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Advorsus

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  • I definitely agree with all of these, including being impressed by them. I enjoy having them and I'm thankful for it, they just need some tweaks to the AI is all. Naturally I don't expect them to ever be like actual people, but you simply don't benefit from using them currently as you don't actually get to practice certain powers.

  • I don't think as a whole DBD is wildly crazy unbalanced. I think there are certain aspects of the game are unbalanced and when you put these together it can seem like it's very unbalanced.

    Obviously maps and map RNG can be unbalanced at face value. Especially when you take into certain killers. Certain maps are heavily favored to one side of neutral based upon how it spawns. There's some Maps where certain killers can do well even if other killers don't, and then there's some that no killer is really that great on.

    The fact that map RNG can have such a massive outcome of a match yet you have very little control over it can make the game unbalanced. Yes you can technically win with any killer/survivor on any map, but the chances can decrease a tremendous amount just by spawning in on a certain map.

    Then add in the fact that killers/survivors know which maps to choose to give themselves an advantage. So the ability for survivors to pick say the Game map while you're trapper or clown already makes your chance of completely your object go down by a lot, which you can't control outside of burning an offering, which you can't do every match. Just like if it's a nut m scratched mirror Myers. Where do you think he's going to have a better chance at, Midwich? Or Eerie of Crows?

    So that's a major point that goes to making it feel unbalanced.

    You also have killer disparity. There's a lot of killers in this game now, and the gap between the best ones and worst ones is massive. Yes you can 4k with every killer with or without perks and add-ons. However the chances of doing well and doing well consistently goes up or down drastically depending on the killer.


    When you put together all the little things the game can seem very unbalanced.

    Let's say you decide to play sadako who you're okay with, not the best but still good, with some mid tier perks and some of her good addon's, not her best ones, but still decent. You load into a map and it's red forest and because matchmaking is what it is you're matched against a really good swf all running the best perks and items.

    You're probably gonna get stomped and it's going to feel bad.


    Now reverse the situation, you're sadako but you have her best addon's with a full slowdown build, and you choose Midwich for your offering. You're probably going to stomp that match.


    So it looks like it's balanced because in some matches you stomp the other team, others you get stomped. But in actuality there's a bunch of unbalanced things that occur each match that makes it more unbalanced for one side or the other.

    There's very few times where everything is balanced on both sides, where both sides have equal advantage and it solely comes down to skill. Why do you think there's so many rules and banned maps and perks and items in tournaments? Because there's so many things that are unbalanced that it's hard to gauge skill when you include those things.

  • I never really liked the idea of having two different bottles, it just makes no sense. Like the speed up is nice but why give a downside for an already weak killer? Lol

    They should have just made it to where if the clown walks through his own tonic cloud then he gets invigorated and gets that small speed boost.

    He'd still be lacking in the 4v1 but he'd still have solid 1v1 potential.

    It's a simple concept that was made far more complex than it had to be. Instead we got two different bottles that we're forced to switch between mid Chase and both bottles count towards the same total bottle count? It just made it far more complicated with a very small benefit that can also benefit survivors.

  • I love them lol definitely the best addition of the year

  • Right after doctor rework and the reworked tiles/maps, prior to them implementing breakable walls. They fixed most loops and then quickly destroyed them again. Breakable walls was never a great idea, and their implementation of it was even worse.

  • I've been opposed to pips ever since grades were introduced.

    However, I don't see how this is an exploit that killers are using.

    An exploit would be abusing unintentional game design for a benefit.

    Camping and slugging, while might not be fun, has been confirmed to be a strategy of the game and is a part of game design.

    It also doesn't benefit killers in terms of pipping. In fact you get less points and are more likely to depip than if you were to play normally. Also them getting pips does not give any advantages in game. Same with you losing pips, does nothing in the trial.

    While I don't like the pip system, everything you just said is simply just wrong.

