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Audiophile

Audiophile

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  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216452#Comment_3216452

    Very good solo survivors carry those bad teammates though, and I know this sounds like an insult but it isn't intended to be at all. Its ok to not be the best, but its important to learn what you can do to improve. Nobody can tell you how good or bad you played except yourself, so its important to not take offense to suggestions or (hopefully) constructive criticism and instead use it as an opportunity to reflect. The best way to deal with bad teammates in solo queue isn't to try to outlast them, its trying to carry them.

    Its not always easy, nor is it always possible. But on a system of averages, you should absolutely end up with more realistic than unrealistic games if you keep focusing on both improving and minimizing the impact of bad teammates. If your method of adapting is to play for hatch, you're limiting yourself to a loss or a draw, which means you stop gaining MMR and kinda set yourself up to not escape the trappings of low MMR teammates/matchmaking.

    Once you get out of there, you will find yourself getting paired up with less ragequitters and more competent teammates, since they have made the same climb. I'm not going to tell you that you're not allowed to be frustrated by any of the games you've played before, just offering an alternative mindset of how to adapt to it.

    In terms of perks I think Deliverance is just fine when used properly, but i'd recommend against the "all my friends are dead" perks like sole survivor. While they could technically be used to go for gate sneaks as the killer closes hatch or other similar setups, having information during the match is extremely valuable to dealing with bad teammates especially. Kindred is the obvious one, but other aura perks like Empathy, Bond, Aftercare, Windows, and even Alert are great at giving you data to use with deductive reasoning to bolster your game sense. Tracking things like dropping/breaking pallets/doors, seeing someone get injured suddenly somewhere on the map, seeing people fast vaulting even though the killer is hiding their TR, animation tracking can give information on level with comms. While I don't think they're necessary to run or anything, I think they help considerably with a lot of the common pitfalls of solo queue, at least to the point any one person can hope to.

    Its especially rough once you get trapped in the same MMR as the ones who keep quitting/sandbagging/ruining people's games, but the further you get from those people in terms of matching, the less you'll get paired with them. It's gonna suck until you do, but if you try to focus on hatch escapes your MMR can't really improve at a fast enough rate that it would need to.

    @pseudechis said:

    Sounds like 3 pretty average games of DBD that went almost the full distance.

    Gotta ask yourself do you enjoy playing or just winning?

    because I would have had fun playing all those games as you describe.

    Couple of issues with your games that may improve your experience and can all be fixed by you...

    "3rd survivor deliberately runs the killer to me" really or are you just assuming its deliberate so you have someone to blame if you lose?

    "Terrible team. Bad killer." Random match ups don't play the game to your expectation maybe you should curb your solo expectation.

    "Terrible team. 2 dead in about 4 minutes. Third is stalked into 1 hit. I hide. He doesn’t down her and instead I hear a gen pop. I know that now I’m the ‘hider’ that will be killed so I can’t win." - Why didn't you stop hiding sooner and again you immediately give up on the idea of playing the game because its now unwinnable, if you start with a negative mindset, you'll end with a negative mindset doesn't matter what happens in game at that point.

    While they were by no means perfect games it sounds like some of the "games" problem live in your head and are easily fixed with a lil introspection.

    This is why I just adore these forums. Ryuhi, I don’t disagree with you in general. But you have to accept that there is, in fact, a large percentage of games where 1 person or even 2 cannot carry the team. It’s pretty obvious… the game is theoretically balanced to be fair with 4 strong survivors vs 1 strong killer. If you get the strong killer and 1-3 weak teammates you are likely to either die or be the last one standing. There is a limit to what one or 2 can do to carry a team. I don’t usually run endgame builds. But when you play as many hours as I do you need to mix it up for variety’s sake. And you also have to account for peak and non-peak play. Sometimes I go through horrible stretches in off peak hours so that an endgame build is worth playing. Mostly I run altruistic, run, or gen builds.

    As for pseudochis… I’m just tired of hearing your bad analyses. 1) you can tell when someone deliberately runs someone to you. When they actually follow you and pause on you while the killer is right on them. 2) lol #########. I know randoms will usually suck. Should I curb that expectation? I’m talking about bad matchmaking which clearly exists but you’re going to disagree. Fine buddy. Feel free. 3) It’s not a negative mindset, it’s fng EXPERIENCE. I know these situations like the back of my hand. If the killer hasn’t found you and then lets the 3rd guy go while you are unaccounted for, you get screwed. You feel free to argue with me all you want… i know of what I speak. But you just want to disagree with me like you always do… have fun dude. I’m done responding to anything you say. It’s a waste of my time.

  • @TheSubstitute said:

    Why did you not pick up the other slugged survivors? You sound as if you're throwing the match so you can try for hatch after sacrificing your teammates.

