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Ayodam

Ayodam

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  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154912#Comment_3154912

    Supposedly bots to replace players who DC is coming. If those bots are half decent I'll likely just not care anymore. Especially if as killer a sacrifice on a bot counts as the same or nearly the same as a player sacrifice. Maybe it would be the player sacrifice score minus the DC points so you can only earn the full points if the bot doesn't escape.

    P.S. it would actually be really nice if there was an option to enable "join game in progress" when you queue up like how lots of PvE games work. The bot replaces the person that DCs, and then another person could replace the bot later. Honestly dunno why this isn't already in the game because it would be an easy solution I think.

    Hopefully. I've heard there is an AI for killer coming as well. That's probably for the best. Just let people of whatever role/side play with bots. It'll reduce a lot of problems.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155008#Comment_3155008

    Whatever rows your boat definitely doesn't mine, and vis a vis. I am still kinda curious what you tried to convey, though.

    I don't understand this poster either. They're very incoherent. They've been suspended or something now, so I guess they're also problematic. Best to avoid them.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154210#Comment_3154210

    If you say so. That was the main purpose of this thread. Wanting to understand why people do it, as someone who is incapable of understanding it as I've never done it once. I guess having y'all spell out the obvious helped me at least. "If I'm not having fun why would I keep playing?" makes a lot of sense and idk why I just assumed it was something else.

    I guess it comes down to the survivors aren’t having fun, have the option to leave a game they perceive as unfun, and exercise that ability. Like in any game.

  • @Sluzzy said:

    The game doesn't reward survivors for trying. If The Killer has a few brain cells the outcome is determined.

    You’re something of a pariah around these parts, but I really think you speak truthfully about the solo queue survivor experience. These forums have a very clear killer lean, so it’s good that people haven’t driven you away from here.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153635#Comment_3153635

    Taking a hit while healthy and running to the place of the map where he doesn't have traps is how you counter trapper. Especially with medkits or CoH there is nothing Trapper can do

    Either he lets you go to heal up or he commits to a full m1 chase away from the gens

    Sorry but if you get caught in a obvious window trap while healthy it's 100% your fault. You should just not go through grass at all vs trapper if you are healthy

    It also takes like a handfull of seconds to check for traps in a nearby loop. Trapper has no mobility, you can spare a couple of seconds to know if a loop is safe.

    Don't take unnececary risk and trapper is a very managable killer. Take risks without any thought whatsover and i can guess why he would be annoying to face. But that's on you

    I’m not saying I think Trapper is a particularly difficult killer to deal with (basement Trapper being an exception), but I think telling a survivor to “run to the place of the map where he doesn’t have traps” is ridiculous. Like how would an average solo queue survivor know where Trapper has set up? Unless they find him really early and basically follow him around the map, there’s no way to truly know where he’s placed his traps. Well, not without a rainbow map with killer item tracking add-on. I do agree that avoiding windows is usually good practice, but he will get his bloodlust eventually (faster now), recover from missed or connecting hits (faster now), and generally outpace a solo queue survivor in one way or another.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154709#Comment_3154709

    If I've learned anything, it's to never take what BVHR says at face value. I wish I could find it but on Reddit about 3 or 4 years back, there was a dev stream where they couldn't even down one survivor on an SWF team. I haven't seen a stream in a while but I was shocked by how bad some of them are at the game. If anyone doesn't know how to properly play, it's them.

    So the essence of your post is captured in that last sentence: git gud. Sage advice, really.

  • Not enough survivors so people of vastly different rankings are being put together more frequently than before.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154182#Comment_3154182

    I don't think Killers actually get all that sad when a Survivor DC.

    Is it pathetic? Definitely.

    Does it ruin my day? Not even close, I revel in it from time to time

    I don't believe survivors are tilted over DCing. As someone else commented earlier, they do it & move on. DBD is just a video game.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154171#Comment_3154171

    People were saying Killers/Survivor shouldn't care about the oppositions fun, not that people shouldn't care about anyone's fun.

