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NaveR

NaveR

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NaveR
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  • @Mooks said:

    so are we just ignoring the past Events that were heavily killer sided? As well as the fact that plenty of survivors are just throwing during events to overuse the gimmicks and ignore the objective?

    Can you give actual examples of events that were that bad for survivors? "previous ones" is way too vague, and I'm sorry (not really), but I won't accept an event from, say 2017 as an example: I didn't play the game, and the team didn't have 10 years of balancing behind their backs. During the events I've witnessed survivors were able to remotely block windows to prevent killers from vaulting, while they were able to vault just fine. I don't remember an event that was THAT heavily killer-sided anyways with barely anything giving survivors an edge.

    Players throwing is not an argument in favor of the "balance" existing in this event either. I get match against those who know what they're doing, and sometimes know that too well, especially during this event.

  • @tyantlmumagjiaonuha said:

    @Mandy

    Have the developers ever actually pulled off a "killer play" using the Baked Camembert setup in a match? If not, I’d like to see them play it live on stream.

    I would add "against a decently capable team of survivors" to it.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096099#Comment_4096099

    we're aware of issues with the gameplay, unfortunately we have no planned changes for during the Event, this is a first iteration of a new type of Event and the feedback is going back to Designers for future iterations.

    Please, suggest that they actually play it before releasing. Like, play both sides. Or consult content creators. Or whatever else to make it at least remotely reasonable.

    If survivors are even remotely coordinated and there's the teleport+invisibility in the match, there's almost (or virtually) no way for the killer to do a thing. You approach a generator? Guess what, survivors are long gone via teleport. You follow them? Other survivors do gens while you're chasing in the dead zone with no gen to even check up on. If there's the "table timer", you might have to waste even more time, as they're invisible after being teleported AND for some reason their items refill, letting them permanently sabotage hooks even if you happen to catch someone.

    Rubberbanding pallets and other bugs and design flaws are numerous, and "being aware" will not suffice, honestly.

  • @Senaxu said:

    You ran into the early-death caution. The game has an automated check that flags matches where survivors die extremely fast. When a cheater insta-downs, teleports, or mass hooks, that check can hit the victims as if they ended the match on purpose. It is working as coded, but it misclassifies you because there is no real server side sanity check.

    Best way to handle it: capture a short clip that shows the one shots or teleports and the lobby names, then open a support ticket on the official site and attach the video:

    Submit a request

    Add the time, platform, map, and say you also used the in-game report. That combo is what usually gets action and gives support a reason to clear any wrongful caution.

    BHVR should finally add basic server checks and auto-exempt these matches, or at least let players see the endgame screen when a caution triggers so the offender can be reported properly.

    Unless they don't watch it carefully for whatever reason and don't do a thing. The sequence "recording the full vod + then rewatching the long vid to find the moment when it happened + cutting the vid + uploading vid + filling the form" seems too much of a trouble if no action has been taken.

    As for the "full vod" part, I'm not sure when and if I encounter a cheater, so if I record anything, it's just the entire gameplay during that day.

  • @UnicornMedal said:

    Or they could remove that caveat from anti-fc. Or even change it so the hook timer pauses when a Survivor is close ala Comraderie. If the Killer has been standing there long enough to fill the bar, why are we going to reward them further by punishing Survivor?

    Sooo, are you suggesting that if a survivor has just been hooked and there's another survivor circling the hook in plain sight, willing to go for the unhook, the killer should just walk away and watch the unhook happen from across half the map?

    I'm over-exaggerating a bit here, but the situation where a survivor is kind of close to the hook and the killer is "forced" to stay/be in the hook's proximity, are not non-existent at all. "forced" as in, has no actual intention to camp, but ignoring a survivor who's nearby is plain stupid, so they stay in the area for reasons that are unrelated to the presence of the hooked survivor nearby (for the killer at least).

