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ByeByeQ

ByeByeQ

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ByeByeQ
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  • I could get behind a system where you don't match again with the last killer you faced or if you faced a killer twice in a row you will not get matched with another to make it 3 in a row. Something like that could at least be reasonably implemented to accomplish the OP's title goal: match variety. If they could do the same for maps that would be good too.

    To do anymore would be overreaching and most likely have a very detrimental effect on queue times.

  • Definitely good suggestions.

  • Now that I've checked the wiki and know what an Orange Glyph does, clearly there are some killers that are better suited for this challenge. Basically anyone that primarily does damage with their M1 and/or breaks pallets conventionally (basically weaker killers already) get overly punished by this glyph.

  • 2) Add option to disable spectating for my character. I've been victim of troll SWF's far too many times by one of them being dead, and telling the other one what to do. I have a recording of a small Twitch streamer who was in an SWF, and I was solo Q matched up with them, and I saw the vod. One of the dead survivors on our team was her friend in a Discord with her, and he was telling her where to run to sandbag me over and over. "He's behind that wall, no no, go that way" etc... and she would ask "Where is claudette!" whenever the Killer was on her.

    This is a really good suggestion.

    Why should other players get to spectate you without your consent just because they happen to be dead?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177585#Comment_3177585

    DH nerfed.

    DS nerfed.

    Survivors speed boost on hit nerfed.

    Killer attack cooldown buffed.

    Killer break speed buff.

    Gen speed nerf.

    Overcharge buff.

    Eruption buff.

    There's a couple of great incentives. There are situations where you should camp, EGC or a 3-gen come to mind.

    However, you don't need to camp the first person you see. If a player still can't win chases, it's on them. Killers have been given plenty of carrots and now I think it's time to test a stick.

    Those are buffs not incentives. There is actually more incentive to camp now than before because those buffs make camping even more rewarding.

    Killers need information immediately after hooking a survivor.

    • The only perk that directly does that now (and for a long time before Pain Res) is BBQ & Chili, usually giving the killer a target(s) 40 metres away from the hook. Without the bonuses though, BBQ gets ran less (far less?) often than before. Before 6.1.0 I ran BBQ on every killer every game and I haven't ran it on anyone but Huntress since. STBFL filled it's slot and I am a lot nastier without my stacks. I am still mad about losing them. BBQ used to be the best perk for the game. It gave killers another objective besides KILL!
    • Pain Resonance before 6.1.0 used to give a notification on the most progressed generator which was also was a great perk to get killers away from the hook.

    Now killers often are left in an information vacuum when they hook a survivor. They are more likely to camp. They are more likely to return to the hook after checking nearby gens and not finding a target.

    I know because I am ######### guilty. Guiltier than than the Entity.

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177578#Comment_3177578

    They can’t balance the game around individual killers or their add one (hello nurse). Bringing back the old hatch and key would be a punishment for face camping at gen 5. As the game stands killers have stated repeatedly their game gets easier when they wheedle down the survivors to 3 v1. Survivors need more than “just do gens” strategy once you get down to 3v1 especially when you are in early game with 4-5 gens needing to be done. Adding back old hatch/key would bring additional strategy to the survivor side. If killers want to face camp fine and they should have consequences other than a 4k being the outcome.

    Keys don't just punish killers. They open a stupid cheesy strategy for survivors and I'm glad it's gone. Earn that escape.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177560#Comment_3177560

    That's not really true.

    Camping is too rewarding at this point. There's plenty of reasons to leave and at this stage, I am ready to start discussing punishments rather than encouragements, because it's clear that isn't gonna work.

    There aren't any encouragements to leave the hook anymore so it's more prevalent now and that's a problem.

    They took away the carrot and you just want to give killers more stick?

    If there is no incentive for killers to give a survivors a fair game, why should they?

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177560#Comment_3177560

    Make Your Choice

    BBQ & Chili

    Pop

    Pain Resonance (even without it) were all good incentives to leave hook and apply gen pressure and get downs. Camping has always been a part of the game and will always be. I’m just saying old hatch and key made killers have consequences that were tangible for doing it at 5 gens bc they weren’t necessarily guaranteed another kill bc survivors could escape with 3-4 gens done. Now the killers can camp with no consequence bc once the game is 3v1 the odds are considerably in the killers favor for a 4K.

