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  • @Ricardo170373 said:

    people say "use kindred, empathy, bond, now, fogwise" honestly, you need understand, i dont want and it is unfair with the solo players need a lot of information perks while SWF could be use a lot different combinations simply because they dont need those informations perks. I always said that. Just put 2 little icons, just 2, "repairing gen" and " chasing" and put this next to survivor portrait in the hud, hiden for the killer obviously, this will helps solos SO MUCH and dont make difference for SWF. Put this in PTB and see the stats. was better? OK dont put more icons, still horrendous? put more icons, like "healing, cleasing, open de cheast, or whatever". Its simple. I think first 2 icon i mentioned would be enough

    That's why I think handicaps should exist for soloQ players, because no matter how many information perks you throw at players for free, SWFs get them too. The gap is not closed by running information perks and it wont be closed by giving us base information perks. There needs to be some form of handicap, I truly believe it is the only way to bridge the gap. I don't think you should "nerf" SWFs as this will only make it feel bad to play with friends. If the game get's harder when you play with a group, then that will just leave a bad taste in people's mouths. That's why I think the game should get easier for each soloQ player in your lobby, whether it is gen speed or some other form of easily changeable buff.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252563#Comment_3252563

    Yea first they bring BT basekit wich is far surpassed by Off the Record so not really a good change but i can somewhat understand it, and now they are thinking about unbreakable basekit which boost tunneling.. meanwhile kindred the most needed perk for soloQ is forgotten. I know it has being said a lot but it really looks like the devs don't play their own game.

    Yeah the unbreakable change encourages you to tunnel someone out of the game quickly, because then you can end the game very easily by Hooking 1 person, and slugging the last two. I hope they take another look at the base kit unbreakable change, because it's just another killer buff.

  • @VideoGameMage said:

    If your talking about the hud status icons we probably won't get an update about those until next year. When they announced them back in January, they admitted they were very early in conception. Which makes me wish they hadn't announced them at all until at least a rough idea of what they'll be was ready.

    I am asking for anything at all. Even if it was just communication that "We are aware of the situation and are actively looking for ways to improve it". Radio silence apperas to be the approach to the situation though, and it has left a really bad taste in my mouth. I fear that if they wait for the hud changes to fix the problem, there won't be many people left.

  • @MrPeanutbutter said:

    The only thing that will get BHVR to prioritize the solo q buffs is a large number of players leaving the game. If you are really having that miserable of a time, stop playing. If enough players leave, maybe it will get the devs to place more priority on the solo q quality of life updates.

    I have for the most part cut back my playing time (since the big balance patch) by about 95%. I still get the itch to play every few days, but end up getting quickly reminded why I cut back my playing time.

    @Irisora said:

    The one perk that should have been basekit they missed it.. Of course im talking about kindred. After that i don't think there are any more changes needed for soloQ because camping and tunneling in the first hook is a global problem not just related to soloQ.

    This cheese tactics shoudn't be promoted in anyway at least at the start of the game as it make the experience of the other players miserable. I can understand that a killer decide to tunnel or camp when there are only 2 or 1 gen left, but doing it right after the game started its toxic as minimum, to not say other things 😂

    There are a ton of things they can do including adding Kindred base kit. Honestly the easiest change is that for every solo player in a lobby, reduce gen times by 5 seconds. SWFs remain at the same level they are at right now and everyone else gets a small boost in strength. I don't expect them to tackle tunneling and camping over night. But small incremental buffs shouldn't be too much to ask for.

  • @Carmina_is_cute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250216#Comment_3250216

    I noticed a red bar on top of the "ready" prompt. I think that's what indicates your ping is high.

    I only get the red bar above the ready button when it is very high (I want to say over 200-300). But, I could be sitting at 100-150 and the game will proceed without ever letting me know. Very annoying that I basically have to enter a game to know whether or not my ping is higher than normal. Just for anyone who is curious I am use to having around 50-80 ping.

    Prior to the ping change patch, the lobbies showed me the lower high ping values and I could just dodge and restart my client. Now I have to play at least two games before I even know its an issue. By that time I a basically frustrated to a point where I don't want to play anymore.

