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Blueberry

Blueberry

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  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918293#Comment_3918293

    you just gotta hook them to not trigger the abandon feature on the survivor end, you can’t leave them slugged for too long.

    There is no "too long". They can abandon instantly.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918277#Comment_3918277

    you gotta kill the bots to get the kill to count towards mmr.

    Right..that's my point..that's bad design.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904526#Comment_3904526

    I think its more the question around the, all survivors disconnecting one.

    Lets say that i slug all 4 survivors, and they all abandon, so they get counted as a loss. But now, the entire game is all bots, so if i leave the game do i also lose? If so i could see this being not so great as it defaltes MMR for everyone in the game Whereas normally MMR is (at least a little bit) zero sum.

    Realistically, it should probably count as a win for the killer in that case and not be an "abandon". The other cases all seem to explicitly be about surrendering, which is fine, but the killer ones are a bit more fuzzy.

    This is exactly what I want to know. The killer shouldn't be forced to stay in a match of all bots to get their win. If only bots are left in the game the abandon should give the "4k" to the killer and count as a win for mmr purposes.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917646#Comment_3917646

    Funny, I didn't think of Amnesia as the problematic one, but I can see where you're coming from.

    Yeah I think the blindness on flashlights perk is just enough for good value but not too much to be too annoying. I think when it comes to blindness on the killer or hiding their hud it’s a very thin line between good and too much.

  • @Langweilig said:

    I hope we don‘t get charms. I find charms in games so useless. The best thing would be skins and hopefully we get some cool ones. Having a more bloody variant would be cool or a special effect for all your characters or emotes.

    Oh I forgot to mention that one, please no charm lol. People would not be happy with a charm. As killer you basically never even see them anyway.

  • The first bug has existed since her rework and still to this day unfortunately. Experiencing these problems as well.

  • Oh okay I didn’t think I had seen that anywhere. It does seem like something that’s only a matter of time though since it’s just obviously a good idea. It’s quite weird to have a p100 system with nothing at the end.

  • A nice buff but it still leaves the perk as bad. I agree it should show the aura of opened chests, not closed ones so you can know where you need to close them.

    In general the perk just doesn’t give enough aura reading for the slot. I think the range of them should be a tiny bit further, like 10 meters, and just their aura the entire time they’re within it like Weave Attunement instead of a duration. That plus the extra chest you added would make the perk solid. The downside that they can get more items you recommended seems fair.

  • Is that confirmed? Maybe I missed it

    Just a banner or badge would be so disappointing. IMO people would like the bloody cosmetic for the killer but with a recolor of the blood like black , gold, or silver, something thing like that. Makes it unique to show off and easy for them to do since it’s just a recolor.

  • @Langweilig said:

    I will first post my ideas and comment later on your ideas. It will take a while to go over them.

    That‘s effects I‘d like to see:

    • Reduces chance for skill checks by 100% (Survivor)
    • While unseen gain 5% haste. (Killer)
    • Survivors in your terror/Lullaby radius suffer from the silence and fog status effect. (Killer)

    https://forums.bhvr.com/dead-by-daylight/discussion/424129/perk-idea-invocation-are-there-ghosts

    Silence status effect (new):

    Makes you deaf and the visual heart beat sensor deactivates.

    Fog status effect (new):

    A wall of fog blocks your view outside of a 24 meter range and you don’t see auras through it.

    So that invocation idea seems way too strong and even aside from the power level would probably get nerfed from merely how wildly annoying it would be. Like the amount of time you’d waste searching in random directions, losing people, checking lockers ect would be a ton. It would frustrate people. Also no counter play since you’d have no way of knowing if what you’re hearing/seeing was real or fake.

    That said I like your other ideas and new status effects. I think for some new killer abilities and perks the devs should add some new status effects to work with.

  • @SoGo said:

    Some of these are really nice!

    These are mine:

    Boon: Quid Pro Quo

    A boon that was made to disorient. To hinder. To distract. However, power comes at a price.

    You start the trial with 2 tokens.
    Whenever a generator is repaired, you gain 1 token.
    Blessing a totem consumes 2 tokens and gives the person the Exposed status effect until the totem gets snuffed.
    Re-positioning a lit boon consumes 1 token.

    This effect does not affect other boon perks.

    While in the boon's radius:
    • All survivor actions and sounds are 50% quieter.
    • The killer suffers from a 10% speed reduction to vaulting and breaking pallets/breakable walls/generators. This debuff doesn't reveal itself to the killer.