  • Demogorgon. Has map traversal, has Chase potential, and can go well in both 1v1 and 1v4 situations. He really comes down to skill on both sides. If he's good he can stomp even good swf teams. If he's bad he'll get stomped. He's a good middle of the pack killer

  • Tunneling and camping will never be fully removed from the game just due to the games design. All they can do is try and lessen it/make it more lucrative to not do it, but it'll still be there in one form or another

  • Fix trap spawn RNG, make traps start opened instead of closed. Then he can still pick up and move traps as he wants, but still have some pressure early on if someone randomly steps in a trap.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249661#Comment_3249661

    I think the main issue is if a plague is right on you then you get infected nearly instantly. one full puke basicly injures you so not to much time is wasted by the plague.

    https://forum.deadbydaylight.com/en/discussion/comment/3249666#Comment_3249666

    Wish people would stop just saying nurse and blight are the strongest. They may be the strongest in "top mmr" but because of the high skill cap required to play them efficiently they are not overall the strongest killers. For example i could play 10 nurse and 10 nemisis games and i would most likely 1k or 0k all nurse games but 3 - 4k most nemi games purely because of the difficutly difference. How strong a killer is isn't dependent on just overly skilled players its an average from new to veteran players.

    I'm guessing you've never played as her. Most of the time you waste more time trying to infect them fully than if you were just to go for the m1 anyways. The only time you can infect someone fully very quickly is if you are right on top of them and they're running in a straight line. At that point it's a matter of player error and skill rather than issue with the killer's mechanics.

    If you get into a chase and get fully infected and downed in the first 20 seconds that's a skill issue, they simply outplayed you.

  • I've been saying ever since grades were introduced that they need to remove the entire pip system.

    It should just be a single progress bar. As you play and earn points, all points get added up and it goes into this one bar. Once the bar fills you move on to the next grade. That single bar can be managed a lot easier than pips and emblems. You can adjust it easily to fit what they want to see on average playtime each month. Maybe players are getting iri grade to easily, simple, just increase the amount of points needed to fill the bar, or lower it if it's taking too long. Easily managed.

    Then you can add a single grade emblem that is a combination of the points you earned in match that will give you an idea of how well you did, for those who want the satisfaction of knowing they did well or poorly.

    You could even flair it up to make it more interesting. Maybe instead of just a simple bar it's a vial or a blood relic of some kind. Once it fills it cracks open and awards that set bonus bp immediately so that you have immediate rewards for your time playing. It would just be the static rewards that are already given at the current reset.

    Then all they'd have to do is just reset everyone's numbers and not having to worry about BP rewards at the reset.

    There's so many options with a more simple system. Idk why they don't do it

  • I actually don't mind this bit of RNG. Yeah in match in the heat of the moment it sucks and can be frustrating especially when it happens multiple times in a row.

    But I like the idea of having to be smarter with committing for a gen or just hopping off. There's a lot of RNG in this game that I don't agree with, but this isn't actually too bad.

    If they every decide to make gens more interactive than just skill checks I wouldn't mind this being removed, but until then it's the most interesting part of doing gens, sadly.

  • I don't really see a need to do anything further than the warning they already have. So many games, most in fact have only a warning with no special modes. If you decide to play any of those games after the warning then that's your own choice.

    But asking them to drop everything to make a special modes for each and every person with a disability is simply nonsense. And these posts happen all the time. Each time they add/fix something, a new one pops up with a, "They need to fix this right now".

    Next you'll be asking them to include robotic hands with every game purchase so that little Timmy the amputee can play kill your friends.

    While it is sad that people suffer disabilities, it's not the developer's responsibility to adapt their game to every one that pops up. That's your job. My mother was epileptic. If there was something she really wanted to do, she'd find a way and if she couldn't find a way to overcome that she wouldn't do it.

    If it's something you're having extreme problems doing due to your condition and you can't overcome that, then don't do it.

  • His power should remain mostly the same, but there are some tweaks I'd make.

    Stalking mechanic:

    -There shouldn't be a limit to how much you can stalk someone.

    -You stalk the same amount regardless of distance.

    -Progression now reverts back to tier 1 after tier 3 goes away.


    Tier 1:

    -Base movement speed up to the normal 115%.

    -still undetectable

    -remove the penalty to lunge

    -increased stalk rate with lower maximum stalk meter so you're able to get out of tier 1 faster.

    Tier 2: Mostly unchanged

    -Slightly slower stalking and slightly larger meter than tier 1.

    Tier 3:

    -Removed the exposed affect(more on this later)

    -Slightly slower stalking and slightly larger meter than tier 2.

    -Same increases as before but also includes a 5% buff to movement speed.

    -You can now break through pallets and breakable walls. You can now hold the stalk button while in tier 3 and walking forward to break through any dropped pallet or breakable wall. This isn't instantaneous, it has an animation, but it's still a faster animation than breaking normally.

