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CrypticGirl

CrypticGirl

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CrypticGirl
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  • @Haz said:

    I guess there is something coming in the next patch where you can't give up on 1st unless you have a specific offering. How about we are able to see those offerings if the other players are using them? I could see people wanting to dodge that offering or actually alt-f4 when they see it loading in to game.

    And that's the main reason why the go-next prevention won't really accomplish anything. People will find ways around it. If there's an uptick in luck offering usage and people start dodging those lobbies, that'll be a whole new problem.

  • He's doing fine as is, so he doesn't need any buffs. I could support giving him three dashes, since he gets that in 2v8, but that's it.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943070#Comment_3943070

    Not really. If you do "a must action" you don't trigger SP. What makes Scene partner so obnoxiusly broken is it's use mid chase as wallhacks. Seeing aura in chase should be strictly granted only to killers.

    I guess totems don't count as a "must" action, huh? Because SP triggered while I was trying to cleanse the hex.

  • Ha ha, yep. And NOED and No Way Out and that aforementioned add-on for Freddy. It'll be just as strong on any other Killer, too.

  • My fault for running Scene Partner? Sure, I guess. At least I learned my lesson, right?

  • The only time I ever used map offerings was when I had challenges to hide within 10 meters of the killer for x amount of seconds, and the best way I knew how to do it and still be somewhat productive was to get a two-story map and stay directly above or below the killer.

    Other than that, I hate map offerings as much as I hate all the maps. I'd rather see the map offerings be removed entirely, but I'll take the nerf.

  • @UndeddJester said:

    I got scene partner in chaos shuffle the other day... it interrupted me opening the gate 6 times while the killer was carrying a fellow survivor to hook... if the killer had slugged instead... I'd have died for sure xD

    Is that a bug? I was under the impression that Scene Partner doesn't interrupt your conspicuous actions... but I don't really use the perk so ain't sure.

    Yep, Scene Partner screwed me over. I was once cleansing a Devour Hope totem, while one teammate was blocking the doorway (in Hawkins, BTW), the only way in and out of that room. Blight came, and then I screamed, interrupting the cleansing. Needless to say Blight downed and mori'd both of us. I never ran Scene Partner again after that.

  • Endgame builds on Freddy are already especially oppressive, especially when he uses that add-on that lets him teleport to exit gates. Haywire will just make it worse.

  • Not all perks are meant to work well together.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942358#Comment_3942358

    I don't know why they wouldn't. It will be the single most powerful offering in the game by far. The difference between starting together and starting apart is absolutely massive and game defining. It's literally the difference between finishing 3 gens in the first chase or finishing 1. I know that since the announcement, I've been stocking up on the counter-offering with all of my main killers. I also know that the offering is probably going to get looked at in the next patch. There's no way they'll let every match get decided by what offering gets brought.

    Because most of them would rather burn BP offerings. And Survivors could easily adapt by spreading out after they spawn in.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942307#Comment_3942307

    Survivors can bring an offering to guarantee that they spawn on 4 separate gens, meaning that the killer offering is now absolutely required for all trials.

    They could, but not many will. After all, how many Survivors run Duty of Care? How many Survivors run Shoulder the Burden? Many Killers complain about those perks, but they're rarely, if ever, played at all.

    And Killers are getting an offering to reject that Survivor offering to spawn separately.

  • @StalkingYou said:

    will never happen because only survivor is allowed to receive basekit meta perks

    its not a coincidence that they carelessly dish out survivor buffs, gaining support from a community that blindly supports any survivor buff they see as long as it is under the guise of "anti-tunnel" or "anti-camp" without thinking

    compare that to the basekit things killer has gotten, only things I can think of are the slightly increased break/attack speed cooldown we got years ago and now the new survivor spawn changes. few and far between basekit buffs for killer, and even they pale in comparison to what survivor gets every year

    so yes I agree with you but there's not even a point of bringing it up anymore

    You've got a couple of basekit Killer buffs coming right up in a couple of days.

    1. The new spawning rule will make all Survivors spawn together in one area of the map. That'll make them a lot easier to find.
    2. The "new and improved" afk-detection will make it incredibly easier to find Survivors throughout the match. No more hiding Survivors!
  • Kindred is an absolute must for even experienced solo queue players, so I'd recommend keeping that on. When I got to actually practice looping in custom games, they actually recommended to me not to use WOO, as it would hinder my ability to learn the vault locations on my own. Now since most map variants have been removed, learning vault locations should be a little easier.

