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Archael

Archael

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Archael
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  • @AhoyWolf said:

    This also just happened to me after ending the match, looks like in basically any loading screen, you have a chance for your game to just freeze.

    I recall that my game stuck in loading after trial. I believe it was also because of buying bloodweb nodes and being interrupted by sudden lobby find or game start

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821928#Comment_3821928

    this is:

    1. rewarding survivors for not doing their objective
    2. rewarding survivors for lasting extremely short in chases

    Can we please stop with asking for more ways to punish strategies and try creating a bigger picture in order to see how do good survivors manage to dump on average tunneler, while the ones that cry about them magically always lose as a team and thus make tunneling look like it's meta?

    1. no, it is not. Its like saying that NOED is rewrding killer for not doing their objective.
    2. No, it is not. Its rewarding their teammates, while its actually not. Its punishing killers from rushing objectives.

    Can we please stop defending unhealthy mechanics and instead concentrate of making game more healthy? If this change will result in massive kill drops from killers then killers will ned some bufs to recompensate, but this does not meanst that tunneling is anyway healthy for the game.

  • @I_CAME said:

    Literally just make a system that punishes the most extreme cases of hard tunneling. Hook the same survivor three times in a row while everyone is alive and the remaining survivors get a massive buff to repair speed, healing, unhooking etc. You'd still be able to strategically tunnel late in a match and the game wouldn't immediately be over if the killer decided to hard tunnel from the start. Killers would have to think about whether or not it's worth it. I promise you this would drastically cut down on the most extreme type of tunneling.

    maybe, for every eliminated survivor, every repaired gen is counted as +1?
    So if you killed surv at 5gen, then they got massive buff, and if they was killed at 1-2 gens then not much changed. Also, if survs was eliminated when all other had 2 hook stages, then they will start dying very fast and this buff will not do much for them

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820128#Comment_3820128

    Back to infinite tokens vs anything but 3-4 aura perks.

    Maybe. but being in a chase is something that distorion is doing to avoid. Its counterintuitive to distortion gain stacks during a chase, especially that new predator counters it totaly.
    And conspicious actions is something survs have to do. If they only try to immerse and wait for others to die, then they will not get stacks.
    Previous distorion was gaining stacks when in TR, which means immerse survs could do nothing whole match.

  • Distorion stacks should be earned by conspicious actions. 2 tokens may be good i think

  • The problem is that survs only pretend to be a team.
    Tunneled survivor is buying time for rest of them, but at the end tunneled one dies and loses.
    This is main issue there (side with the fact of premature ending the game).

    My personal solution is to remove sacrifices during the trial completely:
    1. Introduce time limit to trial.
    2. Alter objectives (one can even change them completely if needed. Imagine that on swamp you dont need to fix gens, but rather to find some special herbs and brew a potion).
    3. Hooks and moris removes a survivor for a set amount of time. Hooks allow other survivor to rescue hooked one, moris dont.
    3a. Hooked surv is teleported away from killer that cannot see their aura to prevent camping.
    3b. Moried survivor is in ghost mode - can move freely with no collosion and inability to do a thing.
    3c. After some time surv either is removed from the hook or brought back to life by the Entity.
    4. When timer is out: either survs managed to do their objective and killer is punished by the Entity (survs won, together, as a team), or survs did not succed and are consumed by the Entity (like at the end of collapse) and killer won.

    Gameplay remains mostly the same with main difference is that now survs are cooperating instead of competing team, trial ends after set time and killer cant and wont camp and tunnel.

    I would first introduce it as a game mode to check what peple thinks about it.

    This would also allow for offerings changes, like adjusting map brightness or time limit, hook or ghost times, alter objectives. Imagine like default objective is gens, but killer may use secret offering changing this objective into gathering herbs.

  • Perk affects new survivors who cant hit skillchecks, and this make those survs more frustrated and leave the game = great perk design!

  • @Rick1998 said:

    it is a throwaway perk . Almost every chapter has a perk like this . Literally feels like a filler so they can say " oh yeah we made 3 perks for this killer ".

    IMO whole perks system need total overhaul and limit their numbers, every character should bring only one = good perk.