    If the killer snuffs out or breaks the blessed totem, all hooks on the map, with the exception of basement hooks, get broken for
    30/45/60 seconds. If a survivor is hooked when this effect activates, they will get unhooked and the hook breaks.

    Amnesia

    You know from experience how much harm can medicine do if it's used in the wrong way.

    You start the trial with 4 vials.

    You can drop these vials anywhere on the map, seeing their auras from 36 meters away. Other survivors see them from 16 meters away.

    If the killer steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/60/90 seconds.

    Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.

    Into the Shadows

    You have developed an ability to recognize the right time to step out of danger's way.

    Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.

    When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:

    • You won't leave any scratch marks or pools of blood.

    • The killer will be unable to see your aura.

    • Grunts of pain and your footsteps will be muffled by 100%

    Scourge Hook: Creative Slaugter

    It's said that serial killers never change or adjust their methods of slaughter. That was never your case.

    At the start of a trial, 4 random hooks are changed into Scourge Hooks.

    Each time a survivor is unhooked from a Scourge Hook, a random one of the following effects applies to the survivor who unhooked:
    • 30/60/90 seconds of Blindness
    • 10/20/30 seconds of Exposed
    • 30/60/90 seconds of Deafened
    • 40/50/60 seconds of Oblivious
    • 5/7/10 seconds of Hindered (-10%)
    • 15/30/45 seconds of Exhausted
    • 30/60/90 seconds of Amnesia
    • 10/15/20 seconds of Incapacitated

    None of these effects can happen twice in a row.

    Secrecy

    You have always been surrounded by a shroud of mystery and secrets.

    For the first 60/90/120 seconds of a trial, survivors will be unable to interact, hear or see all totems on the map.

    Then, this perk deativates.

    Fakeout

    Plot twists, fake evidence, unexpected endings, that is your speciality.

    You can create 1 Fake Generator. You can put it in places where generators can spawn normally by pressing the Active Ability Button. The Fake Generator will be highlighted to you in green. There can be only 1 Fake Generator in the trial.

    Survivors can repair this generator, up to 25 charges. They will not get any skill checks. Once they reach 25 charges, the generator explodes, creating a Loud Noice Notification. The generator then vanishes.

    Survivors repairing the generator during the explosion lose a health state. If a survivor is within a 6/9/12 meter radius of the generator when it explodes, they will scream and become Incapacitated for 10/15/20 seconds.

    This perk disables once all generators are powered.

    Invocation: Protector

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You lose one Hook Stage.
    • The timer of everyone's Hook Stages is increased by 9/12/15 seconds.

    If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.

    Completing the invocation disables the perk for all survivors.
    Getting hooked for a second time disables the perk.

    Invocation: Cursed Passage

    Where others see a dead end, you see an opportunity to show your talent to everyone.

    When in the basement near the circle, press the Ability Button to begin the Invocation.

    Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

    Once the Invocation is completed:

    • You reveal your aura for 20/15/10 seconds and become Exposed until hooked by the killer.
    • All lockers in the basement change into Portal lockers.

    If a survivor joins the Invocation process for more than 20 seconds, one of the lockers becomes usable twice.

    Completing the invocation disables the perk for all survivors.

    Portal Lockers teleport the survivor who enters them into a random locker that is between 12 to 36 meters away from the entered locker and reveal the survivor with Killer Instinct. Using it will turn the Portal Locker back to normal.

    The next 3 were made around a Dread Ducky killer concept (from dark Deception)

    Last Resort:

    The possiblity of your prey escaping your grasp drives you into a state of frenzy.

    This perk activates once the Endgame Collapse is triggered. Once you are in a 12 meter radius of the Exit Gate area, you can activate this perk's effects for 5/7/10 seconds:
    • Your speed increases by 10%.
    • The Exit Gate becomes blocked.
    • Your Lunge increases by 50%.
    • The auras of survivors in the range are shown to you.

    "You gathered all of the Soul Shards. The ring Piece is now exposed, and the monsters will go into a frenzy."  -Bierce

    Sealed Away:

    Even in the realm of the Entity, the souls of your victims help you to trap them in.

    Whenever you injure, down or hook a survivor, get a token, up to 20.

    Once you gain more than 10/7/5 tokens, you can use all of them to Seal Away a generator.