    Your suggestion punishes killers for being killers in the very possible scenarios when they are not there to camp. Suggesting punishing killers for other survivors' actions instead of giving an additional request for a better (and probably obligatory) tutorial is not even funny anymore.

  • @MadDragon said:

    I've noticed if I manually level my bloodweb, I'll get basically no cakes. However if I bulk spend my BP and level up the same levels, I'll get an insane amount of cakes. Like one prestige I got about 30 cakes (iirc). Right after I bulk spent the next prestige and got over 100. Been leveling 10 levels at a time, switching between bulk spending and manually leveling. Bulk spending ALWAYS yields more cakes. It would be one thing if it only happened a few times here and there.

    Friend bulk spent 16 levels on a new character and got 36 lmao.

    Just got 28 cakes when bulk spending on a single prestige, so… either they changed that, or the logic you described was a coincidence.

  • @KhrisCo said:

    They will need to give compensation or extend the event. This is very dumb if intended, which I can't imagine it is.

    Would be cool, but unnecessary, I'd say, if fixed early

  • Yeah. It seems like he's mindgaming until it's too late and the axe has been thrown at you.

    "opposite" is probably the wrong word here, but yeah. It's the case.

  • Yup, way too few compared to last year(s?). Feels like 3 to 5 times fewer cakes.

  • @subdl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941616#Comment_3941616

    I agree.

    This “ritual” of being taunted from the safety of the exit gates after a loss is more mentally exhausting for killers than the loss itself. In fact, I’ve heard countless stories of players quitting killer altogether and switching to survivor-only because of this.

    That said, I’ll admit something personal: it was precisely because of this kind of humiliation that I developed a fierce determination to get full kills at all costs. And that, in turn, made the victories feel all the more satisfying.
    In that sense, I had accepted even the “miserable loser experience” as part of what makes DBD a PvP game.

    But the introduction of the Abandon system has completely destroyed that balance.
    Downing all survivors, hooking them one by one, and ending the match with a final mori —
    that small “ritual of the victor” has now been permanently erased by the developers, never to be experienced again.

    To repeat, in the current state of DBD:

    • Survivors can still taunt to their heart’s content when they win, and go next instantly when they lose
    • Killers, even when they win, are stuck cleaning up after AI bots — and when they lose, they endure the same humiliating routine as always

    —leaving killers with nothing but unsatisfying outcomes, no matter how the match ends.
    Survivors are now fully liberated from the sting of defeat, while killers are stripped of the satisfaction of victory.

    If this is what the developers truly consider a healthy direction, then it’s clear: they’ve decided to chase out killer players who care about winning from the game itself.

    Haha. I play both sides and I totally disagree with your strats/tactics where you try and get the 4k doing whatever you can, including tunneling. I play for fun and not stats or sweat. I don't camp or tunnel unless they ask for it.

    I do agree however with the other notions of being able to actually feel the victory and not having to spend an eternity only to walk around and push them out.

    I have to mention that sometimes (although really rarely these days) a 4-person slug is the only way you can do something as a killer when facing so-called bully squads. Not just those who try and do things like fl saves, but really experienced swf's with fl's who always go down in pallets. Against them, you either down all of them unless you're absolutely sure the rest are at a fairly long distance, or get pallet/fl/fb saved nonstop, and when you actually make sure you can at least try and hook someone, they're free to dc just because bhvr let them, rendering the whole thing frustrating whatever you do.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939665#Comment_3939665

    Why are you trying so hard at arguing over a theoretical proposal for the introduction of the same option survivors have, but for killers?

    Because these are not the same scenarios.

    Let's solve this problem another way. Let's get rid of the "abandon feature" entirely:

    Instead, when a survivor is downed they now have the base kit ability to injure the killer. And after a brief cooldown, they can also down the killer. In fact, doing this not only causes the waiting period to be shorter (the bleed out timer) and forces the killer to stop humping the survivor on the ground, but there's now also a possibility that the slugged survivor can turn this scenario into an escape.