    One of my biggest struggles, even now, is locating gens, so Deja Vu is a great perk for that. And then figure out which playstyle you enjoy the most and put on some perks around that. For example, I like healing, so I combine Botany Knowledge with Do No Harm.

  • I enjoyed the first Lights Out because my escape/death ratio was more even. The second iteration, the candelabras ruined it.

  • Hag is never a good match for me. Triggering her traps from a mile away, the camera snapping in a different direction just totally throws me off every time. I'm just glad I don't run into her very often.

    And also Myers, because I always have to assume that he has Tombstone, even when he doesn't, and that just prompts me to hide in lockers all game, and that's no fun.

  • Along with what everyone else said, it just wasn't fair that people were de-pipping over factors beyond their control (i.e. getting tunneled, etc.).

  • @Marzipan210 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940129#Comment_3940129

    Nice straw man. Why are you acting like Freddy doesn't have the tools I am talking about. He has both a mobility power and an anti-loop chase power. That is more than what Trapper, Skull Merchant, Legion, and Pig have.

    JCGlitchmaster did a video where he showed that you can have a chase that lasts under 30 seconds after finding that survivor in under 30 seconds, hook that person on a pain resonance hook and immediately pressure the gen in question and it can be at 80% complete still. Do you not see how little room that gives a killer for anything? Like if it takes you just a little bit longer to find someone or just a little bit longer to down them you lose that gen. And you will probably just say "well just get better at chasing" but there is only so much that being good at chasing can get you as an m1 killer on a map full of resources for the survivors to use.

    Try playing a killer with no map mobility or strong chase power against good survivors on a large map with lots of pallets. Until then you don't get to tell me that we already have the tools to deal with this.

    JCGlitchmaster did a video where he showed that you can have a chase that lasts under 30 seconds after finding that survivor in under 30 seconds, hook that person on a pain resonance hook and immediately pressure the gen in question and it can be at 80% complete still. Do you not see how little room that gives a killer for anything?

    If the "80% complete" gen is the last one, then sure, I can see how that would leave little room for the Killer to do anything.  Anything more than one gen remaining is a bit early to panic.  And very few Killers seem to understand that it's still possible to kill all Survivors even with all gens done.

    And you will probably just say "well just get better at chasing" but there is only so much that being good at chasing can get you as an m1 killer on a map full of resources for the survivors to use.

    Resources that get depleted as the match goes on.  This is one reason why the late/endgame is when the Killers are at their strongest.

    Try playing a killer with no map mobility or strong chase power against good survivors on a large map with lots of pallets. Until then you don't get to tell me that we already have the tools to deal with this.

    Here's a better idea: Try playing Survivor and see how "easy" it is to make the gens fly.

  • It's hard to tell. I've found that hugging tiles like that is surprisingly effective in chase, even without any kind of haste. It's served me better than trying to vault pallets or windows where I'd always get hit, that's for sure.

  • @jmwjmw27 said:

    Sorry to hear about your injury, wishing you a swift and painless recovery.

    Looking for friends or people in dbd communities to play with might help, solo queue is always going to be miserable most of the time.

    Also always bring at least one info perk, I recommend kindred, it will help ease the pain of trying to make good plays when you have 3 people who have no way to communicate with you (and it usually makes my teammates play more optimally while I’m hooked if I’m running it)

    Yeah, Kindred is like the number one mandatory solo queue perk, and I always have to run it in any build I use. It'll help you make the smartest decision when someone is on hook, and it'll help your teammates when you're on hook.

  • @xGodSendDeath said:

    Killers should be able to abandon if 3 gens are done and # of hooks is less than or equal to 1

    Only if Survivors are able to abandon if they've been hooked twice before the first two gens are done.

  • @subdl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939719#Comment_3939719

    Sure, everyone knows the killer can press the Abandon button.

    Let’s break that down.

    The killer fights through the entire match, downs the final survivor after a hard-fought chase.
    In that exact moment — the moment of triumph — the survivors immediately exit the match and go nexr.

    And what is left for the killer?
    • Clean up the soulless shells of bot survivors left behind.
    • press the “Abandon” button — in a match they just won.

    These are not satisfying conclusions to a winning match.
    They are just hollow routines that offer no sense of victory experience.

    So yes, the killer can abandon —
    but if the only choices after victory are “bot cleanup” or “forfeit,”
    then we must ask:

    What kind of game experience the devs want to design in this context?

    So if the Survivors stick it out, you'd be fine with "cleaning up the mess" as you put it. There's literally no difference.

