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ArcT

ArcT

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  • I'll bang on the drum again that endgame needs to be completely redone. These no-win situations for survivor create a miserable experience for the killer as well. When survivors know that they have a 0% chance to escape, there's no reason to even try, which is a perverse incentive to just sit in a corner or locker and waste the opponent's time.

  • They're already logging stuff. Games create logs. You're asked to submit them when you make bug reports, and staff used to reject threads without them. Even if a full replay system with all the things you'd expect is extremely difficult in the current codebase, simply logging every major event that a client observes as a text file with coordinates would be trivial, and more than enough to catch 99% of the cheating.

  • They'll do literally anything except improve the survivor gameplay experience. No anti-tunnel. No anti-slug. No new mechanics. No new items. No new objectives.No new map props. But have new voice lines. And an oilier Kate.

  • The weather effects in the game now don't even work right. Certain effects on Lake Ormond cause the blizzard to be reapplied every time they happens, leading to more and more and more snow obscurring the screen. The most easily replicable one is switching perspectives in spectactor mode, but it could happen with certain events too, albeit not spammable to the point where the entire screen would be white like you can do in spectator.

    There is no way whatsoever that the code for this won't cause another fifty thousand bugs, audio occulision, and accessibility issues.

  • They announced they'd be doing this for killer chase music like seven years ago.

    They announced the Realm Reborn initiative to update all the maps I think six years ago.

    Those going great? Finished up on time? Or did they do one or two and then gave up except for a token effort once every 16 months?

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087294#Comment_4087294

    Calm spirit is a bad example. I genuinely think vigil would be great without affecting exhaustion because for the killers side it affects Friends (7.24%), Sloppy (6.63%), Gift of pain (3.34%), Mindbreaker (2.11%), Starstruck (1.44%), Ultimate Weapon (1.40%), Nemesis (1.27%), Hubris (1.21%), Alien Instinct (1.12%), Make Your Choice (0.86%), so you will get value in at least 24.4% of your matches based off of 10 perks alone its likely around 30-35% with the rest included. However you can still get value literally every match if you bring some of the strongest perks in the game such as Deliverance, Shoulder the Burden, and Dramaturgy.

    This… This is not how statistics work at all.

  • @CrypticGirl said:

    Is there really no solution other than handing the win to the killer when there's only two survivors left? Every step taken has been leading to that. It's no wonder survivors give up early when they genuinely, naturally lose that early.

    No changes are acceptable unless approved by the CC killer base, which means that any change to the situation will need to be even more favorable to the killer than the current slugging for the 4k. When you start from that framing, there's literally nowhere to go but how to leave the game the fastest.

  • @pidgeon said:

    Would be hilarious if you got punished for being unable to kill the opposing team.

    I mean, you can get punished if you're rehooked too fast after being unhooked, even by killers that chew through endurance without breaking stride or anything trap related. I wouldn't be surprised in the slightest if BHVR attempted to clamp down on AFK Doctors and their implementation was just "if you never pick up a survivor, you're flagged as a bot and temp banned."

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086066#Comment_4086066

    The issue is (and this is also why Basekit Endurance after an Unhook exists in the first place) that you cannot choose your teammates. Obviously it is not the Killers or the hooked Survivors fault when some muppet decides to unhook the hooked Survivor in the Killers face, but sadly there is not much which can be done about that.

    You also cannot choose your killer, and many will hard proxy camp the hook in order to force literally all unhooks to be this exact situation. Especially on all the maps with godawful designs that have only one or two ways in, which many killers can lock down.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086005#Comment_4086005

    For real. These kinds of threads crack me up because it's so painfully obvious killers do this more than survivors that they invented the abandon feature. THEN the same killers go and argue that it's unfair because they can't abandon when the exit gates are powered. Killer mains will never make sense to me.

    Many of the same people insisting vehemently that things like bodyblocking someone in the corner wasn't TECHNICALLY holding the game hostage because other survivors can still do gens, and bleeding people out isn't THAT bad. It's just four minutes. Grow up, you babies. Now let me abandon games because two minutes of EGC is too much to deal with.

    A responsible developer would've fixed the hojillion toxicity problems these endgame mechanics promote and encourage ten years ago.

  • "Unfair" here is just describing that a perk does something. Even that there exists other perks where it can force the opponent into having to eat the effects of at least one of them or play very differently/suboptimally is hardly uncommon. Do you believe that Thrill + Devour is "unfair" because it forces survivors to either spend a long time cleansing totems or be Exposed? Pentimento + Plaything is "unfair"? Head On + Inner Strength? Spirit Fury + Enduring? Dance With Me + Quick & Quiet?

