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CrypticGirl

CrypticGirl

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  • @Rudjohns said:

    I've said it before, my suggestion to address the "hiding" when 1v2 is for the killer to have the option to start the EGC at any time when 2 survivors are left. So much better and it would help´everyone.

    I can get behind that idea, actually.

  • @Valuetown said:

    I fully support BHVR's health initiative, as it is years overdue. I do think that these systems are addressing the symptoms rather than core issues with this game, and more gameplay features will need to be changed in the future. Likewise, I do think that implementing both of these features is overkill during the first iteration. The reason survivors would often go next is because there was no way to surrender an already lost match and save some time. With the addition of the surrender option, this pain point is alleviated. I would suggest trying out only the surrender option first, see how the community and matches react to that, and only if it is necessary, go forward with the "go-next" prevention as a follow up.

    In addition, my main concern with the "go-next" prevention system is with the verbiage detailing how the system will flag a player:

    • "Walking up to a killer and standing still" - what about taking a hit with borrowed time or off the record? What about a protection hit/down to save a teammate that is being tunneled and on death hook?
    • "Running to a hook and pointing at it" - what about bloodpoint farming games? What about players that have an emergency and need to leave?
    • "Intentionally failing skill checks while on hook" - what about allowing the final survivor to get hatch in a 2v1 situation? What about the players that really can't hit skill checks due to various conditions or having to play the game on mute?

    It is impossible to have a programmed system correctly identify these three points described without making wrong judgements. If ONE player is penalized for something they didn't do, the system is a failure, end of story. This system should be a last resort. Contrary to popular belief, systems that hyper-scrutinize player actions in a vain attempt to curb bad behavior end up hurting the game in the long run.

    As I stated above, the surrender option should be tested alone to see if it is enough to curb the giving up behaviors we have grown accustomed to seeing. Only if it fails to make any meaningful change should the "go-next" prevention system be implemented.

    I have made this discussion in General Discussions to get more of the community's opinions, since nobody but the dev team checks "Feedback and Suggestions" page. Please let this thread live here for a bit so more thoughts can be shared on the matter.

    I don't think farming games would be extinct, because most of the time the Killers would let the Survivors escape, so they're technically not "going next".

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886109#Comment_3886109

    Sounds like a poor teammate. I always do the gen. That's the objective. So in hopes we both can get out. Half the time it works. People just wanna take the easy way out. Die. So the other person can go for hatch.

    Yeah, it's a poor teammate, but those are much more common. Dying isn't just the "easy way out," but it's the inevitable.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886065#Comment_3886065

    You're missing the point. I am not asking for the last 2 survivors to serve themselves up on a plate and lay down to be moried. I am asking you to finish the game. Do your objective. Hide when you NEED to. Period. Nothing more nothing less. Stop hiding for long periods of time and bouncing from locker to locker to locker…

    But trying to do a generator in a 2v1 is the equivalent of serving themselves on a plate to the Killer, as the Killer will find you. Yes, you can loop, but can you be sure that your teammate will be doing the gens during that time? Or will they be hiding, waiting for the moment when you inevitably go down?

  • The reason Killer queues are long is because there is already too much incentive to play Killer and not enough incentive to play Survivor. Increasing incentive for Killers will just make the queue times worse, not better.

  • Either that, or do a remote hook thing like they did in the last anniversary event, having a cooldown in between, perhaps? That way regular hooking would still be the core gameplay, and perks wouldn't have to be reworked too much, but the remote hook can be used in a pinch. The length of the cooldown would be up for debate, of course.

  • We already have Hooked on You skins for most of the characters in that game already. The only ones missing are Trapper and Wraith.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884895#Comment_3884895

    Killer is still the worse role icl. Survivors lose matches for a countless amount of factors, they could be solo queuing, or they got tunneled out. Hours doesn't necessarily mean skill, but thats not the point.

