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CrypticGirl

CrypticGirl

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  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010951#Comment_4010951

    “actually […] make the game enjoyable”

    The game already is enjoyable. There’s many of us who are very happy playing the game. If you don’t like it then you’re under no obligation to play it. It’s okay to just acknowledge that you don’t like DbD and play something you do enjoy.

    You can call me reactionary or whatever you want, but the truth is that this would not be tolerated in any other PvP game. You either play the matches you signed up for, or don’t play. No ifs and buts about it.

    Is it enjoyable for you though?  You keep saying to quit playing if you don't enjoy it.  But how long will it be before you quit because of the DC's (or any other issue that leads to DC's that keeps building up the longer it goes unaddressed)?

  • Had it been more than ten minutes since a gen was completed? That will bring up the abandon prompt.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010897#Comment_4010897

    This is the problem: punishing DCs without addressing their source. They need to change the wincon and make the survivor role less selfish. If I'm solo and a killer is tunneling me, what's my motivation to fight it? Randoms that don't care about me? But If I can survive long enough for them to get us on a winning trajectory, I could get a win on my record instead of just a death, even if I died. If it's a team role then the team should win or lose as a whole. That would decrease the feeling of insta-defeat for individual players. It would also end ratting.

    Yeah, we don't really know what the correct move is when someone is being tunneled. Do we bust out gens and hope that the person can last long enough? If they can't, we're all screwed. Or do we try to take hits? (Which means we're not doing gens, so I fail to see the benefit of that.)

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010840#Comment_4010840

    Exactly. Everyone knows the Survivor role has issues that need solved, and so it’s understandable to be frustrated. But if people can’t channel that frustration healthily, then they need to stop playing.

    By loading into match after match and instant DCing, they’re just ruining the experience for every other Survivor and giving the Killer an easy win. They’ll complain that they’re only DCing because “Survivor sucks” but half the reason it sucks in the first place is because of teammates giving up all of the time! They’re their own worst enemies and they don’t even realise it.

    I used to be quite lenient about DCs/giveups but my patience for it has worn thin and I have very little empathy left for the chronic giving up crowd. Players who ready up knowing they’re probably going to DC and leave their teammates stranded are just as bad as the campers/tunnelers/sluggers they advocate against.

    If survivors are giving up because of the people who DC, that sounds like all the more reason to address the reasons why they're DC'ing. You say there are plenty of people who would take the place of those who are quitting, but will it be enough? If veteran players won't stick around, what makes you think that new players will? That's why they need to address the reasons for the frustration.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010809#Comment_4010809

    It seems silly to think the company is biased in favor of the 20% of players playing killer but the way things play out, it's also hard not to feel so. The immediate axing of fog vials and anti-tunnel, and pushing through a buffed and untested Krasue, highlight that.

    The fact that I could choose to go into my killer matches determined to be a terror—proxy someone, hit them on hook, hump them, and shove them back to the lobby--and receive no possibility of automatic penalty, yet they could be penalized, is totally wacky. I've never seen anyone say this happens to them as killler, so even if they're AFK the whole match, there's probably no punishment system for that.

    I suppose the killer role is the one that sells the game, and is the favored one by content creators, so that has to be the driving force. And if survivors continue to play and spend money, the devs won't have a reason to change.

    Yeah, I hate to think that the devs actually favor one side more than the other, because they need to favor both if they want the game to survive. But recent events, like the ones you mentioned, really make me question their priorities...

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010653#Comment_4010653

    Sorry I'm not accepting this excuse any longer of "Well they didn't address the reasons why people go next."

    The game has been out almost a decade at this point — people are well aware of how it is often played (e.g. tunneling and camping) and if they don't want to risk encountering that, then they shouldn't queue.