    Also, why did you wait until both other survivors were dead before Deliverance was used instead of getting into the Killer's face and disrupt their momentum by saving someone on death hook and then using Deliverance to break the Killer's momentum? Keeping other survivors in the match when you can afford a hook increases your chance of escaping.

    You say Killers are exploiting weaknesses but it sounds like you're sabotaging your chances of success. There's a reason SWFs hook trade and pick up slugs and that's because it works. It's not as near as efficient in solo but perhaps you'll find better luck if you try those strategies.

    Always the critics. No. This wasn’t me laying low letting my team die. And I’m not going to walk you through why I don’t walk into the trap of healing the slugged guy when there’s no chance of us both getting out anyway. Deliverance was used when it was because that was my first hook. That was a decent game until the moment the 3rd teammate decided to share his misery by screwing me over. But it happens all the time with low mmr survivors. When you have good teammates you all look out for each other and sacrifice for each other… bad teammates sandbag you and reveal you to the killer if they think it will save their skin.

    Be skeptical if you want. I know ######### I’m doing in game and don’t need your advice. This bad play from teammates happens all day long, every day, to good solo survivors because of bad matchmaking. I agree with what someone stated earlier… i think many good survivors have left the game or switched to killer, further reducing the pool of good teammates. It’s a shitshow.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213138#Comment_3213138

    First impressions as a new player. Pretty important opinion for a game, besides 8 days play time may not be the solid 90 days people have racked up over 6 years but doesn't mean i don't understand the game. Not being a sweat doesn't make me incompetent. But thanks for your opinion.

    Oh the ego of youth. Look buddy, you just don’t know what you’re talking about and you don’t know enough to realize you don’t know enough. But you have lots of self confidence… good for you. My only advice to you is to learn humility. I have posted lots of times on the reasons for tunnelling and camping and what could resolve it. You need to account for different skill levels, proper matchmaking, solo vs swf, killer tiers, angering the community, existing perks and addons, human nature… lots of stuff. If you want to see my opinions in detail, just search. But short story is they will always do it because it’s the simplest thing to do. Noobs want to ‘win’ which means ‘4k’ so sure seems easy to kill survivors by just hanging around the hook… is it really this easy? Yeah it is.

    You want to post that you know how to solve this with basically no experience. It’s just a tad narcissistic and arrogant, even if well intended. You don’t even have enough time in game to see trends. You just have some case studies. You had some games where as a low skill killer you lost and some where you won and you offer up your observations like those of us with thousands of hours don’t already know this stuff. Yeah…matchmaking sucks so most times games are unbalanced in one way or another. BHVR actually adjusts MMR with a ridiculously basic metric so probably all solo ‘high mmr’ survivors are ranked far below where they should be in an endless downward feedback loop. There’s just so much broken stuff and reasons why they don’t care, or won’t care…

    Anyhow, yeah… i appreciate your input to the community. If you want to solve camping/tunnelling the only thing that will work is to completely take away the ability by going to a version of the pyramid head method universally. Hook becomes cage that sends them far away.

  • I think that last post is correct. I thought the gen placement variations in the house was tied to the map variation but it doesn’t appear to be so. I did run 5 Springwood offerings and got 5,2,1,2,5 and ALL had the single seater gen upstairs.

    So it would be great if we could get this gen moving around again… ; )

  • “I'm a relatively new player, picked the game up in august, racked up about 8 days play time in those couple of months.”

    Says it all.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211725#Comment_3211725

    Honestly, if I knew how to make character models, I’d do it for free. I just wish they had more unique stuff and better customization in this game. It would give me something to do other than save blood points I don’t use.

    I’s surprised there aren’t any killer costumes for survivors. Seems obvious.

  • @Kaitsja said:

    I'd like to add onto this and say if they have the killer in tow on their way to the exit gate and they're injured, for the love of god open that damn gate.

    Had a match last night where we had a 3E but Claudette, who was healthy, ran away from the gate forcing me to open it which bought the killer enough time to down me. This resulted in a 2E instead.

    Yeah been there. Sometimes people don’t stop to think that this stuff matters. They think, oh we won… I’ll go search a chest or find a totem. If you 99d the gate… stay near it.

  • Lol. F No. All I want is in game post game chat for consoles so I can vent. Lol.

  • @Huge_Bush said:

    Myers masks for all Survivors.

    Princess Cosmetic for Trapper.

    Bush cosmetic that changes form depending on map for Claudette.

    Nutcracker cosmetic for Clown.

    Poop emoji cosmetic for Artist.

    Wicked Witch if the West with fake nose cosmetic for Mikaela.

    Dorthy (with ruby slippers) cosmetic for Jane.

    Frankenstein cosmetic for Doctor.

    Fairy godmother cosmetic for Hag.

    French Maid cosmetic for Dwight.

