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VantaNite

VantaNite

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VantaNite
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  • I keep using ambitious because that's simply the current state of your point. This is a game of hide and seek, but an objective based one. But it's literally on their marketing page that this is the case. You're right that if you only hide you'll lose. But hiding isn't all they are doing, and you can still do gens and hide at the same time if you're tracking the killer well enough. Obviously that wont always workout.

    Aiding the killer is something that only takes one second to prove. Sure what ive mentioned can at times be used against mr, and ill bear burden of proof to prove it. But when it clearly says helping the killer is bannable and someone's taking the killer around for a walk to find me makes the reporting process very easy.

    Gald you're playing survivors, but you're ignoring the elephant in the room, and that's the issue. Your point about helping the killer is clearly in the rules. My point on hiding in 2v1's isnt . You have to take the most vague rule on the list and bend it to suit your needs for it to actually work. If you cant see how that's an issue then you're the one without hope. Glad we had this chat, but its redundant at this point. Clearly there's no progress being made so it's better to just end it.

  • No, because the rules I posted are the rules from this forum. Dev comments are not rules, and what I said isn't not engaging in normal gameplay, in fact it's the only viable normal gameplay left to survivors.

  • @Halloulle said:

    As others have mentioned while speeding up the 2v1 part is a good idea generally, it would have to come with a change in mechanics. As it is just revealing auras/killer instinct or whatever would just lead to the match being over at 2v1, in turn leading to strategies that aim at removing one player at a time as fast as possible becoming the absolute best strategies (and they already are). - That in turn leads to an even worse surv experience.

    In a 2v1 situation survivors need a viable option to continue playing the match; imo the best way to do that is that at 2 survs left it's "every (wo)man for themselves" and survs have a mechanic that allows them to individually escape / creates a small window of opportunity for both to escape. Idk, something along the lines of progressing surv objectives and being in chase gives points (similar to the event) and once the bar is full you can interact with the gate to open it for a short time (5 seconds?); when you start interacting with the gate your aura is revealed to the other surv (maybe only if their bar is full or they are currently in chase) so they have a shot at sneaking out as well. Since this would put the two survs at an advantage if many gens are left (just circle around; barely touch and move on, play it slow) I'd also be all for killer instinct after every 30 seconds of not-interacting with an objective. The chances of one, or even both, survs escaping that way are pretty slim, I'd say - especially since the map should be a massive deadzone at that point - but it gives a proper incentive to actually try. — For all I care hatch could then also be done away with, since the last surv has a viable way to get out without it. — Survs would need some kind of basekit UB/other mechanic to counter excessive slugging though. Once it's 2v1 the match should be over within two minutes max. There should also never be perks that affect that stage of the match (i.e. speeding up or slowing down the bar fill)

    2 minutes is rather fast, but the direction is very reasonable. As it stands now, the game mechanics by design favor just trying to outlive the other survivor for hatch. Acknowledging that and making moves that just make is so killers solidify their 4k without comeback potential is nothing but detrimental to the game and majority of the game's player base experience. It's an exhausting experience having to explain to killer mains why they shouldn't just be given even more capital for free kills where survivors have no counterplay left.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826669#Comment_3826669

    Lol it's not my opinion it's come from the Devs that it's holding the game hostage. Although there is no exact time frame it does specifically say "half an hour" which is far more detail than the standard base line set of rules you have shown. It's astounding that you basically say a Devs explanation of a rule is equal to your own lol. It's unreasonable to expect a huge book explaining every little aspect in very fine detail to people. So they post a rough guide on what the rules are then if need be they clarify in more detail. I have never come across game where it gives such detailed descriptions of an offense in the basic rules like you seem to expect. Regardless of what your opinion is, your method of hiding doesn't accomplish anything because the killer can still get 4k by waiting until server end time... And I see nowhere that says that is against the rules and it still gives killer the 4k. so if you want to hide for the whole time have at it risk getting reported because it really doesn't solve anything.

    Nice job only reading half a post, but that example of 30 minutes is highly ambiguous and subjective, but also gave a specific circumstance of where it'd be an issue. It once again is showing you cant differentiate guidelines to rules or see the difference between circumstances in individual games. As a killer you have no idea what the perspective of a survivor is. You cant tell if they're just waiting for you to leave or not. If you're never gone they can never try. As was said earlier, this is a game of hide and seek, survivors hide and you seek. Just because you cant fulfill your portion doesn't mean survivors should be required to forsake theirs. All your oh the killer still gets 4k point proves is that the killer won the endurance battle, not that the survivors were not still trying to win. It's a stalemate and it's not their job to break it to their disadvantage. It's not risking anything. Do you risk walking down the street. There's no shame in risking a ban for playing the game strategically within the games rules.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826638#Comment_3826638

    You say the rule explanation of the evidence I posted (the Devs post) is ambiguous... Yet it gives more detailed description of the particular issue we are talking about than the actual rules you have shown. 2 survivors hiding not doing gens is considered holding the game hostage as it doesn't progress the match. The rules you have shown simply says holding the game hostage is griefing... That alone is open to interpretation so the dev clarified it by giving a more detailed explanation of what holding the game hostage actually entails.

    It is ambiguous, there's no set time limit for how long is too long to hide from gens or just trying to find chest/totems and not all players have easy access to reading individual hidden posts on a forum. If it's not on the official rules list it's upto the individual dev's opinion on how it'll be handled. That's not a debate, but a fact. If ruin is active there's no way to prove they are not going to the gens and hiding immediately or just focusing and trying to find all totems and chests. If you as a killer 3 gen them, it's reasonable to hide until it's safe. If it's never safe, then that's not them not doing objectives, but actively being stuck in a stalemate. Until the gens are clear they cant attempt them. As a two man they'd be massively slower if they still wanna try winning. It holding the game hostage is just your killer baiting opinion since you're just having trouble finding the final two and no dev would ever just ban for that. So yes, your whole argument is subjective and opinionated.