    That checks every. single. box. for what mirrored options the killer has available to them. And it doesn't even include the killer's option to ignore the bad behavior completely and go earn BP for a couple minutes.

    So, while I think this is (also) an awful idea that shouldn't be put into the game, you seem to think these should be identical scenarios. So you have the burden to defend it: Why shouldn't survivors have the same options as killers in this scenario? Your entire argument is that these are the "same", so why don't survivors "have the same options" here?

    (The answer is because they aren't the same, and they shouldn't have this option, which is my stance, and coincidentally BHVR's stance also).

    If you also think this is a terrible idea, then maybe you should consider that killers in the EGC are not in the "same scenario" as survivors here. Not in the slightest.

    I never said the situations are exactly the same in an asymmetrical game. They can't be by definition. You're imagining things. I do say, however, that there are situations where killers can't do anything meaningful, which walking and swinging the inhand weapon are not. Getting a hit or a "down" into leaving the trial are not effectively meaningful either. They just waste time and add nothing to the gameplay. I won't buy the "bUt yoU gEt YoUr 500 bloodpoints" thing either. I would get more in the next match than walk around for no reason for a few minutes in this one. I am very unlikely to do the former once again, but being able to do so is fair.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939217#Comment_3939217

    That's the part where the killer still has agency: you don't have to.

    You can go kick pallets, spam your power, earn BP, complete challenges, probably more. Nothing says that you have to go to the exit gate.

    You can also choose to go to the gate and force the survivors to stop whatever they're doing and leave, is another option. And forcing them out or forcing an error is all gameplay.

    A slug on the ground has no options. You can't speed up bleed out, can't escape or ignore the killer humping you on the ground, can't earn BP. Crawling at the speed of smell is not gameplay.

    Dropped pallets and breakable walls: nonexistent, old rift challenge: "grab a survivor off a gen on your third blink with nurse" (yeah, this one exists) or something else not really doable or done during the match (red glyph). I don't really play nurse, but whatever. Old rift quests exist and some might not be doable at some point for whatever reason. I just want to have the same option, not to mention the fact that having this option for survivors should have additional trigger conditions.

    Why are you trying so hard at arguing over a theoretical proposal for the introduction of the same option survivors have, but for killers? That's just outright bullying. Like, imagine killers were given to abandon matches upon gen completion and when you tried to propose the introduction of the "abandon feature" for survivors you faced hundreds of comments, including ones from an official representative, saying that it shouldn't happen and giving arguments from kind of acceptable to atrocious. Just imagine and enjoy the feeling of unfairness.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929418#Comment_3929418

    I'm glad the forums are filled with so many people who are capable of knowing that when Mandy says "in this case" she actually means something much, much more than that.

    Errr. Not my problem if they "did". I read exactly what people say and not invent things people don't say and that is fine, especially if it comes from an official representative. It's not abstract art lol. They said what they said, that's it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928580#Comment_3928580

    This doesn't make sense for a lot ofreasons

    1: There are 30 posts before Mandy posts. I don't see any discussing hiding, the discussion is about teabagging at the exit gate to taunt the killer. Your post seems to be the first one to mention that after she posts, you then seem to focus on trying to pull the discussion to that issue throughout the thread.

    2: She quoted a specific post that dealt with survivors teabagging at the gate, not hiding, not EGC in general, just survivors teabagging at the gate.

    3: The phrase 'push them out' is commonly used to refer to pushing out the survivor waiting at the gate, not hiding.

    4: We weren't given an 'official reason' for why they don't have the abandon button here anymore than we were given a reason why survivors don't have an abandon button when a survivor gets eliminated or the survivor is the last one left alive and the hatch is closed - because both sides still have a realistic chance of accomplishing their objective. The trial is still ongoing.

