 survivor, so there is literally no more pressure involved for me. Now I just play to play. I will happily throw myself on a hook 3 times to make sure you get out alive because I don't care about anything other than the team winning.

  • @Marigoria said:

    And you see someone on last hook being chased, take the aggro!

    I know this has always been a thing, but now when you can see how many times your team mates have been hooked, why are you hiding in a corner, when you werent hooked yet, and someone is being chased and they're on their last hook?

    Hook counter for survivor is the same as kindred, it is supposed to help you, but a lot of times it will not, and will make it even more frustrating, because now there is literally no excuse to not be a bit altruistic.

    Survivors have to play for themselves just as much as they have to play for the team. Most killers are just going to outright ignore anybody else and go straight for that last kill. Many of them are trying to protect their own ranks and the like. Who says they're hiding in a corner? They may not be interested in taking a down for you. You may have been hooked twice, but they haven't been hooked at all, and they may want to keep their Iri emblem. Don't blame the other survivors; blame BHVR for forcing the TEAM to compete against itself with their rank system. Teams should be awarded for cooperation. Instead, they are docked points in all categories, save for altruism, which requires other survivors to screw up in order to see any actual gains. As a result, survivors will sandbag you to get you on a hook so they can pull you off and rescue you. They will push you away from gens they're working on, because they have to finish two solo gens in order to get the points. They have to never go down, so it's better if you're the one being chased all game, because you aren't working gens, you're giving them someone to unhook, and they're not going down.

  • I think the fix is to treat him the same way they treat killers like Charlotte and Victor. You can't hook a survivor, stand by the hook, and switch between the two. Bubba should probably not be able to use his ability when too close to a hook either. Then he can chain kill idiots all grouping up all he likes, but can't face-camp someone with an insta-down charged and ready to plow through the person doing the save, a protection perk, and then the person he just hooked. Again, I don't care if killers want to camp; perks were created to counter that strategy, but allowing killers to simply ignore those perks is ridiculous. We'd like variety in gameplay too. BHVR appears to be pushing survivors into a position of simply shutting up and doing gens. If a killer chases you, you just have to go down and accept whatever they choose to do with you. If they want to slug you, accept it. Hook camp? Accept it. The counter is that you shouldn't have gone down, but you didn't really have a choice in the matter, as chases inherently favor the killer, so if you're a new survivor, I guess your enjoyment of the game is going to suck. If you're an experienced survivor, you're just going to get more experienced killers that will still use those same cheesy tactics.

  • It appears to have gone from Beta to Alpha.

  • Hitboxes are now the size of entire continents.

  • @[Deleted User] said:

    He also becomes next to useless if you hold W and press space bar a lot on a map with decent windows.

    Not with the new Africa-sized hitboxes, he doesn't. Plus, he can resort to M1s and still get you. Even if Bubba totally sucks with his chainsaw, if you can m1 a survivor twice, you get to hook camp with the chainsaw.

  • @NateyBoi said:

    I play bubba often, and yes, I’m guilty, I’m a bit of a camper.. The reason is because camping will help a bubba win! most times, bubba is hard to play without camping because if you attempt to chainsaw a survivor who is running for the save, they dodge you and you get stunned. Camping is really the best fit with bubba a lot..

    That's the problem. The game should revolve around the killer's skill, abilities, and perks. Not just the ability to sit in front of a hook with an insta-down that can hit everyone at once. There should never be a situation where a killer can simply prevent you from being able to perform a necessary action. I didn't say delay or make more difficult, but flat out prevent, even if you have perks designed to counter such a strategy. Killers get their own unique powers, as well as the perks, and get to play how they want. Survivors are just empty husks that come with perks, but if they pull some crappy stunt against a killer, such as hiding all game, it's reportable because it ruins a killer's experience. But somehow, hook-camping isn't despite the fact that chases are inherently in the killer's favor. Limited pallets, decent space between jungle-gyms, faster speeds by default, with increasing speeds as a chase goes on. If you pit an equally skilled survivor and killer against one another, the chase favors the killer, as long as he can keep a chase going for at least 30 seconds. Even speed-boosting perks for survivors, which have a cd of 45 seconds, don't help because as long as a killer is chasing a survivor, their exhaustion timer doesn't go down like it used to. In other words, if a killer is bad enough that they can't catch you in 45 seconds, that's unfair, but survivors are simply expected to not get caught in chases that clearly favor the killer, or you deserved to be hook camped.

  • @poomanchu said:

    What’s wrong with camping? That is Bubs cup of tea right there. If a killer camps it’s either because they are new, or just desperate to get points/kills. It’s annoying sure, but so is gen rushing. You take the good, you take the bad, you take the strokes, and there we have The Facts of Life.

    I already said there is nothing wrong with camping, but it should be counterable, and with Bubba, it's not. He's rewarded for it. He's a normal speed killer with an insta-down that just got reworked so he would be more mobile, and yet, they didn't gear away from the obvious issue with him: Hook Camp King, because there's literally no way to counter a Bubba who decides to play like that, other than to just ignore the player and wait for him to camp the next. But if he widdles down to two and those last two hide, they get reported for holding the game hostage. Bubba gets to control how our experience goes, but we can't control how his goes in return.