    -using this causes the stalk meter to drain much faster than normal.

    -once tier 3 is finished you revert back to tier 1 and become undetectable again.


    These changes are to make him feel more accurate to the movies, as well as making him much stronger in chases as he gets stronger, since he doesn't have a power that helps in the 4v1 aspect. This would also make him decent all throughout the match instead of just once or twice a match

    There's also some add-on changes that would need to be made. Most could stay the same as far as stalking goes, but a few others would need changed.

    Scratch mirror:

    -keep permanent tier 1 but reduce the ability to see auras to 12m. (With the buffs to his tier 1 he doesn't need a 32m aura reading ability.)

    Boyfriend's memo:

    -complete rework(due to not having a lunge penalty anymore.

    -new effect- When stalking a survivor for at least 3 seconds they become your new obsession.

    (This will create more synergies with more of his add-ons and perks, as well as some new perks that a lot of other killers don't get value out of.)

    Fragrant tuft of hair:

    -same effect, still greatly increases the amount required to get to tier 3, but it makes it permanent.

    -removes the ability to stalk while in tier 3. (This makes it to where you can't break through pallets and walls as you can't stalk, adding a balance to his unlimited tier 3 power)


    Tombstone piece: grants the ability to healthy and injured survivors of they're the obsession and have reached their second hook state. Once used your meter is drained back to tier 1. (Removes the penalty to reach tier 3, however makes this add-on much more balanced. You still have the ability to kill a survivor without chasing them, but it comes with multiple trade offs listed above.)



    Judith's tombstone:

    -complete reworked

    - new effect- while in tier 3 survivors are inflicted with the exposed status effect.

    -Removes the increase to movement speed while in tier 3.


    The perk changes are to ensure synergy with his power, while removing some of the annoying oppressive parts of his old kit. It reduces the hard to counter affects of stacking iri addons or the tombstone piece, and promotes a wider range of combinations.


    All of this would work to redefine him as a stalking killer that hunts his obsession relentlessly with a more consistent rise and fall gameplay cycle that keeps his ability to perform all throughout the match.

  • @DoritoHead said:

    Difference is Wesker isnโ€™t useless around pallets (just ignore the bugs). He can vault over them, so I think limiting destroying them to an addon is okay.

    I agree, I don't think it should be base kit. However I do think he needs something when vaulting the pallet. Like making it to where if the survivor is within his collision once he vaults, he follows up with a basic attack.

    Right now survivors can just wait at the pallet to vault back right after he vaults, making his whole concept of vaulting pallets pointless. It just doesn't make sense to have it if survivors have a way to render it completely useless very easily and they don't even need a perk or an item to do it.

    However if they made this change survivors could still loop or run to a different loop, so they still have choices, but it wouldn't make half his power useless.

  • I feel that hag's main issue, is really similar to Michael's issue. Their power was created for an earlier version of this game where there was a lot less game knowledge. There were less people who had been playing the game long enough to know all loops and tiles and how to run everything, and how to counter her power.

    Now most people know how to counter her power. Now it only takes an average solo survivor to take initiative to be able to just destroy her power. Plus you also have the introduction of new perks, larger maps, ect.. that really affected the effectiveness of hag over time.

    Also like Michael, she remains one of the few untouched killers since her inception. Trapper, wraith, hillbilly, nurse, and even clown have all received changes and adjustments over time to their kits. While hag has received no major adjustments and very few minor adjustments to her kit. Even her movement speed is reflective of an older game.

    Yes you can still do very well or horribly with all killers. However, whether you like her or not, I think everyone can agree that she needs an update. Maybe not a whole rework, but at least something to freshen her up.

  • I like dredge. The ambient sounds and screams give him a real horror feel

  • Uhhh... How are you even going to bring it up but not even mention the laughing jester, who was the best character from the show lol

  • It all depends on the situation. Do I have anything in my build that ensures we both get out? Did they get downed because they were goofing off trying to be toxic?

    Overall the general answer is no. The chance of even one person escaping at that point is gonna be small. Let alone both people. Why feed the killer more kills??

    Especially since I don't know these people. I'd rather get the large amount of bp got escaping, instead of the small amount for unhooking. I get literally nothing for trading with them.

    You think they care? Lol they don't

    Now if they added a reason to actually do so, then sure, I might do it.