    Doing so will randomly spawn a Soul Shard into the trial for each token you have and make the generator blocked until all Soul Shards are collected.

    Survivors can see Soul Shards' auras from 12 meters away.

    You can't collect tokens while a generator is Sealed Away.

    "Ah-ah-ah! I've got you now, mortal." - Malak

    Hex: Voices of Illusion

    A hex that feeds on the fear and anxiety of survivors, overwhelming them with sounds and tricking their minds.

    2 random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius, even when they normally wouldn't be.
    Both effects deativate when the second Totem is cleansed

    "They're trying to blend in, eh? Let's see how well you pay attention to details." - Bierce

    Almost all of these sound really good and reasonable!

    Only one that seems significantly overtuned is Amnesia. Like even if it was only one of those effects for 90 seconds, not both, and 4 vials, that would be overtuned. You’re essentially talking about a free 6 minutes of killer blindness and no hud..that’s wild..and that’s only if one survivor brings it, you could have multiple lol. Even if only 2 of the 4 survivors brought that perk the killer would essentially be blind and no hud for the entire match lol

    Even if that timer was 30 seconds that would be quite strong and very, very annoying. Like power level aside that would be so annoying to have multiple survivors bring that, that even at 30 seconds I think it would get nerfed because it would annoy people so much lol

  • @Wiccamanplays said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917528#Comment_3917528

    This 100%. If maps were more consistent in locker numbers and placement Dredge would be much better.

    Dredge is also hurt by metas which enable rapid healing since Nightfall charges faster when Survivors are injured. The popularity of Resurgence, We’ll Make it et al is an indirect nerf to him, as is the prevalence of Syringes and really strong medkits.

    I’ve noticed a huge amount of people running healing perks lately. Well Make It and Resurgence are seeming super popular.

  • Dredges biggest issue is extreme map dependency because of locker amounts and locker placements. That’s it. That’s the core of the problem. That’s why not many people play him. To fix him they need to add more lockers to maps, at least when he’s the killer anyway. Allowing him to teleport to chests would help some I guess, but I doubt it would be enough to fix the problem. Essentially between how far lockers are from gens on most maps and how much of a sound heads up the survivor gets from you teleporting they gain far too much distance pre running you. This causes him to just have way, way too many bad maps that already make you unlikely to win before the match even starts.

    Other smaller grievances:

    Boat Key and Haddies Calendar also still feel required for teleporting mid chase for cut offs. Being able to do this is what makes them fun and even with these addons it’s still not generally viable against good survivors. Even nightfall teleports are barely fast enough for this.

    The “lock only one locker and it always forces dredge to use that one” thing should’ve been gone ages ago.

    Fix how bad his ultra rares are. This isn’t a numbers issue like some addons, their design is just bad. Make one that silences him entering and exiting lockers but it reduces his teleports by one.

    Why does he light up like a Christmas tree during nightfall again? Kinda defeats the point.

  • I just wish we’d see ALL the killers, not just who’s performing the best. Let us see who’s underperforming as well. Also let us see hook stats per gens left.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911474#Comment_3911474

    i fully agree with this. While the rework was needed it gutted him without any compensation woohoo we can switch guards on will. yeah so can vecna and dracula without the downside of having to spam ctrl. imo if bhvr wants the guards to work on their own they need to be faster, have better ai/pathing and torch should be fully basekit together with dried horsemeat.

    Yeah I feel like Torch and Call to Arms absolutely need to be basekit. Call to Arms is what enables the exact play style they want and without Torch you’re just the m1 killer with no power walking around as survivor all pre run you from a mile away.

  • @100PercentBPMain said:

    When I play Unknown, idk how people play without the addons Called By the Dark and still to an extent Vanishing Box.

    The passive slowdown and accelerated chase on CBtD is really really nice. Then Vanishing Box feeds into it all by keeping up the UVX uptime. It's just too perfect that I don't even care about Blurry Photo, thr addon that everyone else says is required.And I haven't even started talking about his imo mandatory perks Nowhere to Hide+Unforeseen. Plz BHVR give us 24m TR at least I beg you T_T

    Just sucks that both those addons come with huge drawbacks. I personally think Unknown needs buffs.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916943#Comment_3916943

    Oh, we will get regulations in place, since there are plenty of options to do so.
    The part about it being an unofficial community server on the other hand, that cannot be changed.