    Should a survivor be forced to do a gen with a killer actively standing over it? Good luck explaining that one. That's the issue with the final two. It's not that they're not doing gens, but the game's stuck in a stalemate where its impossible for them to act in a reasonable and tactical manner. You're just ragebaiting because you think it's the survivors responsibility to have to put themselves into the unfavorable position. Maybe if the killer stopped patroling gens and looked in weird spots they might start doing gens again. You cant prove they are holding the game hostage because they are not. They're simply acting in the only manner left for them to possibly win. Just because you dont like that their only strat that's left is tedious means that its the survivors fault.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826641#Comment_3826641

    Ye that does sound like survivors who are at the gate want the 4 escape… if they want to risk it all to get everyone out that's up to them but they do have the opportunity to win. It's not a copout to play smart and heal up if everyone is injured. These are survivor errors it's not handing the killer a free win at the end via game mechanic. Even if the killer gets 1 sacrifice and the rest of the team gets out that's still a loss for the killer.

    That was just one example not the rule, you're acting like that's gonna be the case every time. That's just one way to get the 4k at the end, not the only way. It is a copout to just say heal up if injured. The killer is still actively hunting you down and wont always be possible.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826606#Comment_3826606

    I honestly don't know how 4 survivors are getting killed at the gate lol if they are healed, that's 8 hits to down them all. If they are not healed then maybe that's the issue... Should heal before rushing to the gate. Unless it's noed...in that case sure have the hatch as a perk like the killer has to for noed.

    It's easier than you think, get one hook at the end and you can often lure them all in. There are dozens of video's of killers doing exactly that with more then a few perk's besides noed to further buff a killers endgame potential. Just heal before rushing the gate is just a copout to the point above. The killer's gonna do the best he can to stop that and isn't always possible.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826604#Comment_3826604

    I follow the rules I read, the Devs have clearly stated on multiple occasions avoiding gens is not doing the objective unless hatch is available. Until it spawns it's not available. Otherwise all survivors could hide the the whole match avoid gens waiting to be last one remaining to get the hatch which is ridiculous. The words clearly state avoiding gens for half hour is reportable as it's no different than body blocking. If you have a dispute with this then you should take it up with the Devs. I have yet to see anything saying it's not reportable. I don't care much about the 2 v 1 situation as it is really because I can wait the 1 hour server time and keep both survivors alive so they get sacrificed anyway so avoiding gens just prolongs the inevitable 4k. but any solution that results in survivors getting another chance at a game they lost will result in killers going further to prevent it.

    You say the game should always have an escape no matter what stage... Ok so they fail to do gens and acknowledged it's impossible to escape, they get offered a hatch instead. If the hatch gets closed so it's impossible to escape, should they have another way out? My point is at what point is it enough? When should survivors acknowledge the match is a lose and how many chances should they get? They already have ample chance to do gens from the start, I don't see the killer getting free noed when all gens are done and all survivors are remaining. Even when freed from the hook they still get a shield and speed boost to fly past to the exit gates. Bottom line is survivors have their chance to do gens and escape, if they fail they fail, better luck next match.

    Since you cant tell the difference between rules and just subjective opinions of which the dev's are not immune to, ill post the rules and show what they actually are.

    HARASSMENT: COMMUNICATIONS ABUSE

    • Insults, intimidation, hateful speech, repeated harassment

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    MicrosoftTeams-image (1).png

    GRIEFING: INTENTIONAL GAMEPLAY ABUSE

    • Working with the opposite team to gain an advantage or grief teammates
    • Targeting specific users repeatedly in order to ruin their game experience
    • Holding the game hostage

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    MicrosoftTeams-image (1).png

    EXPLOITS: ABUSING BUGS OR ERRORS IN DESIGN TO GAIN A COMPETITIVE ADVANTAGE

    • Advertising exploits
    • Exploiting bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    MicrosoftTeams-image (1).png

    UNSPORTSMANLIKE CONDUCT

    • Botting
    • Lag switching
    • Disconnects (leaving the match before killed or sacrificed) - DO NOT REPORT

    For both Botting and Lag switching, in-game reports are REQUIRED / Customer Support ticket OPTIONAL

    HACKING IN-GAME EXCLUSIVES AND / OR LEGACY COSMETICS

    • The acquiring of any in-game cosmetic through any means other than Official Dead by Daylight channels (ie. codes, giveaways, etc.)
    • The possession of legacy cosmetics without earning them. The cutoff to earn legacy cosmetics happened on November 24, 2016. If a player has obtained legacy cosmetics after this date, then it is considered cheating.

    In-game report REQUIRED / Customer Support ticket REQUIRED

    MicrosoftTeams-image (1).png

    CHEATED PROGRESS / MODIFYING YOUR SAVE FILE

    • Using any 3rd party software or other methods to cheat your save file or any measure of progress contained within your save file. This includes using someone else’s save file.

    In-game report REQUIRED / Customer Support ticket REQUIRED

    MicrosoftTeams-image (1).png

    THREATS

    • Excessive or serious threats against someone, including DOX threats, life threats, disclosing private information, etc.

    Reminder: everything that happens outside of the game should be reported to the appropriate platform. (ie: Twitch, Discord, Steam, Sony, Microsoft)

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    MicrosoftTeams-image (1).png

    OTHER HACKS

    • Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game.

    • We do not ban for the use of communication apps.

    Some dev's may see not doing gen's as holding the game hostage and they could potentially have the right to ban. But its subjective to the dev in question and will vary massively on the circumstances. What you are saying is not a rule, but a guideline and you should learn the difference.

