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Araphex

Araphex

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Araphex
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  • All this data is old. There were several updates after kill rate data was released. They also said they want it higher than 50% kill rates. Reason being is they are balancing the game between SWF and Killer. The one thing they needed to do when releasing the 6.1.0 update was also release HUD info for survivors in solo q and it would be nice if they also allowed survivors to see other survivor's perks, that way it would bring solo q up to SWF strength. But solo q isn't entirely unbeatable.

    Stop trying to use the same perks everyone else is using for meta and stick to perks that you feel are your strengths. If you are finding your teammates to be the cause of most of your losses (I did for a while), bring perks that will help get gens done quicker, make you more stealthy, and increase gate opening speed. For solo q, it's best not to get caught by the killer. Trying to loop if you're not really good at it is only going to make you lose.

    I also see this ALL the time... Solo Q survivors trying to troll/bully the killer. What is really the point? T-bagging after a pallet drop, spamming flashlight clicks, ect are only going to ensure you lose the match. It's time survivors start playing smart, not being overconfident in everything they do. 1 survivor is not supposed to be as strong/equal to the killer. It's never going to happen. So play selfishly if you have to, try different perk combinations, and don't take risks if you don't have to.

    Hopefully HUD info and possibly more information to be shared between survivors in solo q will come soon because that's the huge difference between SWF and solo. A 4 man SWF can still easily win against a good killer. But solo q needs to be brought up to SWF strength and that should have been a higher priority before or with the 6.1.0 update. So until they can do that, solo q will have to suffer.

  • One of my current overall favorite builds on several killers right now is : STBFL + Scourge: Gift of Pain + Jolt + any information perk like Nurses Calling or even trying Shattered Hope. You can also switch out STBFL with Lethal Pursuer which I was surprised it worked wonderfully with Shattered Hope.

    I also enjoy running an end game build with: No Way Out + Remember Me + Blood Warden + Hex: NOED.

    Lastly, one of my newest, favorite meme builds would be: Sloppy Butcher + Coulrophobia + Distressing + Unnerving Presence. Pair this with the doctor and you have a concoction for the survivor's worst nightmare.

  • I don't know about slowing down gen speeds further than what they already are, but definitely not a bad idea. Not a great idea either. But the first time I've seen something along the lines of balancing based on party members. And no it's not punishment for playing with friends. In fact, survivors are supposed to be punished. The Entity is all about punishing the survivors, especially those who work together. It's called turning up the difficulty level when players are playing together. The Entity demands sacrifice and I'm sure the devs will deliver something to us eventually. They started with the latest patch buffing killers overall. But I still like the idea of the devs giving solo q survivors more info with HUD indicators. And SWFs are basically more balanced now with killers. A little off here and there but manageable.

    But like I said, not a bad idea, not a great idea. Something new and refreshing and ignore the haters. They just want games handed to them because they are playing with friends.

  • The point of DH is to take a hit and not go down. "You can take a beating" has literally always been in the description, thus explaining what it's supposed to be used for. Not to dash 3 meters to make it to a pallet or window in time like Naruto. To take a hit and not go down. When timed right, which I see a lot now, it works as intended. People just need to get better at timing it properly, which again I'm already seeing.

    Dead Hard is a Unique Perk belonging to David King .Prestige David King to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Dead Hard for all other Characters. Quality of Life: adjusted the speed curve of Dead Hard to have it match the animation. This was step 1 of 2 steps to make the use of Dead Hard more visible to a Killer. Quality of Life: added a new animation to indicate that the Perk is active. This was step 2 of 2 steps to make the use of Dead Hard more visible to a K


  • If my Series X can handle Elden Ring on Graphics mode, I'm sure it will be just fine.

  • War Hammer Titan, because it is creepy as F.

  • @JacobiusWick said:

    Sure I don't do it alot. But when I get matched with solo q mates who are self-caring, crouching in the corner, or otherwise not doing gens (especially when I've had killer in chase for at least 2-3 to pop), then yeah I'm out. Killer can have the 4k, they deserve it. 🀣😭

    I think the reason there is hate on hook suicides is when survivors just do it early in the match even when someone is on their way to save them. I see this a lot and I hate it. It's almost like throwing a temper tantrum. They didn't do a good job escaping the killer so they just want to leave and find another match to be mad in.