    Sorry yeah, by regulated I meant by them.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916854#Comment_3916854

    There are not add-on that are required, but Severed Hands and Severed Tongue are the two that make her much better and smoother to play.

    You can play without them and be fine, but these two feel like the best choice every time.

    Oh yeah hands is my absolute favorite. I feel like the time to get a shot long range is too low. I'd like Fester Carrion and Thick tar base to give more opportunity.

    I in general though just think they should buff her long range snipe game play while nerfing the boring anti loop component.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916922#Comment_3916922

    Not a bad idea. That would most certainly get people on board.
    Maybe getting a few inside voices (devs) on board as well.

    Yeah, I just don't know if they'd want to since it's unofficial and not regulated. Also there's technically already a dbd discord but it doesn't have any of what we're wanting.

  • He's just a lot of tediousness to manage. Like he's my exact macro type killer I like, it's just a lot to do. I also find it very disorienting bouncing around cameras.

    He is very strong though I agree.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916627#Comment_3916627

    There are ways to go about doing this.
    Like setting up channels in a way that only allows people within a server role to talk, and the general public being able to listen in.
    Anyways, I am currently setting up the basis for a server. Still a work in progress, but anyone with interest could come and check it out. Feedback and suggestions are greatly approved. And I am going to need a lot of people for administrating and moderating once things gets going
    Link to server here:

    https://discord.gg/sqFmvaHa

    I wonder if we could get the devs to pin that discord for forum people to see.

  • @MyNamePete said:

    Hag by miles, though ive actually only seen new Freddy once since his rework.

    For real! I haven't seen one lol

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916860#Comment_3916860

    interesting idea but how does would it affect the guards having to 1 detect the survivor 2 float towards the survivor and only then start chasing. Does it account for this? (i personnaly would find it best if bhvr removed the 3x duration debuff)

    Essentially that snap shot moment where it detects the survivor is when it measures how far they are from the spot you placed the guard. That distance would determine whether the guard was sped up and if so by how much.

  • I also hope we get actual separate killer mmr. Currently I can get on a killer I've basically never played and be facing groups of all multi thousand hours each. Makes it very hard to learn. The pull of the killers mmr based on your killer with the highest mmr should be significantly lower to allow us to learn new ones.

  • @sizzlingmario4 said:

    Feel like one of Trapper's setting speed addons should be basekit

    I added Trapper to the list and gave him that one among more. Trying to speed him up a bit and make someone just following him around disarming less punishing.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916627#Comment_3916627

    There are ways to go about doing this.
    Like setting up channels in a way that only allows people within a server role to talk, and the general public being able to listen in.
    Anyways, I am currently setting up the basis for a server. Still a work in progress, but anyone with interest could come and check it out. Feedback and suggestions are greatly approved. And I am going to need a lot of people for administrating and moderating once things gets going
    Link to server here:

    https://discord.gg/sqFmvaHa

    I just joined as well!

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916849#Comment_3916849

    tbh i liked the work together with the guard aspect of his old kit but i understand why they removed it. With the current kit i just feel powerless when a guard is chasing someone (especially without the torch addon). Since a guard is chasing someone i cant use carnefex to zone a survivor since thatl cancel the hunt. imo the guards should be faster if theyre supposed to chase on their own (4.2ms atleast for carnefex and jailer and maybe 4.5ms for assassin)

    Oh believe me, I don't disagree on your points. The core game play they want you to do, the one I mentioned, is generally unviable. Not to mention, "keep one survivor busy while you run around as an m1 killer with no power and getting pre run" isn't fun. This is basically why Town Watch's Torch is essentially required. It gives Knight the ability to actually do something while he's keeping someone busy. Also makes it actually fun.

    That's why I wanted Town Watch's Torch base kit as well as it actually enables this play style they want to function. I had a whole other Knight post of fixing him and his addons but it was largely ignored and no one really responded. I think Knight suffers from too low of a skill ceiling and I was trying to increase that while also making the play style they want more viable. I was making it so the guards chase speed was based on how close the guard were to the survivors when they detected them for the Hunt. This makes hits viable, but only based on your skill in placing them from your hearing (like Spirit) as close as possible.

    I'm currently p100'ing my Knight and plan to make a whole post about the journey with thoughts and stats for the run if you're interested. I'm almost there. Doing a win streak for it too (102 wins so far and continuing), but that's from me playing in a very weird and definitely unintended/unwanted play style lol.

  • @SoGo said:

    Hag - Dried Cicada

    In all seriousness, the teleport range is still too small.

