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ByeByeQ

ByeByeQ

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ByeByeQ
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  • @RpTheHotrod said:

    Well everyone and their mother will be running unbreakable. That with boiled, what will BHVR do about survivors who just run to the 2nd or 3rd floor hook deadzones? You literally cannot touch those survivors already without just leaving them slugged.

    Will they?

    I'm eyeing Tenacity.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200468#Comment_3200468

    COH is considered powerful even though after the time taken to find and set it up you need to run across the map everytime to heal. You obviously will need to use your judgment on the situation in the match but most times someone will probably be close enough to get slug off the ground in less than 45 seconds.

    The whole problem is the reduction in survivor interaction. With CoH and soon base kit UB, survivors don't have to get off gens to help their friends. They don't even have to interact with each other at all except for unhooking.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200439#Comment_3200439

    I apologize, I struggle to see this kind of situations since I don't experience them often on either side. It might be more common than my own experience.

    I do still think that a killer shouldn't be able to prevent someone from playing for potentially 4 minutes just because survivors misplayed and the killer wants their kill that bad.

    Certain maps are really good for this. On Badham if the basement is at shack survivors can go down in the middle of the school basement and the killer can have a hard time getting to a hook or have to break a wall they don't want broken.

    Boil Over can make this problem much worse as well.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200401#Comment_3200401

    Then what is the bleedout timer there for? It's a threat to the survivors, that applies pressure to the team to go to their aid and get them up.

    If you can't handle being slugged for 2 minutes, then they should implement a suicide option instead, not an invincibility feature. A dying survivor is no longer a dying survivor.

    What a an eloquent way of putting it. Survivors are no longer dying they're just napping.

    With such a short nap they can pick themselves up 5 times a game without any help from a teammate.

    @SuzuKR said:

    This is such an insanely unhealthy change. It literally completely guts a strategy while simultaneously killing interactivity.

    Yep I completely agree with your post for once.

  • @Mat_Sella said:

    this change will make DS more viable, if the killer waits, the survivor gets up, if you dont wait, you get struck.

    Add tenacity and now you can crawl your way to a loop/pallet, pick yourself up and or D-strike.

    Yes but DS with only a 3 second stun which is only effective 2 seconds because the survivor suffers a 1 second stagger... I don't even care if I get hit with it.

    3 second DS is a joke and not worthy of respect from a killer. A killer need not think twice about picking up a recently unhooked survivor.

  • @HugTheHag said:

    I think 45s is good.

    You shouldn't prevent someone from playing the game by leaving them on the ground for longer periods in my opinion.

    But should a survivor be able to pick themselves up 5 times a game without help before they can bleed out?

  • Do you even play killer?

  • What a stupid change to Devour Hope and especially Rancor.

    It's not like Mori'ing someone conveys a huge advantage. Usually it's time-consuming and denies to use of hook perks.

  • A killer who holds W all the time is almost always a bad killer. They are predictable and blind, easy to loop and lose.

    A good killer stops pressing W to strafe left and right with A and D while in chase so they can keep a better eye on survivors. They stop pressing W to mindgame or to moonwalk. They stop pressing W when traversing the map so they can look around but keep traveling in the direction they wish to travel in.

    Not all killer movement is done with W. Movement is not as mindless as being stationary and holding M1 on a gen. Why aren't you suggesting survivors get a W toggle as well?

  • There are too many reasons for wanting to die fast on hook currently:

    • There's a cheater.
    • The killer is camping.
    • The killer already tunneled someone out and there's 4-5 gens left.
    • 2 survivors are already dead.
    • Useless teammates.
    • It's a Nurse.

    They need to do a better job at crafting matches players want to stay in first before they force players to stay in those games.


    A good first step would be to give players more bloodpoints to hang around longer as I suggested here:

    https://forum.deadbydaylight.com/en/discussion/341311/how-to-reduce-suiciding-on-hook

  • A good killer is never holding W all the time and a toggle for it is an awful idea.