  • @DeleteSWF said:

    I am the only person in solo queue who fixes generators. Stop teabagging next to me when I'm fixing because you're too stupid to use a healing perk. I have better things to do than bail out needy survivors.

    If they're just looping the killer and coming to you for heals without getting hooked or bringing the killer to you, then you should heal them. They're doing their part in keeping the killer busy so you can focus on gens. If they're terrible at looping and keep getting downed/hooked, then don't bother, unless most of the gens are done already. As a survivor, you should be helping your fellow survivors by healing them. Generally if it's one person, and they are doing a good job at keeping the killer off the gens, then you really should be doing your part to heal them. But like I said, if they aren't doing a good job at looping the killer, then don't.

    Finally, you're not going to get all the survivors to listen to you, especially with that attitude.

  • @PapiFelixPSN said:

    Anyone calling this perk strong is bad at the game. And anyone calling it strong on Nurse is just as bad if not worse. The only killers the perk is good on are Huntress and Trickster, and all it does is give a little bit of information that would be gotten easier with Whispers.

    It's not even great on the Dredge and it's... its? perk. Huntress and Trickster are definitely the only 2 that get value out of it.

  • At least you all have a chat box. Console players like myself don't get one.

  • 8 meters is fine, especially with a cooldown of 30 seconds. Here's an example showing how far 8 meters is.

    https://youtu.be/V7AMyWTHJJI


  • It's not overpowered. Just don't go near lockers.

  • @TheArbiter said:

    Never trust data from a sample of FOUR people

    And only a few games from each to add.

  • Can we get some anti-bully squad stuff for killer then too? Or you all can just learn to counter tunneling and camping since there are tutorials and streamers out there who have literally shared tactics to counter these things.


    https://youtu.be/NR_r-BxR-p0 https://youtu.be/LBWzmAWM9xc https://youtu.be/B_K5IMG9nWg


  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121468#Comment_3121468

    yes i agree that is the ideal. but its not and swf just has so many advantages that they aren't intended to have so as of today its swf>killer>solo

    Ah I get what you're saying. It's that way now.

  • @Basement_Bubba420 said:

    The game should be built around SWF. This is the primary balance problem in the game.

    Bring solo players to parity with SWF, then buff killers. Until then, solo is hell. SWF>Killer>Solo.

    Unfortunately it looks like BHVR got this backwards and buffed killers first and nerfed survivors. So while SWF got nerfed, so did solo.

    Actually it's supposed to be SWF=Killer>Solo. SWF should never be better than the killer. SWF isn't nerfed. A lot of SWFs still manage to outplay killers like Onryo, Freddy, ect. Not all killers are equal to SWF and that's where the balance needs to be. SWF = Killer.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120924#Comment_3120924

    All maps and their offerings are available all players, regardless of DLC owned or not owned.

    Good to know. RNG is messed up then or the devs are forcing us to play the same maps over and over. Either way it needs to be addressed.

  • I honestly thought I'd see more players use Off the Record or Borrowed Time, but it seems nobody is. I still see people using DH (and failing miserably). Honestly, people I play with still use the same builds as before with a few adjustments like using Prove Thyself and Head On (more often now in combo with DH and flashlights/flashbangs........). Did they get the memo? I don't see any killers falling for those tricks anymore and I'm definitely using Off The Record on every single survivor buiid.

  • I'm just wondering if it has anything to do with the content people bought? Like if someone didn't buy the Resident Evil chapter, then they get queued into a game, would it be possible that the RCPD won't be included in RNG? I would like to think all maps should be available to counter this. Or the RNG just needs to be fixed because I can't stand going to the same map 3-4 times in a row. Literally played the game 3 times last night, twice in a row and then another map and then back to the game. Also got Garden of Joy, another map, and then back to Garden of Joy.

    What I think would really fix this issue is just allowing killer to choose the map unless map offerings are used. Or giving all players in queue a choice out of 3 or something like that. Anything than being sent to the same map over and over. Just some ideas.

  • @Jinxed said:

    https://us.v-cdn.net/6030815/uploads/C4ASYKQ9Z7JV/orca-image-1314976961.jpeg

    My friend spotted this a couple days ago, I wouldn't have thought this was even possible.