  • idk. I had issues with myu internet connection and my ping was going high to the extreme amounts. If servers really were prioritise kkillers, then all hits i got during such "freeze" times should count since i hit survs from my perspective, game even showed me they was hit and laying down, yet when ping returned to normal, all those damage was canceled, and fit to what surv was seeing.

  • I would like to see a button "chaos shuffle" in loadout menu that will grant you random perks with start of the match, and if for some reason all 5 players use that, perks are randomized from all perks in the game (tier 3) and not only available to chosen characters.

  • @femme_fatal1 said:

    on activating by using your ability button this perk gain an infinite exhaustion effect

    after 15 seconds you can repress your ability button to lose the exhaustion effect

    this effect has a 60 second cooldown

    this perk is deactivated when already exhausted

    being effected by enything that gives exhausted while this perk is activated deativated this perk and gives you the exhaustion time of the thing that gave you exhaustion

    this would be a great perk for saving your exhaustion perk for when you really need it like being able to choose when you use lithe without having to avoid windows or having your sprint burst on demand without having to walk or 99 it

    Maybe instead make lithe and sb or other perks activated by button press? Woudnt that be easier?
    I think this mechanic is intended for players to NOT have everything on demand.

  • @Jim_Tonic said:

    Playing friendly isnt always matched with being thankful. And anyway most people will search for anything than their own skill to blame. So ofc they accuse you of cheating.

    Thats old news in this here community.

    Yeah, i know that ;)
    Tho i found this funny either way :x

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778110#Comment_3778110

    There is no valid reason why killers should be able to see items. Hopefully they come for this after they get rid of prestiges.

    Killer cannot be changed once started looking for a match. 4 survs can change everything anytime. Yes, killer should be able to see survs items unless everything (killer, perks, items, add-ons) are preselect and cannot be changed. Then either killer should be also shown to survs, or nothing is shown to anyone.

  • @bleep275 said:

    Let’s ignore the usual “it’s toxic”. This time it’s about the growth and player retention.

    So through this event I got several people to play the game and try it with me. About four. At first they were loving it. They were terrible, but having fun despite their mistakes. There was laughter.

    And then the tunnelers came.

    Now they quit. Now they won’t get back on. Because “how can I play and get better if I’m hunted off hook”.

    Yes there are perks to help but the thing is. They don’t have them. They don’t have any DLC they’re new.

    Now with experienced players. It’s a big reason not to play survivor. I typically refuse to play unless I’m begged or a challenge.

    Tunneling is not only detrimental to game health, but also to player retention. Something desperately needs to be done to minimize the effectiveness or something to heavily punish it. So NEW players can have a chance and have fun too.

    What are your suggestions to minimize this issue?

    Mine would be: point penalty, heavily increasing length of endurance, heavily increased haste upon endurance activation off hook

    Not only that, people that try to play together are forced out the game before match ended. Imagine if in lol 3 towers on your lane are destroyed and thus you are removed from the game... All time invested wasted even if your teammates truly escape.

    BDB needs to change it's core aspect - sacrifices during trial, and everything around it to make it more fair to increase player satisfaction.

  • I think it should work for 90 instead of 120s from the start, and should be active at all time, deactivate only when time goes down.

  • @ahrenisabimbo said:

    It's a bit of a broken combo but you could try running Decisive Strike + Plot Twist. If you're being tunnelled you can be chased for as long as you can and then just Plot Twist in a GOOD SPOT (this is crucial)… then you force the killer to decide between eating the stun or letting you heal fully! Both are a win for you.

    shame that both perks comes from licensed characters

  • It's also not like this has been over a couple days, it's been building over the past couple weeks where just once or twice a day it will randomly disconnect me.

    Im pretty sure that random events in few weeks would not adds up to 6h.
    But i dont know when DC penalty resets, someone could explain that

  • Its weird. Few days ago I was disconnected from the server without a reason since my internet was ok, and I had no penalties.

    Also. I had few connection issues because my pc was loosing contact with usb WiFi adapter and instead testing this in game I was using other methods to NOT be kicking from server and thus, even tho i had internet connection problems, I had no DC penalties.