    Frankly though your argument of just do better next time is rather lacking though. Maybe we should just massively buff survivors to unfair levels and see how well killers like it. But doing so is not beneficial or fair gameplay and that's the underlying issue. The fact that you cant see that that's the case for survivors right now show's you're taking this from a shallow perspective. If the game is in all practicality over, yet a match could be dragged on for upwards to an hour with 1 survivor possibly still having the chance to escape. Then it show's a massive flaw in the current state of the game. I didn't suggest just letting the last two to escape and since when does closing the hatch guarantee a kill. It allow's you with one alternative to escape which ive done multiple times as the last survivor from gate after hatch is closed. If the killer gets hatch first he's rewarded with having an even larger advantage of stopping them at the gate. In no way has the ability to escape been denied in all practical sense's like it is now in the current state. If a killer can dominate reward them for it. But complete denial isn't an acceptable reward no matter what point of the game you're in.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826594#Comment_3826594

    Simple answer, if the survivors have been steamrolled where they can't do gens and can't open the exit then they have clearly been out matches and lost. Why does it have to be survivor sided? Another chance after they already lost? Why stop there? Give them a 3rd chance if they fail at getting to the hatch...chance after chance fail after fail lol

    It's the killers who have chance after chance…. Survivors can completely dominate not getting hooked even once, but then get 4k'd at the gate. Survivors should at least still have the curtesy of being allowed the same chance. Otherwise it fails to be a game and instead just turns into an ego boosting simulator for killers.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825944#Comment_3825944

    My opinion is simply abide by the Devs rules... If people don't like the rules they have the choice to not play the game. But disregarding the rules because someone doesn't agree with them is what leads to cheaters and hackers. As the Devs have stated it's against the rules to avoid gens, that's the way it is and should be followed like it or not. Your way is hand the survivors another chance at winning a match they lost while denying the killer the 4k they have rightfully won through the progress of the match. It would also encourage slugging all 4 from the start of the match to prevent the hatch being an option. Slugged survivors are far less likely to be able to crawl to the hatch. If the hatch is a viable option at the end of the match it will result in killers doing what they can to prevent it

    If you opinion was simply abide by the rules of the devs, then you wouldn't have made the suggestion about crows. Your opinion was to reinforce the abilities of the killer to increase their chance of a 4k. My opinion is to increase the balance of the game so it's not just a snowball fest for the killers. As I said before, no matter how much survivors snowball a killer can make a comeback. The same should be true for survivors. How are you gonna say the last two are avoiding gens. By definition they have to slow down if they do wanna try winning. There's no breaking devs rules in that scenario. Ive read the rules multiple times and avoiding gens isn't one. Your posts from devs are ambiguous and change with each dev. If your rules are not even clear then it's their responsibility to clarify them officially. Not to hide them in a random post. Actual cheating and this are not the same thing. Your comparison is like using a hammer vs a flyswatter to kill a fly and simply an incomparable statement. A game should always have the chance to escape regardless of the stage the game is in. Since you think that shouldn't be the case, the game might as well just automatically kill the last two if three gens are still up since you are so worried about saving time and guaranteeing that killer 4k. There's nothing deserved about an unbalanced mechanic.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825953#Comment_3825953

    video proof showing how none of the gens have been touched by survivors along with ingame report is an instant sign of being held hostage in the match and leads to ban.

    Guess what, touch the gen even once in that video and your plans a bust. Video or not you'll just look like a fool to the dev's and the survivor will be on their way and you'll have wasted your time for nothing. There's no set time, so how long is too long? You're just lying to yourself if you think the final two will get banned. Ingame reports will also show they didnt do nothing since they had a full game before that were they were actively doing objectives. But I digress, talking to you is pointless so ill just stop.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825924#Comment_3825924

    not even touching gens and constantly hiding counts as refusing to progress the match aka. holding the game hostage :D

    I thought we were in an agreement to just not message each other, but to that point, it wouldn't exactly be considered holding the game hostage considering that once a game reaches 2 survivors and multiple gens left that hiding is the only survival option left. It's also unprovable to say they are holding the game hostage at that point considering there's no real alternatives to survive besides giving yourself to the killer on a silver platter.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824333#Comment_3824333

    I mean the thing is killers complain so much when they already have a statistical advantage, and it makes it seem like winning most of the time isnt good enough, they want to win essentially all of the time. So its not as much of an exaggeration as you imply it is.

    Killers are getting such a large statistical advantage nowaday's that I wouldnt even doubt at this point if we start seeing large decreases in the amount of survivor mains, which mind you is majority of the game's playerbase by a large margin.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825925#Comment_3825925

    Hiding for a period of time is fine, can hope the other survivor gets caught and wait out the hook timer or slug timer then go for hatch. But if both survivors are hiding for a prolonged period (exact timeframe isn't clear) that's where the issue is as it can and does result in the game being prolonged to server end time when both survivors get automatically sacrificed. Personally I think after the acceptable timeframe of hiding (whatever that is) both survivors should get crows or something so the killer can find 1, down them and either hook them or slug them then the countdown to find last survivor begins. It would save a lot of time in a match that should have been over way sooner and would prevent the rule breaking from even taking place.

    So your opinion is make the game harder for survivors when they are already at a massive disadvantage? Killers sure will do anything they can to justify an ez 4k. It's already too ez for the majority of all dbd games played. Only SWF's can routinely outplay killers, but even top of the line games killers still average about two killer per game. The dynamics are busted right now and what you suggested isn't a solution. A far better option would be if no gen progress is made after a certain amount of time the hatch just opens and whoever finds it get it. A default no way out once closed would also be fine or a default noed with no totem if the hatch is activated in that way. But just giving a killer a straight buff with no counter play isnt sensible in the slightest.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825926#Comment_3825926

    Is this a confirmed thing or you just think that's what's going to happen?

    They already said they are gonna make distortion 15 seconds in chase

  • @Coffeecrashing said:

    Wake up and Sole survivor should get nerfed, for the same reason Distortion got nerfed… because they encourage survivors to never interact with the killer. Pretty much every survivor that I've ever seen use Wake up and Sole survivor together, just wait for their teammates to die, so they can try to get a free escape when they are the last survivor alive. BHVR should not be encouraging survivors to commit to anti-teamwork strategies, before a game has even started, where a survivor purposely wants the other survivors to lose, so they can use their perks to escape as the last survivor.

    Distortion will be getting buffed again in the future. They've caused too many issues and ruined alot of balancing issues with such a strong nerf and no viable counters.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825878#Comment_3825878

    I agree to an extent but I would say survivors worst enemy is their own team not just in 2 v 1 especially with the suicide on hooks and the hiding the whole match leaving people die on 1st hook. But it's the game we choose to play, and contrary to belief it's not survivor rule book that makes the rules, its BHVR. And while they say avoiding gens is against the rules that's the way it is.