    Superman cosmetic for David.

    Sexy police officer cosmetic for Tapp.

    Sexy Fireman cosmetic for Felix.

    Hot plumber cosmetic for Jeff (basically shirtless overalls with a plunder in his hand).

    Shirtless surfer cosmetic for Adam.

    Slime (Think blob) cosmetic for Dredge.

    Cat cosmetic for Nea (Ears, paw gloves and moving tail plz).

    Shark cosmetic for Bubbi Boi.

    A lot of good ideas there. I’d really enjoy a little Michael costume on Feng.

  • Been an issue for years. They’ll never fix it. Same with hit validation. They like all the little stuff that screws survivors. It all adds up to help killers win. You know, like the likely bumps around a loop that slow you down… boarded up widows that killers can hit through… making thee dredge sound like the hatch… all this crap adds up. They know what they’re doing. It’s on purpose.

  • It may be worth making clear that these killers will literally drop whatever they are doing, chasing someone, setting traps, gathering blood orbs, whatever... to return to the hook the second someone is unhooked or they see someone heading to the hook. And if they are of the tunneller persuasion they ignore everyone else... sitting on gens, taking hits for the tunnelled player... to only hit their target.

    I dont respect these players because I've played killers that dont do this but win through good pressure and strong chases. Yeah, these killers could win the easy way but they resist the urge to do the easy boring thing and play in a more natural, more intended way. Just go kill survivors by being a badass. Camper/tunnellers... as i've said... turn the game into 'Big bad killer... who waits by the hook for hits'. lol. This isn't what the game is supposed to be. Every killer is supposed to have unique strengths that they use to run around and beat survivors. By turning every killer into some variation of gollum that protects his stuff.... these players just ruin the game. We need more killers to stop being lazy and try to be better. Yeah I get it... it's not the most efficient... camping/tunnelling is logical and smart the way the game is designed... but lighten up and improve the game ffs....

  • umm... i just left a long comment and went to edit a typo and my post disappeared saying it will be posted if my comment is approved.... so yeah... maybe i'll retype it later if it doesn't reappear.

  • 1) I'm agreeing with just about all of you - the camping and tunnelling is a result of flawed game design that incentivizes it.

    2) What I'm considering 'proxy camping' - Guarding a hooked survivor less closely than face camping. e.g. The killer is clearly not leaving the area in order to guard the hook. I'm not talking about a killer who remains in the area because there are other reasons, like gens. Yes, you can tell the difference. I use kindred ALOT. You can see where the killer is facing, how he is moving, what his priority is. It's obvious as hell when they are guarding the hook and trying to prevent saves and/or get easy hits on rescuers.

    3) What I'm calling 'loose proxy camping' - Mostly used by high mobility killers that can leave the area but return to the hook extremely fast and they do. Be real, if a proxy camping trapper takes 3 seconds to get back to the hook from 15 meters away but a blight can be back there in the same amount of time from 150 meters away, they are both proxy camping. If the killer focus is still GUARDING THE HOOKED SURVIVOR from a distance and they will run back to the hook immediately upon unhooking fast enough to either tunnel or hit the rescuer with near certainty, that's proxy camping.

    Some of you killer mains act as if we can't tell what you're doing. And I know a lot of you on the forums are different than the majority of mediocre killers out there. But because of ######### matchmaking I face a ton of mediocre killers as well as good ones and they are clearly, intentionally, specifically, primarily using the hook as their watering hole and playing the majority of the game proxy camping/tunnelling.

    Why is Wesker doing it so much? I'll guess because it's a crutch when learning a newer killer to take the easy route to ensure that 4k. So even though proxy camping/tunnelling is already very common it's even more frequent with new killers with good mobility for it.

  • Haha. Survivor rule book. It’s funny cuz other killers say it.

    Look harder for the point - it’s easy to use the hook as the watering hole.

    It’s also boring, cheap play. Do you think this game is supposed to be: “Try to survive the killer who hooks your teammate then guards the living ######### out of them which also is likely to slow down your gen progress as a side effect since you want to prevent your teammate from having an awful game, so you make saves right in front of the killer and then your teammate gets tunnelled and quits because that’s a crappy way to play… and now you have to do the same thing but with a 3 man team”…. No. It’s supposed to be a killer that lurks around trying to kill all of us. Not a killer that hangs out at the hook and waits for people to come by to kill them because its sensible and efficient for them.

    and you can’t compare survivor play to killer play. Your comparison isn’t reasonable. Leaving a gen at 75% to go start another in killer terms is more like being 75% done with a good chase and abandoning it. 1 single thing. You’re defending an easy play style because it works to make your job easier and give you more wins thus bolstering your belief you’re a good killer. Sorry but in MY definition a good killer is one that applies map pressure and beats me in chases. Not someone who wins by guarding hooks and getting cheap hits. That’s an aberration of this game that has become the meta.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202645#Comment_3202645

    Survivors aren't doing it much currently because they don't have unlimited Unbreakables, which is the main factor making it exploitable. 🤦

    No. You sound like a killer main guessing at how survivors play. If running to a corner always worked to allow you to struggle free EVERY survivor would do it. Hooks are plentiful and many killers run agitation or iron grasp. It doesn’t work and it won’t work with basekit unbreakable.