  • @subdl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939618#Comment_3939618

    In the current system, the moment all survivors are downed, they are allowed — officially encouraged — to press the Abandon button and go next immediately.
    No penalty, no consequences, no shame.
    The developers have made it clear: skipping the killer’s at most a few dozen seconds of a “victory ceremony” (hooks or mori) is perfectly acceptable.
    And let’s be honest — who wouldn’t skip a lost match to save time?

    Meanwhile, the killer — the winner — is left alone to clean up after bots as their final match experience.

    This isn’t a rare occurrence. It’s nearly every match now. This is the norm.

    ⸻

    So what happens to the killer when the game is already decided and there’s no realistic chance of turning things around?

    They’re forced to stay in the match. And their so-called “choices”?
    • Escort survivors who are spamming t-bag dances at the exit gate.
    • Kick a few leftover pallets just to miserably scrape together a handful of Bloodpoints.
    • Wander the map aimlessly, hoping the victors finally get bored and leave.

    A community manager said killers “have agency.”
    But these are not meaningful options.
    They’re scraps — superficial busywork meant to justify wasting the player’s time under the guise of agency.

    Survivors can leave instantly when they’ve lost.
    Killers are expected to endure the endgame until the last second.

    ⸻

    Why is only one side allowed to save time?
    If “gonext” is a right for survivors, then killers deserve that same right — especially when the outcome is already sealed.

    Meanwhile, the killer — the winner — is left alone to clean up after bots as their final match experience.

    That's actually not true. Once all the Survivors abandon the match, the Killer can abandon, too.

    Match Surrender2.png
  • One, exactly how would you nerf exhaustion perks?

    And two, if Killers like Kaneki can delete distance, imagine how much worse they'll be to face with exhaustion perks nerfed.

  • I didn't even notice it had been removed. That just shows how much I used it which is never…

  • The better question is, why would you not? It stops the behavior and ends the match quicker. Isn't that what you want?

  • Ooh, how was it? Does it look or run better?

  • Since they're going overkill on the go-next prevention and the anti-afk, maybe they'll go overkill on the anti-tunnel/camp/slug, too. We'll just have to see.

  • @Wrecked said:

    Title.

    I’m getting sick of ensuring none of my teammates get left on hook only to be left to hit second stage because people can’t look at the HUD and realise that maybe they should go and get the unhook. My motivation to finish the match drastically plummets at that point and I’ll normally try to let go on hook and if I’m saved, I’ll go AFK. You obviously wanted a 3 vs 1, so you’ve got it. 💋

    I'd agree with this. I sure can't be bothered to hang around and wait for teammates who can't be bothered to get me.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936523#Comment_3936523

    This argument no longer works. As with the new endgame chat change, earlier chats are saved. So they could say gg and go next?

    If we're just going next, we're not going to see anyone else say GG or anything else, so what's the point?

  • I didn't know chests were considered "Killer belongings," especially since the Killer can't interact with them in any way (except with Dracula's perk). And they contain items for Survivor, not Killers. So how are they considered "Killer belongings?"

    Freddy clocks and Vecna chests are already revealed without a map, so that's probably why maps don't work on them.

  • I imagine it has something to do with licensing. That's also why you don't see the castle on licensed maps, even the outdoor ones.

  • I could be wrong, but I thought I had read that if you own the Cenobite, his perks would still have the same names? The new names would only be shown for those who don't own Cenobite.

    Boy, that'll cause some confusion…

  • @Memesis said:

    Surviors die and leave the game one at a time. The killer will always be the last to reach the score board if they win, where dead survivors have left, and they will be last when they lose where all survivors have escaped. When all the survivors escape, they are likely to all be on the score screen and will have a superior group mentality against the killer, hence the gg ez prevalence and lack of ggs when they lose.

    Not an us vs them issue, just human nature being disappointing again.

    Is it really bad sportsmanship if you just quietly move on to the next match after dying? Especially if you die extremely early?

  • @Kapkan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936582#Comment_3936582

    "We have noticed growing concerns surrounding excessively long matches caused by 3-genning (Killer defending a cluster of three generators). We are working on a long term solution for a future update to limit how effective this strategy can be. However, we recognize that Survivors need more options at their disposal right now to combat 3-genning. With this in mind, some adjustments have been made to Déjà Vu: The perk will now reveal the auras of 3 generators which are in close proximity to one another indefinitely (previously for 30/45/60 seconds at the start of the trial and every time a generator was completed) and grant a 4%/5%/6% repair speed bonus on the revealed generators (previously 3%/4%/5%)."