    Do I like going against hard tunnelers? No. Do I think it should be addressed? Probably. But right now it's still and possibility, as it has been for the past decade, and getting tunneled is a risk I CHOOSE to take when I load up the game, and hit the ready up button. If people aren't enjoying Survivor, for whatever reason, then they should STOP PLAYING IT instead of ruining it for those of us who still like it.

    Survivors DCing ruins more Survivor matches than tunneling or camping ever could.

    Telling survivors to stop playing isn't going to fix anything either. That's a surefire way to kill the game, and that's the last thing we want.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010745#Comment_4010745

    Because if the issue was happening frequently enough to be a problem, we would have a lot of video evidence of it already. Just like how we had video evidence of Go Next being overtuned before the nerfs.

    The benefits of the Go Next system existing, far outweighs the EXTREMELY rare complaints of false positives. And most of the time it didn’t even end in a penalty because Go Next requires multiple flagged games for a penalty to happen.

    And we could just as easily say that the benefits of the tunneling reduction far outweigh the downsides of it. But it got pulled because it was deemed unfair for the Killers who weren't tunneling, so it's (supposedly) being worked on. Why should go-next prevention not receive the same treatment? Yes, we know they did it once, but they need to do it again, if they absolutely insist on having this system in place.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010721#Comment_4010721

    No, you don't know for a fact that everything else was ignored. You have one example, and that's it. You don't even have examples of other times you lost that quickly, which means you're not even sure if the warning would happen again if you lost that quickly.

    And DCs are a big part of Go Next, because if the penalties themselves are too light, then people won't take them seriously. From the screenshots people have shared, I'm assuming they need to get flagged multiple times before there is even a penalty, and even then, the first few penalties are so light that a lot of people aren't taking them seriously.

    It's funny that you don't want to believe that innocent players are being punished by the go-next prevention without video evidence, but you're willing to believe that people are ragequitting frequently without video evidence. At this point I'm convinced this is just you saying whatever you think will convince the devs to keep the go-next prevention as is.

    Of course, you don't have any evidence that these people are ragequitting frequently, so following your logic of "if there's no video, it didn't happen," then they're not actually ragequitting that frequently. Everyone has their ragequitting moments; it happens to the best of us sometimes, where we reach that boiling point of frustration.

    I find it odd that it's acceptable to keep the go-next prevention system as is when it's punishing the wrong people, but they pulled the tunneling reduction system before it even went live for the same exact reason, because it was punishing the wrong people. Make that make sense.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010667#Comment_4010667

    That is a horrible idea, because survivors would just purposely run at the killer if they want to Go Next, to bypass penalties. That is what the ragequitters want. They want to be able to quickly and easily ragequit a game with getting penalties.

    Go Next, punishing real ragequitters, is more important than this extremely low volume of false positives, that is so low that we STILL can't get video evidence of it even though it's 2025 and recording games really isn't that hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010654#Comment_4010654

    We still don't have any video evidence that it's actually doing what you claim. It's 2025, it's not that hard to record video games. If this really was a problem, there should be lots of people recording it, just like how there were lots of people recording Go Next before the nerfs.

    It's not so important that we need to punish the entire Survivor community with the possibility of false positives. The "extremely low volume" of false positives is unacceptable, no matter where anyone stands on ragequitting. End of story.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010622#Comment_4010622

    We have pro-ragequitters on these forums, that are trying to use the Go Next stories as proof that Go Next should be reverted.

    Calling people truthtellers, because of an ulterior motive of wanting to get rid of Go Next by any means necessary, is the biggest problem.

    The only thing we want is the removal of the automatic bans for dying too fast. That is all. The removal of self-unhooks and dying after two missed skill checks on the second phase can stay as is. That solves the go-next problem effectively and fairly without punishing anyone.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010575#Comment_4010575

    Or it means that most of the people it’s happening to, know exactly why they got penalties, so they don’t complain about it.

    And again, according to the screenshots people have posted, 1 bad game doesn’t give a penalty. There’s definitely part of the story that people aren’t mentioning. If someone got a penalty, then how did they get flagged in their other games?