    Point is survivor is still the better role, and it doesn't need to be buffed, it needs nerfs to certain playstyles, just as killer does

    Killers will never be the "worse" role, because they're simply not as much at the mercy of the random factors as Survivors are. Killers have much more control over their outcomes than Survivors do. That fact will never change, regardless of what kinds of buffs or nerfs are applied to either side.

  • So I guess iri shards aren't enough (More XP = Faster Leveling = More iri shards)?

  • For the bot-free days, I wonder if we'll still get bots when someone DC's…

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882996#Comment_3882996

    Then you would be fine with 2v8 becoming full PvE? Because this is the only way I see 2v8 working out. (Even though they would have to make Bots better to make it an actual challenge if they would make 2v8 a PvE-gamemode…)

    Does this mean we'll be able to play 2v8 with two Killer bots sometime? That'd be interesting...

  • This was BHVR's attempt to help alleviate the insanely long Killer queue times. But a lot of people are upset by it and not playing the game mode, which continues to worsen the queue times for Killers.

  • @buggybug said:

    Bots was a bad idea from day one and the whole its good for a dc missing teamate is a lame excuse. People just kamikaze out anyways like 90% of the time of prevent you getting one .

    Like I had a video tape pig as a solo guy 2 days ago and all 3 survivors instant dc which I assume a swf which is extremely rare for a swf to dc and I just stood there, cause why would 3 bots be any help to me?

    Then am confused cause people saying bots its a good thing to keep while others wants them gone. I feel a poll will help clarify this if people want bots gone or not.

    If you put up the poll, I'll put in my vote.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882854#Comment_3882854

    I do play killer. That's the perspective all of this is coming from.

    As a quick correction, I said DS is not JUST a hook perk. It's a perk that you can hook and guarantee you'll never see because it actually activates on something else that includes hooking.

    Yeah, it's really pointless to even discuss it with these people. By arguing against all these Survivor perks, they're just reiterating what Pulsar's been saying, whether they want to admit it or not: They choose slugging because it's the path of least resistance. That's literally all there is to it. And I doubt any kinds of buffs or nerfs for either side would fix that kind of mentality…

  • Yeah, blindness is really only used for slugging, so I'd rather not encourage that further.

  • Yeah, I react to "tunneling" on a case-by-case basis.  I recognize when it makes sense to tunnel, and I recognize when I deserved to be tunneled.  And I recognize that, even if I'm on second hook and no one else has been hooked yet, I can tell it wasn't really tunneling if I had noticed the Killer chasing someone else first, or if I was just unlucky to be found again.

    And then the other day I had a Nurse who tunneled me out of the game…and then let all of the teammates go.  I was like, what gives?  What did I do to deserve being singled out like that?  That match was actually hurtful, as it felt cruel and personal. I'd been tunneled out a lot of times, but rarely did it upset me as much as that particular case did…

  • Typical mentality of a Killer main. Anything other than a 4k is unacceptable.

  • I don't see a problem with Lithe+Balanced, because you don't always get a map with a height to fall from. It's really only Sprint Burst that doesn't pair well with other exhaustion perks.

  • I can guarantee that any attempt to make Survivor gameplay more fun will just result in Killers complaining "OMG SURVIVOR OP!!"

    Kind of like the last 2v8 iteration...

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880221#Comment_3880221

    I don't really have issues with Pentimento, other than it being combined with Thrill. I don't really see it all that much in all honesty and it usually becomes a factor when the killer runs Hex: Plaything.

    I don't usually cleanse my Plaything as many killers run that combo, so I just run around oblivious and do gens.

    Yeah, I rarely cleanse my Plaything either (partly because I run Soul Guard, so having a hex will let me pick myself up when necessary). I can deal with oblivious, as I usually know what other sounds to listen for when the Killer is near (like Ghostface's flapping cloak or Nemesis's heavy footsteps).