    What is your point here?

    If the old hatch & key mechanic were still in the game would it magically make the game better for survivors?

    Or would that Clown who likes to run Party Bottles (me) swap out the Party Bottles for nastier addons like maybe a Pinky Finger whenever they see a key in their lobby? (I would.)

    I don't think bringing back the old hatch & key mechanic would have a positive effect on the game in any way.

  • I can agree with more options for controlling the audio/visuals in the lobby. Some of the ambient noises and repetitive voice lines get annoying. I imagine spending bloodpoints on Sadako is such a joy with her giving you the creepy eye every thirty seconds.

    In game though, they have to stay. Being able to remove them would make it easier to hear that creeping Jake with his Iron Will nerfed.

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177522#Comment_3177522

    Aaahhh yes the good old days (sarcasm). I get the sentiment of only getting 1K. Hear me out tho….now with having to do all 5 gens killers are now guaranteed at least a 2K if they are face camping at the very start of the match. I doesn’t even matter about the face camping I’m just saying what’s good for the goose should be good for the gander in terms of strategies on both sides of the game. If killers can face camp, slug, and tunnel to kill why can’t survivors employ every strategy to survive?

    Bringing back old keys and hatch mechanics is not the right approach.

    They need to give killers good incentives to leave the hook. Like old BBQ & Chili or the old Pain Resonance notification. They took away the good incentives for killers to leave the hook and now you see more camping. It's a natural evolution of gameplay brought on by BHVR's own bad decisions.

  • Now that's some bull 💩.

    As a killer if I saw this going down I would have killed Rebecca and Chris and let you get the hatch.

  • I have 356 on killer. I use only one charm on my Clown, the Mystic Maurice charm.

    I have 380 on survivor that I use none of.

    I wish there was an option to turn off seeing charms altogether in matches.

  • Actually I remember the counter to old keys now. It was to bring an Ebony Mori and back then you only needed to hook a survivor once to mori them.

    One broken overpowered thing had to be used to counter another broken overpowered thing.

    Well unless the survivors brought old Styptics and Needles as well which were instaheals back then too.

    So many games where the killer got a 1K and the survivors let that survivor die just so they could cheese it out the hatch with a key instead of getting that last gen done.

  • I'm glad that old keys are gone. There wasn't any real counterplay for the killer if they didn't bring old Franklin's and made the key dissolve on the ground early on in the game. The counterplay they did have was to slug or otherwise be supernasty.

  • I have a P20 Bubba, a P20 Clown and I am working on getting a P20 Jeff.

    I don't know if I'll ever get anyone to P100.

  • @Mandy said:

    This shouldn't be a thing...if you start the match at 100% then you should still get the 100% even if the bonus has expired during the course of the match.

    I've had this happen too, the only time I saw a bonus as killer so far. I started matching with a clear +100% bonus as killer only to not receive the bonus after the match was complete.

  • My biggest pet peeve with DbD is that everything in the game is half-realized. It's like they came up with so many good ideas but then told a short-staffed team to whip it up in 3 months. Then they tell them to do it again every 3 months.

    If they took a little extra time, hired a few more people and reinvested in the game rather than worrying about their income schedule this game could be so much more loveable, greater and bigger than it is.

  • The description does say "will afflict the killer in multiple ways."

    I got a pretty weak squad so I never got to experience the other afflictions if I did indeed have them.

  • You can thank the Nurse challenges in this level of the Tome. For some reason they saw fit to put two really sweaty ones in level 4.

    At least the level 3 Nurse challenge was easy.

  • This is a big no after 6 years.

    Could you imagine someone who spent hundreds of hours on their survivor main and got them to P100 or any high prestige only for them to be given a crappy unique power or just a power that player didn't like?

    It would ruin the game for many people I'm sure.

    Not to mention the monumental task of coming up with 31 or more survivor powers. BHVR is not up to that task.

  • Coulrophobia is fine. Its synergy with Distressing and other terror radius perks is also fine.

    Wesker having an abnormally large terror radius for no good reason is not fine.

