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CrypticGirl

CrypticGirl

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CrypticGirl
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  • The only thing I really hate about Springtrap is having a security door in my face while I'm on hook.

  • @Dark_Vorahk1 said:

    This has been reported since August of last year and repeatedly denied by devs. This would imply an intentional change to nerf bloodpoints gains.

    https://us.v-cdn.net/6030815/uploads/FYE1DSUKV11P/screenshot-20250207-113155-chrome.jpg

    I'd say the bonuses are working as it's intended, but it just isn't incentivizing enough for people to play Survivor. I still play Survivor regardless because Killer games are just boring to me, and the queue times are too long, especially at the time of day I normally play (early morning, EST time).

    Idk what would incentivize more people to play Survivor with the way things are now...

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963031#Comment_3963031

    Unfortunately not even half sometimes. Hard tunneling the first survivor basically makes the game a race to see if the survivors can finish 3 or 4 gens before the killer gets 3 hooks.

    If they can't get 3 gens done, the killer basically wins the game. If they can get 3-4 gens done, there's still a chance the killer wins the game.

    The only way anyone is escaping if 3+ gens are left when the first survivor dies, is if the killer consciously chooses to allow hatch to come into play (most won't), or if the killer severely misplays repeatedly or stops playing entirely (like afk or disconnection).

    Yep. Survivors have to play flawlessly, or else they just lose, and I believe this was the core of the go-next epidemic.

  • Killers do have catch-up mechanics. Less gens to patrol, less pallets for Survivors to use, and those "un-fun" strategies such as tunneling, camping, or slugging. On top of all that, they have perks that can easily turn a game around, like Devour Hope, or dedicated endgame perks like Terminus, No Way Out, Remember Me, or NOED. Heck, yesterday I faced a Ghostface who only had one hook when we busted out the gens, but thanks to NOED, the match ended in a 3k, and me feeling awful about leaving everyone else to die on first or second hook.

    Meanwhile, if Survivors have a bad start, they just can't recover. The Killer essentially wins the game by only completing half of their objective.

  • @Madmillennial said:

    CCool... bad thunderstorm just made my power blip out for a second and guess what? Another 30 minute ban!

    The devs need to stop with this #########! Seriously.

    This is why I don't play when there's a thunderstorm…

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961910#Comment_3961910

    If you are gonna be disingenous and bring up year old pots i have made and take them out of context and say i'm saying one thing when you are literally talking to the person who made those statements and is clarifying, then i can't help you. You are probably the kind of person who goes and digs up 10 year old tweets to "cancel" someone for saying something wrong when they were a teenager too.

    No point in engaging anymore if you are going to so from bad faith.

    I haven't brought up any posts. Are you sure you meant to talk to me?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961758#Comment_3961758

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961764#Comment_3961764

    Let me put it this way.

    If i'm playing say, street fighter, and playing against my opponent, and i find out that my opponent is really bad at dealing with throws. And so i throw them 10 times in a row. Some might call that "cheap" some might say its "unfair" some might say i'm "spamming" or "being toxic". But is it really? The point is, what if slugging all 4 survivors, what if throwing 10 times in a row, what if throwing 100 fireballs in a row is strategically the thing that optimizes my chances for winning?

    What if, as a killer, i see that my opponents are really bad at dealing with being slugged. Maybe i realize they didn't bring perks to counter it, maybe i realized that they just don't know how to counter the strategy. Why would i not do that thing? Why would i play a game that is about winning and losing in a way that makes it so i have less of a chance of winning, if winning is what my goal is?

    Now maybe someone might have a goal that is different from winning or losing, sure, that is entirely possible. But someone might have that goal. If they do, who are you to say how they should work toward achieveing that victory?

    Thinking that person is toxic, is a "Scrub" mindset. Not the word "scrub" as an insult, but as a description. I suggest reading the free e-book by game designer David Sirlin, Playing to Win:

    https://www.sirlin.net/ptw

    Here is an excerpt from that book:

    The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

    Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

    The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

    In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

    You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

    Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

    A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

    Once again, you (along with many others) misunderstand the issue Survivors take with slugging. It's not just that it's a "cheap win" for the Killer, it wastes everyone's time. In Street Fighter, regardless of what "cheap moves" you use to win, you simply knock out your opponent. "YOU WIN." Next match. Even on the flipside, "YOU LOSE." Next match.

    But here, the Killer is just dragging it out for no reason, rubbing their victory in the Survivors face. Isn't this why you have such an issue with Survivors teabagging at the exit gate? Why is it okay for the Killer to waste the Survivors' time, but it's not okay for Survivors to waste the Killer's time? Talk about a double standard.