     If someone got a penalty, then how did they get flagged in their other games?

    That's the part no one will ever know. But we certainly won't explain it by calling people liars.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010490#Comment_4010490

    Before the AFK crows got nerfed, there was LOTS of video evidence of people feeling like the AFK crows were treating them unfairly.

    Before the Go Next mechanic was nerfed, there was LOTS of video evidence of people feeling like Go Next was treating them unfairly.

    So don't you think it's super suspicious that we just can't find any video evidence of the current Go Next treating people unfairly? What happened to all these people that were super happy to give us video evidence? Did they all jump on a giant spaceship and fly to the moon?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010489#Comment_4010489

    Because there's got to be something suspicious going on, because if Go Next was literally "get punished the first time a killer tunnels you out of the game quickly", then there would be A LOT of people getting punished.

    With the screenshots we have actually been shown, it looks like Go Next needs to flag someone multiple times before they actually get a penalty. And the most likely scenario for that, is someone that ragequits often enough to get flagged by Go Next as a frequent ragequitter, so that Go Next assumes that they are ragequitting (yet again) if they get tunneled out super quickly.

    Once again, that shouldn't be happening at all, not even to the frequent ragequitters. Because getting tunneled is out of their control, unlike the actual ragequitting.

    Also, if it's such a rare occurrence, that also means that people aren't ragequitting as frequently as you would believe.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010387#Comment_4010387

    Ragequitting is breaking the rules, so people that like to frequently ragequit are rule-breaking people. It's unsportsmanlike conduct, and it's not acceptable.

    What evidence do you have that these people are frequently ragequitting? None? Then why should anyone believe you?

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009723#Comment_4009723

    Not really. You could only change the name before getting into a game, not mid-game.

    I liked to use funny character-specific usernames from time to time.

    Got any particular ones? I once had a Kate with the name "Better Kate Than Never." XD

  • If Survivors cleanse, Plague has access to a long range attack that's near-impossible to dodge. If they don't cleanse, they stay injured and broken all game, giving easy insta-downs. The last thing she needs is a buff.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009728#Comment_4009728

    "The Killer could have stopped the Survivors from doing the gens with various perks or strategies, but they didn't" is just a way of saying "I don't have a real argument"

    That is an argument, one that you clearly cannot disprove.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009719#Comment_4009719

    That point is meaningless. A killer could literally stand next to 1 generator, and chase everyone off that 1 generator, and still lose the game. Being able to chase people off of a generator, doesn't mean the killer is in complete control of whether or not survivors complete generators.

    "That point is meaningless" is just a way of saying "I don't have any counter point."

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009703#Comment_4009703

    Too vague. We could just say survivors are in complete control if they escape, because they could use various perks and strategies. And if the survivors fail, it's because "they just didn't"

    Too vague. 

    Okay, I can be more specific. If I'm doing a generator and you're chasing a teammate, it's up to you to decide whether to keep chasing, or come over here to stop me from doing the gen. That is how you control whether or not I complete the gen.

    We could just say survivors are in complete control if they escape, because they could use various perks and strategies. And if the survivors fail, it's because "they just didn't"

    Actually, we can't say that. If Survivors escape, then the Killer failed to control the generators. Even if you just made the bad decision to commit to chasing that one Survivor while the other three rushed the last gen, that was still a decision entirely within your control.

    If Survivors fail, then the Killer successfully controlled the gens and prevented them from being completed.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009653#Comment_4009653

    That certainly sounds like proof that survivors doing generators isn't completely within the killer's control.

    But it is. The Killer could have stopped the Survivors from doing the gens with various perks or strategies, but they didn't.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009604#Comment_4009604

    If survivors doing generators was completely within the killer’s control, then the survivor team would never win a game.