    • In short; they forgot about it.

    Notice how it doesn't say they were planning to revert it?

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936363#Comment_3936363

    Yeah. Especially with the new 20 match reset.

    Assuming that to mean you must complete 20 matches to go down a single penalty point, good luck playing through 5 hours of DBD without encountering a game breaking bug, a cheater or being kicked from their servers for no obvious reason. Players will be racking up DC penalty points through no fault of their own.

    This is what I have been saying. And yet the only response I get is "Just stop DC'ing," in the condescending tone as if people know I play, or they assume I ragequit when my power hiccuped (like it did this morning, causing me to DC from a match when we were about to escape).

    To add to that, people say that people who DC should stop playing, but this DC decay system actually forces them to play more. And then there are people who can't or don't want to log in every day to decay their penalty points.  This is the same issue that people have with the new quest system; they can't or don't want to play every day just to complete the rift, and yet for some reason, it's completely fine here.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934313#Comment_3934313

    Why are you even playing if you're just concerned that you won't be able to rage quit games frequently?

    Why are you even assuming that I ragequit games frequently? This is a valid concern for all players, because random stuff happens to anyone at anytime.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934110#Comment_3934110

    Waiting out penalty resets is bad, because we should care about the percentage of games a player is ragequitting, as opposed to the frequency a player is ragequitting.

    Waiting out penalty resets is also bad, because it doesn't actually encourage players to stay in a game. Instead, it encourages survivors to ragequit whenever they want, and just come back later if the DC penalty is too high.

    According to the patch notes…

    • Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).

    It doesn't specify how many matches we have to play for the penalty points to decrease. So I'm really confused on what is meant when they say it's based on the last 20 matches played. Myself and others have tried asking for clarification, but haven't gotten any yet.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935235#Comment_3935235

    I complained about hook grabs being removed and I still think hook grabs were a great mechanic. I complained about the anti 3 gen mechanic affecting surge and eruption negatively, but the gen kick limit was also needed to be fair.

    The new mechanic from what I‘ve heard triggers too easily/fast and affects hiding as a mechanic too much. The only time hiding was a problem is when some people do not do gens and rat somewhere. Every other form of hiding was fine.

    Also this anti hiding makes the situation of slugging for the 4 k even worse and even more frustrating. Like the survivors have no chance to do anything in these situations already and behavior decided to make it even worse for them.

    I was just thinking this as well, that this anti-hiding will just kill any and all stealth builds and plays. Combined with the finisher mori being updated to instantly kill the last Survivor if their only remaining teammate is on hook, and the go-next prevention making it even harder for the one on hook to sacrifice themselves to give hatch, it makes 2v1's even more impossible than they already were.

    So the Killer simply wins a match by doing only half of their objective, which is beyond unfair.

    This is why I believe we'll see a lot of Survivors jumping ship with this patch, even ones who didn't frequently ragequit.

    And that influx of new players that are coming in for the FNAF chapter? They won't last long.

  • @tyler_oxide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932685#Comment_3932685

    There is still an imbalance between killer/survivor since the survivors can produce 4x 20% chance offerings to 4 survivor-sided maps and the killer can only produce 1 - therefore the killer needs a higher % chance

    Did you miss the part where I said they don't stack? Even if all four Survivors brought the same offering, it would only be one 20% chance.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934950#Comment_3934950

    I mean I get what you're saying, but in some other games I play, an abandon rate of 2-3% is considered a "severe and chronic problem" with abandoning. Many people in those games have thousands of matches played with at most low double digits of abandoned matches. I sincerely hope you're just incorrectly estimating the number of matches you need to abandon vs. the number you play, because if you're leaving more than 1 in 20, that is kind of on the high end of abandon rate.

    I doubt it's more than one in 20, but I don't keep track of the exact numbers anymore. I just feel like they're not taking into account those things I've mentioned (unintentional DC's or casual players who don't play for hours at a time). I hope I'm wrong and I'm misunderstanding what they're describing in the patch notes. I've tried asking for dev clarification and haven't gotten a response.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934701#Comment_3934701

    The logic is simple: Stop DCing, and the penalty will decay. Don't DC, and it won't build back up. If completing 20 matches in a row is a herculean task, pvp games without drop in/out functionality are not a good match.