  • Lots of salient responses. I agree with pretty much all of them but the ones basically saying ‘why wouldn’t i go back - it’s easy’ and ‘it’s not cheap’ are the ones that make me sad and pretty much sum it up. Yes, it IS cheap, But I understand it. Of course people will take the easiest path to victory when they can. And once you take the logical easy road it can be hard to look at it objectively and realize that yes, it works well but maybe isn’t really how the game was intended to be played. It’s a design flaw in the game.

  • OMG the exaggeration is epic. If that ‘strategy’ worked people would be using it now all the time to struggle free when being picked up. The reality is that’s workable like 0.3% of the time.

    Reality - this will be harder to deal with people going for plays with downed survivors - sabotage, flashlight, etc. Oh no… you’ll have to pick up the survivors quicker and lose a few more in transition.

    Also - this will stop all the fng a holes who used to slug the 3rd to get the 4th which evidently proved they were good at the game. Lol. Sportsmanship be damned, I will leave you on the ground and ruin your gaming experience for 5 minutes because getting all 4 means I’m fantastic. No more slug traps. You know the lose/lose situation where if you went for the save you’re stupid and if you left them on the ground you’re a bad teammate? This is LONG overdue.

    Everything connected to slugging was garbage. Please get a grip and continue to enjoy your 75%+ kill ratios. Decent killers are not at 61.

  • @NerfedFreddy said:

    DC tier killer. Wait another 3 years till BHVR acknowledges that simple true

    Lol. Good way of putting it. His power is already annoying af. Then they love to use franklins, also one of the most annoying perks in the game. And lately plaything w or w/o pentimento seems meta. So its just a game of wasting time trying to do side missions while being hounded by an annoying killer. He’s just awful. Clearly not designed with ‘fun’ for both sides in mind.

  • @Brokenbones said:

    The box logic is so predictable that survivors can also use it which is what I think makes it fair tbh

    I had a game today vs a Pinhead using the iri box addon, so the box aura was hidden for most of the game and I still managed to find it because i know how it works and I knew where my team and more importantly the killer were

    Sure but you’re missing the point. The killer is faster and if they’re beelining it to the box, you’d be a fool to try to beat him to it. This is a very strong early game advantage, period. So your point doesn’t really apply here unless you are seeing all the survivor and killer auras at game start, which you’re not. And no way you’re communicating with your swf fast enough to figure out where the box is faster than a pinhead with LP either. So your point only is relevant to games with the iri addon and still… you generally wont know where everyone is, especially as a solo. Still… I’m not talking about the iri addon situation, I’m talking about game start. This is currently broken IMO.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202412#Comment_3202412

    "I don't think someone who is good should have an adavantage due to their skill." is how I read that. And I disagree.

    Seems that you’re just deliberately misreading it in the way that gives you the most righteous indignation. You’re itching for a fight that simply isn’t there. How you read that… is just flat wrong. Not what I’m saying. Maybe have someone look at getting that chip off your shoulder.

  • So the summation of the comments are that it’s easy for the killer to find the box with minimal practice and that it’s also very strong. Whether it’s everyone learning the method, or hacks or whatever… I don’t think Pinhead finding the box at game start MOST OF THE TIME, is what is intended and I think the devs need to at least take a look. That’s all.

  • Going from finding the box at game start a small percentage of the time to finding it almost all of the time seems like an issue to me. I don’t think this was intended. And considering pinhead has some of the best map control in the game, especially when using ‘keep the survivor busy’ builds using Plaything and Pentimento so that most of the match you’re either doing side missions or being very slowed or very vulnerable… I think it’s worth pointing out and changing / fixing / whatever.

    Or hey, just decommission pinhead and get him off the roster. I find him the absolute most annoying killer to play against. And I’m not alone since in most pinhead games 1 or more quit / dc.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192085#Comment_3192085

    You say it's bad data because it doesn't fill in the missing quotient of your grandiloquent equation of the True™ Statistics®.

    I say it's good data because I think it's funny how much Self Care is being run.

    Maybe you need to step back from the chalk board.

    The fact that self care is being run a lot seems to suggest the data is filled with inexperienced players. Yet, back in the day when we had ‘good’ data we learned red rank players were running self care more often that the average player would think. So… what does this data really mean? Who tf knows.