    Oh that's a good one! They even already buffed it once too.

    You just reminded me, how do you feel on Artist addons?

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916838#Comment_3916838

    not sure if this is the way bhvr wants you to use the guards since the banner still exists?

    As far as I've gathered they want you to be long range guard sniping people and then you chase someone else. So multitasking macro play where you keep two survivors busy at once. They generally aren't wanting the "pincer the survivor" game play.

  • @TieBreaker said:

    The devs keep surprising us with basekit killer improvements, so I'm sure they will give each killer an add-on pass eventually. Hopefully the ones you want aren't at the back of the queue.

    Yeah they've been doing a good job of addressing this on a few killers so it seems like something they are prioritizing thankfully. I just like posts like this to help them figure out which addons for which killers people feel are required. They also unfortunately already did Knights pass and forgot Call to Arms as well as leaving him with a lot of very bad addons.

  • @MrMori said:

    Definitely feel Call to Arms, especially now that Knights has a whole mechanic around making long patrol paths. He feels limited without it.

    Yeah especially seeing as that's the exact play style they want you to do with him.

  • I play this map between rng and map offerings way more than I want to. If I could block one map this would be it.

  • I agree, scamper hits basically only happen on survivors playing bad with how it's currently designed. I'd like to improve his scamper.

    How do we fix this? I'd like to drastically increase the turn radius post scamper, but if we did do that, what's the counter play for the survivor without it just be an auto hit?

    A little side buff tangent, but I wish they'd kind of buff him in a way that plays into what makes him unique, which is his third person and small size. Maybe something unique to Chucky could be that he has no red stain. With his size and third person you could make some super fun mind games at loops since it would be much harder to know where you're at.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916822#Comment_3916822

    too strict makes a difference between player with "silver" MMR playing in emerald ranks because they are boosted by another player. That's a prime example, if you are playing in emerald rank as a silver MMR player, you are almost guaranteed to have one player in opponent team that is also on that MMR level, meaning there will be two silver MMR players in emerald match purely because those two players are boosted. You can overperform in bad ranks and lose, but your MMR will go up compared to rank.

    This is one of the most obvious ways to describe how MMR and rank are very different things

    The strictness or lack thereof of the ranks or matchmaking doesn't discredit the point that ranks are "generally speaking" your mmr representation.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916806#Comment_3916806

    not quite right. MMR and divisions/ranks are two separate numbers/things.

    Divisions are visual representation of your achievement in terms of gameplay and it works based on whole team's performance. They are merely an attempt to somewhat translate MMR into a visible form, but in a more inaccurate way, with an intention to motivate you to play better.

    MMR is a strictly hidden number used to determine your overall position on matchmaking ladder in order to give you a match with opponents near your skill level.

    When you queue for ranked in League, your MMR is the number used for determining who you will play against, not your rank. Also, there is also MMR for normal matches that is separate from MMR for ranked matches, which means there are rank, normal MMR and ranked MMR.

    I think you're being too literal on "mmr".

    Yes, the ranks are not exactly your mmr, but they are generally a representation of your mmr in a rough category. Close enough that I think it would be disingenuous to say it doesn't represent it. It is a representation of your mmr.

    MMR is used to match you, not rank, yes, but rank is a representation of that mmr. I think your argument is more semantics basically.

  • @RpTheHotrod said:

    My issue with the 8 regression limit is that it unfairly punishes weak m1 killers with no mobility.

    Killers with no mobility cannot afford to travel very far to gens at the outer edges of the map. Survivors also know this, so survivors leave those gens last. That means the only targets (survivors) available are at the center of the map AND the killer can't afford the lack of pressure to travel to non-central gens anyway. That means the no mobility killers are forced to stay at the center which means the only gens they will be interacting with ARE those center gens. This means they are FAR more likely to be unfairly hit with the 8 regression limit thanks to survivors hammering out those center gens - especially if perks like surge are used hitting multiple gens or if eruption hits which takes up TWO regression hits. This doesn't affect killers with mobility because they can easily cross the map. This means they can patrol ALL gens, and considering their mobility, they can guard those center gens far easier which means survivors will want to spread out to draw the killer away from the center.

    Long story short. The 8 regression limit really hurts no mobility killers with no rangefar more often than it hurts a couple of problematic killers who are good at 3 gen camping. They need to make the 8 regression limit only begin once there's only 3 gens left to ensure it's only affecting 3 gen campers and stop hurting weak m1 killers who weren't even 3 gen camping.