    And "it can change the outcome of the game" is a meaningless platitude that can be said about anything. So can Reactive Healing. So can Red Herring. So can NOED. So can Blood Warden.

  • The entire endgame needs to be completely rethought and redone, both on survivor and killer sides. It has far too many issues where the most optimal move from either side is to not engage with it at all. So much so that people will very often do the 'stupid' thing simply because it actually has some form of gameplay, which then leads to them getting BMed, insulted, and abused, by both teammates and opponent.

    But certain people here very obviously have zero issues with all anti-camp being turned off in endgame, which makes it extremely easy to all but guarantee an extra kill against anything but very coordinated teams with at least 2-3 more alive, and for many killers with insta-downs, 100% guaranteed. That's not considered being handed a freebie pity token despite being the exact same thing. That's just being 'fair.' Can't imagine why.

  • @OSU__Player said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085081#Comment_4085081

    The difference is that each hook stage only lasts 60 seconds, and the hook actually progresses the game towards its end.

    Being slugged lasts 4 minutes, and you literally can't do anything but crawl. You are forced to not play for 4 minutes. On the hook, you can at least attempt to escape or miss skill checks to sacrifice yourself and next out of a toxic match. When slugged, you don't even have the choice to die faster, and if you leave the match, you get a matchmaking penalty—unless everyone is already dead or downed.

    Besides, slugging stalls the game completely. Rescuing someone who is slugged can be suicide because survivors don't get a base-kit Endurance (borrowed time) effect when picked up from the ground. The killer can just instantly redown them. You are quite literally a textbook hostage if the killer decides to play that way.

    And the best part is that you can be forced to suffer through both! Spend a minute and a half on hook, and then be slugged for 4 minutes because the killer absolutely must have their 4k. A twelve minute game may have you stuck in timeout without any agency for upwards of 7 minutes.

  • The argument here is that Sprint Burst + Pre-running makes it too much of a burden to chase, even through an area you know gens are being worked on.

    But Sprint Burst + Pre-running + Unhook protections + Anti-tunnel perks is not a burden at all, even though you're just walking back and forth through an area devoid of survivors.

    Therefore, nerf Sprint Burst.

    If Sprint Burst + Pre-running truly was that much of an obstacle, then it's equally as much a protection from being tunnelled. And yet, it's apparently not one at all. It's not even thought of as any kind of protection from being tunnelled to immediately relocate to a safer part of the map in the opposite direction of the killer.

    And we can extend this to any number of other perks. Resurgence? Heal fast off hook to make tunnelling more difficult. Oh wait, if you want to counter that, you camp and hit immediately off unhooke, therefore it indirectly encourages killers to camp tunnel. We'll Make It? Same deal. Off the Record? Again, hit immediately off hook to instantly counter it, therefore indirectly encourages tunnelling.

    The issue is not with Sprint Burst or Pre-running. It's with the ability of survivors to protect themselves or teammates from being tunnelled being completely insubstantial, and most of them countered simply by tunnelling even more aggressively. Anything that protects someone from being tunneled can simultaneously be seen as an indirect encouragement to tunnel someone else.

  • Okay, then you don't see them use Sprint Burst immediately in chase. Since Exhaustion perks are so common, you can safely assume that they're just waiting to use Lithe, Balanced, Dead Hard, or whatever. Now you once again have your rationale that the chase will take somewhat longer because they DON'T have Sprint Burst, and convenient excuse for abandoning it to return to the hook. All roads once again lead to tunnelling, because there is nothing stopping you.

  • Remember when survivor vaults were bugged and fast vaults didn't work for like three months with half a dozen 'fixes' that didn't fix things? BHVR is a developer with a long history of being dishonest, incompetent, and slow to address issues, and after the 'year of health', have only gotten worse on all fronts.

    You're not going to win a one-upsmanship contest on which side they favor because they treat both like garbage.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083319#Comment_4083319

    So on one hand you're saying they're handholding survivors and balancing around weaker players but on another that low mmr survivors are still dying constantly?

    Which is it? Because those two things don't really gel. Thing with dbd is, getting good with the survivor roll takes a very long time and is incredibly difficult, hundreds of hours. My suggestion is if you want to play surv and not have games like these, play as a swf. Soloq is notoriously bad because there is zero communication. You get people running for crossmap saves or multiple survs mobbing hook because they don't know if anyone else is going for the save.