    I think DC penalties are ok. If one have hardware issues, those have to be resolved. Rare ocations with RL situations that needs our attention are not penalised, and if one assume such situations, should not start the game.

    I see no reasons to abandon matches for free. If one don't want to play, then don't play and allow others to play.

  • @FrePAS said:

    Killers are too strong and its just unfair to survivors, I love this game but its just so annoying and I rage all the time cuz theres literally nothing I can do against the killers, I can run in circles, stun them, flashlight them, do everything I can but they still just catch up to me, if they nerfed the killers this game would be amazing but right now its just #########

    There are 4 survs, killer have to be as strong as they 4 combined. Killers gave to catch you, it's only a matter of time, but there is 4 of You.

    And yes, survs are not "a team" that is why this feels so unfair.

    Game would greatly benefit if sacrifices would be removed, and instead everyone would play untill the time runs out (have to be implemented with more and less impacting balances). Survs would feel as a team, and combined effort would feel much better.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768787#Comment_3768787

    We are talking about the Nurse against players of all skill levels, which means most Nurses are more skilled than most of the Survs, especially when Nurse gets aura on entering chase to make mindgames impossible.

    Ultimately my issue is that they probably shouldn't have included Nurse in the selection of Killers, and something like Doctor/Clown/Spirit/Legion would be less frustrating (although Spirit and Legion would probably be among the more frustrating, yet still less than Nurse).

    Low skill player as Nurse is way worse than low skill player as survivor. Yes, aura reading helps, but only if one have muscle memory of blink destination.
    I remember how it was back when i was playing the Nurse. Thise was my worst hours of playing this game. Lot of trials left with not even single hit. Im not good player, but this proves the point. As Wraith i can get easy 4k with no tunneling, but this may be because of my low mmr. Yet as surv i still can outplay most Nurses i play against, and i often see Nurses that get 0 hits on teams i play with.
    And you may an anegdotal argument, so are those against the Nurse. Yet her official killrate proves my arguments.

  • My thought is that killer que is too damn high!

  • 1-2 bots could be okay… except bots are extremally afraid of TR and 2 killers covers almost whole map and thus bots could be useless.
    No. Instead surv role should be somehow more fun

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768657#Comment_3768657

    First, I don't hate her for no reason, I hate her because she is OP. That isn't a baseless claim, so admitting it or not is irrelevant.

    Second, she frequently 1v8s in this because the aura read features everywhere make it too easy to get hits.

    Third, selfish powers are better than selfless powers in this game mode (IME). Huntress doesn't have a (meaningful) team perk, and essentially just has a selfish perk. Nonetheless she is both fun and fair (other than 200+ ping hits). Getting a down forces someone off a gen, which is pressure on multiple Survivors (unless the 8 Survs are in comms and only 1 person goes for the rescue, which would still be 2 people worth of pressure). Also since her selfish buffs are so strong, it negates her normal lack of mobility (significantly reduced fatigue among more).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768660#Comment_3768660

    I mean I've won every Killer match I've played (16+, ~half soloq ~half duo) other than 2 matches (also one soloq one duo). The only losses I've gotten as Killer was playing Billy (in both matches, which is more a sign of my inability to play Billy [without instadowns] with or without comms). If all the trials last shorter because Killers are winning easier than normal, then maybe Nurse shouldn't be super powered when a basekit Nurse could have had nearly the same results, and Billy is nerfed to lose Instadowns.

    I doubt she would be performing the same in 8v2 if she would be her basekit.
    We are talking about the nurse. Not pro players mastering the Nurse.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768625#Comment_3768625

    If everyone already knows Nurse is and always has been a problem, then why wouldn't a supercharged Nurse be an even greater problem in 2v8? The 5s reveal on chase alone prevents all chance of mindgaming (which is pretty much the only counterplay to Nurse), and allows the Nurse to leave and re-enter chase to reveal again immediately.

    idk, maybe its for the trial last shorter than regular ones? All killers are buffed, and objectives are tweaked fo this reason. Hey, there is no hooks either

  • @Laluzi said:

    After years of inquiries, we've finally gotten the game mode everyone's always asked for, in an incarnation I don't think anyone was really expecting. Would love to hear how people are feeling about it.

