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Akumakaji

Akumakaji

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Akumakaji
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  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193008#Comment_3193008

    Pig is still weak even after buffs and good teams can make decent B tier killers look bad as well even A tiers. Good teams make oni D tier as they don't give you hit and play safely and abuse maps. If oni would start with his power that would only make him viable at higher mmr. Good buff which will not affect mid or low mmr. Every m1 killer should get some map mobility. But firstly soloQ needs also buffs.

    Good teams can make S tier killers look like bumbling idiots ... at least when I play them :P

  • @Gaboozle said:

    I really want to hear what other players have to say about this.

    I'm not in a high mmr nor a low mmr. But I've been against a lot of killers that only use 1 perk. Met them like 90% of the time. Most of the times, they 4k.

    I also played as wraith once with only 1 perk. Also 4k.

    I'm just wondering, should a killer be this powerful? Is this normal? (Using only 1 perk and getting 4k)

    I somewhat doubt that claim, but lets roll with it: if you meet killers with only one single perk 90%(!) of the time and most of this encounters they win with a 4k, this leaves just one conclusion: you are a brand new player who knows nothing about the game and its mechanics. It is a bit unusual that such a fresh one shows up at the forums, most peeps here are at least a couple of dozen hours in the game before they figure out that they like it that much that they show up here, but I welcome you.

    Well, yes, as a new player and especially survivor you know little about most mechanic in the game and the intricaties of it all. In the beginning, Killers seem as this indomintable juggernauts of death that you can do nothing about. It takes a couple of games to understand how you can try to stay out of their sight, how to hide, how to do skill checks and especially what looping is. Looping took me a very long time to understand even the basics off, as the timing is EXTREMELY tight and even small mistakes will lead to you taking a hit or going down. But when it finally clicks it is a lot of fun.

    There are quite some ressources out there, youtube videos that explain it all and give you a good run down of what a survivor can do to not get killed. Best advice, though: try to find some other players to tag along. Surviving with Friends is the strongest tactic of them all.

    Happy Gaming.

  • @Sumnox said:

    Keep in mind that there's a good number of killers who demand the game to force kills for them. There's some others that like to work for their kills and have some challenge, but as you can see in this forum, a few others would make winning key-bound. if they could press a key and automatically win a match, they would and call it balanced for X reason.

    These are the type of players that Behaviour has been cattering to for a few years.

    ######### are you talking about? This is just the mad ravings of someone who just wants to incite unrest for the lulz of it. Not an once of constructivness in this comment. What a waste of bandwidth to even read this.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192426#Comment_3192426

    Actual fun fact:

    MMR is still not shown so all you do is assume based on statements you either like/dislike.

    Another fun fact: I am seeing DH in every game now, sometimes even 3-4 like back in the days (though this kinda games are still the outliers), and most of the survivors wisend up to how to use it properly and use it to very, very strong effect. I have even seen some DHs that were night uncounterable, like when a survivor is reaching a vault just BARELY too slow, like 0,1s or something, just by a nails widths, they activated DH, Now, when I just couldn't get through the last two Iri ranks last season, for the first time ever I smurfed one of my killers to breeze through the Iri ranks and be done with it. After a couple of lost games DH nearly disappeared entirely, it just vanished from the face of the earth and didn't reappear until I was killing again, raising to the higher reaches of MMR.

    I got the very strong feeling that the usage rate of DH in the survivors you are facing is one of the strongest indicators of you are in the higher-ish MMR regions, maybe even at the soft cap, or if you are below. Mid-ranking survivors and lower don't bother with DH, as they are lacking the experience and skills to utilize it. All those frustrated threads about "DH is absolute garbage now. Thanks BHVR!!11" are NOT from skilled and high MMR survivor players, thats for sure.

    TL,DR: probably the best indicator of you are in the higher-ish regions of MMR (we will never know for sure) is if you are versing survivors with DH on the regularly, and if they use DH to good effect.

  • @Akumakaji said:

    I tried multiple ways and angles to solve this challenge, just in case the wording is slightly off. I was on the gen in coal tower with a locker directly next to it. The killer came around the corner, hit me and I hid in the locker instantly. I even had Quick and Quiet equipped and got an escaped score event, but the challenge wasn't finished.

    Then other times I hovered around a locker and once the killer came around the corner I jumped in. I tried everything: jumping off a killers shoulder into a locker, jumping from an unsave unhook into a locker. Escaping the killer and jumping into a locker. Nothing worked and I am pretty miffed about it. I tried it in at least 6 different games. I even equiped the perk "Self Preservation" just in case this was forgotten to the challenges text.

    Step 1 : Play as survivor in a public match.

    Step 2 : Equip the perks "Quick and Quiet" and "Self Preservation"

    Step 3 : Start a chase with the killer at a key location with a locker.

    Step 4 : Jump into the locker as soon as you have visial contact with the killer and the music changes-

    Step 5: get away or get hooked, doesn't finish the challenge.


    Here, upvote the bug report so that it might get some traction.