  • Neither is teabagging at the exit gate. They're just playing a video game. Playing the video game is not toxic.

  • You're calling "standing there and watching someone bleed out" as "playing the game?" It's not. It's just... Standing there. Doing nothing. I wonder if you'd say the same for a Survivor who was just standing there watching someone bleed out. They're just "playing the game," so it's perfectly fine.

  • I've been running a lot of Desperate Measures and Do No Harm lately. Not that it does anything for my escape rate, since my teammates have been godawful lately. I'm having to use luck offerings, because I'm getting more and more teammates who don't seem to understand that unhooking people is a thing.

  • Perhaps I was wrong, the abandon option doesn't show up when all your teammates are bots. (In this match, one teammate was already sacrificed, Alucard had already DC'd, and then you see Sable DC in the clip while slugged). Alucard and I are both up and about, though. I didn't attempt to abandon; just the prompt never appeared at the top-right corner.

    https://www.twitch.tv/cryptgirl1981/clip/AlertSmoothDonutTBTacoLeft-KUZWypHMN-wY7Xzd
  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961308#Comment_3961308

    A reasonable time is “never”, because when killers asked for an abandon button when the exits gates were open, the vast majority of people told killers “the game wasn’t over yet”, so killers shouldn’t get the abandon button.

    The exact same situation happens here. If killers can be forced to sit through the entire ECG when survivors purposely hide in random parts of the map, then the slugged survivors should be forced to sit through their entire slug bar.

    The game is over when Survivors are slugged.  The game is not over when exit gates are powered.  Slugged Survivors cannot do anything; the Killer has all the freedom to do whatever they want when exit gates are powered.  This has been explained multiple times.  How you can think that these two scenarios are comparable in any way is beyond me.

  • I know it's not reportable, and not sure if it should be, but I do agree that one should be able to abandon in that situation. Preferably without leaving a bot so that the last person can try for hatch.

  • IIRC, you should be able to abandon without penalty if all your teammates are bots, so that definitely sounds like a bug. Or I could be wrong...

  • @theblimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959092#Comment_3959092

    But it is impossible to 3 gen, the devs made sure of that with nerfing all regression and limiting the amount of times gens can be regressed

    It's not impossible to 3 gen. The only thing the regression limit does is prevent the 3-gen scenario from turning into a hostage scenario. It's only meant to ensure that the match actually ends, whether the Survivors manage to finish that last gen, or if the Killer catches them all.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959175#Comment_3959175

    Please don't make this about sides, i'm trying to have a constructive conversation here about the early game that impacts ALL players here. If you make it about sides, then all that goes out the window.

    I'm not trying to make it about sides, I'm just disagreeing that the first chase impacts Killer as much as some people say it does. I also see that I'm not the only one saying that.

  • @Reinami said:

    The first chase of the match basically dictates how that match will go. If a survivor can last until 2 gens are done, then the survivors are probably going to win. If the survivor does poorly and goes down too quickly, the game is basically over at that point for the survivors, because coming back with no gens done and only 1 person able to do gens (1 on hook, 1 in chase, 1 going for the save) is extremely difficult unless you are an organized SWF.

    While it is possible to come back from it in either case, the point is that, the result of the first chase basically makes the game a massive uphill battle for the side that does badly in it. This is why survivors "go next" so often, and why the game feels so stressful as killer. Why bother playing out a match, when someone went down in 10 seconds and no progress has been made on gens? Why bother playing out a match, when the first chase the survivor guesses right a couple of times and mindgames a couple of pallets successfully and 3 gens pop right as you get your down?

    Something should be done to smooth out the state of the game so its not just all instant snowball at the sign of one thing going wrong for one side or the other.

    Finally, someone gets it!  Though I'm not sure how much I agree with the Killer side, though.  They already have all the basekit catchup mechanics, and endgame builds which can be highly oppressive.  So it's way easier for them to come back from a bad start as opposed to Survivors.

    I agree that something should be done about it, though I'm not sure what.

  • I would only say it was bad because it's pointless. Survivors know when a match is lost, and at that point, there's no reason to continue. And that's why they give up.

  • @DBD2025MakesMeSad said:

    Do killers have a go next punishment? It isn't just survivors who give up in games and make no effort to win after a certain point. So there MUST be a killer go next prevention, right?

    Well, there is the DC penalty, which is the only way a Killer can leave a game early.

  • @IamtheMilkman said:

    People who complain about tunneling obviously don’t play killer at high mmr and it definitely shows. Especially when survivors have a plethora of perks that help prevent it. Like decisive strike, dead hard, off the record, even base kit borrowed time. Killers should be allowed to go after the weakest link in order to win.