  • If the trust system only relied on positive feedback then maybe it could work.

    DbD just generates too much negative feedback due to post game saltiness. This was proven by the Xbox reputation system where players got their reputations ruined by DbD.

  • I thought Pop was fine before. A killer had to hook a survivor and kick a gen within 45 seconds to get value from this perk. Survivors could outplay it by getting the gen done before the killer showed up or they could do a cheeky play that made Blast Mine worth using.

    I could see them nerfing it to flat 20% but to make it 20% of current progress seems like such an overnerf. One of the most satisfying things about old Pop was being able to "kill" a gen with low progress but now the only way to "kill" a gen with Pop is if it has less that 2.5s of progress on it.

    The new way to "kill" a gen is with overbuffed Overcharge and Call of Brine and then the killer can chase you off your done gen, kick it, chase you down, hook you and by the time you get rescued and back to the gen it's zero or almost there without the killer even running Pop just Overcharge and CoB... just kill me already Sadako, I'm done just like my generator.

    That's why they had to nerf Pop, because they introduced Call of Brine and why, Overcharge, why?

  • At least you don't have insta-death like before struggle skill checks were a thing.

    But I think they need to account for more scenarios than just the 2 the OP lists.

    • 1 survivor dead with 4 or 5 gens left with no progress thanks to slowdowns.
    • Nurse on Midwich.
    • They already got hard tunneled off the first hook and now they're getting camped.
    • Useless teammates.

    If we had a balanced competitive game, yeah then players should be held to the game they committed to. But this is an unbalanced party game and players, especially SoloQs, shouldn't be stuck in matches they don't want to be in. They'll DC anyways.

  • @Akumakaji said:

    But on a more serious note, I think that the info part of old Pain Res was what made the perk balanced. you hooked someone on a scourge hook, got the notification on some far gen and then moved over there to check it out, therefor leaving the hook.

    Right after the big patch Pain Res felt incredible empty: you hooked someone ... and nothing. "Did it work? Did you do something wrong? Did you miss something? What do I wanna eat for dinner tonight? I should stay here."

    Now you get at least a scream, but thats so hard to pinpoint that you might as well stay at your gen. I think the explosion plus notification would be more healthy for the game, as it incentivises to leave the hook and might do both: reward the killer for leaving the scourge hook and offer the other survivors a shot at a rescue attempt.

    The combo with DMS was always pretty nuts and I wouldn't mind losing that if we got explosions and notifications back.

    Yay! Someone who gets it.

  • Ok I give up.

    No one seems to actually know.

    getting banned from the game for chat offenses =/= just having a chat ban while still being able to play the game

    I'm just wondering if the latter is possible. I wish it was as it would be a more elegant way of handling offensive chatters, but BHVR ain't elegant.

  • Are those chat bans are full bans?

    This isn't the only place people talk about DbD. If chat bans happened in-game in DbD there'd be someone somewhere complaining about it, where it wouldn't get deleted. But there's nothing.

    You still don't have proof positive.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193178#Comment_3193178

    Bruh.

    Do you want me to tag someone from BHVR? I'm pretty sure that I remember a post just a couple of days ago talking about a chat ban which was deleted.

    Where the hell am I supposed to get evidence? Do you think people just go around boasting about their bans?

    I don't care how you prove it. But if you wanna do the Karen move and call the manager, go ahead.

    You made a baseless, empty claim. I've done a little bit of searching, I can't find a single thing about actual in-game chat bans. There are no official statements from BHVR about rules regarding post-game chat or getting banned from it aside from threatening people which I am sure they do more than just a chat ban for.

    If they actually handed out chat bans we would hear about it. There'd be kids complaining about it all the time on these very forums.

    I can find people complaining about getting bans from Xbox communications but not a single thing about actual DbD chat bans.