  • 20220911204001_1.jpg

    Here is a screenshot of one of the rare moments in history, ca. 8:30PM, Central Europe, colorized. Enjoy the sight.

  • Otz made a pretty fun build for it: Agitation/SH: Pain Res/SH: Monstrous Shrine/Dead Mans Switch

    carry them into the basement whenever possible, and then patrol gens. This will force the survivors off their gens in order to save their comrade, activating DMS. Its not meta or anything, but a fun build thats something different.

  • I finally got (nearly) all achievments! What a ride. I must say, the most frustrating one by far war the Myers Evil Incarnate. That one got provibited by lockers so much. I can understand that its not fun for the survivors, but locker plays just to frustrate the killer, when its certain that you will die, will only subject another group of survivors to this playstyle. Ugh, what a bad achievment design.

    The only one left is "Outbreak Breakout" at 6/20 :V Oof ... thats also something. This one is such a slog and so utterly grindy. Yikes.

  • @KayTwoAyy said:

    I'm not so sure we can continue to accuse them of "increasing the grind."

    The bloodweb price cuts alone have effectively replaced BBQ & WGLF bloodpoint boost.

    To your point tho... I think there is something to be said about the influence BBQ had on killers' playstyle.

    Thats the thing! Every killer hat BBQ equipped (well, the vast majority) because of the BP bonus and a lot of them wanted 4 stacks of BBQ, even if they got no kills, so they spread their love around. And while they hooked someone they often saw some juicy target somewhere in a good position and decided to go over there, leaving the hook, enabling others to go for saves. All in all an excelent perk for both sides.

    BUT it sorta locked in as a semi permanent in most killers builds and it often felt like you were just playing with 3 perks, because the extra BP were just THAT useful. So while the extra variety in killer builds is awesome, the healthy playstyle that BBQ encouraged is gone.

    So here is my solution: give killers a sort of mini BBQ as basekit. When hooking show the killer the aura of the furstest away survivor (minimum 24m) and give them a chunky speed boost to get over there, something like +15% speed. This bonus only applies as long as the killer is moving towards the direction of the shown survivor, is not in chase and is something like 16m away from the target. This will incentivise even slower killers like Myers or Trapper to leave the hook and go roaming, because most of the time when killers camp it is because they are lacking a target and/or the means to get over there.

  • @Akumakaji said:

    I tried multiple ways and angles to solve this challenge, just in case the wording is slightly off. I was on the gen in coal tower with a locker directly next to it. The killer came around the corner, hit me and I hid in the locker instantly. I even had Quick and Quiet equipped and got an escaped score event, but the challenge wasn't finished.

    Then other times I hovered around a locker and once the killer came around the corner I jumped in. I tried everything: jumping off a killers shoulder into a locker, jumping from an unsave unhook into a locker. Escaping the killer and jumping into a locker. Nothing worked and I am pretty miffed about it. I tried it in at least 6 different games. I even equiped the perk "Self Preservation" just in case this was forgotten to the challenges text.

    Step 1 : Play as survivor in a public match.

    Step 2 : Equip the perks "Quick and Quiet" and "Self Preservation"

    Step 3 : Start a chase with the killer at a key location with a locker.

    Step 4 : Jump into the locker as soon as you have visial contact with the killer and the music changes-

    Step 5: get away or get hooked, doesn't finish the challenge.

    @Akumakaji said:

    Step 1 : Boot the game

    Step 2 : Play as survivor in a public match

    Step 3 : Have Tome 6, page 2 challenge "As Long As It Get Fixed" equipped

    Step 4 : Instead of counting every gen by oneself or a teammate being finished, the counter stays at 0.

    Here are the two bug reports. If you encountered them too, please upvote them so that they might get worked on.

  • @Bot_Salvo88 said:

    https://us.v-cdn.net/6030815/uploads/6RY62IJDSML5/immagine-2022-09-17-122139908.png

    I've done it a couple of times and it doesn't seem to work. I don't think you need ONLY the perk Quick and Quiet equipped. Any help?

    Yes, I tried one evening every possible combination, ie hide in a locker within seconds of the chase starting, hide in a locker after the killer lost sight of me, hide in a locker in plain sight, with perks, everywhere, nothing worked. Its bugged. Page 2 "as long as it gets done" is also bugged for me, no gens count to that one. The same challenge on page 3 works, though. So I have the tome completed save for 2 challenges.

  • @HectorBrando said:

    You people are never satisfied with anything...

    How so? OP just explained their situation and asked for recognition and maybe a stop of this ridiculous posts of the sort of "killer role is so brain dead now that you can 4k every game" or "you suck at killer if you 3k".

    OP didn't ask for any nerfs. But I feel the exact stuff OP describes myself: the games feel more fun then pre-patch and more 'fair', but survivors had adapted to the new situation day 2 and nowadays it feels nearly exactly the same.

    This is not some whining "uwu please nerf survivors ", thank you very much, we 'higherish skill killers' can win and lose with dignity, thank you very much, but its again becoming very sweaty and stressful with DH raising to the most used perk at higher-ish MMR again, because it's so universally useful.