  • @rha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133874#Comment_3133874

    There are separate settings for Actions (e.g. throw pallet, vault) and Interactions (e.g. healing, repair gen). Highly recommended to map one of these to a different button.

    I've done that, however it still doesn't change a lot of interactions.

  • There's also other differences too. You can't moonwalk as survivor because of the controller to camera interaction, 360ing is a lot more difficult.

    As killer you can't flick the same way the PC does, hiding your red stain is slightly trickier for mind games. Any precision killer is a lot harder due to lack of the same control over the characters. It's annoying at best

  • Yeah they are bound to each other and there's no way to switch it. Even if you change the button layout, it switches it for all interactions.

    So like healing, vaulting, working on a gen, throwing a pallet, and even solving pinhead's box are all tied to the same button with no way to separate those actions. Which is sad because there's a lot of unused buttons on console for this game.

    So say you're trying to solve the box, or break chains, you can't do so near a pallet because you'll end up just throwing the pallet.

  • Once you prestige a character you unlock their 3 perks on every character at tier 1. You can then find tier 2 and tier 3 within their bloodwebs like normal.

    Or you can prestige 3 a character to have their perks at tier 3 on all characters.

  • @Chocolate_Cosmos said:

    It seems like it is still not fixed xD

    It's fixed like rubber banding and space Billy is fixed ๐Ÿ˜‚๐Ÿ˜‚

  • I like pairing monstrous shrine with devour hope on killers who can't move away as fast.

    So it might look like:

    Monstrous shrine, devour hope, undying, and jolt.

    Or I might switch out undying for another scourge hook like PR or floods of rage

  • Doctor originally. Loved his laugh, lore, and power. It also didn't hurt that he's one of the best farming characters.

    However I recently switched to dredge. Love his power and design. He feels like an actual horror character. He also has one of the best skins in his doll skin

  • I don't think it's really that bad at all. Especially with healing being as fast and strong as it is already, being healed by a large chunk instantly isn't horrible.

    Having it give just 35% instantly, or God forbid fully healing you instantly, would simply be too strong and would make it a must have in every build in every match. And since they just go changed a bunch of perks like that, I imagine they don't want more perks like that.

  • Put simply, people don't have a problem with the perk for it's intended use, to stop camping. Most people want that. The issue comes in with how it's actually used. As I started when the perk was first announced, it's easily abused and people are starting to see this.

    I knew it was going to have these issues because they've tried this before to stop camping and it was abused back then as well.

    And just saying to tab out or DC isn't healthy for the game overall and isn't something Behavior should want.

    As much as I would like to stop people from camping, this isn't the way to do it, and is just going to create more problems than it solves.

  • Indeed it's only something the devs can answer, and have answered. I'll put the answers below.

    1. Kill rates were lower than intended, so they provided killers with base mechanic buffs.

    2. Survivors received basekit BT and haste on unhook to assist in combating camping/tunneling. This is an ongoing thing that they are monitoring to see if it needs to be buffed/nerfed, or if more changes need to be made.

    3. The changes to specific perks was due to an extreme over usage of certain perks in almost every match for the better part of 6 years. In order to keep the game feeling fresh, many of these perks received massive changes in order to shake up the meta. This is something they hope to continue doing with time in order to keep the game feeling fresh.


    As a live game there are many things that get changed and monitored over time. Some things might be strong at one point, and be weaker the next match. This is the nature of all live games.

  • I've come to the realization that with this game, and every single match I play in this game, I have to manage my expectations.

    When I would go into a match expecting teammates to be on the same level skill wise, or expect decent map spawns, or for everyone to play fairly, or for anything to be balanced, I'd be frustrated when it wasn't.

    So I just prepare myself each match thinking that everything's probably going to be bad/go wrong, and to expect it.

    Teammates leave me to die on first hook at 5 gens? Meh kinda expected. Killer camping me? Already saw that coming so not that big of a deal. I'm playing trapper and got a full swf with flashlights and game map offerings? Figured that would probably happen.

    I've noticed that when I manage my expectations for this game and lower what I expect from it, I'm much more calm and easy going when it does happen.

    I switched from caring about winning, or getting a certain amount of hooks/kills, or my grade, and started focusing on just random fun stuff. Like being as random and sporadic as possible at loops, and then counting how many survivors mind game themselves into me.


    Also I found that if you want to have fun, you can't play this game all day everyday. Or any game for that matter. Eventually you'll start nit picking every little thing wrong with it until you hate it. Take breaks, it's okay

  • Tony hawks pro skater 1 & 2.