    Strangely enough, the match right after that Skull Merchant was a Spirit who ran Thrill/Pentimento/Plaything, and we cleansed a bunch of totems while doing gens (and somehow Pentimento still remained active despite all the totems cleansed, and I was like, "How many stacks does she have??"  And my Plaything was never cleansed either.  We got a 2-escape in that one.  Perhaps the difference between this match and the Skull Merchant was that no one gave up…

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880093#Comment_3880093

    Usually if I notice that the killer runs Thrill of the Hunt, I just focus on gens as it's too time consuming to destroy the totems. Luckily, that Skull Merchant wasn't running Devour, as many killers typically do with Thrill of the Hunt.

    Unfortunately, running Pentimento made it too time-consuming to bust out the gens as well.

  • I had a Skull Merchant the other day, and the teammates threw on hook (and I don't blame them). But I don't think it was because of Skull Merchant herself, but rather the build she was using (Ruin/Pentimento/Thrill of the Hunt/Blood Favor). That'd be a nightmare build on any Killer.

  • By the time a person rejoins the match, it would be over, so I don't see the point…

  • I'd support it. Would that include people throwing on hook as well?

  • Yeah, I think stealth has a place in the game, but like any other mechanic in the game, it can be abused or used incorrectly. As far as I understand, BHVR's motive is to reduce the abuse of these mechanics. Not that they're going about it the right way or anything, or without opening a whole new can of worms.

  • Another confirmation window on top of the one we already have? I don't see the point.

    Although I wouldn't mind the additional information of how long your penalty would be if you confirm the DC added to the current confirmation window. Maybe that'll be enough to get people to change their mind.

  • @alpha5 said:

    I stopped running Kindred because it depressed me that so many gamers did absolutely nothing with the information.

    Why? You can still use the perk for your own information. That's what I do.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874357#Comment_3874357

    Can I, respectfully, ask you something? How many games of Killer have you played with a low mobility Killer before? I'm not insulting you or calling you a Survivor Main by any means, but how often do you play Killer with someone who has to drop chase frequently? How many times has that actually helped you pressure a team where everyone is very good at looping you, very coordinated, and very efficient on gens?

    My guess is almost never. Because it's very hard for any Killer to do much when the pressure is pushed to such extremes they have no choice but to take what they can get, which sometimes is the one person who they currently are chasing. It's actually very possible for Survivors to be so coordinated, three gens finish before one chase is over and the Killer still has not hit a reasonable disengage point. The Killer cannot be everywhere, so… what is your solution to this?

    What if everyone happens to be that Survivor they "just can't catch" because of an MMR mismatch, is the Killer expected to give up all the chases and sit in the corner then?

    I think we'd all love to pick your brain as Killer players if you have some secret that makes disengaging a chase automatically help every single Killer on the roster always figure out where and when they have to be to pressure Survivors off of gens, and it's not just dumb luck, without aura reading perks because apparently some Survivors find those "skillless" and "braindead" to use. Because fact is… most Killers are not that mobile. Most Killers just are not fast enough to disengage like that, go find another Survivor, and chase them before gens get done or any sort of ability to pressure the team is built up.

    If in fact you do not play a lot of Killer though, as your post seems to suggest you maybe play Survivor more, or if you don't play a less mobile Killer - maybe you are a Nurse Main, IDK - then I don't think you should really be arguing about how easily the Killer can or cannot just… drop a chase as hopeless, which is a delicate thing and requires knowing "hey this Survivor is possibly wasting my time, I can't catch them even with Bloodlust".

    When I play Killer, I play the simpler ones, like Trapper or Huntress.  Occasionally I'll play Dredge, but I hardly ever teleport, and I can't make use of his remnants for the life of me.

    I can't give a definitive answer because there are way too many factors involved.  I'm not sure why you're asking me this question as if every Survivor team you face is a coordinated god-looping, gen-rushing SWF team.  The vast majority of Survivors aren't that good.  Dropping a chase if you can't catch the person is still the wiser strategy.  Of course there will still be times when you lose; that's just part of the game, and the one part of the game that no one can seem to accept.