    Here is a thing: I am seeing DH every game, sometimes again three times a match, sometimes just a single one, but every single match I have to take it into account in chases and get baited out a lot by very clever uses. DH is now not a fire and forgot perk and takes a lot of skill, but the higher-ish MMR survivors GOT this skill and they make extremely good use of it.

    During the last week of last seasons I smurfed one of my killers in order to break through the last couple Iri ranks, and after just a couple of losses the usage rate of DH dropped staggeringly, it basically disappeared completely. So I feel that DH, and the well utilisation of that perk, is the single most significant marker that you're playing killer in higher-ish MMR.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192246#Comment_3192246

    Sexy and . . . uh . . . spider Killer . . . don't uh . . . don't really mesh

    Widowmaker from Overwatch is, well, sorta modelled after a black widow.

  • @renvolt said:

    The incentive is basically to offset the horrible experience of solo queue so be glad you're missing out. But it's an incentive, nobody needs incentive to play current state killer vs survivor

    Indeed it was like this before the patch for killers. Back then no one wanted to play killer because it was such a miserable experience against all the DH and overtly strong survivors, so that was tempered a bit by giving killer a much bigger BP reward and making it easier for them to cap out in the different categories. Also BBQ stacks were easier to come by then WGLF stacks. It wasn't unusual to make around 100k per match as a killer.

  • @I_CAME said:

    It's literally 90% of Weskers at this point. If they are aiming for variety then it didn't work out with this killer. Give him a normal terror radius so we can stop seeing the same build every single game. It's not even about it being overpowered. It's just boring to play against the same thing over and over again. I'm not exaggerating when I say i've gone against SEVEN starstruck Weskers today alone.

    Oh boi ... I wish I had only faced 7x3 DH/DS/BT/IW survivors per day before the big patch. Killer variety still beats old survivor variety by length. Yes, star struck Wesker is strong when done right, but you can at least evade him. Not gonna lie though, I have had some pretty nasty games with Starstruck/Distressing/Awakened Awareness. You sometimes see them hiding behind a bush, with you having no business knowing that they are there, and then BAM. Another down, another bite for the entity.

  • @Nirgendwohin said:

    Hitting the survivor on the hook more than once when no other survivor is within 3 meters around the hook gives a -5k BP penalty per hit.

    You get one hit for free to acknowledge a good fight and everything beyond that will be punished.

    Not bad, we can do that. While we are at it, can we also apply a -500BP for every fast vault within 10m of an exit gates, if the killer is not around? Or -100BP per Flashlight click outside of blinding techs? Oh, this would be so fun for marcro clickers ... BTW, I am genuinly backing your idea up, so maybe -5k per hit is a bit much. Maybe make it start at -1k and add 1k to each consecutive swing.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191945#Comment_3191945

    Terminator survivor squads would be at the utmost top of survivor mmr, which would be the top escape rate. They might very well be 100% escape rate. But what the devs mean is that at equal mmr, solos don't have a significantly lower escape rate. Solo Q at extremely high mmr also have a very high escape rate, though not exactly as high as SWF.

    Fortunately, such squads are extremely rare and you're unlikely to come across multiple of them, unless you're also extremely high mmr as killer (in which case, congrats ! :D)

    Also, you're missing out, she's a lovely lady when you get to know her. 10/10 will never, under any circonstances, eat your liver.

    Its probably the spleen. The spleen it the most well blood supplied organ in the body. Thats her kinda snack.

  • Hmm ... I feel that I have experienced WAY more BMing as a killer then I could ever dole out to the survivors, even if I tried to, but situations like this can never be resolved by counting the offends and declaring one side the more valid one, because "it suffers 3 instances more" then the other.

    That being said, is nodding really that bad? I always percieved it as rather passive and one of the only ways how killers can convay anything to the survivors that isn't strictly aggressive. But I guess the same could be said about some t-bagging, which I hate like the plague.

    Hitting on the hook though is scummy in nearly all cases. Again, this can be nuanced, but also plays out a lot in the different players heads. When a survivor gives me a really hard time and loops really well, I like to give them a single slap on the hook as sort of praise? Acknowledgement that they did well? Something like that. Its like a survivor t-bagging to beg for mercy or pointing at you when you corner them at the exit gates but decide not to down them. Both can be used to be toxic, but they can also be more nuanced in different situations. Same with a single slap on the hook. But yeah, those that slap you continuously on the hook normally got their frail ego damaged by your looping skills ^^

    Bleeding out ... well, thats a different beast. I sometimes have bleed out the last member of a team of extreme bullies who did nothing but try to make my match as miserable as possible, with all the double lockers and dirty techs that they can muster. I know that they are in a SWF and the last one won't DC, as not to let everyone stare at the screen for even longer then the bleed out, so this is a sort of educational payback; its probably still petty and not the morally high road, but hey, they showed me how much they love bullying, so I gave them a small taste of their own medicine.