  • I was being chased by a Bubba for about a solid 3-4 minutes. I got hard sandbagged, whatever it happens. I get unhooked, instantly sandbagged again, downed and hooked. Fast forward to the very next game, Wesker is just sitting at every hook and tunneling. Queue the very next game, tunneled off of two hooks in a row by a blight. He choose to kill me instead of defending the last gen, securing the 1k and letting everyone else go.


    Sometimes it's the straw that broke the camels back. I don't DC because it takes literally 5 seconds to die on hook. But, make no mistake, nothing is forcing me to play out a game against 4 regression perks.

  • I have learned that the less you care about getting pips, the less angry you get about most aspects of the game. I focus on doing challenges and having fun with certain builds, and the pips will come regardless of how hard I try to escape. But, the second I try to pip up and "tryhard" is the moment I get the most upset.

    The reality is rank really doesn't mean anything anymore, it's a way to get a some free blood points, but aside from that no one ever sees it anymore, so whats the point of caring about it? There isn't one.

  • Locker saves are cheap and hardly take any skill to pull off. All you need is a unsuspecting killer and a friend who can count. The fact that you can create a sitution where two people can run around a loop from a killer and continually jump in and out of a locker, preventing the kiler from being to down either, is not intended game play.

    The flashlight blind save buff however is questionable, but I understand why they are doing it. Latency/ping can easily rob you of a flashlight save, and this is likely an attempt to remedy some of that.

  • With how much BP you earn naturally now and how fast you level up, I just stopped doing them. My rituals are 100% killer rituals and I very much dislike playing killer.

  • I have almost 1100 hours almost exclusively as survivor and I played against a killer with less than 200 hours today. There is just not enough survivors to go around right now to make every match fair.

  • My favorite is people who BM after you completely destroy them in chase. For example a few days ago a killer chased me for 3-4 gens and when they finally downed me, they head shook and hit me on hook. I never once BMd them. Made me laugh to be honest.

  • There were a couple of bugs with this challenge but I think the main one is, you have to be looking at the killer unobstructed by any obstacles.

  • My favorite build is Quick and Quiet, Head on, Flash bang, Blastmine. I am looking to annoy the killer as much as possible.

    Another fun iteration of the build is to use red herring instead of flash bang. And you basically torment the killer with notifcations until he eats the blastmine.

    If you like to inflict psychological torment you can try your luck with a deception based Q&Q/head on build. In this one instead of running around the loop once and jumping in the locker with Q&Q, you run the loop twice. Deception the first time around, and then jump in the locker the second time around. The better you get with this build, the more killers will try to end your life prematurely.

    Iron will is also very strong with any head on/Q&Q builds, it can be hard to try and get use of the Q&Q when you are injured, but iron will gives you a much better chance of fooling the killer.

  • As a killer you need to let people leave through the exit gates. You lose no MMR if they die or escape through the hatch.

    As a survivor you need to die.

    in Mmr Comment by Biscuits
  • If you play the way survivors want you to play as killer, Pyramid head can be very frustrating and very hard to play. But, if you play to take one person out of the game instantly, there isn't a lot the survivors can do. One of the only things survivors can do is avoid touching his barb wire early in the game. You might notice good players choose a shorter chase over getting the debuff. This is because most good Pyramid head players will use that debuff to tunnel their first/second chase out of the game.


    But that is basically pyramid head, you have to pay nasty for him to compete with good survivors. If you play nice you might as well just afk.

  • @Bot_Salvo88 said:

    The best way to do it is to drop a pallet as you're getting hit (if the killer isn't a range one of course) or you can do head on, ds, blastmine and stuff like that.

    This, good killers are allergic to getting stunned. When I did this challenge I basically just camped every pallet until they hit me. So running a build that lets you run away and heal up is the best way to do it. Windows of opportunity (to find pallets), Overcome and Parental Guidance (to run away), bite the bullet to heal yourself with a med-kit. Bring the game offering and it shouldn't take you that long to do it.

  • The unbreakable patch will be another killer buff, we have already seen what some killers can do with the new mori system. Sure twins is going to be miserable to play, but she is already next in line for a rework anyway. On the other hand nurse can end games in less than 3 minutes.

  • All they need to do is make it so that during base kit bt, regular bt, and OTR. You have no collision as survivor and the killer can run right through you. You would see tunneling go down a pretty significant amount.