    To go to one of your posts from page 3 of this thread

    People keep bringing up this strawman argument, of survivors that are conveniently waiting at the exit gates, just waiting to be quickly forced out of the exit gates. That’s not the main problem. The problem are the survivors that purposely hide during the EGC.

    This thread is about people waiting at the exit gate to teabag the killer. It's not a strawman, its what people are talking about. You seem to have another issue you'd like to discuss that you keep trying to make Mandy's statement apply to. If you think survivors hiding out during end game chaos is a massive problem, make a thread about it (the only situation I've ever seen that is a closed hatch and usually its survivors looking for a key, but I've seen plenty of teabagging the killer).

    Errr, nope. This post is about giving killers the "abandon option" under a condition. Tbagging and other stuff are ways of reasoning for it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928265#Comment_3928265

    I'm saying the actual reason why survivors don't want killers to have an abandon button, is because they want to taunt the killer.

    And I'm sure there are killers who oppose anti-slugging and abandoning because they wanted to keep survivors trapped in the game for as long as possible.

    But it doesn't make for a productive discussion to discount a person's reasons because you might think there is a bias behind them.

    4 slugged and the gates being opened are different. As I've been saying, I think there absolutely should be a way for a killer to abandon in this scenario, however it is more complicated than the slug issue.

    Yeah, I agree with you here.

    There might me such killer players opposing the idea indeed. Did the devs listen to that with the health of the game in mind? Not really. Why should they listen to survivors willing to rub it in, then? There should be some factors to consider, true, but the current "abandon" survivor option can be improved as well. I'm glad they're taking steps here.

  • I forgot to mention it somehow. Yeah, killers can push the remaining survivors out of the trial. However, bot killers can do just the same with probably higher efficiency because they know how to find you and help you out. So, that's really an argument in favor of letting killer players abandon matches if you think one step further.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928296#Comment_3928296

    Okay this answer is just saying
    "I dont want to play that part of the game because its unfavorable and someone might be t-bagging me"

    The match is still alive. You have the ability to get kills. If you want an abandon feature to circumvent this part of the game, you dont want to play the full game at that point and are just asking to skip parts you deem unplayable and a waste of time, even though we have data telling you otherwise.

    You have full agency still as killer, power and all, but you just dont want to play the part where the exit gates are powered because you might have someone tbag you. Thats emotion and ego being the problem; not the game.

    The abandon feature was not added when everyone was slugged/hooked because emotion and ego was a problem, the game was being stalled for no reason, survivors had no agency. Ignoring this fact and to attempt a comparison, is troublesome in conversation.

    Hopefully as the dev/community manager answered; they see through this false equivalency and destructive "skipping parts I dont like because I cant handle a control button" and never even consider this change.

    You're putting your words in my mouth here lol. I'm talking about you paraphrasing me. Not sure if this distortion is intentional, but I guess it is.

    Say, I'm a trapper and I'm in an infavorable chase far away from exit gates. I'm a naughty bear main, so any "arguments" against my killer choice in this example are going to be disregarded. Anyways, I'm in that chase for whatever reason: I'm too new to realize I should've dropped the chase long ago, there were no other survivors in sight, or whatever else really. The exit gates have been powered, all the significant traps disarmed. The chase takes another minute. Assuming the best-case scenario kill-wise, this player is dead on hook, I catch them and kill them, no other survivor is in sight. Be honest now. Do you really think I'm dumb enough to assume everyone else is not ready to leave at this point, with them perhaps waiting for the final hook so that they don't get blood warden-ed? I don't get into these situations often, if at all, but once again, like I said in a previous post: if I want to have the option to abandon the match, it doesn't mean I'm going to ever use it. I want to be presented with a choice as well.

    It's not about teabagging in this topic.It's about wasting my time.