    But killers can also bleed out entirely innocent survivors, just because they are edgy or spiteful or grumpy or slept bad that day, and thats not cool. I would rather not be able to get back at those bullies, then have an innocent player waste 4min of their life. And there is a solution on the horizon: BHVR is working on a special mori when the last survivor is downed. In that case the killer and survivor are spirited away to the middle of the map, the mori arena, and the survivor is moried in the most camera friendly manner, with no chance of being bleed out and wasting 4min. The details are still murky, but I think that this is a good development and will adress most of the grief with intentional bleedout; on both sides, mind you. Survivors can also spite the killer by hiding in some far corner of the bush and rather bleed and waste the killers time, then giving them the satisfaction of a 4k. Every time this is brought up some clever survivor player will chime in and parot something along the lines "well, sorry that not every survivor rolls over and dies just as you please. Also, they might just try to maximise their survival points for max BP". Yeah, thats probably the most inefficient way of gaining BP and nothing but a thinly veiled attempt of justivying THIS ego trip, but thats ok, both should be shut down in the future, when the auto mori triggers.

  • @SunsetSherbet said:

    How does one kill 60% of a 4 man team? Doesn't that just average out to a 2k?

    Look at it this way: from 100 trials, ie 400 survivors, on average 240 die and 160 survive. This death can be anything from complete 4k, over middeling 2-3k and all the way to the baaaarely 1k category.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190237#Comment_3190237

    They have a low escape rate because the matchmaking puts them with teammates who don't know how to play. It's what happens when your MMR system only looks at kills and escapes to determine skill placement. It's not like a fighting game where the person with the most skill simply wins and moves up. The nerfs to camping and tunneling can come after, or at the same time as, chases becoming the viable way to play. Right now it isn't; you have to take shortcuts. Hooks represent won chases. The killer successfully outplayed or outmindgamed the survivor at a loop for each hook they got. If they're only doing that 4 times max during a match, what kind of match was that? Where's the skill, from either side?

    One thing you will not change my mind on is balancing around high level. If you're not balancing around high level, you're letting players who don't know how to play dictate balance, which would be appalling to any other competitive game's community. This has not been a casual party game for a long time, otherwise we wouldn't be on here talking about balance every day. Before I was an experienced player, I used to think pre-buff Ghost Face was a busted killer, so would you still have heard me out?

    You are eight, that you can't balance without taking the high skill gameplay into consideration, but neither can you ignore the low skill crowd.

    In my opinion, this was the biggest fail of the big patch, ie one blanket solution for all skill levels.

    At the higher skill levels the killer game was miserable before the patch and even survivors mains in this forums pitied killers and called then masochists. The high skill game felt the impact of the patch as everyone else, but as soon as day 2 pre-patch things already normalised and one week after the patch you got your pitched battles again and nearly wouldn't feel a difference to before, if not for the absence of cheeky DH dashes.

    But the low skill ranks are still reeling from the impact and not everyone adapted. Add to this the high number of actually low-skill killers who suddenly got boosted and who can only prevail via camping and tunneling, and things look pretty dull down there.

    I think that we need slightly different buffs and nerfs, or modifiers, for the different MMR brackets. Killers were always scary and unsurmountable at low skill, where players don't know how to loop, how to evade and especially how not to be scared by the gens own sounds and TBD occasional terror radius, but the higher in skill you go, the stronger are survivors due to experience, game sense and coordination.

  • One survivor here told the story of an insidious, NOED nurse waiting patiently behind the exit doors and then burst forth like Death incarnate when everyone thought they were sound and save.

  • Yeah, DH is so useful in high MMR, because it helps you out when you are most vulnerable, ie wounded and in the open/out of position. At can literally give you a healthstate at any time, when used correctly, but because of the steep repercussions for failure you rarely see it outside of high MMR.

    I have encountered a very few situations were I would say that it was uncounterable, ie a survivor reached a palette just 0.2s too late and couldn't make the vault,so they used DH. This was the first time they used DH, so I had no idea that they got it, and even if I had known: who in their right mind gambles on such a minor chance? But I stand by what I said before: ends super awesome usages of DH are few and far between and feel earned and exciting and don't let me die inside bit by bit, as every sprint to a save palette with old DH did.

    But you sorta have to take it into account each chase again. On the other hand most of the time survivors will try bait you out and force you to swing by running directly at you. This is easily countered by experience and tampering ones killer instinct, and it's quite satisfying to make them look like fools. But that could just as easily have been you, so don't get cocky.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191557#Comment_3191557

    That is a fair point and I agree with you as well. I've played enough trials now to notice when someone is doing something just to secure their win or when it's more malicious. But yes, sadly the BM happens on both sides more than we all would like to see.

    One of my fondest memory of this "mid-game-bond" that you talked about earlier was this:

    I was playing Pyramid Head on Ironworks of Misery and that one good player was a Yui. I chased her all over the place, got palettes slammed into my face a couple of times, but then we arived in a Jungle Gym and she was a little bit ahead and had stopped to do a gylph of some sort. I averted my swing mid-strike and let her finish. Afterwards we stared at each other for a couple of seconds, then I smacked her and we resumed our chase. I eventually got downed her and the game ended, somewhat luckily, with a 3K and Yui getting hatch. I would have given it to her, but she was there first. We had a respectful nodding at the hatch and then she went away.