    My first experience with it is just chaos. I can't tell if I'm making good game decisions because there's so much going on at once. Gens, heals, which exit gate to go to, there's way too much going on. It was pretty common for me to go for a cage or a gate and have an entourage of 2-3 other survivors thinking the same thing. Crazy fun in the moment, but if I can't get a better sense for it, I don't think I'd play this mode very long.

    The game balance seems to be able to shift really quickly depending on momentum. Quick downs will slow down survivors as they run all over the map trying to rescue each other, but gens fly at a truly insane rate if they aren't being pressured. And for all the buffs they can give each other, Killers teaming up and covering one area so far seems a terrible idea. The idea of a 2v1 chase to corner a tricky survivor only really works for a last man standing situation - in the game I played, both killers converged on me in Red Forest's main building and four gens popped in ~40 seconds. One bad chase brought the game from 6 gens to 2, and that kind of mistake is way less defensible with twice as many survivors.

    Also seems like killers really need to remember which survivors they've already hooked and focus on getting people out, because just chasing whoever's in front of you is a guaranteed loss - 8 survivors are way too much to handle.

    I have yet to play it. I had no time.

    Tho I just wanted to replay to one sentence: "game mode everyone's always asked for". I would rather play 5v5

  • All perks should be unlockable for free, characters should be payed. Otherwise it's p2w

  • @Alen_Starkly said:

    Or at least, it's missing a crucial component - full or temporary immunity to Haemmorhage. With how common Sloppy Butcher is, Solidarity and Resurgence very often get rendered useless. Your ability to use them mostly relies on the killer not bringing a Haemmorhage inducing perk or addon.

    I would have by far preferred the old 50% values on both of these perks, but with an immunity to haemmorhage.

    Of course, anyone is free to voice their own feedback on the buff of these 2 perks.

    Haemmorhage is now temporary debuff, especially in sloppy. Healing after it's effect runs off is a key for it to work

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762583#Comment_3762583

    Sounds like alternative game mode, but I really wouldn't want this to even touch base game.

    It would be boring to me. There is no risk, no pressure and playing seems little without a reason. It would be incredibly monotone.

    What do you mean by that? What pressure and reason yoiu hae right now in game? To win or loose, with chases and gens in between. Is there something else? Is premature death what gives you reason to play?

  • the pace of the BHVRs work indicates that any meaningful changes will take place in about six months or later

  • I would remove ability to fully remove players from the game:
    1. Trial should have time limit.
    2. Hooks makes survs immobilized and usless for some time or untill someone unhooks them; Mories removes survs for some more time without ability to help them.
    2a. If hook time is up, Entity removes surv from hjook, to a random place at least 30m away from killer.
    3. After times up, either survs done their objectives and escapes as a team, or they failed and are sacrificed (good if whole trial is in nighttime, with slowly rising sun untill end of trial times, so that survs can be dead by daylight)
    4. Rebalance of objectives of course, with abiulity to introduce new objectives.

  • What does it means mori fit the killer?
    Those are killers and you can find multiple reasons of why one killed survivor in a specific way.
    Which mori fits and which not the trapper? He is most "human" of the killers that do what he does by force, serving Entity even if he dont want to. I would agree if someone said that no mori, neither even hooking survivors fits this character, and yet he does that.
    I would agree with statement that SM mori do not fit her, because size of her and survivor do not fit, when she lift one at least few cm an they are on her level even tho before that lift they was her size already, also survs seems like being unaware of her presence… how? But this does not fit her not because of her character but because mori is flawed

  • I would like to see new purchasable mories. Especially if this would remove p2w aspect from the game

  • @BrightestMage said:

    Nurse Rework

    Only a slight variation in her power, she gets one blink, Then her second blink is replaced with “Take your breath away”. This has to be aimed at a survivor within line of sight and once targeted you must hold the power button to take their breath. To successfully take their breath and deplete a health state, you must hold the power button for 3 seconds(placeholder) before damage is taken. During this time, the survivor must try to break your line of sight. For example, if I target Meg with my power after my first blink, I must try to maneuver and try not to lose line of sight, while she tries to break it.