    Yep. Seen it. I agree, didn't think it was possible right now.

  • @mrpieseller said:

    I mean why are you surprised? I'm sure within a month or 2 people will already be at prestige 100 haha

    I've already played with/against a couple prestige 100s. Makes me wonder how they got there already.

  • Because they're allowed to. It's also a good perk when used properly. Imagine being partially healed and the killer breaks up the little party going on there and chases after you. You manage to make it to a pallet and toss it down. While the killer is breaking the pallet, finish up the healing process. If you don't fully heal after that, go for a window or another pallet. By the time the killer manages to hit you again, you'll be fully healed and another gen is done. It may not be a great overall healing perk, but it is useful against tunnelling especially when killers will try to tunnel survivors that are already injured.

  • Wait till you get to go against a SWF who knows how to counter tunneling and camping. I literally tried it once against a SWF and honestly, it's not fun for the killer at all. People who complain about it (most solo Q survivors) either don't know how to counter these, or are teamed up with other players who don't know how to counter them.

    But with a good team, they're counterable. That's why the devs haven't really done anything about it. Imagine camping a survivor on hook who has Breakdown, Decisive Strike and Off The Record, while the survivor who is rescuing them knows how to use Dead Hard at the right time, has Kinship, Flashbang and Parental Guidance. 2nd survivor going for the hook save has similar perks to help them or the survivor being unhooked, including healing perks (usually has), all while the last survivor is gen rushing.

    I mean, if you think that's all fun, especially when the SWF get all 5 gens done and escape after you've camped and tunneled, then I guess more power to you. But it's not the best strategy to always win. Maybe in low MMR, but wait till you experience higher MMR. Of course, like I said, if you're okay with that then kudos to you.

    When I play killer, I have more fun stalking my prey one by one not worried about an unhook. By the time 3 gens are done, I've got at least 1 or 2 kills and the last set of survivors are panicked by then. I also try to push them to one area of the map so all the gens left are close together. To me that's the best strategy and a lot more fun. I'll even get survivors who want to meme and have fun, and I'll do it back. The best memer usually get's to be let out. And if I play pig, you better boop the snoot. Nobody seems to want to do that but it's the best way to ensure you survive. Or as Bathroom Bubba/Basement Bubba, stay away. Bathroom Bubba doesn't like to be watched while he's doing his business and Basement Bubba doesn't like his stuff being touched.

    It's more fun to roleplay the killer for me than it is just to always tunnel and camp for wins that eventually will be lost at higher MMR. Plus it doesn't p**** off survivors and everyone can have fun. But I will tunnel those who have those stupid clicking flashlight macros. They're never really good at the game anyways and the sound of spamming the flashlight is very loud and annoying. I wouldn't mind losing a game quickly just for one kill when that happens. Other than that, camping and tunnelling just isn't really fun for me. Like I said, more power to you if you think it is.

  • Cool. I would change his powers to be his dash attack, and after his meter fills up, being able to break walls/pallets instantly just by walking through them. Them the meter or tokens, whatever reset. Add 2 Zombie Dogs similar to Nemesis, which would be the only way a survivor could get infected. Maybe that would charge the meter? Plus getting hit by the dash attack. The dogs can also be killed or stunned similar to the zombies Nemesis spawns.

    I also think he should have different perks but I wouldn't know what those could be yet. Maybe one similar to lightbringer but with stuns, making it harder to stun him. He can still be blinded with that perk alone though.

    I like the idea of the boon totem identifying survivors but would rather it be seeing the survivor's aura so less sound effects because those can get quite annoying after some time. Also, if a survivor blesses that hexes totem, then the hex moves to another totem. If all other totems are destroyed, it will rekindle a random totem to place itself on it. That will keep the survivor's on edge about blessing that totem specifically. Pair it with Undying and Haunted Ground for the best effect.

    No one is safe should be his power, as described above. Scourge Hook sounds pretty solid. Maybe some adjustments. Lickers replaced with 2 dogs. Although I do like the licker because it is blind and responds to sound, but I don't know how something crawling around like that would work in this game. Maybe it would. 1 licker with an instadown and ability to grab and hold survivor, drawing them closer like Deathslinger? Just some different ideas.