  • @Percival_nxs said:

    https://us.v-cdn.net/6030815/uploads/CKH4ILGYJD24/dbd2022.jpg

    Welcome to DBD 2022, where the developers create patches and perks and game mechanics that discourage tunneling, but creating the exact opposite where you are literally forced to tunnel otherwise the game would last 4 minutes.

    Obviously I put an example screen, where I use Wesker without slowdown perks and yes I still did 4k because two Cloudettes played quite badly and making it easier for me to sacrifice them, I literally chased only the two of them because obviously it was not convenient for me to chase and hang one survivor still in the first hook stage with 2 or 1 gen remaining, but if I hadn't been Wesker and if I hadn't tunneled, in an extremely survivor sided map like the Eyrie of crows I would have done 4/5 hooks maximum and all survivors would have escaped in 5 minutes.

    For anyone who will say I have to use perks gens slowdown, I've already tried them for a week on Wesker, but gens now take even less than 40 seconds to complete, you literally don't have the time to use these perks.

    Oh and by the way, these weren't even a SWF and in the end they completed all the generators anyway, just think how it would have ended up against even a slightly organized team, I would have been literally helpless in the face of their power aided by the map.

    I dont talk about low mmr SoloQ, I know it is horrible sometimes, I dont want to 4k every game either, but its very frustrating that gens fly so fast that you are forced to play a little "dirty".

    Sorry, but your post is invalid as it contains no Hyperfocus/Stakeout combo. They couldn't possible have been slamming gens. Duh.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185011#Comment_3185011

    Yeah, the game is designed as a 4v1, but then on the DbD Steam page it says this:

    Survive Together… Or Not - Survivors can either cooperate with the others or be selfish.

    BHVR needs to pick a lane: either it's 4v1 and needs survivors to work as a team or it's not. Trying to have it both ways just leads to a lot of misery.

    AFAIK they said that they were working for a system were everyones MMR would raise or fall depending on the teams effort. So if you ran the killer for the last 3 gens and then died on hook, but everyone else got out, then everyone would raise their MMR by whatever a 1K/3E will give under this system, allowing once again for the good players to make some daring plays for their lesser able teammates without stranding in MMR hell once again.

    I could also see this system extend to the BP gains, maybe half of everyones BP go into the team pool and the rest is individual BP or something. This way it would feel more like a team game.

  • @Lobos said:

    I've experienced it first hand on both sides too but I'm pretty much a Solo Q Survivor main as well. (1,300 hours so far) So I've gotten plenty of BM from killers in game (and teammates too sometimes) for no apparent reason or for not making some foolish play or a pointless hook trade fast enough.

    Sometimes the killer is just mad that I ran or looped them for too long, or I pallet stunned them a couple times in a row in a chase or blinded them with a flashlight for extra points when they break pallets. Or I was evading them too well a majority of the game. Some people are just sore losers/winners and not much can change that.

    I started to just credit it to them having a bad streak of games, or wanting to teach some kind of weird trivial lesson to random players they suspect might be in a SWF.

    (Apparently Solos can't possibly be good at teamwork or the game, according to all the latest gossip)

    Maybe they were just afraid of having to chase me down again in a fair chase so they tunnel me off the hook or leave me slugged? Who really knows? It's hard to tell what the other side is thinking unless they specifically tell you why in end game chat. (If they even can because of cross play) I play on the Xbox Series S, so I can't chat with anyone besides other Xbox players and I even set that on private to just avoid hate messages from salty killers and raging teammates all together.

    Those rare occasions when you do bond and have fun with the other players (Especially on the opposing side!) are so wonderfully refreshing though! Those games are what keep me optimistic that it's not always going to be a bad time in the next game.

    I agree with you, but tbf, I have tunneled those kind of players out of the game a fair amount of times. The good ones that wasted a lot of your time are a classic example of being "too dangerous to be left alive", especially if I suspect that you might have seen my totem during the chase ^_- Victim of ones own success, so to speak. But a too hard fixation on that one good player can easily lead to your own downfall, as you let the other three survivors do as they please with the gens. So normally this needs to be tempered and be applied in the right dosage ... but BMing after each successful vault or palette stun will greatly increase the likelyhood to get tunneled out ^^

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191361#Comment_3191361

    I haven't gotten hate chat in two months. 11 hooks, usually let the last survivor go. That's the goal when I play. I win more than I lose, usually have a good time. I ignore the clicky-bois and butt-dances. First hook DC or unaliving by a survivor, I'll make sure I get a hook on everyone then usually play catch and release for the rest of the game until they get out the gate.

    I have fun, survivors usually have fun and it's a good time. With the exception of some bad eggs, I think most hate on both sides comes from their own play. I doubt I'm just lucky to get nice survivors all the time in 600 hours of play.