    If you honestly think you're more important than everyone else on the team, you shouldn't be playing multiplayer games

    That wasn’t what I saw; I specifically encountered killers saying, about different play styles (mostly camping and tunneling…), that they aren’t responsible for a survivor player’s fun. Now, the mantra—largely when the topic of DCs or early hook deaths comes up—from killers is that survivors aren’t taking the fun of other players (including killers) into consideration.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154112#Comment_3154112

    No. PEOPLE who play survivors aren't any different than people who play killers. You almost make it sound like they are a separate cultural faction or something. Nope you have nothing. You will "fix" nothing. You aren't able to write the rules of the game, and of course if needed the punishment to salty people like you just increases if they see it fit. You can always chose to take a break and go fishing or something. Nobody really needs self entitled people like you who think they can create rules.

    Your 20 minute killer queues say otherwise.

    Killers need survivors more than survivors need killers. Killer players could be replaced with bots—effectively making this game PvE—and I guarantee you it would not harm people who play survivor in any meaningful way. Now the opposite would indeed negatively affect killer players.

  • @Nazzzak said:

    IMO, because there's a common attitude of "I'm not responsible for anyone else's fun" among this playerbase. They only think of themselves, simple.

    What’s interesting is that this has been the mantra from killers for a while, but with what appeared to be an influx of survivors dying on first hook or DCing, suddenly killers were all “but what about your teammates?!”…

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152890#Comment_3152890

    To most killer mains, gen rushing refers to doing the objective in their eyes.

    Right. OP narrowly defined “Gen rushing” as a sequence of particular actions but that certainly isn’t how I’ve seen killer mains use the term…

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153365#Comment_3153365

    Kindred is good, but only if someone is on the hook. Otherwise, no you don't get any info nor even if someone is in a chase - unless again, someone is on the hook and you recognize the panicked movements of another survivor at the same time indicating a chase.

    I don't think it saves solo queue either, since you are using a valuable perk slot for less information that swf get for free. Which keeps soloQ still at a disadvantage.

    Bond, Empathy, Dark Sense, Aftercare, Object or Obsession—take your pick. You can run any number of information perks to monitor what your teammates (and even the killer) are doing. And yes, survivors are using slots for perks for this ability but shoot, what else do they need them for? Tunneling and camping are strategies that have been canonized by BHVR—they aren’t going anywhere. Survivors have four perk slots and it’s very clear that BHVR expects they will use them to play the game more efficiently.

  • @Ricardo170373 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153286#Comment_3153286

    Just add little icon next to survivor portrait in the screen. When any survivor being chase, repairing, healing, etc, just simply put a little icon next portrait. These icons will give a lot of information, basically is this real problem for solos. You buff solos without SWF, because, the icons will not help SWF, they can discord or whatever way of communication, better than icons, icons just will help Solos, or any duo or trio for know what that alone person be doing. And honestly, a lot of game have already this, recent release games like DBD. if the afraid this improvements will broke the game, its simple, just add a repairing generator icon and look for what happen and add more icons if need it. Its not difficult.

    You can run kindred for that info though. Is that saving solo queue?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148774#Comment_3148774

    I want the devs to make tunneling and camping the worse play to make, I really do, but I don't think they can do it. If we somehow make tunneling unviable, to where you can win without doing it 90% of the time, what happens in that 10% of the time where killers need to do it to win? They just lose by default? It would mean going back to the same thing we've been fighting against for years, which is survivors getting out guaranteed once they're off hook and it's endgame.

    I believe that a lot of survivors want to use their anti-tunnel tools to prevent themselves from being tunneled, but this is what I see too often at the higher levels: body blocking and flashlight saving, without fear of the killer being able to punish them, simply because they have that 80-second Off The Record and 60-second DS.

    The best play for the devs is to make things fair, focusing on high level play only, by encouraging killers to leave the hook and rewarding them for that. People can call it a "free reward" all they want, I don't care. It means not destroying perks that let killers pressure gens and not giving survivors arbitrary advantages that are built into the killers themselves. Why was Pain Res nerfed if it only rewards killers who get multiple hooks? Why does Ruin deactivate after someone dies, as if the rest of the survivors can't win with it up at that point? Why do Twins have cooldowns and lengthy animations on everything they do? Why do Freddy's clocks let survivors wake up AND give immunity to falling asleep for a while? I feel like nobody questions this stuff.