    You don't have to sit in a corner if you can't catch the person.  Chances are, if they're looping you that good, they're at a very strong tile.  I can give one example: When Claudette looped me real good at the Killer shack, and I just couldn't catch her, I realized I was just wasting time chasing her, and I dropped the chase, telling myself, "I'll catch her when she's off guard."  But then I went around the next tile and headed towards the shack again; Claudette ran right into me and I smacked her.  There was a bit of luck involved there, but it's one strategy for catching someone that you just can't catch.

  • @Iabloko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873964#Comment_3873964

    This is a good point, but the killer does not always have information about which generators the survivors are currently repairing. I think if the killer knows this, then he can stop the chase.

    The killer cannot afford to stop the chase and go look for other survivors.

    And the Killer certainly cannot afford to keep chasing that one Survivor they just can't catch, because that allows the others to work freely on the gens.

    It's not that difficult, since you can see the auras of all unrepaired generators, and they're usually in two clusters on the map, with maybe one in the center. When there's only one gen remaining, then there's only three gens left on the map. So you know the Survivors will be in one of those three locations.

  • I wouldn't call lobby dodging itself "unsportsmanlike," but there can be unsportsmanlike reasons for it. Maybe you just got into a lobby and a friend wants to play, so you back out to get into a new lobby with them. Me, I usually only "lobby dodge" when I get the rid ping bar. I don't want to play a match when I have a high risk of lagging or rubber banding.

  • Can we just have the 5v5 already? That's the mode I've been wanting ever since they asked about the different game modes in that survey. I've just been so intrigued with the idea of a team of Survivors teaming up with a Killer.

  • @Iabloko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873866#Comment_3873866

    I hope you realize that this is the MAIN mechanic of the game? The killer is chase the survivor. That is literally what this game is.

    Well, yeah. But if you're having trouble catching one Survivor, wouldn't it be wise to stop chasing them and push the others off their gens?

    If you're overcommitting to chasing that one Survivor that you just can't catch, that's when the gens fly. And that is the Killer's choice. A Survivor can't loop for five gens if the Killer doesn't commit to the chase.

  • We already have an option. Click the little arrow thingie at the corner of the chat window, shown here…

    DeadByDaylight-Win64-Shipping_manual_203914_as.png
  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873754#Comment_3873754

    Absolutely not. When a match of non-stop bad chases can be recovered for survivors by 1 good chase, but a series of really good chases by the killer doesn't let him come back from 1 bad chase, something is fundamentally wrong with the game.

    I'm trying to think of what agency you're referring to, and I'm grasping at straws. They move faster, and can* get the survivors in chase almost no matter what, but that doesn't cement a favorable position for the killer. If the survivors know how to waste enough time at tiles, and take long enough to go down, it doesn't matter if the killer's time sink "pays off," because he's lost the game by that point. Even if a survivor does the worst chase imaginable, like instantly getting downed or grabbed before they even had the chance to run, that's a crumb of momentum, and doesn't bring the killer closer to victory unless the rest of the survivors' chases are like that.

    So many times I've played solo and was in a lost match, and then we brought it back, or came close to doing so, because I and 1 other teammate decided to sit on gens for like 1 minute, or gave the killer a decent chase instead of going down instantly. It's like, "What? We could have done this the whole time?" Yes, you can. And that kind of highlights how survivors have agency, not killer. I've never been killer on the cusp of losing and decided, "I'm just gonna do X now" and have that be enough for me to bring it back. I've only experienced that as survivor.

    If you're having a bad chase against a certain Survivor, you can choose to drop it at any time. That's still your agency more than the Survivor's. Survivors can try to take chase from you, but only you can choose whether or not to chase them.

  • Killers already have waaaaaay more agency than Survivors do. All we want is to level the playing field juuuuuust a bit.