    Avoiding gens is against the rules? Where exactly is that in the rules, because it sounds like you just made that up to justify an ez 4k. DBD's a hard snowball game, but no matter how hard survivors snowball, a killer can always have a chance to come back. Ive gotten more then a few games where I only get like 1 or two hooks the entire match and then 4k them all with only the exit gates without noed. Comebacks are always possible for the killer, but why isnt that the case for survivors? How exactly is not slugging also giving survivors the hatch? A killer will always have a higher chance to find the hatch considering they are significantly faster. At the current state of the game 4k's are almost guaranteed if a game goes south for survivors. Frankly even if reporting gen's was bannable, how are you gonna judge that? Maybe my plan is to tap it every 5 minutes to avoid detection.

  • @Caiman said:

    Survivors drop items upon being downed, instead of by being M1'd. It makes more sense and is less of a complete item shutdown but still functions as an anti-item perk.

    Franklins should honestly just disable your item for like a minute and take a quarter of the charge each hit. Making survivors drop and then have to find their item is just obnoxious. Hell id be fine if they added aura to it as well if say you have successfully disabled an item each hit. Just please stop making me drop it.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825624#Comment_3825624

    No it's not, the Devs have already confirmed it many times. Slugging has a timer no different to hook timer, that timer is progressing the match even if it's not as fast as you would like. I'm my experience when in 2 v 1 situation it is the survivors that actually hold the game hostage by refusing to do gens for over 30min and simply hiding waiting for the other to get caught first so they can get the hatch. That does not progress the match and is confirmed to by the Devs as holding the game hostage.

    As you have already said at that point the match is over, killer won so maybe if the remaining survivor came out of hiding the killer wouldnt need to slug the 3rd to allow time to find the 4th. Therefore if the game is held hostage don't blame the killer for slugging, blame the last survivor that refuses to do gens, refuses to heal you and refuses to progress the match.

    when in 2 v 1 situations that's exactly what I do, slug the 3rd to give time to find the 4th. When I find and down the 4th I hook them and go back to hook the slug. It gives me 4min to find the last remaining player, faster I find them, faster the game ends.

    Refusing to do gens? At that point gens are a decoration. Its impossible to get them done and doing them means getting killed. The match isnt against the killer anymore, but the other survivor on who tries to get hatch. Its simply a horrible design for a game that pushes to try and survive. The killer isnt your only enemy in a two man with multiple gens, and unless the dev's address that issue, survivors are not gonna quit doing that.

  • @IAmGilgamesh said:

    They'll literally hide anywhere for an hour if they have to. Should Survivors accumulate crows when they're not repairing the generator under a certain threshold so they won't be able to tap the gen and preemptively disable the crows?

    Get rid of killers slugging, and actually make it possible for two men to get out at the end with an alternate escape. Nobody's wants to get killed when they still have a chance.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822973#Comment_3822973

    They started with assuming it was a straight buff so while not explicitly saying it it was very much implied. And doubled down on it in their next comment.

    It is a buff tho. Overall even thought the max would be less, the average would increase quite a bit. Some of my survivors have so many useless items as well that I might actually be able to use them if that change happened.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822953#Comment_3822953

    sure. But that doesnt mean they are the same as the current best

    That's true, but thats not what he said.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822840#Comment_3822840

    where did i mention that they should default all of them to be the best?!?

    Just commenting like that feels so unnecessarily antagonistic…

    https://us.v-cdn.net/6030815/uploads/1LVO2HRB9YOJ/image.gif

    I mean, if they're all the same, they are all the best.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822366#Comment_3822366

    Just so I understand this right, you're saying that when a killer's attack makes contact with a survivor's hitbox, it's ok that it slides off instead of doing damage because... you don't want realism in your video games? Thats the argument?

    Don't put words in my mouth. If you attack hit the players hit box you'd have hit. The issue is you didn't. The killers body and the attack hitting the survivor are two different things. I even said that in my post that they have to hit them to make them move. Your you don't want realism in a video game is condending and also not what I said. Realism to extreme levels makes no sense when you pick and choose what should be realistic to benefit only the killers.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822336#Comment_3822336

    Well I don't know why a litteral claw in your head should injure you badly, try crouching beside a tiger and see how he misses you xDDD

    You shouldn't have to aim down to hit them (not to mention blight, demo and I think even hillbilly all aim automatically up without a chance to move it while using their power), it doesn't make sense that you miss so easily especially if you think about the fact wesker still hits easily at same conditions xD

    And I'm not surprised a survivor pushes me away under this conditions, I just find it funny because it doesn't make sense at all.

    Right, because video games are supposed to be completely realistic. Id like to see how easily you'll be able to use your shoulder after getting thrown on a hook. Or when killer just kicks a gen and it blows up in their face they take no damage. Or when we jump off a two story building and we dont break our legs. If you made the those attacks have such a wide area of attack they'd basically never miss and the game wouldn't be a survival game. It'd be a killer's game. If you wanna be realistic you should let survivors be able to kill the killer and fight back. Sure most of them would win hands down, but alot of killers wouldnt be able to hold their own if survivors could defend themselves.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822304#Comment_3822304

    First of all you can aim exactly in the middle of the survivor at doorframes with blight and you will miss entirely and swing into them stopping you, but they still don't get hit. So that isn't a question of the timing, you can only counter it by looking down and then attack near inside them.

    Second: I don't mean pushing in the sense of really pushing you to the side, you just touch the survivor physically but don't hit them and because of that you get pushed to the side. It's like running into a barrel at the side and it doesn't stop you but instead pushes you to the side ^^

    And yes you can hit crouchtechs, but as soon as you don't hit perfectly in the middle with billy or demo you'll miss even if you touch them (and it gets even more impossible if they are behind a corner), with blight at doorframes even that doesn't work, only the thing I've wrote above xD

    Why exactly should touching a survivor guarantee a hit? And hitting right in the middle? You realize how much bigger killers are to survivors? You have to actually aim down when they are crouching. Surprise surprise, and idk what you are expecting about getting pushed to the side, a killer cant just move you. That's kinda the reason why even if they dont crouch a killer has to hit you to move. How else would you body block. Their special attacks are flashy and exaggerated, it wouldn't make sense if they could hit you with them just as easily as a normal m1.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821380#Comment_3821380

    Did you ever see a crouchtech from killers perspective? You can touch and being pushed away by the survivor because touching the survivor is apparently not enough for a shred to hit lol (same with billy). And we don't even talk about the fact you can/were able to crouch at shack doors to be near unhittable by blights xD (don't know if the blightchanges fixed the door trick. I think that also worked with billy, but I'm not sure xD)

    Heal tech is just abusing the fact killers and survivors can't interact with the same objection at the same time, it also doesn't have anything you can do about it. It doesn't even make the killer miss, at least not if you mean that what most people understand under "heal tech", so healing a downed survivor at the door to let them get out.