    So go Bruh yourself.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193142#Comment_3193142

    Go watch any of Choy's videos where he interviews cheaters.

    I am also talking about PC chat. I was clarifying that I was on Console ane therefore have no firsthand experience

    I have watched Choy's videos. My points take them into account.

    Edit: Choy doesn't really interview the cheaters themselves, he interviews those selling the cheats.

    You won't or can't provide an example of in-game chat bans. I don't think there are any. You said:

    ...banning people from end-game chat happens.

    Prove it.

    It was nice chatting with you but I believe I am done here. 🙋‍♂️

  • Here have some cookies.

    Untitled Image


  • Since I've taken out BBQ and replaced it with STBFL on many killers, I just don't think it's that good for the game.

    If the obsession doesn't figure out you have it and/or they don't make it their job to get in your face it can be a really strong perk. On certain killers it's easy to conserve stacks.

    Often I find myself with 3 dead while the obsession hasn't even been hooked.

  • I've had this happen to me multiple times as well.

    It's really silly that this can happen but a game can start normally and a survivor disconnects 10 seconds into the match and the game continues.

  • Oni and Slinger? For sure.

    Twins? Only 4 people play them so who cares?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193088#Comment_3193088

    They do not. The issue is not the they aren't being banned. The issue is that they have thousands of different accounts.

    When the game went free on the EGS, hackers made tens of thousands of accounts so that if they ever got banned, they could just hop on a new account. It doesn't matter how fast you ban someone if they have thousands of alternative accounts.

    There was a big subtle cheater ban wave a couple of months back, iirc.

    Also, I play on Console. I have seen people talking about getting banned for end-game chat offenses. If you are racist, sexist, homophobic, ect you are gonna get banned if someone bothers to report you.

    It certainly does matter how fast you ban accounts. The faster an account gets banned then the cheater has to spend more time, effort and money to continue cheating. Starting a fresh account from scratch is probably a major pain in a cheater's arse. Imagine starting over with no perks or cosmetics, or having to pay extra for a preloaded account.

    Most cheaters are clueless morons who didn't have the foresight to collect a bunch of accounts on the EGS. They are buying those accounts from those that did. The actual cheaters are not hackers. They are renting the hacks from those that hacked the game.

    If these cheaters got banned in hours or days rather than weeks or months we would see a reduction in cheating. If they had to buy a new account every other day instead of every other month many cheaters would quickly move on as they aren't patient and get bored easily.

    I certainly doubt the subtle ban wave caught everyone and I still see a lot of sus stuff in games that I just can't explain and I have a lot of experience. Just last night I was playing Wraith running the Hound and a Meg straight up teleported away when she left my line of sight while I tried to mind game her at a really weak pallet. I recloaked right after to try to pick up her bright red blood trail, but it was like she up and vanished like a fart in the wind.

    Also, I play on Console. I have seen people talking about getting banned for end-game chat offenses. If you are racist, sexist, homophobic, ect you are gonna get banned if someone bothers to report you.

    Console chat is a platform-side thing, and not policed by BHVR but the platform itself. I am talking about the in-game chatbox that only PC gamers get to use.

  • @GolbezGarlandGabrant said:

    I never understood the argument that BBQ incentivizes better gameplay. I mean what do killers do after they hook everyone once. Or a killer can still camp/tunnel at 5 gens and they'll still get their 4 stack eventually.

    For me I found BBQ & Chili to be a good incentive. I wanted those bonus bloodpoints. I usually was willing to take a bad chase against a good survivor earlier in the game to ensure I got all 4 stacks. I found that if I played like a scumbag, survivors would often DC and deny me a stack. I played almost every killer game before 6.1.0 with BBQ.

    Since 6.1.0 only my Huntress and Artist use BBQ and for most other killers Save the Best for Last has filled its spot. My only objective is to kill since I don't have to care about stacks anymore. I find myself playing less fair than I used to.