    It sure feels that way sometimes. But whenever Survivors do win, it's because the Killer failed to stop the gens from being done.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009565#Comment_4009565

    Survivors aren’t literally forced to repair generators. Surely they can heal teammates, unhook teammates, be chased by a killer, break totems, and a bunch of other things.

    Nothing in the game actually forced a survivor to repair if the survivor doesn’t want to. The survivor always has the choice to click that M1 button

    Survivors aren't forced to repair generators, but the Killer can force them not to by making them do other things, like chasing, healing, cleansing hexes, etc. The Killer can chase the Survivors off the gens, meaning Survivors doing the generators (or not) is entirely within the Killer's control.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009248#Comment_4009248

    While I agree, I do wish players wouldn't opt for the scummy behaviour of working with the killer to further make it a miserable game for the rest of the lobby.

    If you don't want to participate, just die on hook. It's still irritating but at least someone else may get a lucky hatch escape or even try to push the objective as much as they can.

    It's a shame BHVR had to go and make it harder to die on hook. If someone gets tunneled out or gives up on first hook, there's hardly a point to playing the match anymore.

  • @Xray said:

    it seems like BHVR traded in the go next epidemic for the DC epidemic. Why do yall have stockholm syndrome when it comes to this game just uninstall if you get to the point if you dc at first down bro.

    Yeah, let's just go back to the go next epidemic. Just undo all of the changes that BHVR has made to the game this year (apart from chapter releases). The more they try to "fix" the issues, the worse said issues become.

  • Who are you trying to report? And for what? If Ada DC'd, she already got her punishment.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008757#Comment_4008757

    OhTofu literally just today put out a video about this! DBD League comp players actually. Links are in the description and you can see him playing with one of them to show how they work.

    https://www.youtube.com/watch?v=KfKwU1UlO0g

    Oh yeah, I might have to get into this. It does look intimidating and I can see myself getting embarrassed a lot. And wow, I don't know why you're getting downvoted there..

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008638#Comment_4008638

    If I find a sable/meg that does down in less than 30 seconds I have found the weak link. You dont always have to check all 4 players to find who isnt aware of their surroundings. With this said, yes a lot of killers just tunnel from the get go and it actually is what makes them lose, however what some person said in the threat is true, if you are a good looper, you will not get tunnel or if you do it will guarantee the killer loses, how do you get better? By being chased, so if you are getting tunneled you can learn how to loop better each time.

    But if the killer doesnt let you do that, join a ladder discord and practice, I promise a week playing ladder will make sure you are better than 95% of all your teamates and tunneling wont be an issue.

    Do you know of any ladder discords? (And preferably one that doesn't make you verify your phone number because discord's verification system is trash.) Because I would love to have sessions where I can just focus on looping.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008372#Comment_4008372

    That's my point though. I don't see anyone being super aggressive, so I don't know why we need to throw down. I've seen the other threads and people are getting banned from interacting with you. It's getting out of hand. Again, I'm not trying to call you out or be a d*ck. I'm just saying you should chill out.

    I've seen the other threads and people are getting banned from interacting with you.

    Wow, that is…completely backwards. 😕

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008149#Comment_4008149

    You must not have read the post. The person in question said they pallet stunned her, and that she BROKE THE PALLET. So lets do some math shall we?

    • A pallet break takes 2.34 seconds.
    • A pallet stun lasts for 2 seconds.
    • Switching from body form to head from makes the killer move at 3.68 m/s for 2.2 seconds before she regains normal head mode speed.
    • Headlong flight goes 7 m/s, but builds up to that over the course of 2 seconds, assuming an even distribution of speed increase (we don't really know for sure as the data isn't there, but its likely true), the math on that amounts to the killer moving 11.8 meters before hitting max speed.

    So we can easily calculate some nice math here.