    The game doesn't need to balance more around high mmr, anymore than it already is. You remove offhook endurance, nerf antitunnel perks etc then low mmr gets 10 times worse and new players won't put up with it. Player retention is already pretty bad because of how punishing the game is for new players, make it worse and you straight up won't see any many new players stick with the game.

    It's just the usual victim blaming. Survivor players don't need actual improvements to the experience. They need to play better. If they're getting put in miserable situations, it's their own fault. They should've known better, played better, studied more. THEY DESERVED IT. And then, of course, when they run into people who actually do those things, they whine and moan about that too, and of course, the same advice doesn't apply. The entire game needs to be rebalanced to prevent that. There is literally no winning here.

  • We can't do balance passes on major releases. We can't do balance passes around events. We can't do balance passes because we're working on major releases.

    Only two killers have been touched since November, and one of them just had some numbers tweaked.

    Was Diminishing Returns really an eight month effort? That's the entirety of the perk changes for the first seven months of 2026, if not longer?

  • But ya'll weren't making big changes on the mid patches either. Or around events. Or during holidays. Or now for killer releases. This is just a hidden announcement that you're reducing the number of balance patches when they were already at basically none. There hasn't been a serious balance pass this entire year so far, just Blight and Trickster getting the softest of reworks, and this is an announcement that there won't be one until July at earliest. And this is after the usual "no updates December," so eight months at minimum for literally ANY perks being touched, let alone killers or add-ons.

    Just Diminishing Returns. Which everybody loved and had the promise of updates to come… just not for months. And months.

  • I mean, Resurgence plus We'll Make It is the same thing already in the game, without the precondition, and you can then use it on other survivors for a while.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079956#Comment_4079956

    meta is called that because it is an acronym which stands for "most effective tactic available" that is precisely why it is "meta" because it is in fact the best thing you could be doing.

    But i would like to know, what do you do on these m1 killers, can you post some videos? You can use OBS to record a video of a match totally free and then upload it to youtube totally free as well. Would love to learn what you are doing differently than everyone else, we could all learn something.

    Meta comes from the word meta, not an acronym. It's a Greek prefix, and literally means 'after' or 'beyond.' Metaphysical is beyond physical. Metacognition is thinking about thinking. Metagame is outside of the game. ie Analysis of strategies outside of the self-enclosed gamestate, and has been in use in that way for almost a century.

  • @MechWarrior3 said:

    Surveys were released about the cheating issue. Let’s see if they do anything with our feedback.

    "We hear your concern and your issue has been under discussion. We can't share anything with you right now, but we're working on addressing it."

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079120#Comment_4079120

    People don't realize that one report isn’t going to trigger the system to take action. Most likely there is a running tally of total reports, and if an account passes a certain threshold for a specific offense within a short amount of time, then the system flags the account.

    So basically, one game of subjective bad behavior isn't going to get your account banned, but repeated offenses will.

    This is why you should report everybody who's a griefing ass. If it was one off, whatever. Drop in the bucket. If it's a pattern, they'll rack up a record.

    But at the same time, it's obviously not true that BHVR is keeping any tally of reports or flagging accounts with the number of completely flagrant outright hacking cheaters there are who don't even try to hide it. The opposite, are publicly broadcasting themselves, because BHVR does nothing about it whatsoever. So even accounts that are hours old with like 90+% reports on them are not being policed in any way. They're sure as hell not doing anything about all the rest that require an iota of human attention and judgement calls.

  • DBD's netcode is so bad that you can be punished for disconnecting from matches that you were never actually in. Legitimately, I was once sitting in queue for what seemed like far too long, so I (correctly) assumed that something had gone wrong. Restarted the game, requeued, and got hit with a penalty for disconnecting. The server put me into a lobby, started a match, and then DCed me from the match without my client ever getting the signal or confirmation that literally any of this had happened.

  • Changes for game health and player experience are not beholden to equivalent exchange. On top of that, you're starting from the premise that as few killers should be affected by anything designed to mitigate slugging, and vice versa, as few survivors benefit from it as possible, only the most egregious examples, while simultaneously, want to giga buff every single killer in every single game, from Nurse to Trapper, whether they're slugging, tunnelling, camping, or even AFK. This is not "trying to be fair." This is a figleaf.

  • Because you removed yourself from the situation where they would get to BM, gloat, and do a victory lap. Winning is incidental and not the actual goal. You robbed them of the humiliation ritual that they feel they 'earned.' That is unfortunately what DBD endgame is designed around, for BOTH survivor and killer.