    I have one rule when I play as killer, don't tunnel unless they force me to eat base kit bt or otr. I am sure many many other killers do this as well. Lets be clear I don't do this to be a dick. I do it to show them that the worst thing you can do with these endurance buffs, is to try and body block. Run away and heal up, please.

  • If the generators are all powered you can always open the gates. But in the event they are not, you have to wait until the hatch is closed.

  • Surprised he didn't bring up the combo of Never-sleep pills and Mural sketch on legion. On mid to smaller size maps you essentially just 1 hit down people for free all game, with minimal patience. Outside of that they did a very good job on legion in the most recent rework. Being a ghost face fanboy, I was jealous to see the love that legion got.


    So yeah at the very least, I think Never-sleep pills should have a hard cap on how much each hit can boost your movement speed. And have add-ons like Mural sketch basically not work in conjunction with it.

  • Gets map with very little LoS breaks and objects to try and lose nurse on.

    "Guess I'll die"


    You aren't wrong, there is a counter to nurse and it isn't actually that hard to learn. The problem is, a good chunk of the time, it won't change the outcome.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238175#Comment_3238175

    I half-disagree. When killers and survivors play at the same level, except at the very bottom, survivors usually win. That's why nobody plays Nurse or Hillbilly or Demogorgon at the low or mid level, because when they do they lose.

    The numbers hard disagree with you.

  • @danielmaster87 said:

    I don't even want them to release those stats. We all know they're gonna be bad. Sadly, this community doesn't have the maturity or critical thinking skills to understand that the numbers presented factor in all MMR, meaning A LOT of survivors would have died simply because they were bad. They don't see that; they just take from it their "killer is fine/killer is OP" narrative.

    Well we know that kill rate goes up as you climb MMR. So, bad killers are actually losing more to bad survivors, and good killers are winning more against good survivors. But I do agree with you, I think releasing the soloQ stats would decimate the already bad queue times.

  • Right now on average 39% of all survivors (SWFs and SoloQ included) escape. We know that SWFs out perform soloQ players and that the developers have given us a 15% deviation. So knowing this if you were to make a bell curve, you would have two large bells, one for soloQ and one for SWF. The SoloQ bell curve would be weighted towards the lower end (24-39%) while the SWF bell curve would be waited towards the higher end 39-54%. The way a bell curve works we know that 95% of all soloQ players fall within 15% of their average, but we don't know what that number is. It could be 39% or it could be 24%. Same for SWFs, their mean or average could be 39% or 54%. What is likely for soloQ is that it is somewhere in between 24% and 39%, but what is behavior okay with? I know that even 39% is too low in my opinion, and there is a very high likelihood that it is at least lower than 35%.


    Numbers get even worse if you start to calculate the probability of hatch, as it is essentially a free escape 50% of the time. SoloQ survivors end up essnetially fight for a chance at getting one person out, and failing a large portion of the time.

  • SoloQ survivor is in the worst spot is has ever been in, in the history of DBD. SoloQ is also the largest population of players. Wesker is also one of the most well designed killers they have ever made, and he is very strong. Pair that together and you get what we have now.

  • Eruption users almost always run it in combination with other slowdown perks so it ends up becoming a nearly impossible task. On top of this it makes it very easy to force survivors into a 3gen, and in a soloQ setting there is no way to warn your teammates that the killer is only defending one area.

    For me, once I notice the killer is running multiple slow downs and trying to force a 3 gen, I just go next. I am going to lose anyway.

  • There are two ways you can tackle this challenge.

    The first is for people who consider themselves decent loopers and can escape on their own even if the killer slugs for a 4k.

    You run all the end game perks like hope, adrenaline, wake up, and sole survivor. You will always win the 50/50 as you just need to sit at an gate and wait for the killer to close the hatch. Or if you make it to end game with some teammates alive you open the gate very fast, are healed (in most situations), and run very fast.

    The second is for people who don't consider themselves adept at looping but still want to give their team as much of an advantage as possible with their perks.