    As for teabagging itself, or "pressing the ctrl button", as you conveniently put it, it's about the intent behind doing so. Why don't you grow up and watch a killer hump you or leave you slugged? It's emotion and ego problem, not the game lul. It's ironic how you try to call someone not liking the intent of survivors trying to rub it in and/or prolong the match for no reason an ego problem while the initial game stalling/not leaving and teabagging are rooted in immaturity.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928278#Comment_3928278

    These people don't care about precedent or how unhealthy for the game it is.

    You hit it on the nail, this is a thread for sore losers to band behind.

    Just tell me they don't care about game health. All these people care about is their own ego.

    It's funny how your post can be understood both ways: you berating killers or survivors without you clarifying which is the case.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928279#Comment_3928279


    The survivors had the system implemented because the game was stalled. There was no control for several minutes on a dead match.

    A killer still has full control over their character, and has the ability to still get kills.


    You dont know whos at the exit gates and whos still in the match, you can and will get plenty of kills.

    Being able to move doesn't mean the match is not over. Don't get me started on "plenty" of kills with a max count of 4 lol.

    There have been matches in my experience where killers knocked down 4 survivors only to let them up (dropping one until they're on their feet) and do gens and probably farm a bit. You're no psychic and can't tell what's going on in the killer's head, so does that mean the introduction of the surrender option is unjustified? Not really. So why do you appeal to "you don't know who's in the gate, go waste your time to check it out and potentially watch them teabag you" as the reason for not adding an abandon option for killers? I fight til the end, and am highly unlikely to use the option, but I'd appreciate having the option to do so. What I don't appreciate is double standards. Survivors think the match is done? Sure, leave with no penalty. The killer thinks the match is done? Let them walk around the map cuz they can.

  • @ChuckingWong said:

    A change like this would just set a precedent of being able to leave when something is not in your favour and you want to give up.

    Thats essentially what this change is, you not wanting to play once the exit gates are powered.

    Eventually people will then ask to abandon because there is 1 gen left, or 2, or 1 hook for several minutes etc…


    Exit gates powered =/= the game is over.


    If you dont like tbagging in an unfavorable scenario, apply that to the entire match, and emotionally grow.


    The abandon feature on survivor was changed due to gameplay stalling issues not emotional problems.

    The discussion has long switched to the "after the EGC starts" notion. But well, if I know I'm not using no way out or don't have anything else to turn the game in my favor, that's essentially a defeat and a waste of time. It's up to me to evaluate if I can actually do anything about the situation or not.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927927#Comment_3927927

    It's not a straw man? If I clearly lost I should be able to leave like how survivors are able to when 4 man slugged. It doesn't feel good to get slugged and doesnt feel good to be tbagged at gates. Both are scenarios you can really do not a lot about.

    Not to mention that slugging before hooking might be your only option if they're decent and coordinated unless you enjoy getting pallet stunned all the time upon pickup. Teabagging offers no gameplay advantage, just humiliation attempts.

  • Didn't know it was a bug lol. I'm trying hard to readjust

  • @vol4r said:

    It feels inconsistant, but i see that lobby leaders in swf, killers and randoms get higher amount of BP for event activities such as:

    • Opening chests - 5000 BP
    • Activiting blue totems - 3500 BP
    • Picking out invitations - 200 BP
    • Using your invitations which gives points in a range of 100 to 500, i don't remember exactly

    For killer you get bp for totems, invitation activities and hooking a survivior (1250 BP each hook).

    I also believe it's displaying is bugged, because those points are hidden for everyone else.

    Okay, thank you!


  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674335#Comment_3674335

    Oh, don't start!

    Tunnelling and camping have been argued against on the basis of them wrecking the gameplay for years.

    The only strategy killers complain about is survivors getting to survive.