  • Also, this doesn't just obliterate exhaustion perks, it also obliterates the speed boost from getting hit, including straight off the hook, or when combined with things like Slinger's insta-recovery on break add-ons. And you know what would be extra cool? Wesker and Ghoul who hold you in place for a second and force you to re-accelerate from 0 after injures, so they're literally already back on top of you.

  • If it's a hotly contested gen, then after 8 regression events, all progress is permanent anyway aside from missed skillchecks, so even that excuse is patently nonsense.

  • Some of you sure do have a lot of rules about how survivors are allowed to play and use their perks.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076275#Comment_4076275

    I think you're right: people need to do more listening and less speculating, because when it comes to perk balance, BHVR doesn't have a lot of incentive to lie about their reasons. It's a very low stakes situation despite how passionately people can feel.

    In regards to the stated reasons for the change, even older devs realized how bad of a design that was when dealing with original Hex: Ruin. In spite of Ruin's ability to be cleansed, Killers were getting a great deal of passive slowdown without interacting with other players just for equipping the perk, which was bad game design, so they changed it, giving nearly the same justification as these devs did now for Fast Track.

    On a separate note: now that there are at least 4 separate ways to reduce a generator's maximum charges, it'd be a nice quality of life base kit feature for killers to have some way to see if a generator has had its maximum charges reduced.

    BHVR has A LOT of incentive to lie about their reasons, or to be more accurate, to not be truthful, since lying implies a deliberate attempt to deceive. They want to keep the loudest, whiniest, pettiest portion of the playerbase happy. It's not about balance, game design, or the player experience. There are a million other problems fifty times more egregious that have been festering in the game that nobody would complain about them addressing.

    But those million other problems aren't the flavor of the month that a bunch of pissy people are complaining about NOW. And nothing else matter but them. BHVR is not paying attention to anybody but them. That's why BHVR uses the same language that they do. That's why BHVR validates and reassures them. Everyone else is told "we hear your concerns" and ignored.

    BHVR doesn't need to LIE. They simply need to only listen to a certain group, and communicate to that group that their complaints will always be the only thing that matters, and will always be swiftly acted on while everyone else is left at their mercy of their whims.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076093#Comment_4076093

    I'm using killer examples because this outcry was about a survivor perk, but yeah, those perks as well. And if the issue is being rewarded for your opponenent's successes—or just normal actions—then we need to look at 2/3 of this game's perks.

    If the problem was that you could sit on a gen while your team traded hooks and instafinish halfway through, solely from the killer doing their objective, that's what the perk already did for years. If the problem was the permanent progress, it still has that. If the problem was stacking, they should have made it so the tokens only go to one randomly-chosen user. They should have just reverted it really, and not doing so just feels stubborn. To top it off, Mandy called this a side grade. It's not. It's a massive nerf. Not just to the last iteration, but to the one before.

    And all of this happened over the course of a couple weeks. It used to take long (often excessively so) periods for things like this to happen. DH, MfT, stacking Vigil, Blight's recent nerfs. These had long runs. But there's been a trend in the last year or so of things getting instanuked, and the increasing loudness of CCs seems to be the sole reason. Every time they get mad about something en masse, you'll see people on social media parroting their exact words. The amplification of a handful of people's views has become insanely influential, and it seems like BHVR will decimate anything that gets any of that negative traction. Fog vials made it, what, less than 2 weeks? Pallet denstity got a similar treatment.The anti-tunnnel ptb was a few days, not enough time to gather data on so many large changes, many of which could have gone through with adjustments. But they walked it back completely. All of these share the same common thread of hyperbolic complaining on various platforms.

    So my issue isn't that it happened, it's the real reasons it happened.

    It'd be nice if they were at least honest about it instead of this flagrant gaslighting about perk design. They're pissy because they PERCEIVE that it could be a usable survivor perk. That's it. That's all. That's always all that it is. And now that it's gutted, every one of those complaints has evaporated despite none of those being what was changed. They're no longer issues. Because it was never about those things. It was never about it 'punishing' killers for hooks. For 'promoting' slugging and tunnelling. Just dishonest asshattery looking for any excuse, and BHVR is more than happy to lend a sympathetic ear to and validate the same toxic cadre over and over.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075622#Comment_4075622

    Sadly but on other hand finally they did something they feared to do since 2016, they in their stream said that 2v8 is supossed to be more fun for survivor so kinda survivor sided.