    The answer to every one of your questions is that when those perks or abilities were unregulated, they were found to be too oppressive. Remember—the kill rate has consistently been above 50% *for years*. The killers you specifically named also have kill rates consistently above 50%. Checks and balances are very important in asymmetrical games.

  • I don’t think I’ve ever seen anyone use Borrowed Time offensively. Maybe OTR, but… BT? Lol. Wow…

  • @vBlossom_ said:

    https://forum.deadbydaylight.com/en/discussion/342933/shattered-hope-is-one-the-worst-designed-perks-in-the-history-of-dead-by-daylight

    The "killer has 4 perks and survivors 16" argument is absolutely silly.

    What if the survivors take items with them? Should they now killswitch "Franklin's Demise" perk because 1/5 of my inventory won't work?

    What if survivors take the build for healing with a first aid kit, but play against Plague? Should they now killswitch Plague because 3/4 of my build has been countered? xD

    If you are scared of boons, bring that perk, end of story.

    How about giving Unbreakable to basekit so killers can't slug?

    The killer also has magical powers and can literally stop the survivor players from playing the game at nearly any given moment.

  • @ThiccBudhha said:

    This is just as ridiculous as when survivors pretend that gen rushing does not exist because it is a valid tactic. Like, why you guys think it is a fairy tale is beyond me.

    What is “Gen rushing”? I feel like it’s avoiding the killer and just completing gens but there’s gotta be more to it.

  • I’d change its effect. I would make it reveal the killer’s aura to all survivors while the killer is within radius of the boon.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148067#Comment_3148067

    My guess will be that my queue times will still be instant as Survivor during the whole 24 hours of a day. So the answer would be - still to many Killer players around to make the queue times bearable for Killers.

    Currently Survivor Queues are still instant in the evening, which is the case since the Midchapter Patch dropped. So it was not a short period of time like some people said. And since the Change to 10 second Endurance does not do that much (since many were running OTR anyway), I guess there will still be way too many Killers around.

    Even tho, strange why BHVR is still catering to them by nerfing Perks like Reassurance. They should realize that the people who are playing less are the Survivors.

    (Even tho, MAYBE the Matchmaking Incentives might help the Killer Queues. But if those are on Survivor all the time, it should be pretty clear that they are the only reason why Killer Queues got better)

    I suspect they are going to boost survivors quite soon. It’s very clear that less people are playing the survivor role, and it’s well-known that survivors are a little more necessary than killers because the games need 4 survivors for every 1 killer.

  • @emetSdidnothingwrong said:

    I do think they could make tunneling less of a thing if they just added another, lets say 500 hook points perk hook if you do different survivors each time. It would also make it actually possible to hit the new 10k cap on sacrifice where as it currently is not possible to get.

    BBQ awarded additional BPs for each unique survivor hooked. And you know what? That still didn’t stop camping or tunneling. Because it’s not really about bloodpoints.

    As long as these playstyles remain so viable, killers will continue to use them.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150331#Comment_3150331

    I mean its an asymetrical game, so the 1 should occasionally hold power over individuals of the 4. They have considerably less safety nets in numbers alone, before even getting into assuming things like pairity between efficiency potential of their opposing objectives. Noed and Rancor are iconically good examples because Noed can be disabled before it even activates (just like second chance perks deactivating in endgame) and was even nerfed to minimize its lasting impact by telling survivors where it is, while Rancor gives you an entire game's worth of notification its going to be an issue in endgame so you can prepare accordingly.

    Asymmetrical doesn’t mean one side is guaranteed victory over the other. Killers do have benefits over survivors—killers are faster and can incapacitate survivors. That is the “power” they hold over survivors. Killers should not however be able to completely subjugate survivors because they’re faster and can incapacitate survivors. This isn’t a murder simulator; it’s an interactive multiplayer game.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148859#Comment_3148859

    I don't care if they follow me around or spam noise notifications. If I get a pet, that's cool. Blocking me in doorways or throwing a tantrum and wasting pallets is the main way they get me to down them. Of course, I can always pick them back up later if I want - but if they're just going to sandbag their teammates, ######### it, they're going on the floor.