  • @Grandpa_Crack_Pipe said:

    They weren't making a statement by releasing the data. It wasn't meant to be useful or have something big taken out of it, it was just so people could see some stats, because people like seeing stats.

    Sorry but is this defending them? “It wasn’t meant to be useful”. Releasing bad data is bad. Good companies don’t do it. Ever hear the phrase “a little knowledge is a dangerous thing”? It makes people think they have something to talk about when they actually don’t.

  • Seems like another case of Entitled Killer Syndrome. Other killers can obliterate survivors easy! How come Sadako can’t? I want Sadako to be easy to win with too!

    I play against plenty of Sadako’s that use BBQ and teleport really well. The speed boost post teleport is strong and since most survivors don’t turn the TVs off that leaves a lot of options. Survivors build up their condemnation quicker than they realize because of always being near a TV. Maybe just get better at playing her and try different perks.

  • I feel a break is inevitable to maintain my sanity with this game. Words cannot express how annoyed I get when yet another killer comes bearing down on me after I’m unhooked. At least 75% of the killer base plays like this and I think the only reason I still play is because sometimes they’re actually doing something else and can’t tunnel easily. The rest of the time… tunnel town.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185221#Comment_3185221

    Bahahaha. They don't care about player counts. In the last 2 years they have failed to retain players gained from the highest peaks in DbD history. If they cared about player counts they would have better quality control, cheat detection and reinvest in the game to make it into a 200k average players/day juggernaut on Steam alone.

    They care about sales and profit margins. They do the bare minimum to keep the game playable while dropping their content every 3 months.

    They don't need to keep players playing. They just have to keep them buying.

    Uhhhh… you think the people buying stuff aren’t players? Like… people are just buying outfits and then going to play Stray… lol. Don’t disagree just to be disagreeable.

  • Uhhh no. Try reading one of the 10000 existing threads on this.

  • BHVR’s #1 priority is player counts. They don’t care about game quality. Sure it would be a logical close 2nd since a totally crap game would implode and boom, no player counts. But they use incentives and gimmicks to bring around new players to replace the good ones that leave because the game is turning to garbage. They can’t sustain it though since the new players won’t stick around very long once they get tired of getting their asses pinged as solo survivor. I’m on the verge of exiting myself. I just need a replacement game to fill the void and haven’t found it yet…

  • I see more spirits now but not enough that I would call it a lot. She still sucks to play against though because most people still play spirit as a hard proxy camper.

  • Hating on self care is just ignorant. It was a great perk pre-nerf. Most haters were people too bad at math and logic to understand that it did not lose time at all and in fact saved time by eliminating the search for someone to heal you. People that actually work against teammates for running perks that they don’t like are simply trash and should be ashamed of themselves.

    I hate the nerf to self care and it’s especially painful with the new sloppy butcher. But there are times when it works for your build. I like to run sabotage builds and need to bring an Alex’s. There are also times I want or need to run an item other than a medkit. In those times when you can’t run a medkit but need to be sure you have a way to heal, self care gets the job done.

    People overestimate the ease and utility of Boon COH. It’s great when it’s up but when you’re injured and have to go find a dull totem… especially when killers are using lots of hexes and/or teammates are breaking them… it can be a huge time waster or just impossible.

  • A killer main is happy and declares the game in it’s best state ever. Shocking.

    Meanwhile the survivor queue is in a perpetual state of double bloodpoint incentives because no one with any experience wants to play survivor. Matchmaking is incredibly awful and makes the game unplayable for solo queue but that’s hyperbole, right? The game is, unquestionably, in it’s worst state ever from a survivor perspective. Queues are full of newb players since droves of good survivors have basically given up. It’s like killers don’t understand that matchmaking is everything for a fair game. And when it doesn’t work 99% of the time, survivors have terrible matches and no fun. 1 weak player makes the match heavily killer sided. Nearly every game is weak team vs strong killer, strong killer camps and tunnels, 1 teammate leaves and now it’s just a joke.

    So yeah, enjoy it I guess. BHVR has ruined their game because this is not sustainable. Survivors will continue to leave the game. Remaining survivor experience gets even worse. They leave… All they have left is killers destroying weak survivors, even easier than it is now. This isn’t a game anymore. Aside from SWFs, it’s killers shooting fish in a barrel over and over. You all know it, but you enjoy it. “Best it’s ever been!”.

  • Lol. “Streak”. It would make more sense to ask about loss streaks since those easily average higher than 3. When I solo in off-hours my loss streaks probably get as high as 8 or 9. General causes: lots of games where the killer tunnels from the start so a teammate quits, horrendous matchmaking with ignorant players that give 5 second chases and die fast as hell, and/or other bad players hook diving so the killer never has to travel more than 10 yards to down someone, some RPD, killers running their little ‘gift’ builds where they cant lose, Nurses and Blights. Various combinations of the above… long streaks of losing are pretty common.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173010#Comment_3173010

    Ah. I misunderstood you. I thought you were referring to tbag spamming after saving.