    So if they were pallet stunned and then the killer immediately broke it, that gave the survivor 4.34 seconds of distance. During which time the survivor can move 4 m/s which is, 17.72 meters. Now. The killer for 2.2 seconds, will move 0.32 m/s SLOWER than the survivor, meaning that during the switching animation, the survivor will actually gain .704 meters of distance. So now we are at ~18.42 meters of distance before the killer has started making any gains in distance on the survivor.

    That alone right there proves my point. If you can't gain 18 meters of distance head start on a killer (no matter how fast) and still can't get a pallet on time, you are doing something massively wrong. But lets keep it going and find out, how much distance is fully traveled by said they "couldn't reach a pallet" to find out how badly they misplayed.

    So at 18.42 meters of distance, for 2 seconds, the killer will charge headlong flight and move 11.8 meters while the survivor will move 8 meters.

    • Survivor distance moved: 26.42 meters
    • Current distance: 14.62

    Now, while headlong flight is going at 7 m/s the survivor is still running at 4 m/s. Assuming a distance of ~6 meters for a lunge in head form the killer needs to get 6 meters away before they can hit. In order to reach 6 meters of disatnce at a rate of gaining 3 meters of distance per second, it will take the killer 2.87 seconds. During which the survivor was able to move 11.48 meters total, while the killer would have moved 20.09 meters.

    If we go back to ur original stuff we have:

    • Survivor distance moved: 38.2 meters
    • Current Distance: ~6 meters

    That means that from the moment the interaction occured that i was replying to. This survivor was able to move 38.2 meters away from the killer before they were hit. They claimed that they:

    1. Stunned the killer with the pallet
    2. The killer broke the pallet
    3. The killer swapped to head form
    4. The killer used the flight mode
    5. The survivor moved 38.2 meters total distance during this interaction
    6. The survivor was unable to reach a pallet in time.

    For context, most maps are around 10k square meters, roughly a 100x100 meter square (with some slight variations but thats the average size). This means that if they were in 1 corner of the map, they could have traversed nearly 40% of the way to the other side of the map, and they claim they couldn't reach a pallet in time? This is why i called BS.

    And even if we say the killer her didn't break the pallet but was already in head form and vaulted. The vault takes 1.6 seconds, which is 0.74 seconds less than the break. Which amounts to 2.96 meters of distance less traveled. So in that case they would have been able to travel 35.24 meters total instead of 38.2 Which isn't really that much of a difference in this case.

    Nobody thinks about math when they're playing this game (and especially not during chase), so idk why you keep bringing it up in every argument.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008281#Comment_4008281

    I literally gave you the proof you asked for; you just dismissed it by doing a turnaround and making an extremely false equivalence.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008283#Comment_4008283

    So where's the part where I said "Without looking out for the Killer or watching their HUD"? Because if I didn't say that, you know what that's called? Putting words in someone's mouth.

    This is argumentation on the level of "I love pancakes" "So you hate waffles?!"; it's pathetic.

    But you conveniently ignored all the difficult parts of playing Survivor just to make your point. That doesn't prove your points at all.

    The only thing that's been proven is your bias towards killers. That's it.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008275#Comment_4008275

    Nice job putting words in my mouth, but no.

    A Killer easily makes hundreds of little decisions in real time throughout a match, at almost every stage of the game. Whereas a Survivor, for a significant percentage of the match, will be doing nothing but holding M1, keeping an eye out for the Killer, and keeping an eye on their HUD. There's no real decisions to be made, apart from planning your next move after your current task is done.

    I probably should have left this thread a long time ago, tbh; this was always just going to be a Survivor circle jerk.

    But your exact words were:

    Survivor's main objective is to spend 90 seconds standing in one place and holding M1.
    

    So no, I'm not putting words in your mouth.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008262#Comment_4008262

    No, it isn't. I literally just accurately described what Survivor's main objective is, and you call it "bad faith" and "disrespect".

    And I notice you have no problem claiming, without proof, that Killer is the easier role. So you clearly have no problem "disrespecting the time and effort people put into learning the game" so long as it's being done to Killer players.