  • I am betting that the devs figured out very early on that slugged survivors need to be able to see auras to stay interested in the game and keep them in the game.

    It's bad enough that they're a slug, making them a blind slug wouldn't help anything. We already see far too many DCs from slugged survivors, if they couldn't see auras it would only make it worse.

    Also, just because something is reportable or technically against the terms of service doesn't mean that any enforcement will occur. This stuff has been going on for years with no repercussions, they don't care about this stuff. They care about real cheaters and holding the game hostage only.

    Just because you've been ratted out once 2 people are already dead and the other one is on the ground doesn't change the fact that you're already in a losing game. Calling for a significant nerf to survivors is a horrible take here. Take the L, move on and stop whining. Or make an actual good suggestion like asking BHVR to make better teams out of SoloQs.

  • Did they overdo it?

    Before 3.7.0 all great skill checks used to take 2% off a generator equal to 1.8 seconds of time on a generator. With 3.7.0, they saw fit to cut great skill down to 1% or 0.9s.

    Now if a survivors gets 6 stacks on their Hyperfocus, they can be knocking of 2.8% or 2.52 seconds per skill check. This does seem a bit excessive when it can pair so well with Stakeout, toolboxes and even Unnerving Presence.

    A slight nerf from its current 30% down to maybe 25% (for 2.5% or 2.25s per great skill check at 6 stacks) wouldn't be unreasonable.

  • Old Dead Hard it was "Just wait it out."

    Now it's "Just bait it out."

    In both cases there are many spots where the killer can't wait or can't bait.

    Dead Hard is still the strongest exhaustion perk for extending chases. If it's usage rate stays high I wouldn't be surprised if BHVR hits it with another nerf. They don't care about balancing perks by their actual strength in game, only their usage.

  • image.png

    Schoolgirl with a a gold crown to go with her gold sword.

    Oni and her are the only characters I rock crowns on since their hair mostly hide them anyway.

  • @OnryosTapeRentals said:

    I love doing them.

    Nothing feels better than being able to get through 3 bloodwebs with one match's worth of points.

    This change is great. Bloodpoints feel like they get you so much further now.

    I like that bloodpoints go further now too.

    But I hate that spending the bloodpoints and doing the bloodwebs is so loooooooooong and tedious.

    I've done thousands of bloodwebs. I want them to be quick and/or automatic. Not the slog that they are now.

  • @sadakiyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155941#Comment_3155941

    yes they can. if nurse messes up then she's screwed as well especially on certain maps where she can't teleport through a lot of objects even if she has range addons. doctor makes a lot of strong pallets and windows useless if you are close to a survivor and use the power right. as for pyramidhead, it's all about prediction and you just described bad pyramidhead mains. it's useless to duck behind low obstacles because he can shoot a survivors through a lot of obstacles on the open field. he doesn't need to wait for it to break if he goes in the opposite direction while reeling a survivor. his stun is almost non existent.

    I'm not debating "if the nurse screws up" in this spot. A good Nurse with line of sight on you isn't going to screw up often and there aren't many bugged low obstacles that Nurses can't blink through.

    The Nurse has the best opportunity to get a quick hit/down in these spots. A Doctor at his fastest is still going to take twice as long to get that hit, especially if the survivor predrops a pallet. Pyramid and Huntress have similar opportunities, but Slinger can't compete. He has to reel or eat a stun.

    Don't believe me? Go break out a stop watch and actually test it.

  • Agitation. I can't play without it since hook placements on some maps are so awful like Ironworks of Misery.

    Plus it plays so well with Mad Grit or STBFL and Pain Resonance.

    Edit: Survivor-side I used to really enjoy Any Means Necessary.

  • I'm not buying so all I got is:

    popcorn.png


  • I don't think Myers can do this easily if at all.

    It's not game breaking because if players don't widely know about it, it won't be widely exploited and won't affect the majority of players.

    With the Clown I'm pretty sure any Clown that used the yellow bottles at that time got that bug and it got kill switched fairly quickly because it affected everyone in a game featuring a Clown.

    This bug is probably being exploited by less than 1% of players playing as Sadako so its effects are far diminished, enough so that it can be ignored. At least until it becomes more widespread.