    I can relate. Yesterday though I got a group that was absolute potatoes and I just didn't want to kill anyone (I was playing late game Myers) and at 8 hooks just scared them, downed 3, threw them on a pile and let the last one pick them up. After that I let them finish their gens, but one Kate player accused me of bullying and non cool gameplay :D

    I can somewhat see why, but sheeesh, ya all got out and survived.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191365#Comment_3191365

    While i agree with almost everything here, I don't necessarily agree with the "just ignore it" part. I feel it would be much healthier for the game if better behavior was rewarded rather than bad behavior punished (or even just ignored.) Make it so that the thumbs up in endgame reports actually does something, maybe if you maintain a certain % of them you get a scaling BP bonus or a small modifier to XP gained or something, basically design it in a way that the only way people can influence it is when its positive, kinda like how upvotes work on the forums here. While its obviously a losing battle trying to fight the low end with the stick, offering the carrot for staying on the good end would do a lot to keep people from letting their frustration turn into anger and leading them down the same path.

    I am also a big fan of encouraging good behavior. So while I gave some easy fixes in my above post of how to punish campers, the other side of the coin would be some small incentive to actually leave the hook.

    My dream would be to give killers a small BBQ like effect as basekit: after hooking show them the aura of the survivor furthest away who is minimum 24m away and give them a short but substantial speed burst if they move in that direction and aren't in a chase right now. Old BBQs biggest contribution to the game was that nearly every killer equipped it for the BP gains, but then got drawn off the hook nearly automatically, because the perk gave them a new target. Basekit stuff is always an iffy subject, but I believe that we could change a lot for the better by making "leaving the hook" worth it for the killer instead of giving them the feeling that they are hurting their proposition of winning.

    If you take both together, ie basekit mini BBQ+speed boost to get away from the hook AND making Reassurance and Camaradry/Kinship painful for killers to deal with, we will shift the meta from tunneling and camping over to chasing and looping.

  • @Steel_Eyed said:

    OP needs to stop hacking. Period. #believeallkillers

    UwU ok, you got me. I will rethink my despicable ways.

  • @Bot_Salvo88 said:

    When you're so good that the opponent thinks you're cheating is the best compliment you can ever get.

    TBF, I believe that everyone can loop a Tier 1 Myers around a medium strong loop. The Myers player really HAS to stop chasing you around such structures, its just not what you are supposed to do and just wastes your time. But yeah, ngl, I will gladly take that compliment :D

  • @sonata93 said:

    I'd just like to preface that I play mostly survivor, but sometimes play killer when I'm feeling up for it.

    My reason for creating this discussion is that I played solo-queue and matched with what I can only guess was a three-man SWF and loaded onto Crotus Prenn against a Wraith. I'd just like to clarify that this was obviously a new killer; they had four tier one perks (Wraith's three teachables and NoED), default Wraith skin, and it was pretty clear during chase they had little-to-no game knowledge.

    Anyway, I felt so bad for them: whenever they managed to get a down, the SWF just body-blocked and flashlight saved (not sure why as this killer was obviously no threat to them escaping). They completely denied them any hooks, constantly took hits for each other, baited out OTR/DH etc. Alongside this, there was plenty of teabagging, flashlight clicking, and spam vaulting windows/pallets to get attention.

    Skip to the end game: they open the gates and decide to stick around for a while before realizing the Wraith had NOED. They got two downs (myself, and one of the SWFs). The other player got hooked and the Wraith face-camped them. The timer was quite low and as the map was so big the others struggled to find the totem and got pushed out of the gates by the Wraith. Anyway, the other player let themselves die on hook, then the Wraith picked me up and let me struggle out to escape: they nodded at me and hit his bell a few times which was really cute. 🤣

    Come to the end-game chat and the others are like "Why did you let Jake (me) escape"? and they replied with "because he wasn't toxic and played the game normally". There was then the usual influx of abuse ("GG baby killer", "NOED carried you", "trash camper", etc).

    This player added me and we're going to play some 1v1's to improve their chasing skills and they're actually a really cool person. Now I'm not saying all camping/tunelling is warranted, but what I'm saying is that after all that grief these players gave to a new killer, they then expect respect and 'fair play' in return!? You go out of your way to make it a difficult experience for other plays (which is fine as you're not responsible for someone else's fun), but then you can't be surprised when players grief back. Honestly, as a survivor main I cannot stand these types of survivors. Sorry for the rant - it needed to be said.

    You are not wrong with tis assumption, as this was stated all the time way back as the reason why killers camped and tunneled: that the base gameplay loop was aweful and playing killers felt miserable for the most part.

    But then patch 6.1 dropped and brought all this sweeping (and sorely needed) changes to killer. A lot of killer players rejoyced and jumped into the role with rekindled killer instinct. Others, though, accepted the new gifts of The Entity, without ever relinquishing the debased and despicable tactics that they had learned during the dark times. This new wave of killers was just as strong and drunk on power, but kept tunneling and camping as their MO.