    Boards, I don't know. I would probably stick with Nemesis' supply crates with vaccines to keep Mr. X from gaining power to instantly walk through pallets and walls.

    Just some ideas to throw out because this is so far a great idea but definitely needs some more input. I would live to see Mr. X in the game.

  • @Mandy said:

    There are various ways to play survivor, some survivors enjoy the hide n seek aspect whilst some enjoy the chase aspect - neither of those are wrong.

    If you're having trouble finding survivors, there's an absolute myriad of perks that can assist you with this...that's the whole point of perks assisting with gameplay styles, it can assist you in the areas that you are weaker in. I also suggest playing both sides, so you'll have more understanding/knowledge of how/why survivors hide especially those that understand the field of vision of the killer.

    Best response. Thanks Mandy! Now I don't have to chime in, because I literally was going to say the exact same thing. πŸ™‚

  • @JaviiMii said:

    FIRST OF ALL: I have pretty(?) graphs instead of a TL;DR! Just keep on scrollingπŸ˜„

    There are so many statements and claims floating around and subjective perception is sometimes really far from reality, so I figured: why not keep track of 100 SoloQ matches? --- In the mean time some other people have done similar things so I guess I'm a little late to the party - but hey, maybe there's something new in here.

    CONTEXT (feel free to skip)

    Some info on me for context may also be useful since it has quite the impact on results. Or so I've heard. So here goes: I play dbd since December 2021 and started this experiment just shy of 1k hours of which one half is survivor and one half is everything else. My, safe for BT meta-free, build pre-update was BT + Leader + Botany/We'll make it + some perk I felt like. No clue where my MMR is at but pre-Update my SoloQ escape rate was probably somewhere around 40%. SWF escape rate for me personally was somewhere between 50% and 60%. I'm not a particularly good survivor but I'm not a complete potato either. I play for fun and pretty much refuse to sweat - though I won't throw just because I don't like a killer or a map or loadout or whatever either.

    The matches were between the 23rd of July and 4th of August. Most games were played between afternoon and late night (~15:00-02:00). I'm on Frankfurt servers [EU servers]. My build wasn't the same throughout the whole thing but always a combination of the following (number of matches played with the perk in brackets): Sprint Burst (91), Lithe (9), Botany Knowledge (26), Leader (41), Tenacity (9), Wake Up! (51), Vigil (23), Windows of Opportunity (39), Borrowed Time (3), Self-Aware/Fixated (20), Kindred (40), Distortion (40) and Alert (8). I brought neither items nor offerings.

    MATCHES AND OUTCOMES

    My Escapes / Deaths and Overall Escapes

    I escaped 37 matches which translates to a 37% escape rate. It certainly didn't feel that way. 5 times I escaped through the hatch, on three of those occasions the killer gave hatch on purpose. One time the killer DCd. Out of my 31 escapes through the gates it was 7x1E (four times the killer wanted me to open the exit gates and escape), 3x2E, 10x3E and 12x4E. The longest escape streak was four (this happened two times. I also escaped three times in a row two times).

    I died 63 times which translates to a 63% death rate. Two times I was the only one who died. The longest "death streak" was eight deaths in a row. Except for one given hatch and one match with multiple DCs they were all 4K with two or more gens left. Definitely one of the more frustrating and discouraging experiences.

    In total 12 matches were a 4E (one 3E+H included). 13 matches were a 3E (one 2E+H included). 5 matches were 2E. In total 16 survivors escaped through the hatch, in 14 matches they were the only survivor to escape. 12 matches were 1E through gates. In 42 matches no one escaped (=4K). There was also one match where three survivors DCd and one killer DCd, I count those matches as null.

    https://us.v-cdn.net/6030815/uploads/9CULF4YQH9XN/keh.png

    DCs/Suicides

    There were 2 suicides on hook (though a number of players tried but got taken off the hook before they could actually kill themselves but since it's hard to tell if it's a genuine kobe attempt or someone actually trying to kill themselves I didn't count any of that). There were a total of 11 DCs in a total of nine matches. One DC was a killer, one match had three survivors DC. Looking at complaints of all kinds of people that was fewer DCs than expected.