    While that's hypocritical, I can't say it's not deserved. The only reason it's stupid is because it makes it look like they're the instigator to any outside observers.

    The game's already ruined when you decide to ragequit - I can't blame subsequent players from giving up at that point, in whatever spiteful form giving up may take. You certainly don't have any right to complain about poor treatment after attempting to ragequit at the start of a match.

    I disagree. The game was over before I decided to exercise my option to try to unhook myself. That’s why I tried. I also never said it was the start of a match so, wrong again. Also, I didn’t complain. I said I feel sorry for them. And finally, perhaps you and those sympathetic to the anti-quit vigilantes should take your compassion one step further and apply it to those exercising their self unhook option.

  • @Laluzi said:

    How exactly is it hypocritcal, though? You failed to explain that part.

    You forfeited your right to respectful treatment when you failed to treat anyone on your team with respect. If you won't be a teammate, then at least give me some bloodpoints.

    It’s kind of obvious but let me explain it since you seem to not be getting this. They’re being toxic-level unsportsmanlike because they’re mad at people they consider unsportsmanlike. And… how do you get more bloodpoints by save spamming? I’m talking about the partial save/release/save/release that survivors can do at hook.

  • Reactive Healing does not always work correctly. I have had it work as expected but this last game - Playing Jeff on PS5 on Gideons vs Sadako. Injured and carrying a brown medkit. Teammate got hit right above me. I started helping with my medkit to see where my progress bar was and it was still 0%. No value from the perk so I’m not running it anymore until it’s fixed.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165555#Comment_3165555

    They don't care.

    I will say this honestly: if killers were this unhappy with the game, there would be a twitter post about it.

    Yes, I vividly remember the Circle of Healing nerfs.

    Nope. They don’t. And my theory is that they bake in the EZ games for killer as part of their ‘balancing’ that keeps killers happy instead of, you know, actually working on balanced gameplay. No. They really did cross the line this time. And evidently their data is so ######### they can’t use it to actually see it and figure it out. Lol. FNG *&^%show.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160379#Comment_3160379

    I think this is it, as much as people don't care about it and prefer to blame it on salt.

    Under the old Rank system sure, there were D/C's, but nowhere near what I'm seeing now (in my experience anyways) and I play Solo Q exclusively. It's been particularly exacerbated by Patch 6.1. Fact is, BHVR's matchmaking is absolutely awful for Solos. Almost every decent perk that made a huge difference for Solo Q players were entirely gutted to help Killer's deal with SWF's better. They deactivated end game perks for us that used to maybe allow us to get a clutch escape or clutch saves. Every change has discouraged altruism and team work in Solo Q meaning you can rely on your team mates even less than before, as more and more we're seeing selfish builds/playstyles. They made keys useless, nerfed the hatch- most Killers released have been high mobility, range or teleporting so if you're the last survivor, getting an Exit gate is basically impossible.

    Solo Q is so miserable at the moment it's depressing, and I think disconnects are a symptom of a player base fed up. They WANT to play, they love DBD, been playing for years maybe; but it's demoralizing to load into a match, hear a squeal of a Nurse and a down in 6 seconds, see the next team mate hook grabbed immediately- and know not only is the game lost, but you won't even get any decent blood point compensation. So there you are wasting your time in a hopeless situation for 10 mins. Enjoy your 5k BPs. You can buy yourself a brown tool box, generator instructions, or maybe a green broken key on a Blood web where half the items are obsolete.

    Majority of D/C's are when a survivor is being camped at 4-5 gens. It happens all the time and significantly increased after 6.1 . I'd say 80% of the disconnects I see happen when a hooked survivor is being camped, or else when that survivor is tunneled and downed immediately after they're unhooked. People are sick of it. I was being face camped by a Pinhead once, a survivor came to unhooked me, saw me being camped (at 4 gens) and he just d/c'ed right then and there. He was just out of there.

    I've experience banks of matches where the Killer 4k's like, 10 matches in a row too. But according to BHVR, my MMR should be so low after that it will adjust accordingly, right? But it doesn't seem to and I just get paired with 2 survivors new to the game, a survivor who is competent and a Killer that has 3k hours. That's not a balanced, working MMR. Especially in a game where one inexperienced team mate can tank the game for the rest of us.

    So I think the general attitude of Solo Q players is one of exasperation, hopelessness, and resignation. When you log in, you mentally prepare yourself for absolute BS. If you actually have a normal match where the Killer isn't overpowered (meaning mis-matched and much more experienced than the survivor team), and isn't camping/tunneling, and if all your team mates are competent, it's a pleasant surprise rather than the norm. If you actually escape? Like... shocking.