    Wow, look at you coming off all high and mighty. Let me make one thing clear: I don't DC on a regular basis. I'm simply pointing out that stuff happens. To all of us. Completing 20 matches in a row is only a herculean task for some people because they don't play for eight hours a day like you do. Unlike you, I have a life, and I have a full-time job. And if I can't play because my DC penalty builds up because of things outside of my control and I don't have time to play enough matches to decay the penalty, then there's no reason to play anymore.

    I hope you're happy about that.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933207#Comment_3933207

    That seems to be what they're implying, yes. Generally speaking most Survs want to play and will not rage quit enough to make a difference here. It still allows for the occasional understandable rage-quit here and there, this just punishes people who do it all the time because they can, AKA "Go-Nexting".

    People are still allowed a little rage-quit, as a treat, it's going to happen and it's normal when games become frustrating. This system does not punish that as harshly as it does people who do it over and over and over again. The people that ARE doing that are the issue, not people who stop and go play something else for the day every so often.

    Incorrect. I was saying that many Survivors will leave after this patch, whether they DC frequently or not. And the upcoming DC decay change will punish the occasional ragequit or game/server crash, especially for those who only play here and there. For those who play all day every day, then yes, the DC decay won't be an issue.

    You like to say that people should quit playing if they ragequit so much, but having DC decay be tied to matches played will force those ragequitters to keep playing. Taking a break for a month won't do anything, because you'll still be punished for that DC you had a month ago. How does anyone not see the folly in that logic?

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934267#Comment_3934267

    in that case people should just take a break for a longer time instead of DCing from matches. Literally case with every other game, especially League of Legends where you literally have the same penalty for abandoning matches as here, not only in ranked but also in normal matches and fun gamemodes

    And what will taking an even longer break accomplish when you'll still be stuck with the penalty point when you return?  The first DC or so is meant to be forgiven in cases like game crashes or hackers, but this is too harsh, particularly for casual players who don't play often to begin with.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934220#Comment_3934220

    ye but you could see how motivated people were to give up when there was 0 punishment for it, i think BHVR wants to discourage it to the max

    Discourage people from playing the game if it frustrates them to the point of giving up, but also discourage people from taking a break in order for their penalty points to decay. Make that make sense.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934080#Comment_3934080

    At some point you have to ask yourself why you're d/cing so much that playing 20 matches without d/cing is such a problem. Likely the answer is something along the lines of you're not finding aspects of the game enjoyable in which case you should stop playing.

    The problem that exists now is there is no meaningful punishment for constantly d/cing out of games, because you can just wait out the penalty resets.

    As I just said, things can happen. Internet can hiccup, the game can crash, servers can crash, and we get penalized for it. Those who don't play often and don't constantly DC suffer from those things that are beyond their control. And I don't see why waiting out penalty resets is a bad thing. Shouldn't taking a break be a good thing if you're genuinely frustrated with the game?

  • But 20 matches without DC'ing? That's seriously going to hurt casual players. I typically only play about four or five matches per day, and since getting my main to P100, I've cut it down to my weekends only. At that rate, it would take me two weeks to remove a single penalty point…and that's assuming that nothing else happens, like the occasional internet hiccup or random game or server crash.

    So I would seriously urge them to reconsider this, either by reducing the matches required to reset a point, or allowing points to reset after some time. Whether it's each day, every two days, a week, whatever.

  • It's a common belief that ragequitters shouldn't queue up, but now this system will force them to queue up in order to reset their penalty. No point in taking a break if their penalty won't reset. You're just damned if you play and damned if you don't.

  • Question about DC penalty...

    When you say it's based on the last 20 matches, what does that mean?

    Does that mean you have to play 20 matches without DC'ing in order to remove a penalty point?

    It seems kind of weird to require people to keep playing the game to remove the penalty if they get upset enough to DC. Aren't the penalties meant to get people to step away from the game? With this, taking a break will accomplish nothing, because they'll still be stuck with the penalty when they return.

  • @Marzipan210 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932705#Comment_3932705

    They should go to another game. Why are they booting up dbd just to not play it? They clearly don't actually like playing the game if they just quit at the start of every match.

    That's easy to say, but having Survivors leave the game will just lead to eternal queue times for Killers, and then the game itself will die.

  • This may be the patch that makes me quit DBD for good. Being stuck in a match with players who want to leave but can't is really going to suck the fun out of matches.

    "But griefing is bannable."

    Sure, but if BHVR is busy processing all of these reports on griefing, they'll never get around to fixing the other issues. You know, the ones that cause Survivors to give up in the first place.

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