    You run team oriented perks to keep your team healed, and to rush generators. This includes builds with Boon: Circle of healing and Prove Thyself. If you don't have a map to find totems you should bring a totem perk like small game or detectives hunch. You can fill in the last perk with something like kindred, lithe/sprint burst, or bond to get use of prove. If you do end up bringing a map a combo like open handed and bond can be very powerful information for a new player. Another option if you have 2 open slots is head on and quick and quiet, you basically just hop in a locker anytime you think the killer is coming in your direction.

  • This might be the most egregious challenge when it comes to making survivors throw the game to get a challenge. Sure you could get it by accident, but it's much easier if you never touch a gen, hide, and wait for the killer to down someone.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235681#Comment_3235681

    I mean, there's a button in the bottom right corner that disables end game chat until you decide to press the button to turn it back on I believe...

    Yeah someone else told me, if I ever log back in ill give it a try.

  • I play maybe 3 killer games a month. I played two games back to back a few days ago against 4 man squads. One team I was pretty positive was cheating, they all held onto Dead hard forever and as soon as I swung they would use it perfectly timed. It got to the point I was swinging and missing on purpose to force out their Es. All I said in end game chat was "sus", they proceeded to berate me and leave comments on my profile. I wish there was a feature to just turn off end game chat and also to block people from being in my games.

  • If the developers actually wanted to stop tunneling, they could fix it over night. I think the problem is the community sees it as something that is bad for the game, but the developers don't. They have made several statements along the lines of it being a "strategy".

    They could do something as simple as having players gain no pips if someone is killed and they are the only hook stages in the game. Or have BBQ and chili be baseline and have it also get turned off if someone is tunneled. So at least while you are going against a killer who is climbing ranks, you won't get tunneled. And if you go against a killer who is farming BP, you won't get tunneled.

  • I thought for sure with killers getting another buff in the next unbreakable patch release. That we would at least see some quick soloQ survivor buffs or at least just survivor buffs in general. I guess I won't be playing again in a very very long time, feels bad.

  • To the soloQ survivors that see this, don't let the killer mains on the forums gaslight you. Do what I am doing and stop playing until they do something. I have played maybe 2 or 3 games in the past month and wanted to leave the games almost immediately. Whether its teammates playing at the wrong MMR or killers doing the most unfun crap since the patch. I just can't be bothered and its showing in the queue times. But people on here seem to think that nothings wrong, certainly is interesting to see the copium.

  • @rvzrvzrvz said:

    I think people will stop running unbreakable, killers won't slug anymore so you're using a perk that does nothing 9/10 games, and most likely devs will nerf UB / tenacity / flip flop after PTB

    Agreed, I think you will see unbreakable even less than you currently see people running Borrowed time, which for me in solo games is about 10-20% of games.

  • It will have the opposite effect, all of these perks that work when you are on the ground, will get less value after this patch. Killers will be instantly picking up as much as possible, so these perks will not be given a chance to shine. The only place you will see value from ground perks will be in groups of friends who trail the killer.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201365#Comment_3201365

    I don’t feel like slugging was that problematic because it’s not like it happens a lot. Just when a killer is trying to secure the 4k.

    While it happens in less than probably a third of my matches. One time spending a full 4 minutes on the ground is too much. It isn't fun for either side. I experience it at least one to two times a play session and each time I don't feel like playing another game.

  • Really interesting change, we knew that slugging was on their radar and something was coming. I honestly think this is the fairest change they could have went for.

  • I think if there are only 2 people left and the exit gates aren't powered. If a person is left slugged for 20-30 seconds, the hatch should spawn. Slugging for the 4k takes very very little brain power, and it is universally hated by every single survivor player. It needs a change.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/344683/endgame-is-a-crutch-for-killers

    End game is almost completely in the survivors favor except for certain perks then your running less to no regression.

    There's no gens to protect and if the killer leave the hook its a guarantee safe unhook so what's the killer supposed to do.

    If the survivors are all alive and healthy yes, the end game is in their favor (their being the entire team). If you are however the last survivor being chased, the end game is almost entirely a death sentence if the killer has a brain.

  • From a survivor perspective, I like challenges like this. I just wish blast mine wasn't nerfed, because blast mine, head on, is the easiest way to do stun challenges. Trying to stun a killer with a pallet is only going to get you hit. A pallet stun has to happen naturally, if you try to force pallet stuns it never works out.