  • I think all meme addons should have a visual or auditory flare that make them just a little bit cooler but obviously not better in function.

    The Clown's Party Bottles are a perfect example of this.

  • I think a Clown paired with a Plague or Legion would be a combo survivors would hate.

  • I'd rather see Pain Resonance as a 10% regression with a notification and no scream.

    This would solve all the interrupting problems from the scream. Merciless skill checks would be extended, doubled in theory, but that's not unreasonable since you don't get an automatic interruption. The killer might roll up thanks to the notification but that just keeps things spicy!

    It would also give a killer a target after hooking a survivor. This would help reduce camping and be good for the game.

  • Everyone who has already earned the Evil Incarnate achievement has had to put up with this.

    The achievement should not be dumbed down to suit you.

  • Maybe they think it'll sell more Sadakos.

  • Wouldn't that make more Nerf Nurse threads instead of less?

  • Facecamping at endgame is considered less toxic because the survivor at least got to play the match and make it to Endgame.

    Facecamping at 5 gens can be considered more toxic because you are trying to deprive 1 survivor of being able to play anymore in the match among other reasons.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156001#Comment_3156001

    You still haven’t answered the question. Are you going to or not?

    1. That question was directed at @Shroompy.
    2. It's not longer relevant.
    3. It's a rhetorical question.
    4. I already answered it.

    No, I'm not going to answer it again.

  • In my experience the weekends are the worst. I always seem to encounter way more sweaty SWFs and sweaty killers on the weekends.

  • What is the counter to old Dead Hard used for distance to a pallet/window for a standard M1 killer?

    The counter was to get it nerfed. Mission accomplished.

  • @sadakiyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154770#Comment_3154770

    https://forum.deadbydaylight.com/en/discussion/comment/3154770#Comment_3154770

    actually they can. deathslinger, pyramidhead, doctor and many of the others can do that even faster than nurse.

    No, they can't.

    I'm talking about in areas where there are low obstacles and even some pallets, possibly even strong pallets.

    Deathslinger only gets one shot and the survivor can duck behind cover to make it harder. Even if he does land the shot he still has to reel that survivor in which takes time. If he doesn't reel them in and injures them with a chain break he has to wait for the chain to break which takes even longer, not to mention the stun after. He's just not as fast as Nurse.

    Pyramid Head is really hard to aim with his power and it's easily dodged. He might be able to land a hit faster than Nurse but not nearly as reliably.

    Doctor? You're must be joking. Nothing in his kit makes him faster or the survivors slower to be able to make him get a quick hit in this scenario. He's one of the worst examples you could have used.

    Huntress is the only killer that can compete in this scenario. The survivor can dodge and take cover but with skill a good Huntress can still get the hit but still often not as quickly and reliably.

    The Nurse is the most efficient. She can blink right on top of the survivor and land a hit, this is the almost the fastest hit possible barely slower than a Huntress hitting you with a quick charged hatchet first try. If she misses with the first blink she can use her second blink for another try, this makes her the most reliable. If the Nurse scores a down with the hit she is always right on top of the survivor for a quick pick up after her fatigue making her save even more time.

    @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155562#Comment_3155562

    You are embarrassingly objectively wrong. But since you’re so insistent on this nonsense, entertain me I suppose. What is the counter to old Dead Hard used for distance to a pallet/window for a standard M1 killer? (Eg, Trapper/Myers/Plague out of Corrupt/etc)

    What you find frustrating is fun for others. So, there is no problem if there is no balance issue.

    You can try throw around big words like "objectively" to make it yourself sound smarter and make your points carry more weight, but anyone with more two brain cells to rub together can see right though it.

    Good Nurses get to have fun at the expense of up to four survivors every game. Old Dead Hard could only frustrate one killer at a time. That means the Nurse is up to four times worse than old Dead Hard.

  • I actually agree with the OP on this one.

    BHVR nerfed DS and made OTR not work in Endgame because they wanted to eliminate "free" escapes. These were far from free because a survivor actually had to fill a perk slot with DS and after getting unhooked had to make it close enough to the gate to be out guaranteed. This necessitated someone else to fill a perk slot with BT.