    Oh yeah, bm-ing and calling names in post-match lobbies against an obviously nice playstyle with gradual 8-hooking before even trying to kill anyone are absolutely and utterly nonexistent. "Do your gens, be respectful and don't be a twat when leaving the trial" doesn't seem like something a lot of survivors even consider following, taking a nice playstyle for the killer's weakness. Do you really think I didn't notice the injured survivor going the other way, but took your oh so smart flashlight/fast vault bait? Nope, I chose letting that person have some more fun and play for longer. If there's only one injured survivor next to me or running into me, then yeah, I'm taking it, since it's a misplay on the survivors' side and I don't normally play killers able to go across the map within seconds to just leave the dude.


    Same goes for bully squads with tons of flashlights who locker stun the killer not for the sake of a save or slowing the killer down in a chase (the latter's kinda mean, but not unacceptable), but for the sake of making the killer feel miserable and feeling better at their expense. Totally not something happening in this game.


    So yeah, a lot of players don't really let me put a lot of faith in this community, whether it be unmotivated bm-ing or bullying of different sorts, or unmotivated tunneling. I had like 6 matches yesterday, against one absolutely obviously cheating huntress, two more killers were pretty suspicious, and overall all killers except for the cheater tunneled right away. Effective? Yeah, if you only want to score 4ks. Fun? Hell no.

  • @FreeKnives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640784#Comment_3640784

    Hopefully.... 3 pm EST. If everything works out. But it will probably go on throughout the night, cause usually we have to have a queue line for joining when all the Trickster mains I know are present, and I want everybody to get a chance to practice Trickster or go against him. Im starting early so that EU people can join if they want to.

    Can I pm you so that I get updated?

  • @FreeKnives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640444#Comment_3640444

    Throwing around the word spam is becoming quite the popular buzzword, not just from you. And to be honest I doubt we agree on what spam is...Maybe baby Tricksters. Maybe you are in low mmr. Im not sure. I know some Tricksters that haven't gotten good with aiming will spam....but they run out of knives quickly and good survivors make fools of them. Ive watched a very good Huntress main and content creator miss 20 or more knives on one survivor.... Some survivors consider Main Event spamming, not even realizing that is his special power. It's his "Chainsaw" or his "rush", and it takes some skill to know when to pop it now because it's so short. Again, good survivors know how to make a Trickster waste it. Did you watch the video Revvium posted? Showcasing a Trickster main partied with other good survivors and a good random, going against a good Trickster. I encourage you to do so if you haven't. And thats on EU where everything is supposedly more sweatier.

    I am going to try and have Trickster community customs night on Twitch, if there is enough people. On Saturday. I welcome anyone including people who just want to play survivor to join. If you want to join, again offer still stands to help you learn to counter him. Learn about Trickster. Or even try him yourself.

    I understand that in your opinion this killer, and apparently, Billy too (you mentioned him in another forum) aren't fun. Im telling you...nerfing killers is what causes them to feel powerless to play with anything other than meta, use unfun tactics to win, and make them robotic and unfun to main. It doesn't help to nerf killers when survivors can't figure out how to counter them. What could help survivors is better indicators and Trickster's audio fixed, including his laceration lines on the survivor hud, but thats in another forum. Ive addressed that in a Tricksters Forum and bug report, maybe BHVR will take a look.

    Have you decided on the time yet?

  • That is straight up nonsense. You support a mechanic that can be abused hard and the devs will have to do something to somewhat counterbalance its abuse potential. I suggested the most straightforward way to do so, yet it looks like you only support the "gimme all the benefits, idc about everything else" point of view, which totally works in single player games. Dbd is not one of them lol


    getting slugged all game

    Just be honest. How often do you have killers slug you for long for no reason? Having another survivor run around if you're at a pallet or if they're holding or might be holding blinding items don't fall under the "for no reason" part. You jumping right into the killer's face a few seconds after getting unhooked doesn't. You crawling away or the killer engaging in another chase and forgetting where you are don't either. These examples do not sum up all of the reasons slugging can be less unreasonable. It's been months since I've seen unreasonable slugging. It's either you play a different game (what the hell are you doing here, then?), or your server might be overly toxic


    Indeed, getting slugged all game and having a generator regress are not comparable at all

    Where. The. Hell. Did. That. Come. From? How does it even connect to anything?