  • Survivors aren't allowed to have game changing perks, that's killer.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185546#Comment_3185546

    Yeah I agree but at the same time, if it just ends up being super undoable with just Doctor, then I’d say it’s better off giving a rework to the perk or some buffs, while making the Merciless Storm checks not affected by madness. I would definitely say a tweak and a buff would be best for the perk.

    BHVR has a way of either making perks extremely broken or useless when they change them. However, I doubt we will see a change to this perk for many years to come.

    If a developer did happen to read this, I would suggest they make it so the skill checks are a little smaller, but can't be affected by any other factors. Basically no matter what they are static, that the regression takes place no matter what, and the gen block be a little longer.

  • The perk is kind of useless without doctor skill checks or unnerving presence. I feel like if they adjusted it to not have synergy with those two situations it would go un-used. The fact that it only activates on each gen one time makes the perk not that good.

  • Keys need a full redesign. Let them still function as a way to open a closed hatch, but also something else. Like what if the basement had a door that you could lock with a key. And the killer had to spend time opening it to get back into the basement. This would give players counter-play when it comes to killers running agitation/iron grasp basement builds.

  • I don't understand the pallet breaking iri, its literally almost identical to the time it takes to break pallets normally. So essentially you only have a downside. There are niche case scenarios where someone camps a pallet and you can break it instantly, but you also could just be stunned instantly.

  • Getting downed can take away emblem points and can cause you to not pip a game. Getting hit also loses you chaser points, which again, can cause you not to pip.

  • @Hex_Llama said:

    Being helpful in the endgame is also what kills me the most. To me, the game would be a lot less fun if I stopped doing team plays at that point, but I would probably survive more matches.

    Think about it this way, how often since the recent patch has helping someone in the end game given the killer more pressure than he had already. Another way to look at it, do you often see that 1 hook turns into 2 hooks when trying to save in the end game. Because, in most of my games, that is the case. You end up giving the killer more people to hook than he had originally trying to save 1 person in the end game.

    How many bodies are you willing to give up to save that one guy? It just isn't realistically worth it anymore. Even SWFs are struggling to get that person out, what makes you think soloQ has a chance. If the person isn't 1 or 2 hooks from the exit gate, just leave, I promise you things could be so much worse.

  • I was being chased through the main building on badham with the basement in the main building. A Steve randomly showed up during the chase and sandbagged me so the kilter could catch up. He then instead of body blocking the killer, let him through so he could down me and camp me in basement.

    Show me the part where I should have had the will to hit my struggle skill checks.

  • @SpaghettiYOLO said:

    So you're saying you've played survivor that had 100% incentive to play, finished match and the incentive was no longer on the survivor role?

    In 8 days, I've only seen the incentive on killer very briefly. I was playing with 100% incentive on survivor last night where we'd wait probably about 2 mins at most. At fastest, queue time was 30 seconds or less. Not once did it move. Haven't seen killer incentive since last Wednesday and that was for two matches. So I'd say that judging by queue times, it's working as intended. But I agree that if you enter into a match with the incentive on the role you're playing, you should be awarded that incentive when match is finished.

    Since the incentives have come back I have only seen 100% survivor and briefly for about 2 hours survivor was 25% for me. I have been checking every night during peak hours, still have yet to see killer incentives.

  • Take it from someone who gets to Iri 1 solo survivor every month. The best way to pip is to be the person unhooking everyone. If you are constantly unhooking and healing, it is hard not to pip every game. Generally when you unhook and the killer doesn't come back, you end up jumping on a gen with that person. If the killer does come back you can get distraction or even protection points.

    Speaking on "should I only look out for me". As long as there are gens to do, you should be as helpful to your team as possible. As soon as 5 gens are done, you DO NOT want to be the person the killer is chasing or has on hook. The end game is the killers domain now. In solo it is generally unsafe to try and save someone. Just make the calculation do not hook trade after 5 gens are done.

    A build I recommend generally to try and pip is Hope, Prove thyself, off the record, exhaustion perk. Hope will keep you from being that last person hooked, prove thyself gets you gen emblem, off the record keeps you from getting tunneled. My favorite exhaustion perk to pip is lithe as it feels the most controllable to me. Both DH and Sprint burst are equally good to better, but require some brain power.

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