    Would be quite fun if this would have limited range. Initiation range like 3m, and it can be extend to 16m in this 3s, so that survs have to break line of sight.

  • @vulter699 said:

    hello .. i hope everyone is doing great

    about the topic .. i know what some people will say

    go play childish games and that stuff!

    no please i'm adult man with almost 35 years old .. but i have a point my opinion

    i play horror games and watch horror movies and my favourite games are silent hill and alone in the dark 4 and the evil within 1

    but there is something that i think Dbd should consider while developing the game

    i think the characters of the game are mostly loved because of appearance and voices

    making a loved characters to be executed in some way isn't a good idea

    for some feeling reasons and mental health reasons for those who about to have relationships

    lets be honest .. most players are early twenties .. and this generation want to be more like fiction than reality ?

    what he like .. he will wish to do or at least in his imagination will do

    we are all safe because of the fear of the system .. once the society collapse for a revolution or any cause

    the imagination of the groups will be possible in reality!

    history said that many times

    so why we don't take action from now to be sure that if the system collapsed we still have the respect of innocence in our people minds?

    i'm not asking to make the game very cute or something

    i just want something that don't seems to be effecting .. for example

    the Unknown mori have that sense of Japanese ######### that end to kill in their deep dark pornography

    the robot mori is very intense .. the character face get exploded in painful way that make you feel sad for the character you love

    that's the what i mean about the unwanted violence

    lets make the game return to it own root when it starts

    safe with normal possible horror

    thank and please forgive my english

    This logic is reversed. It's not brutal games producing brutal behaviours. It's brutal nature finding it's way out in games.

    If for some reason society collapse, then it does not matter what games people was playing, they will do what nature sais, including public executions for entertainment.

    It's good games are brutal, same for movies and books. It's good people can release they inner shadows in harmless way.

  • All qol that reduce gap between soloq and swf are welcome by me. I was already posting suggestion of making kindred basekit.

    Especially that we have anti facecamp mechanics that won't work if surv is going for save when killer is near the hook

  • Problem is that you do not understand what people are trying to tell:

    Currently: People uses their attempts to fast farward to sacrifice.
    With Your idea: People will use their attempts to fast farward to sacrifice.
    It does not matter if this will reduce their first or second phase - it will reduce phase and fasten sacrifice.

    People say: Sacrifice should not be fasten, other things have to be done.
    You say: You just want free unhooks. - Where the point is not free unhooks, but to remove suicides, and one of examples of how to achive that is free attempts, not free unhooks.

    Your ide does not remove neither casue nor means of suicides:
    1. Causes are different (simplified to: people dont want to play) and its impossible to remove them, only to reduce through improving survivors satisfaction.
    2. Means are making sacrifice faster. If your idea reduces duration of second phase, then it achive nothing.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759089#Comment_3759089

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759102#Comment_3759102

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759120#Comment_3759120

    I'm not gonna lie.... I am dumbfounded the 3 of you will happily give survivors 3 completely free unhook attempts and turn self unhooks into a total crapahoot that everyone does every single time...

    Every survivor has an 11.53% chance to unhook themselves with 3 unhook attempts... and you guys genuinely want that crapshoot to be a common thing that is attempted on every single unhook in every game? I shouldn't need to explain that is bloody awful for the Killer and the game at large....

    The goal of this suggestion is:

    1. To make SoH harder.
    2. Still have kobe as a possibility but carries a significant penalty/risk to heavily discourage people from using it.
    3. Doesn't prevent players from sacrificing to give up hatch.

    My suggestion I believe achieves all of that. Every single suggestion you guys have given fails on at least 1 of those tenets... usually 2.

    I'm not trying to insult any of you, but with what you've said thus far, I really think you all may have misunderstood the point of what this suggestion/thread is trying to do...

    That means only that you haven't read the posts.