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640715#Comment_3640715

    So, are you proposing an auto-regression mechanic if there's no continual progress on gens for more than a few seconds?

    No, thats not the idea, scroll up if you wish to read what the actual idea was.

    LOL


    Can't you see the potential of being abused by experienced swf's? To be fair, I'm sure you don't, based on your posts above

  • So, are you proposing an auto-regression mechanic if there's no continual progress on gens for more than a few seconds?


    If not, then bully squads or just coordinated teams are gonna have a field day with 3 gens at 99% progress being able to stand up lol


    Should I mention getting downed at pallets so there's only 2 options left? You either slug or get stunned with no chance of hooking


    Also, nice try, you boil over + flip flop + unbreakable + tenacity/power struggle survivor main on eyrie :)

  • My friend used sprint burst, technician, iron will, and adren, and had the same exact issue, so perks are unlikely to play a role unless it's technician. He plays on steam.


    Oh, and he was running a flashlight with no addons, meaning the toolbox is irrelevant. He even picked feng, which didn't solve it either.

  • @Sabzi said:

    Played a match on borgo, hooked 6 times in the basement, 0 count. The ingame counter didn't show up either.

    Hooked once on Shelter woods, no counter.

    Also, there's thread after thread when searching for "buried underground dbd" that go back 3 years with the same issues. Kind of insane. Just remove basement hook challanges if you can't figure this bug out in 3 years please.

    Same; mother's dwelling, was playing nemi. No progress notification, no progress after the match.

  • @Mandy said:

    There are personal offerings for a reason, if you do not wish to share the BP then you are free to use a personal offering.

    There's difference between "not willing to share" and "not willing to see my willingness to share turned against me", but whatever.

  • @Seraphor said:

    Or how about we all stop being spiteful?

    What does it matter what other players are getting? Just be concerned about your own BP.

    I am. And I'm not getting as many BP's as I would have if they brought terrormisu instead of a mori/map. But this way matches are less fun and less rewarding at the same time.

  • @Depressedlegion said:

    Did they have mettle of man?

    Nope, and I stated it in the opening post.

  • Aaaand again. This time the survivor was invitation-exposed and didn't even get injured.

  • @Annso_x said:

    Sounds like a server thing, usually it favors the killer but sometimes you'll see yourself injuring or downing a survivor as they drop the pallet but on their screen they see themselves stunning you with the pallet and not getting hit. Used to happen a lot with Dead Hard, there's nothing you or the survivor can do about it.

    If it's the reason, then it sucks. I've had at least 2 matches with 2 survivors leaving like this in each case.

  • @Justa335i said:

    Did the survivors in question have to mend?

    At any point in time - nope. They were injured and I was playing dredge.

  • Just happened again. I got stunned with a normal pallet and hit an injured survivor and he didn't go down.

  • Yeah, all killers I've played against were hard tunneling and/or camping. Except for two, and one of them was farming bp's. Good thing I can play a killer and practice my newly-acquired dredge. I have to adjust to his controls :)

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461362#Comment_3461362

    To be fair they don't decline the other topics about this bc they don't care but so all the complaints would be on the same discussion to make it easier for the Devs to gather reports and figure out what's happening (and they do this with every bug that gets reported a lot, which isn't usually the case for small bugs like achievements ones)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461369#Comment_3461369

    Thank you ! For now i just tell myself it adds a little suspense every time a game loads haha

    I wish readability was the sole reason lol. If you read those closed posts, you can see that they were closed because of this issue "not being a bug". Also, I hope that something glitched and my first comment like this was not removed by a moderator, but disappeared because of... reasons.

  • Same here. Reinstalling the game didn't help. I'm on Epic games.

  • Yup. I could get out of gold having 2 pips a match, but now it's one pip at best

    in Devout Comment by NaveR