    Crouch tech is considered a bug that wasn't fixed until now if I remember correctly: crouching is supposed to make your upper hitbox smaller, but not your hitbox at the sides (the reason why it takes away hits that should've worked).

    Heal tech is just bad gamedesign but at least not a bug, yes.

    How exactly will a survivor push a killer. I play killer quite alot and the only killers ive ever been crouch tech'd are when I play blight or billy, ive seen people do it against demo, but Ive never played him and none of them have ever pushed the killer. If you'd actually learn your killer you'd know that even if a survivor crouch tech's, if you actually know where to aim you'll almost never miss. More then a few video's on youtube explaining that. Crouching is supposed to make your hitbox smaller, but near unhittable by blights? Blight's skill kit charges accuracy for speed. Its only obvious that it'd be harder to hit a target when the hitbox is smaller. gl perfecting your timing.

  • @Akeeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821380#Comment_3821380

    so then u agree on fixing crouch bug since its a free miss

    a free miss? There's nothing free about it. A crouch tech is no different from you swinging at a window too early and missing your swing or a survivor spinning you because you cant keep track.

  • You realize heal tech's and crouch tech's are basically just jokes people make when doing something basic and somehow works making the killer wiff. The scamper tech is basically a bug and getting a free hit isnt some little deal like crouching is.

  • @supersonic853 said:

    Considering overwatch just upped their dc penalty recently to ban you for up to a whole season. I went through a couple of games to see how their penaltys stack up to dbds. (None of these have a go next button like giving up on hook) I choose 3 games to start and if anyone has any other games they'd like to add they can.

    https://us.v-cdn.net/6030815/uploads/YXZTLS0RZ2BE/yqv1gf751q8y1712187580255.jpeg

    Since this update blizzard has announced their leaver rate dropped by 90% meaning you rarely see a person just hop out of the match anymore. Their dc penalty just ramps up way faster than dbds does, and afking and griefing are strictly bannable (same as dbds)

    Rainbow six siege even went further to give you a actual title based on how you play the game.

    https://us.v-cdn.net/6030815/uploads/Y57OK8FSFSU5/rdt-20241015-0727341075307971850094436.jpg

    And the title restricts how long your penaltys are and what you can do in the game as well as you basically walk around with that title for others to see. So go nuts I guess. I haven't played this game in a while but I know after like 3 dcs in the same day when I last played it was like a week ban. And since this new system their leave rate has dropped by a good amount.

    https://us.v-cdn.net/6030815/uploads/3Y8YETI1DAWF/low-priority-queue.jpg

    https://us.v-cdn.net/6030815/uploads/RSTTGOOG21FU/leaverbuster-afk-warning.png

    League has something called the leaverbuster which they use to keep people in matches and if they want to leave they won't be viewed as the same as others for que times. So if people want to leave, they can. Just the people who commit will probably get faster matches than they do.

    https://leagueoflegends.fandom.com/wiki/LeaverBuster

    These games don't even have the option to abandon early like the hook system. So they mostly punish for afking,griefing, and dcing. (Sound familiar?) And they come with their own flaws as well. I don't see why dbd wouldn't be able to follow this example and see a benefit as well. And i rarely see complaints with these systems because "i wanna play and leave when I want" coming up. People act like improving stuff in the game will stop people from leaving in most cases (though I've seen people go next on unrelenting freddy). I personally think removing the die on hook system and increasing the dc penalty ramp up will do just the same.

    Overwatch is free to play. They have to be harsher because people can make new accounts. At the very least it'll slow down trolls, but not stop them.

    Idk anything about seige, but league on the other hand is strict on playing as a team and you win or lose together. There's no hatch to escape, and if someone dies early they'll just respawn. Lets also not ignore popularity or the fact that league is also a free to play game.

    Both games have strict ranking systems showing that they take people's time seriously and both games are free to play, and both games have huge popularity discrepancies between dbd. They are not on the same level. If dbd enforces such strict rankings they could risk massively reducing their player base.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819553#Comment_3819553

    Immediately dismissing Off The Record even though it’s literally one of the best survivor perks in the game tells me all I need to know lmao.😂

    Nobody denies off the record is one of the strongest perks. But it sure ain't strong because of its ability to hide aura. 90 percent of the time it's aura effect won't even make a difference. If you're getting tunneled, the killer already knows where you are. If you're not then you're already getting healed safely so aura hiding isn't doing anything.

  • @mecca said:

    Whenever BHVR wakes up, removes flawed MMR that doesn't measure skill (ie. Camping and Tunneling), and removes the tremendous snowball potential for killer. Survivors have no comeback mechanic/skills like killers do. Every match is fair game for killer, with at least a few kills minimum. If survivors can't finish a couple gens before the first hook, it is almost certainly game over. Which is a very flawed game design/balance. Survivors have learned they can't come back hence self sacrifices on the regular basis every other match. Killer priority balancing have ruined fair balance.

    Also very true. If a game early on snowballs in the killers favor. Comebacks are possible, but often times are an intense uphill battle. Its hard to make a survivor justify that experience being worth it when they can just quickly find a more casual match. Most survivors are ok with losing as long as a match seems winnable. But when a guy gets put on second and there are still 4 or 5 gens left or just gets completely tunneled out, the game's outcome is pretty easy to predict. Its basically a guaranteed long match if the killer can get two hooks before the first gen's completed. SWF's snowballing's not as big an issue. Ive found that even when we are oppressed heavily on early game that comebacks are pretty reasonable. SoloQ on the other hand is the complete opposite to where its nearly impossible.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819517#Comment_3819517

    there is two types of tunneling in the game. soft-tunneling and hard-tunneling. hard-tunneling is tunneling that is often done after a hook save or after a slug save. soft-tunneling is selectively hooking people and ignoring everyone else. Distortion protected survivor against Soft-tunneling which would often force the killer to spread hook inefficiently and lose because they can't find right people due to their aura perks being blocked.