    Generators

    A total of 363 gens got completed which means 3.63 gens got completed on average. To my surprise there were only five matches that ended with zero gens completed. Even more surprising was that in 41 matches all gens got somehow completed. It certainly didn't feel that way. That being said, there were a number of occasions where completing the last gen was the last thing the (next to) last survivor did before dying moments later. It may be an act of defiance at this point πŸ˜‚

    https://us.v-cdn.net/6030815/uploads/TAE8ODWJWIUN/gens.png

    Match Duration

    Playing those 100 SoloQ matches took 1295 minutes - that's a little over 21hrs 30min - of pure match time. On average a complete match was 12 minutes and 57 seconds. The shortest match was 5 minutes (against Nurse. Who would've guessed...) and the longest was a whopping 28 minutes (against a Nemo. Iirc it was a three gen followed by the last two survs crouching around edge map for over five minutes). Most matches were pretty spot on the average and lasted 13 minutes, give or take.

    https://us.v-cdn.net/6030815/uploads/NR1TU46ZYG9D/duration.png

    Pipping & Match Points

    I pipped in 49 matches and depipped in 13. Overall I gained 41 pips. (During the first ten or so matches I was still Gold Grade.) The depips felt like a punch to the gut though; e.g. when the three others DCd, there was some serious camping/tunneling going on or that 4K-in-five-min Nurse match. On pretty much all the occasions I depipped it was out of my control.

    On average I got ~18.5k points in the match result screen. The lowest score was 3900 in that 4K-in-five-min Nurse match. The highest score I got was 31037. 13 matches were below 10k points. 13 matches were above 10k and below 15k points. 32 matches were above 15k and below 20k points. 22 matches were above 20k points and below 25k points. 18 matches were above 25k points and below 30k points. Two matches were above 30k points.

    https://us.v-cdn.net/6030815/uploads/8K3VWOTNGTAH/pips-points.png

    Killers

    The top most frequently faced killers were Nurse, Huntress, Blight, Legion and Wraith. I didn't face a single Twins or Hag and I only faced a single Plague, Billy and Slinger. Also just a single Clown but that might be due to Clown being disabled during almost all days I played.

    https://us.v-cdn.net/6030815/uploads/TF7WYDSVH91C/killers.png

    MY CONCLUSIONS SO FAR

    My escape rate was higher than I thought it was - although it certainly didn't feel that way. Same goes for the average number of gens being completed being surprisingly high. And I also got more points on average than I would have guessed (I'd have said about 15k which is 3k less than it actually is). So, how come that matches still feel so, so, so much worse/unfun/frustrating/you name it than the numbers alone would suggest?

    I don't have a definite answer but I have two guesses:

    a) After losing a lot you eventually go up against killers that are way below you level and you escape for a couple of matches - but even though these matches are escapes they don't feel good. Because it feels a little like going up against the Trapper-bot in the Tutorial. When you're at a point where you're stuck with 1-2 team mates per match that crouch around, not touching anything or anyone until they know the killer is on the other side of the map and still manage to escape that says all anyone needs to know about the killer you go against and about how rewarding it feels to "win" an interaction (be that looping, escaping chase, throwing them off your trail, mind games or whatever).

    b) The all-or-nothing nature in terms of outcomes. If I were to exclude the occasions where a killer made it a point to let the last survivor escape the 4K rate would be way over 50%. I alone have been given hatch or gate seven times - and while I didn't keep track of it for the others there were other survivors who did get hatch/gate because the killer wanted them to (literally carrying them there). The pretty much non-existent 2k also speaks volumes about how all-or-nothing matches are. Not to mention the massive snow-balling potential in SoloQ due to lack of basic communication. --- And considering the times where it was a 4E and then a last-second NOED-hit happened, or one unlucky one got basement camped at the end, the same is true for the survivor side. It's very stomp or be stomped - and as SoloQ you get stomped way more often than you stomp. And to me, personally, neither stomping nor getting stomped is fun.

    __________________________________________________________________________________________

    If anyone is curious about anything feel free to comment. - Also if there's something you wonder about, feel free to ask - maybe I have the numbers you're looking for.

    There's also a part two coming at some point that's all about which loadouts my fellow survivors and the killers brought - but that would make this post explode and will also take some time so that's gonna be a while. Spoiler: Self Care is still a thing. And yes, Killers do stack slowdown a lot.