    I know I don't speak for all players. Some players always camped and/or tunneled and don't care about bloodpoints. Some players try to play fair regardless.

    But I know BBQ worked in making me play a more fair game and I doubt I am unique.

    My name is freakin ByeByeQ. I miss my stacks.

  • I don't know.

    I stay in SoloQ hell by choice, what would call that? Aside from masochistic of course.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193034#Comment_3193034

    They have cheat detection and banning people from end-game chat happens.

    Oh?

    Well they still appear to have zero cheat detection or very easily circumvented cheat detection. Blatant cheaters can fly around, instantly complete objectives or instantly regress generators, they can have complete control over the game and end it in an instant or make the game last 2 hours. And these cheaters can do this for weeks or months before they get banned if someone takes the time to record and report it.

    Many subtle cheaters have probably been getting away with it for years now using stuff that only give a speed boost when the killer is carrying a survivor and other almost undetectable cheats.

    As for post game chat bans I'd need to see an example to believe it. I can't just take your word for it.

  • I like this idea.

    It has an interesting counterplay. Survivors can observe the killer and notice they are protecting one totem in particular and know that they have to get that totem cleansed or have their hope devoured.

  • I definitely think BBQ stacks were great for the game. They encouraged fair play from killers by giving the another objective while BBQ's still current effect usually gave them a target far from the hook. I think it was the greatest perk ever made, to be completely honest.

    I wish they at least gave us a base kit stack tracker like this:

    Untitled Image
  • I got a couple games in as killer at +100% last night in West NA.

  • Are you laughing in agreement or are you laughing at me?

    The OP suggests giving every survivor one of their teachables for free. Feng is one of DbD's most popular characters. I can already imagine all the little Feng screams echoing around the world when they all get saddled with Technician or Alert.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192613#Comment_3192613

    Other companies can monitor VC, I'm confident BHVR can as well.

    If you aren't trying to win and help your team, then that's kinda throwing.

    BHVR doesn't even bother monitoring post-game chat. If they did they would hand out chat bans rather than adding in the most obtuse censor ever seen. Hell, they have zero cheat detection. You think they could be arsed at all to monitor VC? It is far easier to just not add it to the game.

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192351#Comment_3192351

    Unless you're a kid or a neet having your game time wasted is a pretty big deal.

    It's like spending your only 2 hours of free time for that week at the theater and having someone talk the whole time. Just let people enjoy their free time.

    You are still blowing this way out of proportion.

    1. If the player chooses to play a video game, they are choosing to waste their time. Not the other players in the game.
    2. A maximum of 5 minutes of their time is wasted. If they go AFK it doesn't even count. This does not compare with other games like say a building game like Minecraft where someone spent hours building something and a griefer blows it up in seconds with TNT. Or Rust where a door camper can stop another player from progressing for a lot longer than 5 minutes. The movie theater is not a good analogy because they can ruin an experience that is much longer than 5 minutes and as soon as a theater employee is informed that person will be told to STFU or GTFO.
    3. You want to punish players for something the devs allow to happen. There should be options other than DCing to end an already lost game faster. Like if there are no survivors left not on the floor in the dying state and they're fully recovered they could attempt to get up with a 4% chance and if they fail they lose 30 seconds off their bar and they can try again after fully recovering to 95% again.
    4. Your proposed punishment is far too severe. You want players who can do something legitimately in game to be permabanned. They paid for the game too, just like you. They can play it how they like. If they are not holding the game hostage or cheating, they don't deserve a permaban, simple as that.
  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192265#Comment_3192265

    lmao yes so hilarious letting the last survivor bleed out but picking them up just before they die. So enjoyable and fun to see the killer hold them until the survivor comes back and attempts to wiggle out.

    I'm talking about the last survivor here. A rage quitter is a different scenario.

    Even in that rare case I think you're overreacting. I've never seen or heard of this happening until now.