    That's just not true though. Killers are not just mindless robots. Once a game reaches a certain point, chasing a survivor that hasn't been hooked and trying to get 1 hook on each survivor just isnt worth it. Even in games where nobody runs distortion you'll almost always have one guy that has less hooks then the rest because unless the killer has the advantage already, its not worth spreading your hooks out between all 4 players.

    Your argument's really just an excuse to explain why killers dont hook all 4 survivors equally, which even in a perfect world they would never do.

  • @Massquwatt said:

    I don't think it's a balance issue, for the most part the game is at it's most balanced it's ever been. So it's either a fundamental issue of the game or a behavioural one. I'll choose the latter since I personally think so, for every person that kills themselves on hook or dc's for justified reasons there's at least 8 more that'll just give up for the most inane reason and that isn't from balance, that's just entitlement. I'm still of the opinion that a low-priority queue would solve a lot of problems with people giving up too early. People who engage in that kind of behaviour regularly can go play in low-priority queue with others that are just like them. They'll quickly realize their ways and stop that, or they'll be banished there for a good while. Either way, win/win for the rest of us.

    Id say the game is far from the most balanced it's ever been, but if it is. The only way that can be considered true is that they just chaotically put everyone into an equally unfun and messy playground. Balanced, sure if you use the right scale. In reality though that's just not the case. The game's just in an awkward spot right now where it cant decide what it's trying to be anymore.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817238#Comment_3817238

    They are buffing it to 15s for token recharge. That is more than fine.

    I understand your point, but I think that Distortion was way too powerful, to a point it became unhealthy for the game. People got passively tunneled because the killer could not find the Distortion player(s). Killers also gravitate more towards Gen defense because of Distortion blocking everything unless you Wenn full-on aura reading.

    Steslth is fine if it doesn't overwhelm the other players (like everything else). Maybe thank the Rat players (those who just stealth and never interact with the killer and will let you die for hatch) for this nerf.

    Realistically with 15 seconds distortion is a buff to players that are already good at the game and strong in a chase, even allowing for tokens to be regained against killers with low terror radius's.

    But that's only on paper. The perk itself is now fundamentally a different perk. With 15 seconds it would be more like a disengagement perk for killers that get aura during chase. Its still rather pointless for stealth gameplay and you'll find that rat gamers will probably become even more useless now or start running perks like sole survivor or object and just continuously hide in lockers non stop and seriously just start waiting out the game until everyone else was dead. Before with distortion rat's would at least have the courage to do gens and get objectives done. Now all they'll be is a burden good to no one but themselves.

    This distortion buff/nerf is ineffective at achieving any sort of goal at eliminating rat behavior. But 15 seconds is still not yet a thing so as it stands now it's still just a hard nerf. Regardless of the buff or nerf version though, the perk is now useless to 80 percent of the player base that used it shifting them into an even more useless version of themselves.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819117#Comment_3819117

    Well I can, and let me tell you, it hurts. When they don't DC or give up, even if we had a good match, they are not nice in post game chat. It makes me want to curl up into a ball and cry. They tell me to hang myself in post game chat, to get cancer, and to die. They also mock me and humiliate me. And that makes me want to cry too. But you know what? I'm still going to play her. And I don't even BM or play mean at all. It makes me very sad. I just like the stealth and the scans and think she's fun.

    People saying mean things wont ever stop. If a chat can make you feel like curling up into a ball and crying then I think it'd be in your best interest to disable chat all together. Its not saying that it's ok for them to say horrible things, but it is showing that its in your best interest to not see them in the first place.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428802/i-didn-t-understood-the-distortion-change

    Best possible outcome. Having 3 people with distortion is the single most annoying thing you can face in a match (besides 4 WoO) even if you just use 1 aura element (perk/addon). Having one perk cancel out God knows how many other perks and add ons is extremly frustrating. Especially if you have an aura build but also if you have just one aura perk. It becomes basically useless and that is too much power on one side. I cannot count how many times I had to play hard locked in to burn through the stacks just for them to reload for free. Now you at least need to do something for it. Getting huge advantages should always come with a price and not for free. Like frickin Windows of Opportunity

    3 People with distortion is an easy win. That means 3 people have nerfed their ability to survive in chase and all players still need to go to gens. You simply patrol like normal and you win.

  • @Grimlet09 said:

    no this defeats whole point of moris just let the mori happen.

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818244#Comment_3818244

    So you would much rather killer waits 60 seconds to hook the final survivor instead of just ending the game immediately.

    You realize hooks insta kill the last survivor right? Even if its their first hook. A finisher mori is nothing much an ego boost for killers so they can relish their 4k.

  • @adsads123123123123 said:

    Not blocking the exit gates leads to the same situation as hatch stand off. It varies depending on the map but if the hatch spawns far away from the exit gates, which is guaranteed to occur on certain maps, e.g. The Game, Lery's, and Badham, the survivor can wait at the gate to start openning it the moment hatch is closed, which allows them to open the gate before the killer can reach it. Steps:

    1. Survivor waits at gate for killer to close hatch
    2. Killer closes hatch
    3. Survivor immediately starts openning gate
    4. Killer walks straight to gate
    5. Gate is already openned by the time killer arrives

    The killer cannot make it to the gate even if it they walk directly to it (with 4.6 m/s). The only counter play is to wait on the hatch without closing it until the survivor gives up. This is a hatch stand off. Example:

    https://www.twitch.tv/seth_kills/clip/RoundSleepyPterodactylBabyRage-XqTPKnL3dyuTbl3Y

    This is a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

    The gate should be blocked for 15 seconds the moment hatch is closed. It won't be like No Way Out where it is only blocked when the survivors touch the gate. This change will only impact people abusing this strategy. There will be virtually no impact to survivors looking for hatch as normal since survivors typically attempt to open the gate in last 20%-30% of the end game timer and running to the gate takes more than 15 seconds most of the time, so the gate will already be unblocked by the time they reach it.