    But if you say so. Yeah, I would rather give survs free chances of unhook themselves to prevent suicides rather than doing nothing on that regard.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759096#Comment_3759096

    And ultimately you can reduce percentage even more too, make it 2% and it's extremely unlikely to happen, make it 1% and results in nonexistent chances, make it 0.5% and people wouldn't even attempt it afterwards

    If there is no penalty, then even 0.0001% would mean everyone should try, because why not.

    There should be penalty, but not too harsh, and definitely should not progress sacrifice. I would also say that 2nd phase should be exactly as first - no skill checks, chance flr self unhook. And maybe with this, and 3% chances would do the trick - people might not want to use up their all chances on first hook because 2nd hook may be much more dangerous, like other surv is sacrificed or killer is camping or anything, so maybe its wiser to save those attempts.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759060#Comment_3759060

    Or you could get like 4% permanent action speed penalty to everything, it'll definitely stop people from doing those unless absolute necessary

    It would be good if penalty would not affect other survivors, and action speed does since gens are done slower.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759076#Comment_3759076

    Penalties stacks up. That is what I want the game to reduce.

    And no I did not ask for your personal information about any situation in your emergency.

    But let us agree to disagree. You see my point. And I see yours. Let's end our conversation here.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759075#Comment_3759075

    I am trying to reduce punishments..

    By reducing the DC penalties. No one is being punished.

    Dbd should make a better system between internet problems, and manually DC. That's all.

    No. You are not. Removing DC penalties or reducing those at least would not reduce punishment but increase it = 1 person benefit while 3-4 are punished for that.

    If you really want to reduce punishment then suggest "rejoin" function. So if one is kicked not for their fault they can join again with no or lesser penalties.

    And yes, penalties stack, but only if you leave regularly, emergencies are not regular things, and if so, then you probably should not play at all for specific time.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758789#Comment_3758789

    That answer isn't really a case comment. I'm pretty serious.

    Okay, have you ever been stuck in a corner the whole match by the killer or a survivor that dosen't move?

    Or face a hacker that makes your game unfun in any way?

    Have you ever had an emergency to leave the game after it starts?

    There isn't just DC because one are frustrated or just bored. There are much more going on.

    So please don't ever just "Hahaha" in a serious post. It is very childish behavior, and it dosen't fit in here. Be more open minded and respectful next time you answer.

    If you don't like the idea, just say so. Nothing more extra to (let me react in "Hahaha").. State your business as respectful you can. Like pros and cons. And then move on.

    "Have you ever had an emergency to leave the game after it starts? "

    Yes I had such situation actually. It was my daughter who was sick. I left the game but when I came back, there was no penalty

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759063#Comment_3759063

    But some people are addicted to dbd. Like me, I play dbd 99% of the time. And I'm not alone about that.

    Some people can't afford to solve those issues straith away. Could take months. And then not playing for months will make you miss out of the game. Or even weeks.

    I want this game to be kinder to the people with poor internet. Some have u stable internet, some times it's fantastic, and sonetimes it's a huge problem.

    We can't just throw people under the bus for having a unstable internet from time to time.

    And I don't want people to be harshly punished for something they cannot fix straith away.

    It's okay, we don't have to agree. Agree to disagree. It's up to the mods and the dbd crew to discuss and do what's best for their game and listening on the community at the same time. Not everyone will be heard. My case might not go that far. But I see many commenting here. And many have strong feelings about this topic.

    So it's better to punish other players for one who have poor internet?

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758676#Comment_3758676

    You never know what might happen. Some places things get fixed fast. Some other places not. Depends on where one live.

    But did you understand my point? Or did you just wanted to make another point?

    I'm trying to see the big picture so we can solve this. DC penalties is a big problem for some people. Yes some of that might be their own fault. But when it isn't your fault. It might really feels like the game dosen't care about you.

    I hope I never get to experience a day penalty. If that happen, I might write about it here xD It might never happen..

    "DC is a big problem for some people"

    Which people?

    I got DC because my wifi (wooden router) and it was not a problem.