    Which clearly states where they aim in this mode.

    And yet, they still can't pull enough survivors to play it to make the queues not horrendous. So another meaningless 2% buff dressed up in pretty language instead of fixing the actual issues that make survivors not want to play it.

  • @TamaraLatte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075641#Comment_4075641

    But we're not talking about these silly made-up rulebooks, we're talking about the logic the devs use to make or edit a perk. I don't think either side should be punished for doing their objectives, but they are.

    There are plenty of those too. Permanent haste? Not okay for survivors, totally great for killers. Second chance perks? A perk that gives an extra health state? Can't stack those. Not fair. But perks that instantly kill survivors and skip multiple health and hook states? Completely fine. Lose too fast? That's a penalty, only if you're survivor. Viewing opponent's profiles in the lobby? Gamebreaking for survivor, a-okay for killer.

  • @TamaraLatte said:

    Absolutely! It seems like one rule for survivors and another for killers. Devs need to either equalize the playing field or admit that things aren't about what's fair, but rather which side complains more.

    That's not true.

    There's like seven hundred rules for survivors have to play and anybody who doesn't follow the killer rulebook for survivors deserves to be griefed, BMed, and abused, in match and out.

  • Gee. Would you look at that. All the people who had deep moral objections about how it 'punished' killers for hooking are now feigning sadness over it still 'punishing' killers for hooking but being nerfed into oblivion. Almost like it was never actually about that at all, and solely about a survivor perk being perceived to be useful, regardless of whether or not it actually was.

    And now it's time to go back to complaining about Windows, Dead Hard, Decisive and how the meta is completely rotten and stale.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074801#Comment_4074801

    That has always been intended, that the killer can see what survivors they face and adjust their loadout based on what they're seeing - flashlights, toolboxes etc. Its part of being the more powerful role.

    Completely not the question that was asked.

    But we know the answer. Lobby shopping is just an out of match extra advantage for one side, but completely unhealthy for the game and unfair for the other side. It's far better to continue with the go next system. That's working out great.

  • @Gardenof_Eden said:

    They'll eventually get it done, but like most things they can't entirely fix the issue. People will always find a work around. If they do fix it I can guarantee you'll see the same sorts of cheats around with a different bypass within a month or so.

    Virtually no modern multiplayer games struggle this much with cheaters and allow them to run completely rampant. That they can't eliminate 100% of them is not an excuse for how they're not even trying and there are a bunch of well known streamers flagrantly showing themselves off cheating every single day.

  • @Crowman said:

    Have you seen how BHVR buffs killer perks? The reason why the meta basically never changes is because BHVR barely ever buffs killer perks to be useful. At best we'll get slight number adjustments that fail to address why people were not using the perk to begin with.

    Hey, now. Be fair. They barely buff any perks, period. They barely nerf perks, period. There was a span of like 14 months after I think Nic Cage where fewer than 5 survivor perks had any changes whatsoever.

    Then they make some pointless changes to 12 perks, accidentally overbuff one, and leave things in that state for another 6 to 18 months.

  • @malloymk said:

    Dropping from Iri I to the bottom of Iri 2 and having to wait five minutes because the dedicated servers crash is pretty crummy.

    Also, why is it always ten minutes in to a great match that the dedicated servers crash?

    It's never the crappy five minutes routes where that happens.

    Dedicated Server Not Responding just means that your client reported it lost connection with the server. This can mean the server crashed, or that your client… lost connection with the server, for whatever stupid ass reason, because DBD's netcode is janky and garbage. Maybe it was a hiccup in wifi, maybe a butterfly flapped its wings within 50 miles of a DBD server. I once got a penalty for disconnecting from a game I was never even in. I can only assume because the server added me to a lobby and then started the game without the client actually getting the message because I was still sitting in the "waiting for match" screen until I shut it down and requeued.

  • The real insidious effects are things like Thanatophobia or Dying Light, which trigger the penalty even when the effect is at a single stack and microcosmic. It just straight up halves those when they're already weak AND at their weakest, and are easily triggerable just by survivors working on a gen together. Or BT haste getting reduced after being hit immediately after unhook or SBing away, so tunnelling is indirectly easily.

  • These are the big changes from consultants after months and months of feedback?

    That we're getting instead of any kind of anti-tunnel, anti-slug, endgame rework, or MMR fixes?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070292#Comment_4070292

    "the Perk is already falling off and used less, simply because it is still not good"

    I wish this were true but for me, I see it in 95% of my matches, I game a lot with friends and watch their matches regurlary…Survivors also seem to carry this perk with them as well in their trials too…This perk has the ability to shift matches quickly.