  • I've been thinking this myself. Hatch offerings really only help the Killer and screw the Survivor over more often than not, regardless of who brings it. You can hope that the Killer would forget about the offering, but the info is readily accessible in the pause/menu screen at any point in the match. Whenever I see a hatch offering, I always hope for an indoor map. Even then, I'm not sure if the hatch offering controls the hatch placement for indoor maps.

  • But if we're affected by blindness, that black bubble is the only way to tell where the Survivor is hooked. They used to have it so the Killer aura was visible through that bubble. They need to bring that back.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868900#Comment_3868900

    DBD: The only game where players will defend throwing.

    Boo hoo. you queued up to play, you should have to play. if the games in such a bad state then quit, stop ruining everyone elses matches.

    Fun fact: People throw because the match is already ruined. Staying won't change the outcome.

    And not once did I say that I'm the one who throws every match. I'm not going to say I've never done it, because let's face it, it's happened to all of us at some point. So quit with your accusations, and quit complaining about other people ruining your matches. There's always the next one.

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868900#Comment_3868900

    I agree solo Q needs some love but as a 1.9 K hours survivor main I think you exagerate.

    The number of early impulsive self-kills on hook is a bit too high IMO, it just shouldn't be a thing.

    You don't mention that when you unhook these survivors, most of the time they keep playing the game, because they change their mind.

    Also yes a team can fall behind fast because of one survivor mistake, but the team can come back with one good chase.

    The game snowballs hard both ways…

    You don't mention that when you unhook these survivors, most of the time they keep playing the game, because they change their mind.

    I don't mention that because that doesn't happen. When someone decides they want out of a match, they mean it, and they will make your life a living hell if you deny them that. Each time I've unhooked someone who was trying to throw, I ended up regretting it.

    "But refusing to participate is bannable." Sure, but 1) they're not going to bother banning that many people for it, and 2) they will find ways out of a match even without griefing. For example, by sitting on a gen/totem/chest and letting the Killer snatch them from it.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869727#Comment_3869727

    BT is, was, and always has been anti camping. 10 seconds is absolutely nothing... Except if the killer is actively near the hook.

    It's also completely ignored if the killer can either count to 10, or .. it's also completely incompatible with your "plethora of perks" for anti tunneling. Since nearly everything except DS is endurance based, even killers who can't count to ten can just weaponize base kit BT to disable all of your "anti tunnel" endurance completely.

    10s to run to nearest safe/filler tile, not to brainlessly hold W in a deadzone and wonder how killer just counted to 10 behind your back and downed you.

    Sorry no. It's not anti camp, it's anti FACE camp. That's been the response to "this mechanic seems ineffective" since they announced it.

    You can't just suddenly say it's an anti camping feature that should always work because your want it to count. This is completely circumvented by the killer standing 11m from the hook. So basically the killer has to choose to allow this to do literally anything (and thus, it does nothing).

    Bubba standing in front of the hook, nodding to you and eventually hitting on hook, waiting for you to die on it. One of examples and a reason why anti-facecamp meter was implemented.

    Congratulations, you're the one killer who doesn't complain about this. Gen rushing is only possible as a response to toolboxes. Survivors can't physically gen rush you without perks and items specifically for it.

    People who complain about genrushing in general are the ones that fail to understand how crucial first chase, map pressure and when to do what is important.

    Camping, tunneling, and slugging are base kit for killers. The only protections at all are perks, and mild suggestions to "please, don't do that mr killer" that are actually dead simple to bypass.

    same as stealthing, looping and sticking to gens. Not toxic at the base at all, all of those have their given use at a given moment, but can grow up into toxic ways to play.

    Where's the survivor version of corrupt btw? There isn't any way to, say, prevent one person from being hooked twice before the first gen is done (or something). Survivors physically have to leave gens during CI, and there's no way to circumvent this effect. It's not like standing slightly farther away from the gen removes the entity claws.

    there is no survivor version of Corrupt because they don't need one. Corrupt is basically a necessity for almost every single killer due to things like time until first chase can be found and determining 3-gen location.