  • @Tank said:

    He gets to ignore a few of the perks while unhooking because he doesn't really have anything else at all going for him. If the chainsaw didn't down a Survivor instantly he'd literally just be an M1 Killer with a very large punishment (it's a free escape in most cases) for a fairly minor speed boost, which is completely absurd to ask for a Killer to become. They can't even just make him hit one Survivor with less of a tantrum either, since Hillbilly exists.

    It is very unfortunate that this greatly rewards toxic behaviour obviously, but that's an issue with that specific Bubba main's bad attitude and the general animosity in the community, not specifically the Killer itself. Really, all you can do is gens and leave the poor soul to die on the hook if you see a Bubba facecamping (please don't leave friends hanging just because the match has a Bubba though, he may not be camping).

    That's why they reworked him. Again, I believe he needed a rework, but something that would actually focus on actual gameplay, instead of siting in front of a hook with a free win because he can instantly down everyone in the area at once. People talk about him being special because his ability can't be controlled by survivors, but his ability completely controls whether survivors can even attempt a hook save, regardless of what perks are being run. Hook camping should be counter-able, period. I don't care if people want to do it; they're perfectly entitled, but there should be counters to it. People say hook camping is a strategy, but when two remaining survivors playing against a camping bubba decide to "strategize" by staying hidden for the rest of the match, instead of working on Gens so the killer can down and camp them too, it's reportable.

  • @Sadsnacks said:

    Bubba's like the best killer in the game. He's the only killer with an effective power that isn't controlled by the survivors. Of course you hate him.

    Learn to circle tight corners on small tiles and you've pretty much got a solid counter to him, but most survivors just see him coming and run around willy nilly.

    And if someone facecamps you just die and move on to the next game. Being camped is frustrating, sure, but it's not stressful in any way. Not anywhere near as stressful and infuriating as playing your best and giving everyone a clean fair match only to be messaged in post game that your trash or that they just *** your face. Oddly enough when I win a 4k as killer I never have the urge to trash talk anyone. It's not even really that satisfying because I feel bad most times afterward, I really only try for the points.

    You should play bubba and then you'll start to understand how to counter him.

    I am not new to the game, and I know how to play Bubba. I'm not saying I have any issues with how his chainsaw ability works. I even said I clearly don't care if killers want to camp. Everything is supposed to have a counter-play, whether it's with a strategy or a perk. There are perks to counter hook-campers, but there's an issue when a killer (or survivor) just totally eliminates perks or abilities. For example, they just did a rework of the perk Slippery Meat because it unfairly applied to Trapper's abilities.

    Perks like DS exist to counter tunneling, and perks like Borrowed Time exist to counter hook camping. Bubba's ability simply ignores those perks. That is the issue I have. The strategy cannot simply be to never get caught, since chases inherently favor killers, unless you're someone like the Nurse, because she's slower than survivors. Killers like bubba are default 15% faster, and gain more speed as a chase progresses. It's not an issue of not knowing how to avoid his chainsaw ability. It's an issue of, if he presses you, he will catch you, because, unless he's totally garbage, the game will grant the killer the favor to end the chase.

    I don't hate Bubba; I just think it's ridiculous that he has an unfair advantage over both survivors and other killers. I can see where you'd think that "having a power that isn't controlled by survivors" would make me hate him, because it seems like your perspective is that it's cool that killers control survivor perks, but not the other way around.

  • @StibbityStabbity said:

    The issue is that "giving them a break" would be the same as not telling a cook that your food is undercooked. You paid for a product, it was delivered at a sub-standard quality. You can either chew harder and hope you don't get sick, lodge a complaint to get the product you asked for, or never eat there again.

    It's the same thing. The fact that people are voicing their concerns and complaints is a good thing, because it means they don't want to leave yet. They want things to be fixed so they can continue to play the game and purchase the product. It is not only for the good of the players, but for the game and the devs that the players voice their concerns. The alternative would be to let the game become sub-standard, and either only keep people that want to chew on raw stuff or have everyone that cares about quality leave.

    As I explained to one of the mods before, it's actually worse than that. What I see is the classic scenario of your food coming undercooked, but this team takes it back and sends you out something even less cooked, while trying to argue to you that what they just sent you makes the game better. In a nutshell, they do a small public test week, are handed a bucket list of the major issues (like the UI) or hitboxes, and then decide to release it anyway, usually in an even worse state than it was in on the test build. It's like going going from a beta phase back to alpha phase, and releasing it as a finished product. It's a joke.

    How many breaks can you possibly give them before being honest and telling BHVR that they need a different team? The mod I told this to literally tried to argue that the UI change made the game better. Not according to nearly everyone playing it. That attitude implies that the developers are deciding what makes the game better, and not the people playing it. When you completely disregard client feedback, you're asking for issues. They thought they knew better, and the players made pretty clear they don't. Making some decisions like a UI update is fine, but when your base tells you it sucks, don't ignore them for the sake of your own ego.