    If you knew he was camping the gate, you shouldnt have been so eager to just close hatch. You simply didnt have the guts to risk leaving the hatch open so you could first clear the gates. Most rng will make it almost impossible 4 the killer to not make it to the gate first.

  • @adsads123123123123 said:

    Not blocking the exit gates leads to the same situation as hatch stand off. It varies depending on the map but if the hatch spawns far away from the exit gates, which is guaranteed to occur on certain maps, e.g. The Game, Lery's, and Badham, the survivor can wait at the gate to start openning it the moment hatch is closed, which allows them to open the gate before the killer can reach it. Steps:

    1. Survivor waits at gate for killer to close hatch
    2. Killer closes hatch
    3. Survivor immediately starts openning gate
    4. Killer walks straight to gate
    5. Gate is already openned by the time killer arrives

    The killer cannot make it to the gate even if it they walk directly to it (with 4.6 m/s). The only counter play is to wait on the hatch without closing it until the survivor gives up. This is a hatch stand off. Example:

    https://www.twitch.tv/seth_kills/clip/RoundSleepyPterodactylBabyRage-XqTPKnL3dyuTbl3Y

    This is a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

    The gate should be blocked for 15 seconds the moment hatch is closed. It won't be like No Way Out where it is only blocked when the survivors touch the gate. This change will only impact people abusing this strategy. There will be virtually no impact to survivors looking for hatch as normal since survivors typically attempt to open the gate in last 20%-30% of the end game timer and running to the gate takes more than 15 seconds most of the time, so the gate will already be unblocked by the time they reach it.

    Oh, how horrible. A killer cant get a guaranteed 4 kills after closing hatch. Once hatch is closed survivors escaping from gate are rarely lucky enough to actually make it unless they have a perk like sole survivor or instantly waited at the exit gate. You got 3 kills, you already won. That escape was scrapes salvaged from a game you fully dominated.

  • @GrimReaperJr1232 said:

    Distortion was nerfed because people were using it to hide all game, to the point it was a detriment to their team at times.

    Buckle Up was nerfed because, especially when combined with For the People, created lose-lose scenarios with little (if any) counterplay for the killer.

    They made Sabo easier so it could come to play more often; it's less risky trying to save a surv about to get hooked while still rewarding when it works. Hooks respawning was to prevent instances where the surv was in a hook dead zone and the killer's remaining option is bleeding them out (sucks for both sides)

    It's basekit Cypress Mori. As in, last survivor in the match. If you went down, you lost. Nothing has changed.

    What happened with distortion is that people disapproved of the stealth playstyle and decided the problem lied on them. People are so focused on chases now that if a player doesn't revolve around doing that then any other kind of playstyle is trolling.

    Buckle up is fine as long as you dont let it work with for the people

    hook respawn and toolbox sabo is fine, but it can feel like hooks respawn too fast sometimes.

    As to basekit mori, going down does not mean you lost. There are more then a few times where people go down alone and managed to escape from the killer alone. Why is that any different just because you're the last survivor?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429517/we-should-address-the-actual-problem-with-slugging

    Being on the hook, the survivor has 0 agency. they can physically do NOTHING except struggle or kill themselves faster.

    Hooks have been in the game for ages and survivor have adopted hooks as "ok" gameplay. it is mystery to why slugging is not an ok gameplay loop during the match.

    obviously, there is 4 man slugging in end game and the toxic type slugging…. like leaving survivors on the floor purposely when 1 survivor is alive and like doing very… questionable things like humping, constantly picking the survivor up and dropping them, wasting survivor time, the toxic type slugging but that is something that BVHR should try be address in these type of gameplay loops where killer doesn't abuse a gameplay mechanic for malicious intent…. kinda similar to how people would spam flashlight clicks to be toxic to the killer even though flashlight is a fine gameplay tool.

    That's not true though. They can attempt to unhook themselves in first, so they'll judge and act if teammates don't come help, and in second you have constant skill checks that if not completed will kill you. It may not be the most engaging, but it's more interactive than just crawling for the sake of crawling. All agency is taken from your hands and you're just forced to either be bled out be rescued by someone who may not even come. At least on hook after your agency is taken you'll be dead in half the time and killers that wanna troll cant just keep picking you up then knocking you again just to extend your time in match. I had a killer who completely dominated the match and just cycled the slug timer between us. Let one of us nearly bleed out then knock the other picking the near dead one back up. Once the killer takes control of the last two survivors he can extend the game brutally long if he wants to. Once the last survivors nearly bled he can now just close the hatch pick him up and block the exit gates until he's dead.

  • @HerInfernalMajesty said:

    It is frequently discussed on the forum that we believe more people are giving up in their matches. Many of us deliberate on what the frustrating issues are that encourage Survivors to give up. What if it’s also because the rewards aren’t good enough?

    Do you think 7,000 BP and keeping your item are good enough rewards for escaping? Personally I do not believe they are enough of an incentive to keep people in a trial.

    What would the reward have to be in order to incentivize you staying in match you’d otherwise want to leave? Don’t worry about feasibility (lol Auric Cells), the sky is the limit. I just want to gauge what the community would find worthwhile and of value.

    I mean would 100 Auric Cells per escape keep you in the game? (Again, I know this would never ever happen for a myriad number of reasons, this is just a value gauge). 200? 20 Iri shards per escape? Maybe an escape “count” that you can show off to others through a charm or cosmetic?

    What reward (if any) would keep you in a game that you would otherwise leave?

    There should be secondary objectives to allow for more then just one person to escape if a game goes south. More then a few games go down the drain because one person is taken out so insanely early that winning after that is near impossible. Something like a 2 man escape plan where 3 people can try to finish the game normally or switch to the 2 man escape option, but one of the 3 is certain to die.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814351#Comment_3814351

    One major difference is afk/helping the killer by wasting pallets is reportable, SoH is not.

    I would like a way to make the game harder to leave but also allow kobe. The reason unhooking you self exists is because survivors are dependent on each other to succeed, but if your team aren't helping you, you have to try to save yourself. This is why the feature exists, to give survivors a last ditch effort at recovering from a hopeless situation. It's the same reason hatch exists.