    You really are just here to badmouth Killer and defend Survivor at this point. You should be ashamed of yourself for this level of dishonesty.

    The hypocrisy is strong with this one.

    So all I need to do is Survivor is sit on a generator. Never mind the Killer sneaking up on me who could snatched me up. The teammates that may be hanging on a hook? They don't exist.

    This is essentially what you're saying here.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008204#Comment_4008204

    If you consider accurately describing Survivor gameplay to be bad faith, I'd appreciate a warning that you are simply looking to bash Killer and defend Survivor, not have an honest discussion.

    Killer is the harder role; it has proven so time and time again. There's nothing particularly wrong with that, mind you; it goes with the territory of playing a 4v1 game. The team-based role will always be the more relaxed one, because the burden of winning the game is split among four people.

    But saying a role that can literally spend an entire match doing nothing but moving from Point A to Point B and holding M1 is more difficult is disingenuous at best.

    Killer is the harder role; it has proven so time and time again.

    "Proven" where? In your own experience? If you have this undeniable proof that Killer is harder, I'd love to see it.

    The team-based role will always be the more relaxed one, because the burden of winning the game is split among four people.

    Actually, that's another part of what makes the Survivor role so frustrating, because it is MUCH harder to coordinate with other people you can't even communicate with. And oftentimes those teammates will have completely different goals than you, which will lead to the entire team's downfall in many cases.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008042#Comment_4008042

    I'm sorry, but i'm gonna call BS. They upped the amount of pallets in a bunch of maps, there are pallets everywhere. They are all within 15-20 meters of each other. And breaking a pallet alone should give you a solid 12 meters of distance. There's no way she closed a gap of 12 meters, in half a second.

    You do realize that in head form, she doesn't need to break pallets as she can fly right over them. Then she can go into flight mode and catch up with the Survivor easily. She can also spit on you and then immediately M1 you with zero cooldown, so yeah, she's busted right now.

  • @Alen_Starkly said:

    I feel like a lot of problems with the game come from the devs being obsessed with band-aid fixes, instead of tackling the real problems. They love to tackle symptoms, but not the actual disease. Which just aggravates problems in the long run.

    • long ago they proclaimed tunneling and camping as "valid strategies". Huge, huge mistake. There's so much resentment in the survivor playerbase built up because of suffering from tunneling and camping - which causes DC-ing for any little thing. Tunneling and camping should have been viewed as problems since long ago, and should have been solved by now. Which includes buffing/adjusting killers so they don't feel like they have to resort to tunneling etc.
    • DC-ing "for no apparent reason" happens because of built up resentment. It's a symptom, of a disease, the disease being: tunneling, camping, slugging, killers you can't do anything about unless you're a god survivor player (nurse, blight), and as of recent: Kaneki being obnoxious to play against. Adding the go-next prevention just aggravated things. It's become "either you sit down while forced to suffer, or you DC and/or uninstall the game". Horrible. Meanwhile, this patch failed to bring the promised relief to survivors: anti-tunnel, anti-camp.
    • MMR. And mostly, MMR being based on escapes/kills, which are not indicative of someone's skills. You can get free kills by camping. You can get free escapes by ratting. Wrong basis for MMR from the start. In my opinion, chase is the only thing indicative of someone's skills. Chase time. How long can you last in chase / how quickly you can end a chase. It needs to be adjusted for different killers, but this is the only true indicative of how good someone is.
    • Lobby Dodging. Oh my god, why are they not addressing this already? They removed a really fun thing (the ability to see others' prestiges in lobbies), with the excuse that this caused lobby dodging. Wrong, wrong, wrong. This only removed fun. People keep dodging left and right. Without penalties. And then you get a ton of matches where people are in lobbies that don't fit their skills (whether stronger or weaker, opponent or teammate). This messes with the MMR too much.
    • bridging the gap between solo Q and SWFs. Why is this happening sooooo slowly? These are the changes that only serve to give solo Q a lot of info that SWFs with comms already have. And the lesser this gap is, the easier it is to balance the game. Why do we still not have the anti-facecamp meter indicator for every survivor teammate? Why can't we still see our teammates' perks, and realize they have fast healing, or Shoulder the Burden, or Decisive Strike? We need that info for effective team gameplay.