    BHVR should be looking at the disconnect trend, and how it's increasing. They also have to look at WHY and do something productive. Just punishing Solos for it won't be effective. It will just be a bandaid fix and survivors will merely hook suicide.

    This is beautifully saying what has been said like 10000 times in these forums in 10000 different ways. But it would be a FNG miracle if BHVR were to actually respond and say ‘you know what… we hear you and we’re going to address this’.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163117#Comment_3163117

    Is it a problem, though?

    That's what I'm trying to say.

    Guarding a hook isn't a 'problem', unless you're facecamping. Patrolling has play and counterplay. A killer that is patrolling isn't off pressuring gens, so either do a runby with ReAs, get them to chase you while an ally rescues or bypass them with smart use of terrain. You're talking about removing a huge tactical chunk of the game right there.

    Uh...no, that's not how BT works. The borrowed time isn't the major selling point, it's the insane speed boost+BT. You're still talking about a situation where it would be almost universally advantageous to camp a slug rather than hooking someone, because all hooking is going to do is give half the other team a completely free reset.

    There's too much slugging as is - why do you want to incentivize it further?

    I'm doubtful you've played much killer based on your last sentence. You cannot realistically patrol all the gens on MD or Eyrie, for instance - they are too spread out, you're too visible and the maps are just too damn big. You can go and watch some of the better killer streamers to see this in action - good survivors will see/hear/call out that you are coming, and then it's stealth time.

    Now, in a world where every map was DDS or Midwich, then maybe your suggestion could work, with some major adjustments (you'd still see wall-to-wall slugging though). But we don't live in that world.

    But you also need to understand I play solo way more than I swf. Swfs coordinate saves. Solos don’t. Killers mostly face solos so they get incredible value out of camping since the team is not likely to play ideally. Multiple people will go for hook. I love running aura perks and I see it all the time. 2 or 3 people crouching near the hook while the killer patrols it, not realizing that everyone else is there. Everyone’s waiting for that opportunity and the game is fng lost.

  • I only read a few posts here explaining the quitting but they were pretty spot on. It won’t stop until they fix all the things that make solo q a terrible experience. The only reason I still play is because I’ve resigned myself to losing all the time as the price of playing. I still get to enjoy some good plays, try stuff out, and get a tiny bit better every game and have the occasional decent game. But honestly it’s just a totally unfair miserable experience in solo q. It’s surprising they still have a game. And when players on my team quit, I get it. I don’t lose my ######### like some here on the forums do. Maybe because I know the game is likely going to be a bad loss anyway so whatever… next game. I don’t bring my best items when I solo so I don’t lose anything to get mad about.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163055#Comment_3163055

    Here's the problem.

    Unhooks shouldn't be free.

    Particularly on larger maps, a big part of how killer works is applying pressure via hooks, then additional pressure by anticipating where someone will likely approach the hook from and then patrolling that route.

    This means that either it's a trade, or someone else has to get off gens to come help. It's got play, counterplay and a lot of tactical interplay between both sides.

    Now, you have double BT - so all that person has to do is beeline for the hook and both people are completely safe. This would make getting hooked a straight up advantage at times, and completely deflate the pressure that a lot of killers, particularly 110% killers rely on. You would be encouraging simply slugging people with Knockout and bleeding them to death - because hooking someone could now easily lose you the game, as you're giving survivors a completely free reset.

    So...we do your suggestion.

    Kill rates go down, BHVR has to buff killers again - or killers like me who don't camp suffer.

    Not to mention Hag, and how constantly having two people with BT going ham on my traps would make the game unplayable.

    I get it, camping is annoying and probably needs a fix. But this...isn't it.

    I thank you for your reasonable argument. But, you say “here’s the problem” from your perspective. The never ending problem from our perspective is all the hook guarding and free hits. I mean, killers shouldn’t get free hits. But they have been for years. And to be fair… if they guard the hook, they still get a hit. It puts someone into deep wounds and if they choose to they can chase that person and down them. Or maybe… they hook someone and then go find another survivor at a gen or elsewhere using one of the 100 ways to do so.

  • Make the perk turn off after all gens are powered. Then all it does is reduce all that easy play for killers at the hook. Just leave the hook for gods sake.

  • I get inconsistent matchmaking incentives. I start the game with 100% bonus showing in the pre-lobby. Then at endgame sometimes I get the bonus and sometimes not.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160629#Comment_3160629

    This seems more of an issue with the killers, not the perk.

    Aura Reading is clearly not an issue on low tier killers, and again, promotes healthy play within the game. But with Blight and Nurse it suddenly becomes problematic... maybe, just maybe, it's because of the killer and not the perk. You are doing the equivalent of trying to repair a broken house, but rather than fixing the hole in the wall, youd rather fix the already perfect foundation to the house... what you are doing accomplishes nothing productive and ultimately doesnt solve your issue. You are pointing your finger at the wrong thing here.