    Ntm I’m so tired of hearing “you’re not supposed to win every match.” That’s the biggest load of crap I ever heard. Im gonna do everything in my power to win each and every game. Even if I have to slug, tunnel, or even proxy camp to get a survivor to the 2nd hook stage. I’ll do it for the win.

    No one should have to follow a fictional rule book.

    People who complain about tunneling obviously don’t play killer at high mmr and it definitely shows.

    And people who defend tunneling this hard obviously don't play Survivor at any mmr and it definitely shows. As others have said, you don't know your actual mmr level.

    And the plethora of perks to "help prevent tunneling," actually don't. Otherwise tunneling wouldn't be such a reliable and prevalent strategy still. All those perks do is delay the inevitable. If you knew a Survivor had OTR and DS, would you still tunnel them? Of course you would. Therefore, those perks don't actually prevent tunneling.

    Ntm I’m so tired of hearing “you’re not supposed to win every match.” That’s the biggest load of crap I ever heard.

    Also, can you explain why that's the "biggest load of crap you've ever heard?" Because it's nothing but the cold, hard truth.

  • Yep, the 4k is all but handed to the Killer in a 2v1 at this point. And people wonder why Survivors kept wanting to go next…

  • @RpTheHotrod said:

    One problem BHVR faces is that cheaters can force cheats on other players. They can force other survivors to auto unhook themselves, instantly drop off a kilers shoulder, and so on. They need to avoid getting innocent people banned even if it means being less effective at getting rid of cheaters. Thats why they say they need video proof - they need to see the cheaters use in context.

    I remember that happening to me once.  I went against Chucky and one of the teammates was a hacker.  Whenever Chucky downed me, the teammate was able to flashlight save me every time without fail from all the way across the map.  So to the Killer, and perhaps anyone watching, it just looked like I had infinite DS even without being hooked.  I eventually figured out who was hacking when I saw the teammate crouch by me and then disappeared, and then the endgame screen showed them with two of the same add-ons on their medkit.  The Killer ended up DC'ing, and I felt bad for them, because they literally couldn't do anything.  They probably thought I was the one hacking, and they'd be right to think so, because it really did look like I was hacking, even though I wasn't.  I saved that match on my Twitch, but I'd probably get in trouble if I shared it here…

    The hacker was also a streamer, and I recorded their vod from their perspective as well.  They were using every hack known to man.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449995/the-spawn-changes-definitely-arent-working-right

    I appreciate you grabbing footage of this! In the meantime, would you be able to elaborate on what you're specifically seeing in terms of the Survivor spawns? That would help us check if something odd's going on here.

    I'll add some footage of my own. I played a match in RPD this morning, and two Survivors spawned on the first floor, and two spawned on the second. Though they were all on the same side of the map, I guess the game considered them close enough together even though they were on opposite floors.

    https://www.twitch.tv/cryptgirl1981/clip/WittyBombasticCrowNotLikeThis-0D4iqV1gR8wFFX0o
  • @Nomade said:

    thats what they have to do. Why is it so wrong for the killer to want the 4k? Why am I gonna carry the second to last survivor to hook just so that the other survivor can rat for free hatch? If I want the 4k thats just stupid.

    There's nothing wrong with wanting the 4k, but you should earn it.  When the third Survivor dies, the game becomes a race for the hatch, and you shouldn't be able to cross the finish line before the race even starts.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956505#Comment_3956505

    does closing app at the offering screen count against you? Just curious.

    It doesn't, but luck offerings are secret now, so people wouldn't dodge at the loading screen because of that.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954855#Comment_3954855

    Survivors can no longer stealth

    I'm actually wondering if BHVR messed up the idle crows. I'm getting teammates who stealth around and do nothing and they never seem to get crows. I bled out for four minutes, my teammate spent the entire match crouching around before that and then continued to crouch around on the opposite side of the map doing nothing while I was on the ground, and the killer never clued in to them being on the opposite side of the map. That's not an isolated case or anything. I see the crows less than I did before BHVR messed with them the first time. Are the idle crows on vacation now or something? What the hell happened?

    They did nerf the afk crows in the last patch. Here's the notes…

    AFK Crows

    • Increased the intervals at which AFK Crows are gained to 120/140/180 seconds (was 60/75/90 seconds).
    • Increased the Grace Period before AFK points start accruing to 30 seconds (was 10 seconds).
    • Decreased the rate at which AFK points accrue while moving to 25% (was 50%).
    • Decreased the rate at which AFK points accrue after Exit Gates are powered to 25% (NEW).
    • Reset AFK points upon completing interactions (previously removed 60 AFK points).
  • @Feather said:

    Am i the only one that experiences that?