    Remember when BHVR nerfed Billy's engravings (prior to his rework), because of the symptom being: most Billy players just using those 2 addons? The devs saw something (that was a symptom), proclaimed it as a problem/cause, and nerfed the addons. When in fact, that was the symptom, a symptom of other Billy addons being bad or subpar, and Billy being weak in general, to the point where he arguably needed the addons to be a decent killer. This was the cause/problem. This is what needed to be tackled. And thankfully, they have managed to do it eventually.

    I agree with everything except the Lobby Dodging/Prestige point.  There was nothing "wrong" with removing Prestiges from pre-game lobbies.  The amount of lobby dodging I've seen due to visible Prestige was insane, and Mandy confirmed that they had seen a decrease in dodging during the testing phase (when they released the Prestige removal to only a fraction of the players).  And even when people didn't dodge, the Killer would relentlessly tunnel the P100 Survivor.  There have also been countless comments on the forum from Killers admitting that they would sweat their hardest against P100's, and/or wanting Prestiges to be kept so they knew who to dodge.  So hiding Prestige in the pre-game lobby was absolutely the correct move here.

  • @EinRaikou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004937#Comment_4004937

    I think people also say that the male survivors tend to be louder and bigger, so harder to stealth.

    Despite that, however, there are folks who exclusively play male survivors. For me its Vittorio and Gabe. Recognizing that its a community contest, we are still part of that community.

    I dont think its too much to ask (not sure why the poster above you got down voted so much) for them to consider including categories to separate male/female presenting survivors for such a contest. Otherwise, its honestly a waste of time for designers to even submit male survivors (Jake being the outlier for last years) when we know this is likely how it will end up.

    Here's an idea: For the next community contest, no one should design any female character cosmetics.

  • @Rickprado said:

    I don't know why there is a common conception on this community that the killer owns a specifical playstyle for survivor while they can play how they want.

    For example people see slugging/tunneling/camping as a very toxic behaviour but they don't see to mind the """""""toxicity""""" when they sabo, pallet/flash save a killer, especially when the killer is less experienced and falls a lot for that. I personally don't think any of this is toxic but why one side should play by strict rules while the other can just "have fun"?

    Before Kaneki release people were BMing killers for literally anything, specially when they won. Now some just ask "Why no one is playing M1/low tier killers anymore" and can't understand the state of the game that lead to where we are now

    Either way, play how you want because at the end of the day no one cares about fun if it is not THEIR OWN fun

    The biggest reason for that is that the Killers play offense while the Survivors play defense.  Tunneling and slugging are offensive tactics while sabo and flash/pallet saving are ways for Survivors to defend themselves or their teammates.  Would you consider defending oneself or others as being "toxic?"

  • @drmcsleepy410 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005995#Comment_4005995

    I stopped playing survivor a while ago. Unless a mass exodus of survivors happens making killer queue times super long , I assure you nothing will happen

    Okay. So you wanna know why I still queue up? Well, I wanted to see what the new Killer was like. I only faced her once and didn't even have much interaction with her, so I still don't have a solid impression. So I'll have to queue up some more. And then I still have a few more quests to do.

    Also, Killer gameplay bores me, so I can't bring myself to queue up as Killer.

  • @drmcsleepy410 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005893#Comment_4005893

    Well these posts aren’t doing much. You guys take a massive L every update but keep queuing up

    So what do you do then? Do you keep queuing up? If so, why?

  • @drmcsleepy410 said:

    OTR, Tenacity gutted even though the anti slug anti tunnelling patch was scrapped.