    All I want to see for this perk is them to remove the permanent effect it has on Gens. Keep the rest. Its new token system is fine too. "New" It always used tokens but you know what I mean. Is the perk broken or OP? No. Is it a little too strong? I think so at least with the permanent effect it gives.

    I just HATE the idea of hooking someone and being punished for it.

    Do you hate basic attacking survivors because you can be punished for it by Reactive Healing, Lucky Break, Overcome, Duty of Care, Resilience, Empathy, Blood Pact, Desperate Measures, Iron Will?

    Do you not slug survivors because you can be punished for it by WGLF, Unbreakable, Power Struggle, Conviction?

    Do you hate finishing gens because you can be punished for it by Bitter Murmur, Rancor, Deadlock, Coup, Fire Up, Cruel Limits, Wretched Fate, ?

    Do you hate saving people from hooks because you can be punished for it by Make Your Choice, Floods, Devour, Leverage, Jagged Compass?

    You were able to overcome your hatred of hooking a survivor despite being punished by Kindred, Deliverance, Wicked, Slippery Meat. Insisting that perks having a trigger condition is 'punishing' is a mindset fundamentally at odds with ten thousand other things in the game that you seemingly have zero complaints about.

  • Killers have been able to do all this for years. No items? Can take off Franklins. Four flashlights. Lightborn. 4 matching Aces, dodge.

    If it hasn't been a problem for killers to do this, then it's not a problem for survivors.

    Or better yet, prevent both sides from seeing anything about the other, which would help curb sniping as well.

  • @CrypticGirl said:

    I mean... It's not hard to tell who the Killer is at the start of the match as it is (in most cases). But I can see revealing the Killer in the lobby causing an increase in lobby dodging and stuff.

    Killers have been allowed to do it for years and it hasn't been seen as enough of an issue to cripple the game. They're free to dodge, adjust their build when they see 4 medkits, know to play differently because there's 4 flashlights, etc.

    If it's a problem for survivors to have this info and be able to do that, it's also a problem for killers. Ideally, neither side should have this option, and there shouldn't be this entire stupid game balance breaking crap where you get to metagame and drastically shift balance up and down before the match has even started, but the devs clearly see that as a feature, not an issue.

  • We've somehow survived with killers having the option to dodge lobbies they don't like and change their builds for what they see.

    Either it's acceptable for survivors to be able to do it too, or neither should be able to pick and choose their matches and tailor their loadout specifically to their opponent.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068629#Comment_4068629

    Server crashes don't give DC penalty you lost connection to the server if you got one.

    But their garbage netcode that will DC you without any explanation or warning still does.

  • Bad coding, basically. Certain survivor states have a very low update priority for changing, such as unhooking, opening chests, letting go of gens, etc. This is why killers often get 'dedicated' rollback for things like grabs where stuff starts happening on the client side before the server reports back that the survivor was ACTUALLY in the wrong state.

    In this case, unhooking, or being on hook, has extra leniancy. Probably to give killers an extra buffer for hook grabs, which don't exist any more, or safety from being hit literally the second you touch the ground. You can force it to update sooner by performing a higher priority action, like moving. Which is also why rollbacks on grabs are very common on gens but not windows or pallets, and why there are so many more BS vault hits with high latency. Moving is a high priority state. Vaulting is very buffered and client sided.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065429#Comment_4065429

    But a healthy way for this perk would be that you get the tokens by the amount of Survivors sacrificed not for each hook.

    Not healthy at all, because the perk would need to weighted so heavily that killers would complain about that, too. A perk requiring a teammate to be sacrificed would practically require an instant gen completion to be worth running and that's never going to fly.

    High investment, high reward perks simply won't be accepted by the community.

    Can you imagine if Sole Survivor came out today?

    "Oh, so now every survivor is going to run it because it GUARANTEES a win for them. Why am I being punished for killing survivors and closing the hatch? They get almost double gen speed and can open gates in seconds. It's going to be impossible ever get a 4K ever again and kill rates are going to drop by around 25% instantly."

  • This has the same energy as asking what would happen if every alpha male were to disappear.

    Oh no. Stop. Don't go.

    Wrapping your identity up into this tribalistic power role garbage and culture of grievance instead of what's healthy for the overall game and ALL players is asinine, and the community would be better if those players did move on.

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