    To accumulate penalties for it being a problem one have to DC a lot. And if so, assuming no bad will, just bad connection. Then a question shows up - why this person is still trying instead of solving problem which definitely exists? When my wifi removes me 2 times from loading I just stopped trying, went another game. We don't have to be addicted to dbd.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758959#Comment_3758959

    Thats not even really a downside man... Deliverance does that and is consider a really strong perk... I am pretty sure that pretty much any SWF would happily spam 20 unhooks for 200s broken to get off hook unaided.

    A self unhook attempt MUST be: -

    • Very unlikely to work.
    • Highly costly to use.

    If it just is gonna give me broken, I'm spamming that unhook all day to keep 3 players on gens...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758990#Comment_3758990

    Shouldn't cost a hook stage to try to unhook? Then why would I not try to unhook every single time?

    Come on ladies and gents, if you don't like my idea that's fine, shoot holes in it all you want, but jeez what are these suggestions? They just flat make self unhooking something you should always roll on... there is literally barely a downside...

    AggressiveFTW proposed removing the self unhook completely, and that's actually far more reasonable 🤨🤨🤨🤨🤨

    I would be happy for free unhook if tho would prevent hook suicide. OP suggestion does not prevent that I would rather say it complicates existing mechanic for nothing at the end.

    But making limited attempts with any downside except progressing stage (including no downside at all) would remove suicide.

    If self unhook chance is 3% and you have 3 attempts then self unhook is unlikely. If each attempt add 10s of broken despite of it being successful or not plus 30s if you manage unhook yourself. Would you still use all attempts to try? You are giving yourself 30s of broken most likely for someone else unhooking you either way.

  • Successful self unhook attempt could grant broken for 10s +10s for each attempt. Then it would not be free.

    But reducing time of second phase would achieve nothing since this is exactly the point of hook suicide.

  • So basically make that self unhook attempts no longer progress towards second phase. Got it, and I agree with this.

    But I would not reduce second phase timer, make all times consistent.

    And there is also a problem with failing multiple skill checks on second phase, which also contribute to hook suicides. So maybe each failed skill check increse time to next skill check.

  • @Nightram said:

    After we got BOTS. I honestly thought the DC penalty would get reduced or removed.

    In my opinion I think the game dosen't need the DC penalty anymore. Because we now have bots that replace when you get or you manually DC.

    Sadly we don't get a BOT killer if the killer DC. I hope we get that soon. But maybe best in the custom game arena.

    It is actually causing a problem. A small DC because ur network, or a power outage, or other reasons.

    What is the longest DC penalty can be?

    Imagine you have had many accidents with the internet. And you suddenly Get a DC penalty of 48 hours. And you were playing with friends. Then all of the group has to change to another game to play together. Or you just leave while they have all the fun. It isn't fair at all.

    Not everyone manually DC because of a reason.

    It's okay to DC if you can't handle a killer, or you get too many of the same killer in a day. Or just tired of tunneling. It's okay to DC. Even for the killer side. DC because survivors have become too good at looping.

    I think the longest MAX DC penalty should be 30 minutes, and then after another DC it refresh to 1 minute.

    And then after 12 hours the DC penalty stacks should refresh to 0.

    tbh I don't want any DC penalty at all. I don't see the point in that function anymore. Since we got the bots. You already lose all of the points, and then harsly get a timeout.

    DC penalty could get changed into if you get reported for a valid report in the endgame report system?

    What do you think about removing or reducing the DC penalty?

    This is why we need "hahaha" reaction.

    No. It's not okay to DC, never.

    Instead there could be "surrender" voting and "rejoin" ability for those who had problems with hardware.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755834#Comment_3755834

    the definition of progression is being able to finish generator quicker. Reducing the number of charges on generator shortens the total amount of time needed to complete the generator. that is faster progression.

    First of all - no

    Progressing a gen is literally increasing its progress. Removing charges does increase progress.

    Tho there is a problem of immense downside of invocation, and it's one time use. If I can't use BNP on gen I can use it later and/or on another gen. Invocation cannot be redone, you literally loose it's value at the top of all it's downsides.

    If I can't use invocation then maybe I should not be broken, neither gen should loose stacks but next use of invocation should be much shorter.

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