    And here we are: killers are probably at the best they ever were, the role is again scary and survivor mistakes are easily punished and exploited, but hard tunneling and camping is thusly even more effective then ever. When a killer plays the game "like its intended", ie roaming around and sniffing out survivors, then they can still be pretty opressive if played well, but the survivors at least got a fun game out of it, with a fair chance to finish their objective.

    But when killers insisting on camping and tunneling they can easily press this advantage for a 2k and might even snowball it to a total party kill. Tunneling has its value as a tactic, especially against strong SWFs were you might force survivors to take protection hits that would otherwise just sit on their gens, but against soloQ its most often overkill, at least any time before the 2nd gen pops. At 3 gens it feels totally alright to finish off a survivor, but any time before that and the game is basically dead on arrival.

    I would love to see Reassurance to work at 12m, so that you can more easily punish real facecamping killers, and Camaradry/Kinship to work on both hook stages and giving every survivor an indicator that it is in play. This way you could really extend the hanging time and frustrate a camper enough that they might patrol gens, while not let anyone being taken hostage on the hook.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191301#Comment_3191301

    As I have mentioned and as the video i posted earlier explained, FoV is one part of the equation. Considering its also something that is adjustable in almost every game it has relevance in for this issue, are you suggesting people change their setups entirely every time they want to play this specific game? Or go into all those other ones and change all of their settings to match the awful ones present in this one?

    I'm sorry but most people's living rooms or computer setups are not just some loadout they can switch with every game they play. That is not an acceptable solution, nor is it a reasonable compensation adjustment. That said, they absolutely ARE all factors that those affected usually go through regularly, with the distance and display size being the ones that are obviously harder to compensate and adjust on the user end.

    I am more or less on your side, for I watched that video you posted and know understand your issue better. But one last thing to consider is this: yes, nearly every other pvp game has the option of a FoV slider, BUT in nearly all of this games the players are on equal footing and the game isn't asymmetric at its core. This is not issue of "terrorits got this weapon and swat team this weapon", but that their basic abilities are all the same: they move and see and aim all the same, so all players are equal. In DBD the killers tunnel vision is part of the core idea, I guess.

    Though today I played a lot with Shadowborn and due to the wider FoV I had a sense of "Need for Speed", ie it felt strangely addicting to zoom around the trials while I was actually just at my normal 115%. It didn't actually feel as that much of an advantage, but it was just one day. All in all, maybe everyone should play for a while with Shadowborn and get a fresh impression themselves. I somehow liked it, but tbh, nowhere would I slot this permanently in any loadout, unless I was playing a high mobility killer, were I can see this would give the highest value.

    Maybe shadowborn could get some sort of buff, so that those people, who need to equip it permanently, gain at least something out of it? Heh, we could stay in topic and not only make this perk a FoV slider, but also a gamma correction, so that you can actually see better in the dark. When I sometimes view some streamers I am always taken aback how bright and vibrant their games look, either my screen suxx or a lot of them use some "QoL gamma correction tech" <3 Oh well.

  • @Voodoomancer said:

    I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".

    That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?

    My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.

    While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.

    What do you guys think?

    I proposed something like this every now and then, but balance always seems to be the issue and people fear (somewhat rightfully?) that certain survivors might turn out to be meta, while maybe their own main becomes "unplayable" or "the suboptimal choice". People really don't like those, for some reason.

    My idea was to either give survivors one perk as basekit (buff) or have one slot reserved for one of their perks (nerf) or have their best perk only be available to them and thus being their sort of power (also nerf). Another option would be to give each survivor some sort of passive ability that acts like their most iconic base perk, but this would be tough to balance and again shoehorn survivors into roles, if they want it or not. At least peeps will feel like they have to do so or else they would be squandering an advantage.

  • @fake said:

    Do you like this kind of speculation?

    ...Survivors need 4 people, so they may be short more than killers.

    ...SWF is always 4 people, so you never play killer while you are in SWF. It is also the solo queue survivor player who plays the killer.

    ...Assuming those things, out of the current SWF>>Killer>>Solo Queue power balance, wouldn't you be tempted to choose Killer over Solo Queue?

    Just a correction: SWF is always 2 people, sometimes 3 and sometimes even 4. A full four survivors SWF aint as common as you might think, a lot of times its two or three friends running together and some soloQ randoms to fill up.

  • I think Peanits answered something about this in the main thread about the new stats. It was along the line that at BHVR they could view the date interactive with all possible modifiers, but releasing all this different stats seperately, as people always state, would be a bit more complicated, as there is no single difinition for "high/mid/low MMR" etc.

    Well, thats the official stand, so don't hold your breath. While I can understand them somewhat, I am also saddened that we wont be seeing this most important piece of the date, the one everyone here wants to get a good look at.

  • @Thusly_Boned said:

    Got mine with no hiccups.

    I got mine with slight hiccups. At first it would still give me the code for that Plage Maid Outfit, but after refreshing I got the 400k BP code.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190890#Comment_3190890

    oh so now their underground buddies are coming to make him say hello to their little friend! :))

    "and all this little DDOS packages can run much faster then you."