    Youre going to get better results if you complain about the actual issue of the game, Blight and Nurse, instead of complaining about the proxies, Aura Reading; youre wasting your time and energy on something pointless, and other's time and energy on something pointless.

    That’s a horrible metaphor. But let me try to improve upon it - DBD is a massive fixer upper project. Fixing Nurse and Blight is like fixing the plumbing and the roof. Tweaking LP a bit is like patching a small hole in the wall. Clearly if I had a choice fixing Blight and Nurse would come way before any changes to LP. But I still think they could tweak it down a bit. It doesn’t need to last that long and also improve all other aura related perks / addons. I still think you’re onto something amazing though with that trick of finding and lighting a shadow step boon before LP kicks in. It takes a special mind to come up with that.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/343782/is-it-about-time-to-nerf-lethal-pursuer

    I mean normally Lethal Pursuer is ran with Aura Reading perks... that is way less regression to deal with (someone already pointed this out however). Also it gets countered by running perks that counter Aura Reading. B: Shadow Step and Distortion are really good, hell, if you wanted to, you could, Idk, hope in a locker.

    https://forum.deadbydaylight.com/en/discussion/comment/3160389#Comment_3160389

    BBQ is healthy for the game.

    It causes the killer to leave the hooked survivors to chase another survivor, or at least waste their time looking for survivors within an area. BBQ promotes an active playstyle, chasing new people and provides pressure; it discourages tunneling and camping which are seen as cheap ways to build pressure with minimal effort.

    You might like to sit in the corner of the map and Self-Care while a Jonah gets facecamped by Bubba, but I prefer the opposite, I want to be chased, I want the action, I want the game to feel challenging and that I am rewarded for my knowledge and time put into the game, and most people feel the same way as me. YOU might care about stealth, but MOST people dont, and the game is designed around the vocal majority since they speak the loudest.

    https://forum.deadbydaylight.com/en/discussion/comment/3160319#Comment_3160319

    This is the only reasonable issue with Lethal Pursuer that should be addressed, however OP doesnt address this at all. Perks that modify other perks are often bottlenecked by certain killers existing (Nurse) or already existing perks; this often results in the modifying perk getting nerfed or the perk being modified because nerfed or less effective by launch. (Goodjob Krazzik for bringing this up btw!)

    You certainly make a lot of incorrect and deprecating assumptions about my play style. I work. I play by the ethic “Always be doing something productive”. So I’ll ignore your irrelevant insults.

    “BBQ is healthy for the game”. Let’s face the facts. BBQ is telling killers exactly where survivors are at the perfect time because… SOMETHING has to be done to prevent them from playing like tools and camping the hook. Be real. Yeah, I’m grateful for a perk that tells nurse, blight and other insanely mobile killers exactly where I am so they don’t camp.

    And your amazing insights to use shadow step or just hide in a locker at game start. Wow. So I just find a totem and bless it in the first 10 seconds of the game and that will prevent my being seen in the first 10 seconds of the game. Is that how that works? And they wont see that I just got in that locker right? Because hiding in the locker prevents them seeing that. Right?

    Look, Otz raised a good point about the nurse issue. But no, it’s not the only reasonable issue. If 80-90% of killers are running this (just an estimate based on my past few month or so of gameplay) there’s a reason. It helps them win games and faster is a pretty reasonable assumption.

  • @Veinslay said:

    All perks are a problem in solo queue! Give us basekit 80 second BT! Basekit old DS! Killer loses all BP if they stay within 24m of hook for more than 7 seconds!!

    Yeah. You’re so oppressed.

  • @Jeromy137 said:

    Just bring distortion it negates Lp

    You’re correct. And I will actually start trying it. A friend of mine swears by it. But unless it becomes meta my solo teammates wont use it and they’ll still get found and quit / dc.

  • Where there’s smoke, there’s fire. I always argued with my friends that BBQ was the strongest perk in the game. Why? Because it was extremely high usage and responsible for finding tons of survivors every game. The sheer amount of impact it had was ridiculous. Now you have most killers running Lethal every game. On the OP killers it’s a game crusher. On ranged killers and highly mobile killers it can start a killer steamrolling. Not bad for some stealth killers either. And its a perk that disproportionately hurts solos.

  • I know when my solo team is garbage. When the ratio of hooks to gens is high and I see my teammates all wandering around while I’m on the hook… ######### do you think is going to happen? Game is lost. And when I’m downed inside of a minute because of an OP killer like Blight or Nurse using Lethal Pursuer… Blame the devs for allowing OP killers, horrid matchmaking and no improvements to solo play so that soloing feels hopeless way too often.

  • Lol. Yes yes… I f’d that up. Lol

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