    After 6.2.0 we'll see "freer" escapes than before. If the gate is open and not far from the hook and 2 or 3 survivors rush the hook against any killer except Bubba they can all handily get out without having to fill a perk slot. The 10% speed boost virtually guarantees that the team can bodyblock for the unhooked.

    They've made it so that if all 4 survivors make it to EGC they can almost always all escape and the killer can't secure even 1 kill.

    How will (bad) killers respond to this? They will run more slowdowns, camp and tunnel earlier in the game. Oh joy, how fun!

  • I swear I'm the only one that points out what I think is the biggest issue with the changes from 6.1.0. They nerfed 2 good perks that reduced camping and tunneling:

    • The BBQ & Chili nerf
      • This perk usually immediately gives the killer a target over 40m from the hook. This is good for the game.
      • BBQ stacks gave the killer a secondary objective that many players like myself chose to pursue.
      • The absence of BBQ from many players builds made room for much nastier perks like STBFL or another slowdown.
      • Removing the bloodpoint bonus assuredly greatly reduced its usage rate. (BHVR's goal)
    • Nerfing Pain Resonance the wrong way
      • The notification pre6.1.0 was the best part of this perk. Similar to BBQ it gave the killer a target immediately after hooking.
      • It should be 10% regression with a notification and no scream. What a great perk that would be.

    Due to these 2 changes it's just harder for killers to acquire a target after hooking a survivor. This just makes it more likely for killers to camp and return to the hook. That's bad for the game as it isn't a fun way for survivors.

    I know these changes are worse for the game because they made ME worse for the game. I used to run BBQ & Chili on every killer, every game. If I didn't finish the game with 4 BBQ stacks I didn't feel like I won and it didn't matter as much if I killed or not. On many of my killers STBFL has replaced has replaced BBQ and I play a lot scummier than I used to, in my own opinion. I have started using Thrill Tremors to try and give me a target after I hook, but it's not the same. I miss my BBQ stacks.

  • I haven't been here long but I have enjoyed interacting with (in no particular order):

    @Wowie

    @AVoiceOfReason

    @Reinami

    @Dead_Harder

    @C3Tooth

    @MikaelaWantsYourBoon

    @GoodBoyKaru

    @Buily09

    @RatbasterdJr

    @OrangeBear

    @ThatOneDemoPlayer

    @Gandor

    @kizuati

    @DredgeyEdgey

    @SuzuKR

    I hope to see many more posts from you guys. 🙋‍♂️

  • Yep. I don't see any good reason for our rank to be hidden.

  • Are you on PC?

    If so the possibility is that these are former console players who have transitioned to PC so they can use keyboard and mouse and/or enjoy better resolution at better frame rates.

  • Does the awesome chase music help at all?

    Does it matter at all if they are wearing a huge bunny outfit?

  • Back in the early days you just had to get good at beating Nurse. Back then you faced her more often. When she was introduced there were only 4 killers in the game so the odds of going up against a Nurse were extremely high. If you didn't get good vs a Nurse you were going to have a much harder time enjoying DbD. Nurse was also hard to play as back then. She was buggy and missing a lot of the quality of life improvements she's received more recently. The rank & emblem matchmaking system, in my opinion, was better for crafting good teams to beat Nurses.

    As of August 30th there will be 30 killers in Dead by Daylight. This means that any player who's started playing recently has had a far lesser chance of going up against a Nurse than at any time before, and therefore much less experience against her. They just don't get good due to lack of exposure. If they give up in this Nurse round odds are very unlikely they'll face a Nurse again in the next. MMR matchmaking, in my opinion, does a horrible job of crafting teams now in SoloQ. There are almost always 1 or 2 very weak members in your average SoloQ team and once the Nurse finds them they go down quick and the whole team starts to crumble.

  • I just played a Trapper game (only because I had a 120k Mori ritual) and I ended up against 4 Megs on Azarov's Resting Place. I only left the one side of the map once to collect my traps and gave them 4 gens for free before unceremoniously murdering them Megheads and Mori-ing one of them.

    I'm obviously guilty of articles 5.12 and 4.20 of the Survivor's Rulebook. Haul me away and throw away the key.

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