    I just have to say, this is really awesome what you did here. Love seeing stats and data. Wish we saw more, instead of people complaining about the state of the game. This stuff right here gives authenticity to claims being made and less drama all around. Thank you for sharing and hopefully more will be willing to share and contribute.

  • Just do gens. Also, be glad you haven't come across the AFK killers that pretend to be AFK until all gens are done. I ran into one last week and let's just say it ended in a 4k.

  • I voted yes because clicking flashlights (macros mainly) needs to be addressed. The rest doesn't.

  • A lot of players I come across are teenagers. I recently met someone that was literally 12 years old. Friended them and everything until we decided to play together and I heard her over the mic. Asked her how old she was after she made mention that her mom likes this game too. Instant blocked. But to be honest, you should see Call of Duty and Grand Theft Auto. There are literally 8 year olds playing those games (my nephew was one of them, ugh). Just got to accept the fact that there's a lot of bad parents out there not monitoring or caring about what their children play. I will also say that I wouldn't understand how anyone could go about making a profile on the forums with age verification and all. But yeah, not much we can do about it.

  • Yes, with Broken Mirror Myers. Said he reported me as well. A year later I'm still here.

  • I've actually been playing less since the release of SBMM/MMR. I want to come back full time but until they fix that (or remove it completely), I have no reason to play a game that stresses me out all the time. So yeah, sometimes I'll hop on and then be reminded why I took a break earlier this year in the first place. Matchmaking needs a huge overhaul. I never get matched with other people of similar skill sets anyways. They're either way above or below mine. As survivor, it's always much lower (new players, ect), and as killer it's always much higher (including SWFs, cheaters, ect).

  • That'd be cool. Remove some of the pallets and add doors that can be barricaded. That way it balances out and has a new feel to it. In the RE2 remake, you could barricade windows. It's an awesome idea.

  • We honestly don't know what the kill rates are until the devs release that information. Other than that, the link below is the only other information provided but based solely on users who input their game data into the website's database. I can't say for certain that this information is 100% accurate, but it seems to be on par with what BEhavior has been saying all along about kill rates.


    https://nightlight.gg/killers

  • Is this enough to make survivor mains happy or do they need the game to be TOO easy? Already seeing them continue to complain on other social media platforms. I'm just glad the devs aren't making knee jerk changes that go overboard. It really should be enough to show that they are working to solve the problems players are having. I'm okay with these changes.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096186#Comment_3096186

    She still escaped and the game was a draw at 2K 2E. The Killer was stacking Gift of Pain and Thana while the person working on the gen had healed, activating Gift of Pain, while everyone else was injured, activating Thana. It's literally a worst case scenario for that combo.

    If she had stayed injured and then healed after the gen was done it would have gone considerably faster. Considering she only got injured on the way out the exit gate the outcome would have been the same or better if she had healed after the gen.

    I don't think this video is as damning as you or the OP think it is.

    This, 100% πŸ‘

  • Cheater. Report them.

  • I noticed this on Xbox Series X. I actually had to restart the game to fix it.

  • Why nerf it again? I stopped using it when I realized they increased the distance and it no longer works on smaller maps like Midwich. It actually needs a slight buff.

  • There should be a penalty for suiciding on the hook. Like, no bloodpoints at all. No pip. Nothing. Like it can already tell if you don't press a button 2 times at second stage for the entity to take you. The same triggers should apply to giving no BP.

  • Well, you don't seem to be happy with the changes. You said you get a meager 5 second BT after being unhooked. That definitely works against face camping. But I'm guessing you just want it to be longer so it's easier for you to escape a proxy camping killer, which is indeed something some killers are built for. And if you're really that concerned about it, just run Off The Record for crying out loud.

  • @Xperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096497#Comment_3096497

    You're either not playing survivor or intentionally being disingenuous and gaslighting. Either way,

    I see killers tunnel in nearly every match. Because if they get one person out early, the rest of the game is a cakewalk. Gens have been slowed and chases are easier now. So in a 3v1, one person will be hooked, one person will be going for save, and one will be working on a gen or running the killer. There is no time to make significant progress on generators in this scenario. When one person is dead, it's almost guaranteed to be game over if there are more than 2 gens remaining. Especially if people are not in a 4 stack SWF. It feels worse now because it IS worse now. Not more common - just harder to fight.