    Day 69 (b4 spring trap)
    Games good. Getting 4k without problems, sometimes 1 or 2 escapes. No need to use gen slow down. I'll play huntress with aura build like a giga chad i am

    Day 420 (during anniversary)
    HOLY F… ENTITY. Getting 4 hooks before gates are powered is a miracle. Survivours started to use brain and they split on gens, doesnt heal or anything, they worry bout those things when they escape. No need to use gen regressing perks, they are to slow. End game perks and maybe i will have a chance

    Day 2137 (far future)
    Survivours now carry gens on their shoulders and repair them in chase. While on hook they fish out items that can help them repair in the future. Pallets are on wheels and they follow survivours. No perks nor meta killers can help.

    Well, now that Survivors can no longer stealth or mess around and give up, they have no choice but to push gens as hard as they can. No other action is allowed.

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449735/this-is-why-survivors-dc-for-this-exact-reason-a-lot-of-killers-wanna-slug-for-4k-it-s-annoying

    Well they dc because of that…

    And because they didn't like the map. And because they didn't like the killer. And because they had a bad first chase, yea that too. Oh and also if their teammate has a bad chase, yea they'll dc over that too.

    People sure do love to use that to invalidate any and all Survivor frustrations.  (Mind you, I'm not saying those things don't happen, but they are in the minority.) There is way more to the DC/go-next epidemic than just not liking the Killer/map/perks, etc.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954569#Comment_3954569

    You're 28 of 31. Not really proving anything. You should show your Global Stats. That would tell the story.

    And you misread the stats from the looks of it. They have 59 hours total, 28 hours on Survivor, 31 hours on Killer. So they actually played slightly more Killer than Survivor.

  • That would just make it easier to tunnel out a particular Survivor, and that's the very last thing we need right now.

  • It might be interesting, but sadly Tony Todd passed away late last year, so even if they could add Candyman, they'd have to get a different actor to portray him.

  • @Zuiphrode said:

    So it would basically… just do nothing?

    Literally the entire reason it exists is to prolong EGC. Your suggestion makes no sense.

    This also literally isn't even a strong perk in the first place.

    It doesn't prolong EGC at all, and that's exactly the problem. With three teammates dead, the Killer likely has max tokens on it. By the time the No Way Out wears off, there isn't enough time to open the gate and escape. It's just a guaranteed death for the last Survivor with no counterplay whatsoever. And escaping through the gate after hatch is closed is extremely difficult even without No Way Out.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449615/dead-by-daylight-is-way-too-unintuitive-for-new-players

    Completely agree with the idea of revamping the tutorial, completely disagree with the idea of a separate casual and competitive queue

    Nobody would play a queue where people have to actually try to win, most people just want to relax and win with minimal effort, ranging from content creators, normal players, and those sweaty players who bring every bit of cheese and overpowered stuff they can to secure a win

    The idea that a Competitive queue fixes anything is a patently and demonstrably false one

    Right? And who's to say that the competitive players won't queue for the casual mode? You know they will.

  • @Aven_Fallen said:

    Yeah, I dont know why it is still a thing. It has gotten very rare, but the error STILL exists. The last time I got it as Killer, it happened after the last Survivor escaped via the Gate. It was a 2K overall, the remaining Survivors just escaped and the game did not end. Then the Server crashed and I got 0 BPs out of the game - as the only player in it , since it happened after everyone was either dead or left.

    I think it is super frustrating. At least it still does not warrant a penalty point, at least I hope it does not do that.

    And this is why the new DC penalty needs to NOT be a thing. Specifically I'm speaking of having to attempt to queue for the next match and then sit there, keeping the game open and waiting for it to count down.

  • Yeah, I can't wait for them to go overkill with the upcoming anti-tunneling/camping/slugging like they did with the AFK-crow and go-next prevention and DC penalty changes.

  • You call that a trade? That's a double-negative for Survivors. How about this...

    You receive: Basekit Corrupt Intervention

    We receive: Basekit Brand New Parts.

  • @Langweilig said:

    The anti go next changes (alongside making map offerings useless) was one of the worst update they did in a long time. Instead of implementing it in a way that only punishes go next people, behavior rather punishes all players by robbing them their 3 unhook attempts. Removing the unhook attempts didn‘t even solve anything and made the game even worse for the other players than it would have been if Steve just died.