    At the end of the day, it's their game and they can do what they want, but even the most popular titles like World of Warcraft had to eventually accept that they don't dictate for their base what they want in a game. If the people playing your game don't like it anymore, they'll move on.

  • @Mandy said:

    We have no plans to revert the changes, the vital system processes that have been changed will help us to build a better game in the future, the new updates has also had a positive effect on the performance of the game on all platforms.

    We'd much rather improve the features upon Community feedback rather than just revert as this would remove lots of important fixes that we need to continue improving the game.

    image.png

    Here's another one for you, since I'm already going. Match lasted 15 minutes easily. No award in unbroken. Should have been silver. I understand there are some issues that will occasionally arise, but what I fail to understand is how, to this date, you still can't update your game without completely breaking the core gameplay. I have never seen a game where every update literally breaks the base game. Some bugs? Yeah, but you literally break the basic components. Lately, it feels like your test builds are more finished than the final product turns out to be; like, I'll test something with a few bugs, and then you'll find a way to break it even more before you release the live version. It's completely backwards, and it honestly feels like a joke.

    Maybe I'm wrong here, but it just sounds like you don't actually care. It sounds like you're riding this wave of being the only game of your type in town, so there's not really any incentive to actually try. I have a feeling if any competitors rose to the occasion, they'd do a better job at your own game, and you'd be filing lawsuits like crazy, claiming infringement of some type.

    And maybe it's not your fault. Maybe your team does care, but you've got bosses that are telling you to push it, regardless of how finished it is, because profits come first. It's pretty fortunate that people can simply buy your original characters with in-game currency, instead of spending actual money, so they don't feel robbed when they throw $7 at a DLC that releases like it's still in Alpha. There's not much profit in that, is there? Though, if that trend starts, I've got a strange feeling newer content will be excluded from being able to be purchased using Iri shards.

  • @Mandy said:

    We have no plans to revert the changes, the vital system processes that have been changed will help us to build a better game in the future, the new updates has also had a positive effect on the performance of the game on all platforms.

    We'd much rather improve the features upon Community feedback rather than just revert as this would remove lots of important fixes that we need to continue improving the game.

    Really? Where is the improvement? Is it the ping or the hitboxes? Is it the invisible walls, or the walls that have no collision? When is BHVR gonna scrap the DBD team and hire competent developers? Sorry if I hurt your feelings, bud.

  • @Swiftblade131 said:

    Because I can't really tell... If it is or not.

    I heard it was turned on.

    Hit validation is a myth. You still get hit 20 feet away.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1907556#Comment_1907556

    This is exactly what I've been saying. If we get points for obsession dying/escaping, we should get points for other team mates escaping. Why should I struggle on hook to get only 300 BP when I can go to the next one and get way more for just doing a totem.

    Right. They can't ask you to think of the team, when thinking of the team literally does nothing for you, especially when the killer is just going to run over and hook-camp the next survivor, before NOED slugging the rest, if they manage to pop the last gen. That's not me knocking the team, it's just the honest truth of the matter.

  • BHVR made their reporting system some crazy bureaucratic-like nonsense with a ton of steps necessary to file a report, and ultimately leading to people being told there isn't enough evidence. You have to file a report on them in the game, then you have to get their player ID, come to the support and file a report there, complete with recorded video evidence of them hacking, and then you have to wait, likely for them to send you an automated message telling you there wasn't enough proof to warrant action. The only ones I've seen actually managae to get people banned are their big streamers, who draw attention to the game to begin with.


    Why they haven't come up with a built-in recording system like exists in games like PUBG is beyond me. It's not like it's not feasible for a multi-million dollar game developer, and it would remove all the other nonsense required. I personally think the reason they do it this way is because they don't actually want to deal with reports. They'd rather discourage you from even bothering. Thy developed a game, and the focus is on monetization. They don't really seem to care if there are bugs or hackers, bad sports, etc. The biggest one in that list would likely be bugs, and only if they are bad enough to drive players away.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846769#Comment_1846769

    Why should I care if my team wins or loses when I'm not even able to play myself? Their win is not my win, I get nothing for it.

    Exactly. Survivor is SUPPOSED to be a team effort, but you only get rewarded for your own performance, and survivors have to compete against each other for points. They should have picked one or the other, but not both. If they want to stick with both, then players should be rewarded primarily for the the am effort, and not the solo effort. Personally, a safety should automatically be awarded if your team escapes, even if you die, because you wasting a face-camping killer's time likely benefitted your team, and enabled their escape. Either that, or if a killer face-camps you for a set amount of time, you should be given an automatic safety.

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870425#Comment_1870425

    The fk are you talking about? This is literally you making this up. And if you watched the recent streams from the devs on twitch... it is exactly the opposite of what you're saying. There aren't any plans for ANY change like this.

    "I think I heard..."

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