    I play survivor and killer equally. Like I said, I don't always see killers tunnel or face camp. Sorry you do. But there's really nothing you can do about it.

    Screenshot_20220727-201324_Chrome.jpg


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096483#Comment_3096483

    Just today I was facecamped at least 4 times. Not "patrolling", just straight up facecamped. And no, I was not "toxic", I never am.

    Okay, sure.

  • @MommyHunktress said:

    Had a trapper on azarovs with corrupt, he had decent trap placement and 1 was super good and when he got a zarina, he came back for a trap and just camped her... like he legit had no reason to, we didnt do anything bad or gen rush or anything, and then a steve 1 for 1 with her to try and save her before the entity took her... instead he slugged steve and tunneled her out. he said gg to me and i said nah, and was called a baby because i cared he didnt play by the rulebook.

    HOW IS THIS ABOUT A SURVIVOR RULEBOOK?! the survivors who care when you camp and tunnel at 1 gen left on ormond are the ones you should say this to, not the ones who are falling into your traps not swf and not genrushing, if you camp and tunnel at the start of a game then people are upset for a reason, and if you dont care then fine but i wish people would quit just saying oh killer rulebook and survivor rulebook after purposely ruining the game for someone, and if you do this type of crap withouit trying to win after a buff to killer then maybe you need to just try and chase people and see its not always so bad

    He called you a baby because you refused to be a good sport and say GG. Survivor rulebook? Please, there is no rulebook other than the one devs programmed into the game. NEXT.

  • @OnryosTapeRentals said:

    We don't have basekit BT; we have like 5 meagre seconds of Endurance.

    Ofc killers are going to camp and tunnel, because they removed any incentives NOT to (e.g. BBQ bloodpoint bonus, reduced DS stun time, faster chase potential etc.)

    So a killer shouldn't be allowed to hit you after you've been unhooked... Even when the survivors are crowding the hook right after killer hooks them? What do you want killer to do, give you a freebie? Killers are going to do what they want and you all just need to start accepting the fact like the rest of us.

  • I rarely seen anyone tunnel or face camp, so I'm not sure. Maybe 1 out of 10 matches someone does one or the other or both.

  • Based on some research I just did, a normal conversation between people can be heard around 15-20 meters away with no other background sounds. Normal talking is heard at 60 dB, and a shout is heard at 110 dB. So if we do the math correctly, we would be looking at a shout being between 27-36 meters. Again, that would be with no ambient or background noises drowning it out.

    So with that being said, I would love to hear the survivors actually say things. Maybe not a shout for help since the killer would most likely hear it, but some words. Maybe talking louder or whispering to each other.

    in "Hey!" Comment by Araphex
  • Dwight, David and Kate. Honorable mention, Jake.

  • @Anara said:

    First of all, thank you devs for buffing SoloQ.

    BT basekit is a great change for the game. And it help a looooot against tunneling killers in soloQ.

    Off the record rework is amazing, I was always worried in soloQ "Does he have BT ??" "Will he takes a protection hit for me ???" Now I just use OTR and however my team mates are playing in soloQ I cant be tunneled. If the killer go for me and try to tunnel, good luck for catching me and killer will lost 3 gens in a chase lol

    Nerfing gen regression perks help a looooot too in soloQ. Ruin/Undying is over and it should make every soloQ player happy.

    Tunneling is over, gen regression is over, there is still one thing : camping.

    Dead by Daylight has never been this healthy.

    Thank you very much devs.

    I love your positivity. The forums desperately needs this. Also, been doing good myself in solo Q. MMR is rebalancing and you're moving in the direction intended. Everyone is. Unfortunately, many who needed OP perks as crutches to get to high MMR are now losing a lot and will until they're adjusted, like we're winning a lot to adjust. I'm glad to know I'm not the only one moving up on survivor solo Q. And did I say I love your positivity. πŸ˜€

  • Unfortunately, if survivors are going for a hook save and the killer wasn't face camping and comes back, now they are unable to get a kill they deserve. They shouldn't be punished just because they are in range of the hook. There are literally perks that help with camping, but nobody is using them. Kinship for starters. Start using different perks people.

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