    This is just being disingenuous. You either don't realize that the giga buffed thrill was obscenely overpowered and could basically win the game for the killer (which seems unlikely), or you do realize that and are just basically lying to be deliberately inciteful at this point.

    i am not talking about previous Thrill, i was the one to vouch for it's nerf too because it was extremely obnoxious to face.

    Why would you point out all those basekit tools to defend against tunneling and camping while also declaring that you and many other Killers have resorted to slugging specifically to deny Survivor those tools?

    Also those anti-tunnel/anti-camp/anti-slug tools only work for Killers who just want to apply a little bit of pressure, but they do nothing against those who hardcore tunnel the first person at five gens or want to bleed out the entire team from the get-go.

  • If they did this, Survivors would have to be lucky and skill would be non-existent.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869056#Comment_3869056

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869024#Comment_3869024

    I think you're both correct, but I believe this is an inherent problem of a Asym game, that I cant really see a way for it not to exist. It is a team of survivors vs a killer, and let's REALLY think about that for a second...

    In any team game, you are by definition dependent upon your teammates; that's what makes it a team game. If you are on the worse team, then you should lose, and this is very common (in fact its the status quo) for every team game in existence... the team.that plays the worst, tends to lose...

    Now you can have individual players who may be better or worse, but generally speaking the team with the best teamwork should win... so lets explore some team games...

    A game like Counter Strike is high on individual skill, where a single great player can clutch rounds for their team and beat 5 players single handed... this means that it's possible, and not even uncommon to see 5 players who have good teamwork lose many rounds to a team with 4 poor players and 1 amazing player... however for the most part strong teamwork can and should keep up.

    A game like Team Fortress 2 on the other hand, while still having a lot of individual skill, ultimately it's greater teamwork that wins most of the time. You might be a truly unbelievable Soldier, and a decent Pyro/Scout shutting you down and protecting their Medics and Snipers still have a good shot of beating you.

    So what point am I making? Well in an asym like DBD, we aren't pitting teamwork vs. teamwork, we are pitting teamwork vs. a single player. That means the "teamwork" of the killer is always perfect, whereas as a survivor your ability to win is dependent upon the skill of your team. If you as a survivor are not very dependent on your teammates, it means that you are appropriately powerful to take the killer on 1vs1.

    Since this game is 4vs1, then this must lead to a scenario where Survivors are overpowered, because if every survivor can effectively 1vs1 the killer consistently and not be in a hopeless game because 1 survivor threw the game hard, the killer is outnumbered and should most of the time lose... as such the balance has to be skewed so that the killer is stronger in the 1vs1, and by proxy it therefore must, by design, be extremely punishing for survivors if they make a mistake.

    This isn't an example of favouritism towards killers, this is an inherent quality of an asym... Ultimately Survivors are pitting their ability to work as a team vs. the killers ability to catch them individually quickly and put survivors in difficult to coordinate positions... I don't really see a way you can make it so that survivors aren't dependent on each other, and aren't punished very hard for mistakes, without making it so that the game is heavily survivor sided.

    Yeah, it all makes sense, so there's really nothing that can be done to change the asym nature of the game.  There have been countless other discussions about this "epidemic," and I agree with the idea that Survivors should be more incentivized to stick it out even when the match is hopeless.  They should be rewarded more for participation rather than just escaping.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869007#Comment_3869007

    What will help with the problem is addressing why people do it, and I just explained one reason why. As others have said, more people give up because the match has reached an unwinnable state. Going next just because they were the first one downed is much less common than people claim on these forums, as also stated by others in this thread.

    1. people are generally burnt out from the game when it's usually the only game they play for prolonged periods of time. I have been taking a break 3-4 times already in order to cure my burnout every time i had it (and it usually happens when i start playing more than 5 matches a day).
    2. 3v1 at 2-3 gens is not an unwinnable state. Being downed in first minute of the match is not the moment when match becomes unwinnable.
    3. Out of 20 survivor matches, 8 happen to be survivor giving up on hook early into the match. As killer, there is basically a 1 in 2 matches where one survivor will get downed extremely fast and give up on hook.