    You can grind into a manual, then into a wall plant, pivot into another manual, into another grind. Rinse and repeat for Max grindage

  • I just don't understand people spending money on any dating sim, especially this one.

    If you really want to throw away money and get nothing out of it, I know of tons of hot singles in your area that would like to have a word ๐Ÿ˜‚

  • That this game could be so much more than it is, with a way higher consistent player count, a better look, more fluid animations, and a better balance.

    However they're too lazy or unwilling to make the substantial changes needed to the core gameplay in order to achieve that outcome.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112377#Comment_3112377

    Honestly if you can only keep a chase because of scratch marks. that's a skill issue, no offense

    If you're blinded, meaning you can't see the direction they went, no scratch marks because of the perk, and then no footprints or sound because they're crouching in a corner that's not a skill issue. There's no way to track a healthy survivor at that point. The only way to find them would be to literally go looking for them. That could take 10 seconds, to almost a minute of added time every single chase.

    That's not a skill issue. A skill issue would them being injured and I can't find them, which is not the case.

  • In the current state of DBD and it's maps, I'd say no.

    For it's intention, hiding scratch marks after getting a save sounds good. But it'd be used 99% of the time at each and every single pallet and would just break chase instantly on every chase.

    Gameplay would be getting chased, dropping a pallet, wait for them to break it, then just flashlight and run away and hide. Every chase would just end with a survivor escaping very easily.

    Which would force killers into never wanting to break pallets. So it'd just be bloodlusting around loops until you get a hit.

    The concept is nice, but how it'd actually get used and abused would not be good for the game.

  • This game needs other main objectives outside of just doing generators. It's what it's always needed, and many have stated that over the years.

    That is one thing I feel that games like The Evil Dead have done right in recent years. There's very little down time when playing as either side. You're always doing something, always working towards something. Which is why even though matches are longer, they don't feel that way and drag on.

    In DBD if matches were longer everyone would hate it because without more main objectives, it means more time doing nothing really, and that's boring. Sitting on generators for 6 minutes straight is boring. There needs to be more than just that.

    Other asymmetrical games showcase it pretty well. With both sides starting off relatively weak and both getting stronger as the game progresses. The side that plays better gets stronger and is eventually able to beat the other side.

    DBD could use to take a few pointers in this regard.

    Right now killers start with no pressure and less power over the outcome of the match. That only changes based on their own ability to pressure The other side into mistakes.

    The survivors start at their strongest at the beginning of the match, and only get weaker if they make mistakes, or don't do the thing that they don't want to do, which is sit on generators all match.

    It's pretty much giving a boring task with basic gameplay that needs little interaction, and then forcing players to do that or lose.

  • I honestly feel pretty much the same way. The game if played normally doesn't feel that much different. But so many survivors give up after the first down or hook since the patch, it seems like killers are doing better than they actually are.

    The other thing I noticed is survivors saying it's not fun anymore. But I've noticed that survivors like myself who just play to play normally and effeciently (doing gens, breaking totems, saving when it's smart) aren't really experiencing this change of "fun".

    If you're playing effeciently and normally, matches are the same.

    However as a survivor you can't just play in the killers face anymore. You can't have your whole team body blocking and teabagging the whole match and still escape like before. If you want to play in that way to "have fun", you still can, but your chances of escaping go down a lot. Where before you had a bunch of perks that let you play that way without any real threat.

    But now if you want to win, you actually have to play to win and escape.

    If you as a killer play effeciently to win, and survivors play in the same way, the matches feel a lot closer and fair

  • @GentlemanFridge said:

    @GoodBoyKaru they're taking your job

    @GoodBoyKaru false. Bears beats Battlestar Galactica

  • I think there's some good ideas but also a lot of bad ideas. You don't need 3-5 perks to become basekit.

    I would like to see the icons of what my teammates are doing to go live, that's probably the main change that's really necessary, and is really all that's necessary.

    Yeah matchmaking could always use improvements. But you're always going to find people that you're better than, or ones that are better than you in any online game. It's the same thing in games like COD, league of legends, and even mmos.

    You also have to think about how people have bad games and matches, it's normal. You could be playing league and that same player that's 0/10 in your game, also went 30/0 in their last game. It's the same in DBD, people have bad matches where maybe they make bad calls or plays. It happens.