    The survivor already went AFK waiting to bleed out and for the game to end. If the killer prevents the bleed out with a pick up the killer is just wasting their own time, not the survivor's. When the survivor returns (or as soon as the pickup occurs if the survivor didn't go AFK) they start to wiggle and the game is over in a few seconds anyway.

    No one is actually being held hostage and no permaban should occur even though it is scummy.

  • Survivors are a team and they often win and lose as a team. How your teammates perform has a great effect on your chances of survival.

    The scoreboard and MMR don't properly reflect it, that's all.

  • @Cybil said:

    I wish devs would stop defending it. It's one thing to bleed out survivors but entirely different to hold them after they've gone afk. That right there should be worthy of a permanent ban.

    A survivor who's gone AFK has already committed the ultimate BM. If I wanna use them as a backpack for my Agitation + Mad Grit that's just sound tactical play... and also hilarious.

  • I think the OP is accurate. It's not particularly useful data.

    I also think @Grandpa_Crack_Pipe is accurate. It's fun to talk about it. DbD is entertainment after all.

    I'm not even sure if BHVR even pays attention to good data. Like which killers get DC'd against the most.

    We already know they base their perk balancing decisions on usage rather than actual balance.

    Self Care will always be a new player favorite and see above average usage. It's available for free early on and new players see it and think "Hey I can heal myself without a med kit, that's good right?" and they will run it until they figure out or are told it's bad.

  • I always lock one so I can hide in the other. 😝

  • Please be civil with any response.

    https://youtu.be/dVFDYCPO19A?t=73

    Sorry I couldn't resist.

    The numbers really don't mean anything to me.

    But I have been having a lot of fun playing survivor recently. SoloQ of course, because I have no friends.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192131#Comment_3192131

    The only maps Starstruck is an issue on are maps that need reworks for being too small anyways (as well as multiple other reasons).

    So you want all maps to be huge, flat, mostly single-story and boring?

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189858#Comment_3189858

    Last point tho

    its actually helps the killer unless stacked with other perks. Only ones worse are No Mither and maybe Technician

    If used improperly yes.

    But if used properly like in Endgame Collapse to get healed up for a daring rescue or to finish a heal that got interrupted, it is still a very fine perk.

  • Because it's still the pretty much the same 4v1 game it always has been.

    Fun game changing events are few and far between and lamer than ever before. We used to have events like the Scorching Summer BBQ, Hallowed Grounds and Moonrise that gave us cool unique generators and (even animated!) hooks and not every hook/gen was an event hook/gen like they are now because Scourge Hooks are in the game now. Moonrise even gave us another element, the lunar vessel, which added a fun and different element to the game.

    Recently we got to smash pumpkins and have snowmen but these events need to happen more often.

    The anniversary events give us cool stuff to earn but other than adding pedestals to the game they don't add any really cool and fun elements to the game to make the gameplay more interesting. It's just "Here, have some cake, cosmetics and some fancy anniversary-themed trimmings."

    The game is just so stale.

  • There are really only 2 things a killer can do that I would consider bad manners. Bleeding people out unnecessarily and hitting people on the hook. Maybe facecamping at 4-5 gens but facecamping by itself is not toxic, especially when there are one or no generators left.

    Killers can nod or shake their head at you but survivors can do it right back along with tea bagging, pointing and more.

    I just don't see an "extraordinary amount of BM" killers can inflict on survivors.

    Survivors can hold killers hostage for crying out loud.

  • I've always wanted a Bioshock crossover. Just a Big Daddy Bouncer skin for Billy would be epic.

  • Little Barbershop of Horrors.

  • I don't expect Insidious on anyone.

    It is a garbage perk.

  • I hope that they really consider this idea.

    End-loading the survival category with 7k for escaping really discourages players from sticking around in losing games and encourages them to give up and go next where they might have a better match, especially SoloQs.

  • Stop trying to make survivors unique.

    Don't mess with people's mains.

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