    The point is that they're being awful and I want to make their behavior as unrewarding as I possibly can, in hopes they either stop doing it, take their DC penalty and get slowed down accordingly, or stop playing the game if they're just going to bypass intended mechanics and ruin the experience of everyone unlucky enough to get matched with them. More time stuck with me is fewer other matches they can wreck.

    On the solo side of things, I've had several killers recently that went out of their way to spite ragequitters (left them slugged for 4 minutes, usually.) Others didn't stop them from suiciding but farmed with everyone else. Most killers carry on as normal, and these ragequits are so common it'd be unreasonable to expect anything else, but most players aren't happy with the state of things. It's unfair to survivors and it's supremely boring for killers, especially to players who play controversial characters/addons/perks - you figure they're waiting several minutes for each match only to load into games where the other side won't play, or just rolls over and dies because it was a 3-man at 5 gens. The only people who like this current quitter situation are either the ones who want easy 4ks above actual gameplay, or the ones who ragequit themselves and want to feel like it's normal and justified.

    The killers I've seen play quite viciously following DCs or early hook deaths (clear skill failures). And I do not believe this is anomalous behavior. I'm unsympathetic towards killers who lament long queue times for this reason.

  • @JohnnyB87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148801#Comment_3148801

    You do realize that the long queues are because more people are playing killer currently, right?! Both sides are killing the game cause of the false mindset that there are win conditions. THERE ARE NONE. No one has common sense and realize the whole point of DBD is to LITERALLY get as many BPS as you can.

    I think BHVR defined a win for survivors as escaping through the exit gates. Interestingly, this awards survivors the most bloodpoints during a match.

    Things are different for killers…

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148744#Comment_3148744

    I've gotten to the point where if I see a survivor do this, and someone else manages to unhook them, I'll ignore them. I won't even slug them unless they start bodyblocking me, because I don't want to let them afk for 4 minutes - they're going to eat their DC penalty or they're going to play the game they queued up for. If they successfully suicide and it's early in the game, I immediately spare the rest of their team. I'm just so utterly sick of these people ruining games. The only time I've seen ragequitting more rampant than this is when the DC penalty has been disabled.

    And if they follow you around? Or throw pallets? I suppose forcing you to hit them by intentionally jumping in front of you works too. Unless you like deliberately go around them. But I don’t think any killer is gonna turn down an easy kill.

  • @SOULWARRIOR71K said:

    Interesting that people can't even acknowledge that a perk can be annoying without getting defensive lmao. Anyone who says it isn't extremely annoying when you have 2 gens left and multiple survivors have sprint burst is lying. For the next 10 minutes you will either be playing ping pong between gens as survivors sprint away anytime you get close or you commit to the chase and lose the gens anyway. OP is not wrong for calling this out. There are things that survivors don't like and there are things that killers don't like.

    It’s giving survivors shouldn’t be able to run away from killers. That could be why people are mocking OP, and by extension, I guess you.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148782#Comment_3148782

    I see a lot of good players do this pseudo-tunnel style where they will focus two survivors interchangeably to avoid second chance perks and more or less ignore the other two unless they are out of position. It seems alright.

    Not going to lie, if I want to win, I will hard tunnel someone. Easier that way.

    Survivors are receiving defenses to that. Eventually, you won’t be able to do it at all. Cuz one thing about DBD—survivor mains will shut this game down. Long queue times are not fun.

  • I thought there was a glitch that basically allows the chain hunt to go beyond three chains even when a survivor attempts to solve the box. Has this been resolved?

  • NOED, Blood Warden, No Way Out, Remember Me, Devour Hope, Terminus…

    Combined with faster hit recovery, obtaining Bloodlust sooner, basekit Save the Best for Last.


    Killers have counterplay for survivors who make it to EGC. It’s unsettling that survivor perks are disabling during endgame while killer perks are not. Personally, I think if four survivors make it to EGC in this meta, they’ve outplayed the killer who, if proficient, would not have allowed them to make it to EGC.

  • Is using basekit BT to body block the same as using OTR to body block? As in you get hit and you’re in Deep Wound?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147347#Comment_3147347

    I was specifically referring to basekit BT. If survivors want to bring actual Borrowed Time, then that is fair. How are guaranteed escapes by a basekit feature in the end game ok?