    I can't count how many fully played out games we've lost when we should have won because one of us made a slight error. Also much more common than someone giving up.

    Locking your team into a 3-gen or similar move is not a slight mistake, it's a fatal mistake. Slight mistakes usually get punished by losing a health state/getting downed

    Okay, let me rephrase then: Most Survivor errors are way more impactful than you might think, whether it's a misplay in the first chase resulting in a quick down, simply refusing to heal after unhook (possibly for Resilience value or whatever), or something much worse like a 3-gen.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868900#Comment_3868900

    ohh yeah, let's make further excuses to justify unsportsmanlike conduct, that will definitely help with the problem!

    And is the "slightest error that can doom the entire team" in the room with us rn? Almost every single match gets doomed because one soloQ teammate decides to force their team into an early 3v1, that's not "slightest error", that's hardcore griefing your team

    What will help with the problem is addressing why people do it, and I just explained one reason why.  As others have said, more people give up because the match has reached an unwinnable state.  Going next just because they were the first one downed is much less common than people claim on these forums, as also stated by others in this thread.

    And is the "slightest error that can doom the entire team" in the room with us rn? Almost every single match gets doomed because one soloQ teammate decides to force their team into an early 3v1, that's not "slightest error", that's hardcore griefing your team

    I can't count how many fully played out games we've lost when we should have won because one of us made a slight error.  Also much more common than someone giving up.

  • We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win.  Is it any wonder why people go next?

  • @WholesomeNebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868146#Comment_3868146

    Thank you for the comment, I would be interested to see your spreadsheets! I get the pain though. My solo surv experience is mostly good, unlike a lot of people I see comment on these kinds of threads. I'm happy with my 45% escape rate as a solo. That said, its really not at all even. Sometimes I'll go literal days without escaping. Some days, its a winning streak. I wish it was more consistent. I've also noticed that queue times are a huge factor. I survive more late at night, when queues are fast. If I'm waiting 2-3 minutes between matches, they end up being harder with more losses.

    For example, I have survived 5 of my last 7 matches. 4 in a row tonight. But the 7 matches before that, I escaped once. Its really luck of the draw.

    All right, here's my spreadsheet for 2024.

  • I keep spreadsheets of my matches. Usually I play about five matches, and if I can get at least two escapes out of five, that's considered "average" and therefore acceptable.

    But more and more commonly lately I've been going into overtime, dying over and over again, so I try, try again, just to get one more escape. Because I like to end my sessions with an escape. Most of my sessions have been dying every single match except the last one.

    But this morning was awful. I escaped the first two matches, and then it was just one death after another. Again, I went into overtime, tried, tried again to get one more escape. I never got it. I almost wanted to weep. I'm on a grind to get Dwight to P100, and I might just be done with the game once I get there. But I still have a ways to go (he's at P60 now). How much more of this will I have to endure between now and then?

  • I can't help wondering, what do you think would happen if BHVR did inform players about these region locks? Would players smile and be okay with it then (even the ones who live in the countries that are affected by these region locks)? I kind of doubt it. They'd still get as much anger and hate. And that's probably why they don't say anything...

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867751#Comment_3867751

    I’m talking about turning off tvs not returning tapes like if the tvs are spawn by the generators all they have to do is turn off the tv and let’s say I have tinkerer and if I try to teleport to the tv by the gen that is close to being done they’ll turn off the tv and I won’t have map wide pressure I feel like it’s unfair

    They gain a condemned stack each time they turn off a TV. That's another consequence.

  • I definitely don't like the idea that he could teleport to Survivors who are healing. That just sounds like an invitation to tunnel the injured person to me, and/or start a slug party.

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