    One of the big things that makes SWF seem strong is the willingness to sacrifice themselves for their teammates. There's no way to fully fix that. In solos everyone is random. While you might be willing to help your teammates, the people you're playing with might only be worried themselves surviving at all cost.

    There's no real way to fix that aspect. However you can make it more lucrative for survivors going for saves be increasing the rewards. Right now you get the most points for escaping, regardless if anyone else does. If you would've escaped but go back in to save someone else and you end up dying while they get to escape, you only get a few hundred points for the save, but would've gotten 5000 for surviving.

    This promotes a self survival mentality in a team game. This should be changed to gain more points per teammate that survivors instead of you just escaping. Like you could change it to where you get 500-1000 for surviving, but 2000-2500 for each teammate that escapes. This is all just an example, but working the mechanic in this way would incentivize helping your teammates more and feel more rewarding when you play as a team. So even if you die but they all escape, say like in endgame, you're still rewarded for your sacrifice and team based gameplay.

  • You've seen space Billy, get ready for space survivors ๐Ÿ˜‚

  • @Yords said:

    Here is what a dev had to say about it.

    "It is the case. To explain:

    Auto aim gives you a hit you otherwise would not have gotten.

    What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It willย notย give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.

    That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist".

    EDIT: Just noticed the other part of the question.

    It is not there to hide lag. To hide lag, you would have to predict their movement and move the killer on their screen in advance. This is not the case. If there's a lot of latency between you two, the killer will appear to miss wildly regardless.ย As the killer, you have the authority over hits.ย It's not compensating to help you out. What you see is what you get. It's purely just to make your hits more visually appealing." - Peanits

    I still don't understand though because there are moments where I could almost be touching a survivor, swing, and miss due to this. It makes no sense.

    And all of that made sense way back when survivors moved slower and didn't have a bunch of different techs in their arsenal.

    Nowadays it just causes more misses that would've hit and is one of the things that extends chases past what it should be. If you want to help killers reduce chase times, maybe remove that first, because it happens at least once every match.

    I'd much rather have my swings actually hit where they're supposed to and look ugly, than miss while 'looking nice'.

    It's an old system that needs to be removed that serves no real point now, but they refuse to fix because of the work it requires. Much like how pips and depips still exist.

    It's laziness is all it is

  • As a killer main I hate that this was brought back.

    We pretty much went from a meta of Corrupt, PR, DMS, and BBQ, to a completely open meta. And now back to a meta of Corrupt, PR, DMS, and either bbq or floods of rage, maybe lethal.

    It's just dumb that we went completely backwards after a single patch

  • What people don't seem to understand is, even if they wanted to bring back the bonus BP on those perks, it's not just the flip of a switch or a simple line of codes.

    This was something I learned from one of the developers of Riot when they did an interview about one of the champion reworks and whether or not we'd ever see old versions of champs come back. Simply put, no, because they no longer exist.

    Same thing with the bonus BP on perks. It doesn't exist anymore. When they change something like that, they change and even possibly remove that entire code for it. To get it back they'd have to build the code back into the game, sometimes from the ground up.

    While I do agree that something should have been awarded to players who continue to play during this time, even if it's a small 25-50% bonus, the BP on perks is not the way to go. And simply put it wouldn't even be available until next patch of even the patch after, as they'd have to recode it.

    I'd much rather see the incentives come to live properly, and then balance the economy around the base BP earned each match instead of adjusting bonus BP.

  • I love whenever I see people post blanket statements with no way to actually show hard facts, because it's so easy to do.

    I can do it too.

    I'm at the absolute highest MMR and I'm the best player in the world! Nobody's ever finished a generator against me! Also I'm the pope and wrote the original script to lion King 1/2 ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

    And that's why you should completely Nerf *insert non main role*


    It's so ridiculous lol

  • You guys are getting an animation??? ๐Ÿ˜

  • @TragicSolitude said:

    I'm having this same issue. The bonus applied earlier, but then it stopped and hasn't rewarded the bonus for any survivor matches since. I've restarted the PS4 and restarted the game multiple times. Survivor queue is longer than killer queue, I'm wasting time to get the bonus because without BBQ stacks this is what we have to rely on, but it's not actually rewarding the bonus. I'm sitting in a longer queue and earning less BP for it.

    Yeah I've switched to killer to try builds. Hopefully they hotfix it quickly

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