    I agree it does hurt the already weak killers way more while basically not bothering the already strong ones.

    My issue is the double standard. Like a 3 gen lock down is too strong supposedly because it puts the survivors in a very hard to win scenario, but what about when the survivors split the gens with the last 3 on opposite sides of the map? Unless you're one of the few high mobility killers this is basically an auto loss for the killer. Is that not too strong and very hard to win in the survivors favor? What's the difference between that and the 3 gen in favor of the killer? I'd even argue that pre gen kick limit the survivors chances of winning a 3 gen are better than a killer winning with the gens on opposite sides of the map. Like significantly.

    I don't mind the weakening of 3 genning, I just want balance consistency between both outliers and it feels like there's a double standard.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677

    https://us.v-cdn.net/6030815/uploads/JM5V24APMR2P/img-9008.jpeg

    There’s one question about why you took a break from the game or something, and the answer options are all survivor sided like killer power/perks too strong, and nothing about why a killer player might have stopped playing.


    It does give an insight into the devs mindset that the killer players are not as important.

    I literally saw this question and thought the exact same thing before I saw this post.

  • @NarkoTri1er said:

    no game ever had MMR visible, why would dbd have it lol

    Every single competitive game has mmr visible as a "rank". IE like league with bronze, silver, plat, ect

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916675#Comment_3916675

    Not sure if it works when killer surrenders when all are bots because technically the killer can still lose and I think the game basically plays out but with bots. But I'm fairly sure killer surrender after 10min of no gens being done does count as 4k as killer can't really lose and it's not a bot match.

    Well that's basically why I'm wondering if every time this happens I'm dropping my mmr if I don't stay, hook them all, and stand there waiting for them all to die. If I'm the last real person left in the game that should be considered an auto 4k without me having to stand there wasting my time.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915495#Comment_3915495

    I believe surrender option for killer is actually a win for killer as it counts all survivors as dead and can even count towards adept

    I'm actually wondering this exact thing. So if they all DC, even if they're only slugged or on the ground (not dead technically), and then I abandon since they're all gone, it still gives me the "4k"? So technically raising my mmr.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916657#Comment_3916657

    damn, thats tragic. I just want an official method of determining how hard my lobbies are going to be

    Yup we all do. I believe they had a stream where they talked about this which is where they told us how it's measured but I can't remember which one it was.

  • Anyone know?

    Once all 4 survivors dc, even if they aren't dead yet, and then I leave since they all have already, does that give me the kills? Or does it snapshot that they're technically still alive when I left, IE lowering my MMR. Trying to understand how this surrender mechanic is affecting things in the background.

    @Mandy

  • We all wish. It's just kills/escapes, unfortunately.

  • Essentially TLDR is that basic non perk kicks shouldn't count towards the kick limit. I agree. They do very little and yeah it does hurt Eruption unfairly.

  • @Pulsar said:

    I would like that.

    As a related note, I would love a Forum podcast where we could debate topics via voice communication. I feel things can be lost so easily in text and I'd love to do it.

    I would 100% be down for that voice channel

  • My hope is finally showing us our own mmr and changing the criteria it grades by. Mmr rewards too please? Maybe I’m asking for too much.

  • Yeah I feel like every time someone has questions or wants info on a killer here they have to make another post asking. It would help if each killer had a lot of their info and conversation collected in each area.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916499#Comment_3916499

    Hmm, let's see.

    I disagree with you on the subject of Shadow Step. Removing footstep sounds seems like a perfect thing for it to do (it's even in the name) and frankly, footstep sounds are barely distinguishable anyway, through ambiance sounds and chase music.

    Boons are currently loud as a running vacuum. Reducing the sounds wouldn't be an issue, imo. Of course, reducing, not removing. There should still be an auditory hint on where they are, but it should be more faint and subtle.

    Making Gift of Pain spread it's effects if the unhooker is injured would be a nice change.

    On the point of Hexes, making it 90 seconds flat would be a simpler solution. But I feel like that just comes down to preference.

    Your Leverage buffs seem nice.

    I suppose the sound difference might be minor. I guess this depends on how minor.

    I actually think footstep sounds are extremely important. It lets you track behind walls. Shadowstep is also already one of the only couple good boons atm. I guess I just feel like it's one of the few that doesn't need buffs.

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