    Another overturned ghoul 2.0 killer that can vault pallets and get easy double taps.

    None of the gen regression perks like pop, pain res getting the planned nerfs but the OTR nerf went through meaning it was intentional.

    Y’all get crumbs every update but still continue to queue up. It’s honestly courageous and sad at the same time

    I'm really wondering what gave you the impression that we're okay with being treated like this. Have you seen the countless posts about tunneling and what not?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005420#Comment_4005420

    I dunno what you are on about. I’m talking about people weaponizing old OTR by using it to bodyblock the killer.

    There’s no “count to 10” in that scenario. It’s “if you don’t hear grunts of pain, then immediately hit the survivor instead of waiting”

    And you actually think it was more important to address "weaponizing anti-tunnel perks" than addressing the tunneling. Unbelievable.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004720#Comment_4004720

    Apparently yes but it is a draw.

    So you are forced to play against the bots to get your win.

    Would it really be fun to get your win in that scenario? I'd say take the draw and try again next time.

  • Are you talking about this graphic here?

    workspace_manual_091349_as.png

    You can actually set custom backgrounds by right clicking on it and choosing "Set Custom Background."

    If you need a place to get Steam backgrounds from, Steam Grid DB is great for that.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005003#Comment_4005003

    That's not relevant.

    Why do people want rules to limit killer behavior in the early game, but not want rules to limit survivors in the early game?

    Because Survivors are already the weaker role and are thus already limited. Those limits get even worse as the match progresses.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004902#Comment_4004902

    It's still not explaining why certain killer behaviors should be delayed, but survivors can do whatever they want.

    If players aren't supposed to "try so hard" in the beginning of the game, then why is it ok for survivors to pallet save at 0 hooks? Why aren't there rules for survivors, for them to also "play nice" in the beginning of the game?

    Trying playing nice as Survivor and see what happens.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004734#Comment_4004734

    In other words, we shouldn’t have a double standard, where we tell killers that tunneling is bad, but tell survivors it’s ok for recently unhooked survivors to weaponize anti-tunnel perks.

    That doesn't justify buffing tunneling even more, especially in the same patch that was originally supposed to nerf it.

    As jesterkind said, as long as tunneling exists in the game the way it is, OTR is…while I wouldn't call it a "necessary evil," it is definitely necessary.

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004864#Comment_4004864

    You may be reading it wrong. What it means is when your recovery bar is full while you have a perk that allows a self pickup equipped you press the button to recover out of the dying state now like in 2v8. There's no self pickup basekit.

    To be fair, the patch notes don't specify that you need one of those perks to pick yourself up.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004481#Comment_4004481

    Because survivors keep weaponizing the endurance effect, against survivors that were trying to chase someone else.

    Survivors weaponizing DS should be fixed too

    In other words, Killer complaints get addressed (again) while Survivor complaints get ignored (again).

  • @drsoontm said:

    Hoping you finally fix the Hag issues. When even the best Hag player (Michi for the new players) only plays her twice a week and only for content, you know it's past time she's fixed.

    Since you make it so easy for survivors to leave so the killer finds himself with four bots, would you make a "insta-win" button so the killer can take his win and move on? Or do you plan to force killers to play against bots when they've basically won?

    Didn't they add the abandon option for Killers when all the Survivors become bots?

  • It's definitely slower than before. Missing out on the dailies because you don't play every + the higher milestone requirements and lower rewards means you're not likely to complete the rift if you don't play every day.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003359#Comment_4003359

    well the devs should give us killers a reason to not tunnel there’s no incentive to not tunneling it’s the fastest and most efficient way of winning

    Well, they just tried that in this PTB, and look how that went. If they just push those incentives to live without the punishments, it'll just make tunneling even stronger, and thus Killers will rely even more on it. That's why punishments are needed.

    Did they go too far? Perhaps, but they could have been tweaked before hitting live.

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