    Edit: It's also not a guarenteed kill. Survivors still have altruism, altruistic perks, and items to prevent a death hook without DS or basekit BT in the end game.

    If all four survivors make it to endgame collapse before you're able to get a hook, or potentially a kill, then perhaps you've played poorly as killer. I can't think of a scenario where, in this heavy gen regression META, with the QoL buffs killers have received, anyone should be sweating during the endgame for a single killer.

  • @UMCorian said:

    Interesting. The effect is now basically just giving the older version of BT to everyone. Think it was 12 seconds before, now it's 10 + Haste.

    With that change, is it even going to be possible to do an unsafe hook now?

    No, because killers can still grab survivors attempting to unhook. If there are multiple survivors attempting the unhook, it's pretty much the same as before: You might grab one and hit another, but survivors would get the unhook.

  • @jesterkind said:

    No, it isn't.

    This wasn't the best change, but there's no point in getting over dramatic about it. You can still use it twice per survivor if they're being facecamped, and that's enough time that even if none of your teammates have brought Reassurance you'll stand a way higher chance of getting all the generators done with enough time to spare that you may even be able to get the save too. Coordination makes the perk better, but it's plenty useful without it too.

    It's not dead. Let's really not start this based on a knee-jerk reaction this time.

    Reassurance can only be used once by a survivor to help a particular survivor in a match. So the same survivor cannot use Reassurance on the same survivor more than once per trial.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147212#Comment_3147212

    Then let them. At least the unhooked Survivor has a fighting chance if the one that unhooked them didn't have BT.

    Why in the hell is a killer waiting so long to hook someone off hook?

    Like 1. You were camping the hook which should be a bad play for killers and 2. You could literally just pursue the survivor who unhooked?

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147097#Comment_3147097

    Huh then my mistake I think I was thinking of the change they want to do to it tbh.

    There were rumors some time ago about rewarding survivors as a group. So if 3 survivors escape all survivors increase MMR and share points, if 1 does they all lose MMR, and if 2 escape it's a draw; MMR doesn't change. But allegedly killers complained about this because their win conditions require a 4K, so BHVR scrapped the idea...

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145678#Comment_3145678

    It's not a single escape is a loss for Survivors and a drop in MMR.

    Escaping from the Hatch is not considered a Win or Loss but a draw and dosnt not affect MMR.

    This is incorrect. Each survivor wins individually by escaping. If your team escapes while you die, your survivor score (MMR) goes down because you lost. You can consider a win all survivors making it out, but BHVR doesn’t recognize it that way. And honestly, their definition is really the only one that counts.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146893#Comment_3146893

    How do you win that way?`Winning is a 3+ escape. A 1 escape is losing without dying.

    BHVR counts a win for survivors as their individual escape through the gates. It doesn’t matter if they escape with others or alone.

  • @DemonDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146414#Comment_3146414

    That's all implied and impacted by matchmaking. The fact that they try to average teams and plug players when ques overwrite individual mmr all contribute.

    Aside from the action icons previously mentioned by the devs, swf and solo will always have a gap due to communication plus the consistency of reliable teamwork. Past attempts to grant solos a boost resulted in low use perks acting as band-aids or adjustments to resource interactions which even swf could further benefit from. I'm hard pressed to think of design changes which only solos could benefit from.

    Super good SWF teams make up an iota of the playerbase though, no? SWF is always given as the reason why solo queue cannot be buffed but there’s no evidence these tournament-level SWF teams every killer main on this forum claims to face are common. So I guess the options are to leave solo queue alone or risk strengthening SWF. Either way it goes, DBD cannot survive without a robust population of solo queue players. MMR brackets had to be expanded because so many people, at one time, have stopped playing as solo queue survivors. That doesn’t appear to be changing.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145905#Comment_3145905

    Agree but rest assured, regardless of MMR flaws, OP's build won't work, because it operates under the false assumption that one can reliably get hatch after their teammates die. But climb a bit in MMR and nobody will let that happen, neither the killer nor the other survivors. OP will not only die miserably but also have 4 people taunting him in endgame chat. At this point he might as well play killer.