    Behavior please bring back the 3 self unhook attempts. There are legit reasons for trying it when you have no other hope/chance. You should also encourage people to dc to give the team a bot rather than standing there and screwing over the whole team.

    Totally. Survivors were already lacking in comeback potential, but this patch removed even more of that. No 4% means you can't unhook and potentially save someone else and get back into the game. You can't even give hatch anymore, because the AFK crows make it even easier to find the last Survivor before you can die on hook, and if they're slugged, they can be insta-mori'd.

    And I believe the lack of the comeback potential was the primary reason for all the DC'ing/giving up on hook, so this patch would make Survivors want to give up even more while removing the ability to do so at the same time. It is truly baffling…

  • @Bad_Medicine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951319#Comment_3951319

    I would like to ask how this system is not broken when I was doing everything right and was still punished by its shoddy implementation.

    I unhooked and healed.

    I was doing gens.

    I engaged in chase.

    I was trying to advance objectives, even though we clearly were not winning that Trial.

    I followed all of the "rules". Every single one. And my "reward" for doing so was to be given the non-choice of being forced to just hang on the Hook for over two minutes unable to do anything until I died, or Abandon the match and lose progress on a Tome Challenge I had finally completed after being stuck on it for over a week. And, if your answer for everyone unfairly affected by this system is to take their ball and leave? Then you can kiss a huge chunk of the Survivor playerbase goodbye, especially those of us being unfairly punished, and you can enjoy your ever lengthening Killer queues.

    IIRC, you don't lose your challenge progress/completion if you abandon when everyone is downed/hooked.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951099#Comment_3951099

    Games crash for killers too. If you are talking about the detection system, there's a thread about a Myers trying to get the stalking achievement and got hit with a penalty.

    Yeah, I saw that. It just blows my mind how people think it's okay for players like that to be punished the same as the ragequitters.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951027#Comment_3951027

    I don't know if I believe you on that. But if that's truely you issue, fine. I, on the other hand, am talking about purposeful action.

    Yeah, if I get the occasional DC, I can sit through a minute or five for the penalty. But if this was going to happen repeatedly with false flagging, it would be 100000000% unfair.

    Of course, this would only affect Survivors, so if you're a Killer main, I can see how you wouldn't have to worry about it.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950975#Comment_3950975

    What BHVR did was moved the penalty from instantly starting to when you queue for the next match. The reason you all are upset about this, is because now you have to reap what you sow. There's actual consequences to your actions.

    And the consequences of BHVR's screw up to players who have done nothing wrong. Yes, I know it's currently killswitched and they're supposedly fixing the issues, but I have ZERO faith that the system will work properly without flagging innocent players. That's why we're upset about this.

  • That makes me wonder what will happen if you get Tenacity or Unbreakable in your actual builds...or will they remove those perks from the pool?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950334#Comment_3950334

    then you want me to WAIT around for my DC penalty to expire?

    Yes, or else it's not a penalty. You expected to circumvent it by turning off the game for the day. More than likely the plan was to stop anyways so what did it matter quiting, right? Your loophole got patched. Thats all there is to it.

    Except I'm hearing that not even turning the game off will work. Some are saying that the penalty will only count down while the game is running. Would you not agree that that's overkill?

  • The go-next prevention just needs to be scrapped entirely. I can't see any conceivable way for it to work properly without flagging innocent players who weren't actually trying to throw.

  • @Senaxu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950662#Comment_3950662

    Well, I respectfully disagree, friend.

    Dead by Daylight is still a multiplayer game… one with a hidden MMR system and shared player experience. While I agree that the cheating issue is a serious and unique problem in DBD, that doesn’t exempt it from requiring a certain level of responsibility toward other players.

    Regularly disrupting the experience for others should carry consequences, and personally, I think the idea of having to actively sit out a penalty in the queue is a fair and effective approach. That’s just my subjective opinion, of course… but I do hope BHVR also takes these kinds of perspectives into account when refining the system.

    Whatever the punishment, we shouldn't have to keep the game open in order to wait it out, at least when it gets to the hour mark or more. People used to say that people should take a break if the game tilts them this much, but with this new system, that advice is no longer applicable.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950437#Comment_3950437

    Also folks who find themselves against cheaters. If you DC, it's a penalty. If you stick it out but are prevented from progressing the match, also a penalty.

    Stuff like this is why I'm baffled that anyone can defend this new penalty system. It's so flawed, it simply cannot stay in the game in any capacity.

  • Anyone who says that "Survivors need to improve" to counter tunneling or anything else should be directed to this thread.

  • I'm still confused. Was there something changed about the skill checks before 2021 that people are referring to here?

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