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190784#Comment_3190784

    "Underground" DbD Mafia? lol come on man

    And how did you piss off this undeground dark dbd mafia? You didn't pay the protection money in Bloodpoints? hah

    Anyway you are quite funny. The secret underground DbD community is attacking you :))

    Nah, he moried one of them. Grave mistake!

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190838#Comment_3190838

    Several killer mains here were in a recent thread stating that they believe a good way to deal with the last two survivors trying to hide from the killer would be an auto-sacrifice for anyone alive after the second survivor dies on hook. It seems C3 is referencing that argument to illustrate what killer mains here perceive as balanced gameplay mechanics as a critique.

    Well, "several killer mains" hardly encompass any more then a few deluded and salty crybabies. I assure you, MOST killer mains, and not just "several who attended that thread", enjoy a fair match. Contrary to popular beliefe, a "match starting with all survivors on hooks" wouldn't be very exciting. Without Slippery Meat, Salty Lips and Up the Ante, a lot of matches wouldn`t even proceed beyond the start, where would be the fun of that? Or is it again that "certain killer mains don`t want a challenge, they just want easy wins"?

    Sorry for being so snappy, but this kind of generalisation, on both sides, helps no one. There are always duchebags on both sides and there are always wounderful people on both sides. If you can't play with friends you roll the die every time and then cringe at the results.

  • @AverageKateMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188484#Comment_3188484

    This is part of the reason why this community sucks. Running a perk in game = insult

    While you are right in general, I think you took the whole thing way to serious, as it was meant as an utter jest. If you would read my whole post again you might notice, that I gave a very balanced opinion piece about the new DH, with its ups and downs and how its used and only in the very last sentence used this hyperbole. Its so out of sync with the rest of my comment that I thought that it should be pretty obvious that it was just a way over the top kind of joke and not in any way, shape or form serious.

    But, as always with this things, in the internet you only hear your internal voice and without smileys, /s or quotationmarks, there is no nuance. So, pleace accept my appology for joking around in this manner and in return maybe sometimes give peeps the benefit of the doubt ^_-

    Cheers

  • Here is happy face to counter the bad vibes a little bit :)


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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/346935/if-you-are-still-subscribed-to-prime-gaming

    Is Prime Gaming even a service you subscribe to? I just thought it was a benefit of having a Amazon Prime membership. Much like having access to Prime Video.

    Yeag, prime gaming is just part of amazon prime. I just realized this 2 month ago, so I could have gotten all these juice cosmetics ^^" Oh well, I got the Jeff costume and that one is pretty rad. But I don't think that anyone subscribed to amazon prime just for the monthly cosmetic and then thought "well, buh. I wont ever watch a single of their shows"

  • @Kev19915 said:

    I hope we see something cool at least in October.

    Its Halloween season, so maaaaaybe?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189033#Comment_3189033

    Did you forget killers can force survivors off gens, but survivors can't force killers off hooks?

    No, but they can bait them.

  • @Config said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189988#Comment_3189988

    Thanks for the transparency the community appreciates ❤️

    Lolol! I love Peanits, but that last line kills me: "We also have to keep in mind that there is currently a Tome challenge requiring Self-Care, so the usasage rate will be higher then normal."

    YES! Whou could have thought? A challenge that requires your SOLE loadout to be nothing but Self-Care and has you heal yourself fully yourself ... thats so painfully slow, no botanic knowledge or a green medkit to help ya out, just pure, agonizing nerfed Self-Care. Mind you, the same tome that featured Blight AND Nurse, the two killers that survivors can`t get enough to face off. And that Nurse challenge with the 4k before the exit gates are opened is like pure commedy in this day and age of constant complaints about sweaty Nurses.

    Its obvious that the team that writes the challenges is not the same team that works on all the ballancing and perks, but it IS a little tone deaf. Oh well, bless BHVR, the game is still in the best state it ever has been, but this stuff sometimes leaves you with no other optin but to shake your head.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190245#Comment_3190245

    Probably because they Left Behind/key hatch escape all the time, because they're killing their team's momentum, and therefore killing their team, by playing like that.

    Luckily enough I have only a single hatch escape challenge left in all my tomes. It the "escape the hatch 1 time while using a map", which is oddly specific, but maps arent exactly high on my item list, so I can waste a couple of those.

  • Yes, it does :D It stuns the killer just as all the other options. This might give DS a second life, as an easy Killer Stun perk.

  • @danielmaster87 said:

    Self-Care should never be less than 50% healing speed. As you can see, despite how horrible it is, it still gets used. All these noobs look at is "you can heal yourself infinitely, without a medkit" and that's exactly what they do, because they think that will help them survive. It teaches them bad habits, because they never push gens while injured or anything, even though you have to do that sometimes to keep up pressure. No, even against Legion or infinite Tier 3 Myers, they just say, "I HAVE to be healed before I do anything else." That's why they use it, NOT because it's a busted perk.

    TBF, thats actually what they are doing: without a medkit healing infinitely. And if they didn't die, they are still self-healing today. The End.

  • @GannTM said:

    Idk how much worse they can make that perk.

    Hold my beer ...

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