    It’s working for me. One survivor tried to call me out for hiding—she brought the killer to me—and guess what? I walked right past the killer as the killer tunneled that survivor out. And then hid until I got exit gates. And I’m a baby survivor. So if this it what it takes to live, this is what I’m going to do. I used to play altruistically but honestly that’s over. I’m tired of tanking my MMR. It feels bad to watch everyone else die off, but it feels so good to escape.

  • @DeleteSWF said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145785#Comment_3145785

    lol you listed 9 perks.

    Here's why they don't work in solo queue:

    Circle of Healing - It takes 14 seconds to boon a totem. It takes 21 seconds to heal. This is a total of 35 seconds. You didn't list Small Game in the 9 perks you use every game, so you're going to spend time looking for a totem too. If you boon BEFORE you're injured, there's a good chance the killer snuffs your boon before you heal, so you've just wasted time doing nothing. If the killer snuffs your boon at any time (which is highly likely) then you'll have to find a new totem to boon (wasting time) or boon the same one (in which case the killer knows where it is and can snuff it immediately). Not to mention other survivors who like to break totems. If any of these things happen during your game, Self Care would be faster. It takes 46 seconds to Self Care. No gimmicks or requirements.

    Prove Thyself - Buffs the repair speed of other survivors who are fixing with you. But solo queue survivors don't fix, that's the problem. Two survivors fixing a generator with Prove Thyself is still slower than fixing two separate generators due to the action debuff. Its only value is at endgame, and I repeat, solo queue survivors don't repair gens.

    Borrowed Time - Gives the rescued survivor Endurance for 10 seconds. Off The Record grants Endurance for 80 seconds. Worthless.

    Decisive Strike - Stuns a tunnelling killer for 3 seconds. Is 3 seconds enough to get you to the next pallet? If you're at the next pallet, can you make the chase last for 30+ seconds to get value from this? If you extend the chase by 30 seconds, will your teammates fix generators? This is a decent perk but I wouldn't trade any of my perks for it.

    Off The Record - See Decisive Strike. How long will this extend your chase if the killer really wants to tunnel you? Will your teammates do anything during the chase, or just waste time?

    Kindred - You can watch your two other teammates running to the same hook. If you're somebody who replied in this thread, you can race them and try to get there first. Does little to improve your chances of survival.

    Empathy - You'll know where the killer is when somebody gets hit. If you're somebody who replied in this thread, you can stop repairing a generator so you can run across the map and heal them. Then you will die because nobody else is repairing either.

    Bond - You can run towards other survivors during a chase and hope the killer chases them instead. At least, that's what everyody else seems to use it for.

    Exhaustion - Decent under certain situations. Will save your ass if you're good, will extend a chase for 5 seconds if you're bad.

    The main problem with this game is everybody wants to be an 0MG T0X1C PR0 SURVIV0R KEK and copies high rank streamers, without having the skill required to do high rank things. Unless you're a great chaser, just ditch chase perks and use stealth instead. It's just as fun and you'll win more often.

    I used your build and escaped three matches back to back. I know people hate what you’re saying but I think your right: Stealth and self-preservation are the way to go—at least until you can crawl to an MMR where solo survivors are more efficient. I watched my whole team die but I did escape. In one particular match, I saved a couple of survivors once each and completed one full generator before I knew the writing was on the wall. And I got out.

  • @Ayamir said:

    First being able to see your teammates's perks in the lobby would be great info and could allow for more coordinated plays for solos survivors mobile already has that feature btw.

    And next is some players just need to get better at the game start using common sense stop being so predictable and for the love of Jesus Christ stop going down every 20 seconds some survivors just need to get better at looping no matter how much you buff survs the majority of the playerbase is really bad nothing BHVR cant hold players's hands forever you have to play better.

    I run Open Handed + Bond so I can see what my teammates are doing most of the time and there is ALWAYS that one braindead clueless survivor in the team that ends up screwing up the 3 others good survivors.

    Stupid plays lots of mistakes giving the killer alot of pressure early in the game at 5/4 gens then end up getting tunneled beceause the surv in question is just terrible at looping and is the weak link,Killers tunnel bad survivors that get downed easily rarely the good ones who can loop them for 3 gens.