    If you make it so it's impossible to survive if your team is inept, then there is no reason to try once the game goes south, and you might as well just let the killer kill you... we do lose a number of things if we take away kobe that are not insignificant: suiciding for hatch, attempting to recover a 4 man slug, or trying to escape when there are only 2 of you left.

    The problem is you also have to have a harsh penalty to do it, otherwise everyone just tries it every time.

    My best suggestion to address it is to have a mechanic where the Entity prevents you from suiciding on hook if you "haven't experienced enough pain yet".

    • Survivors get 3 attempts to unhook themselves during the summoning phase.
    • Each attempt has the same 4% chance, gives them a yellow token above their sacrifice progress bar.
    • After 3 attempts the Entity becomes "summoned" and pins the survivor in place (signified by the survivor gripping 1 smaller Entity digits either side trying to stick in their ribs), preventing further attempts.
    • When a survivor enters the sacrificing phase (either by being left on hook for 70s or hooked a second time), each token is consumed and removes 23.33s from their sacrifice timer, or immediately sacrifices the survivor if they have 3 tokens.

    Something like this:

    https://us.v-cdn.net/6030815/uploads/RD409GQFC091/sketch-1720876245402.png

    https://us.v-cdn.net/6030815/uploads/U5U2K3YQ7HRY/sketch-1720876245879.png

    https://us.v-cdn.net/6030815/uploads/BTNFLQ7JPT8T/sketch-1720876246127.png

    https://us.v-cdn.net/6030815/uploads/V4MNOUJJES9M/sketch-1720876246373.png

    The idea is a survivor attempting to SoH still has to wait through the 70s of the first hook stage to get out, which means their team doesn't have to immediately stop what they are doing to prevent them, and if unhooked the killer is the one who let's them leave, not the survivor themselves.

    I would also make it 3 uncontested skillchecks during the sacrificing phase to SoH. This also would help against slugging for the 4k, cause the killer can hook a survivor and a survivor can't immediately out themselves for hatch, so the killer can hook the survivor to secure the kill and not risk losing them via bleedout, but still ensure they have decent time to find and catch the other survivor.

    This does also have the result where hooking a survivor for the first time during EGC means they effectively get 3 attempts for free, since the survivor is there for 70s either way so their team can make a save.... but I feel pushing the winning scenario for killer better and the winning scenario for survivor better is probably a better trade off than allowing things to stay as they are.

    Reporting does nothing but getting players banned and shrinking your playerbase. If you wanna solve your issue with a heavy hand, you'll just find more and more players lashing out or just looking for even more ridiculous ways to escape.

    Players dont care about getting reported, and even if they did. Once the intent to engage is gone they'll just stop playing seriously until they die. Can you really say that a player that's picked off a gen or killed quickly in chase is trolling or just bad. Good luck playing that case. A person can just play half-heatedly to the same result of getting killed and out of the match quickly.

  • @Grimlet09 said:

    it isnt fun when my random team mate kills their self cause they dont like blight and we got a blight. :( now my team cant win and it sucks. just get rid of self unhooking without perks like slippery meat or diliverance. u dont even need the unhook it should be players unhooking players and this gives killers a reson to hook too cause its pressure now.

    pls remove self unhooking without perks on.

    The issue is matches have no value. They are quick turn around games, so when something happens that ruins what they are trying to do they'll just try again next time. Self unhooking isnt the issue and if you think it is you're crazy. People dont care about punishment, all it'll do is make them salty and just start trolling or doing anything they can to get out. Block one way and they'll find another or just afk until it's over. Staying and playing to win needs to have some benefit or players will just look for their fun in another match.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816201#Comment_3816201

    Object also does this. Reliably. It doesn't hide you but it warns you as soon as he stalks near you even if he's not looking at you.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816202#Comment_3816202

    Some people just cry now because their favourite crutch is broken instead of learning new ways to deal with it.

    I have over 7k hrs and have been playing for 6 years. This is not the first time people had to adapt due to a perk being nerfed. DS, Spine Chill, Self Care, Iron Will, DH are just a few examples.

    Adjusting and eliminating are two different things. If dbd just suddenly got rid of the chasing aspect of the game would you just tell players well tough. Just adjust. People can and will adapt without your blessing. But when a gameplay just completely changes at that point they'll just leave because the game's no longer something they enjoy. The current distortion's not just an adjustment, but a fundamental change in the direction they are moving the game.

  • @BugReporterOnly said:

    Some of the killers shouldn't be in this game mode or need to have some sort of disadvantage to their powers in this mode. Dredge is one that shouldn't be in the game mode and stealth killers like Myers and Ghostface are still problematic.

    I agree that dredge is a jokingly strong in that mode. But overall id say its one of the most fun.

  • @SoGo said:

    I decided to use Premonition for a similar purpose:

    Premonition (New effect):

    • This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    • For every 12/10/8 seconds of your aura being revealed, gain a token, up to 2/3/4. Each token delays the revealed aura by 1 second.

    (Explanation: If you have 4 tokens and the killer uses an aura reading perk, he is still able to see your aura, but not where you are currently, but where you were 4 seconds ago. The aura reading also starts and ends later, so the duration of the aura read stays the same.)

    Premonition doesn't have this effect. I dont think any perk does. If it did, it'd honestly be better than distortion because the info distortion gives you was often more valuable then just having your aura hidden.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815858#Comment_3815858

    Distortion isn't a problem for me either because I don't run aura perks. Know why? Because of distortion. If I run lethal and BBQ I'm never seeing 1-4 survivors auras all match because the tokens never run out. Two dead perk slots I could just have reliable game stall in. This can only help perk diversity.

    aww. So because you have two very low proc'ing aura perks, distortion completely ruined it for ya then. I can admit that certain perks could probably be able to consume more then 1 token, or consume more time per token. But distortion among all 4 players in incredibly rare and even then. It'd be more of a nerf to survivors. At most you'd see 2 people with distortion and even then you'd be fine. Getting free info on 2 ppl alone narrows down survivor options greatly. Yet with bbq, even without distortion survivors can catch on pretty quickly that you have it and avoid it in the future. Its a pretty easily countered with or without distortion. Lethal would give you value nearly ever game since there's no way you are having an issue running into 4 man distortion groups.

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