    MMR is hardly working and we need two separate game mode ranked and casual beceause right now MMR is just a joke that's why I started dodging lobbys with very low prestige survs and it really made my SoloQ experience is way better and enjoyable while playing with decent competent survivors.

    There's like 43k players playing DBD on steam rn I am sure that the current playerbase is large enough for two separate game modes plus we dont even know how many players are playing DBD on console/EGS.

    So yes this is my idea on how to help SoloQ survs give us the ability to see our teammates's perks and create a new REAL ranked game mode with a working MMR system.

    I feel survivors seeing one another’s perks in the lobby would just lead to lobby dodging. We already see people doing it based on prestige. In fact, I exclusively solo queue and I see it multiple times a day; people enter a lobby and will leave without warning if the prestige levels are 0-2. I can only imagine how much worse this would become if survivors saw other survivors not running META perks.

  • @DeleteSWF said:

    Make first disconnection a 1 hour timeout, not 5 minutes.

    How does this stop survivors from going AFK or failing skill checks? Especially if they just go AFK. They still aren’t helping you survive.

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145805#Comment_3145805

    thats a skill problem.

    you shouldnt run perks that do nothing unless your team is dying, because it promotes you just letting them die, causing you to lose, and then you call killer op, and then killer gets nerfed, forcing them to tunnel/camp more, then survivors complain more - see how it works?

    get good (this isnt mean spirited, its genuine advice)

    Did BHVR not massively buff Sole Survivor and Distortion? They’re actually really good perks now. When you think about it, given the buffs and nerfs BHVR has done with the last patch, they really are pushing survivors toward individual effort—not teamwork. But that’s what killers mostly complained about, isn’t it? SWF/survivor team efficiency? So I’m gonna take your advice and ‘git gud’ by playing for myself. :) Perhaps you should do the same. See you in the fog!

  • People are dragging your build, OP, because they want survivors to be something they just aren’t: a team. In solo queue, I’ve actually had better luck with builds that preserve me alone than I have with builds centered around supporting other survivors. If all survivors were rewarded with PIPs, bloodpoints, and MMR increases for 1-3 survivors escaping a match, I could get on board with the team-orientation. But that isn’t the case in this game. It really has become every survivor for themself. And that is what people must accept.

  • @xni6_ said:

    if someone wants an actual good build for solo queue that doesnt require the murder of your entire team, i recommend

    coh/prove/bt

    ds/otr

    kindred/empathy/bond

    exhaustion

    I run builds with those perks and still lose. I think OP’s build could be a good one. Survivor really is (1 v 1 v 1 v 1) v 1 after all. And if others escape while I die, I’m not rewarded; I’m punished.

  • I guess it’s good they’re doing something about camping, even though the choice is strange. I wish they’d address tunneling in a more efficient way.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144535#Comment_3144535

    Depends on what side of the mmr scale you are.

    Low MMR, killers are stronger.

    Mid MMR, about average both ways.

    High MMR, survivor stronger.

    Even when survivors got nothing worth of perks, they still kept the same strong meta perks.

    Making high MMR a pretty sweat hell for killers tbh

    Didn’t BHVR say an extremely small fraction of players are in high MMR? They didn’t give us direct numbers but they disclosed that very, very few players are in high MMR. And at mid MMR killers are still more advantaged than survivors.

  • @Ghoste said:

    Pig is kinda rare, so when you do see one, they're generally playing to win. And I feel like meme Killers are much less common in general nowadays. DBD feels more sweaty overall in recent years.

    I tried bopping s Ghostface and got slashed & killed. I don’t meme with killers anymore.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144611#Comment_3144611

    Congrats on being the first person to complain about Jolt of all things.

    No

    He isn’t complaining about Jolt; he’s using that as an example to expose killer hypocrisy. And you fell for it. Ugh…

  • @captainlongshlong said:

    Ah yes, let's add even more reasons for survivor mains to quit playing the game.

    Sign me up.

    Ok killer mains can just switch it up and play survivor. That should help balance the loss of survivor mains. /s

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