CrypticGirl
CrypticGirl
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100425#Comment_4100425
So what if the killer is in control? Why do people demand that the killer must stay in the match to push the survivors out the gates? I think that’s the real question that many want to avoid answering. Literally the only reason to demand that the killer stay in the match is to increase the chance of toxic BMing at the gates. There’s no other reason, and honest people will admit that. I play both sides and I really do not care if killer is allowed to leave for free once the exit gates are powered. The match is over. If someone wants to provide an actual legit reason to require killers to stay in the match, I’m happy to listen.
That is the actual legit reason. If your only response to that is "So what?", then I don't know what to tell you.
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@OrionQc24 said:
Also how the option not appearing during the death animation wouldn't be a bug ? XD
The abandon option doesn't appear during your death animation unless you are the last one. It would appear for the final Survivor as soon as the third Survivor dies, like the screenshot I have from one of my matches this morning… You can see that "flare" effect around Ash's portrait, which was the exact point his sacrifice animation completed, and the abandon option appeared for me as the last Survivor.
As for your friend, were they downed and not hooked multiple times?
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@Your_Dad_Playing_DbD said:
This has been brought up many times. BHVR says that the abandon feature is only meant to prevent people from being forced to stay in a game that is already lost and they can’t do anything, but that isn’t true at all. Survivors can leave for free if they get slugged three times no matter what stage of the match they are in. I see people abusing this to get out of matches they don’t want to be in all the time. If this is ok, then it should ok to let killers leave for free once the gates are open. Killer can stay if they want to try to secure another kill.
Except the Killer is in control of that situation, too. Even in endgame, even when the game is lost on the Killer's end, they are in control. That is the main difference that no one seems to understand.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100352#Comment_4100352
Because they are the most similar thing both tactics splitting/rushing gens is survivors doing there role effectively while tunneling is the exact same thing the killer doing there role effectively. As you said its an asym which means the killers best play is to lessen the gap in players so going from a 1v4 to 1v3 is the best tactic. The only way to stop tunnelling with out giving and insane weapon swfs can use is you need to make hooking each survivor actually worth it but they have never seem to understand that full any try to use punishments that are lose loses because they also want you kill slugging which is the opposite of tunneling your trying to get everyone down at the same time but every time they add anti tunnel and slugging mechanic swfs abuse it to such a degree it makes killer the victim in those matches sense no matter what they do they lose (in the sense of they cant make a right choice every thing they try to help them win has a negative effect) while survivors can weaponize it because why wouldnt they the devs gave them it just like the unhooked survivors having base kit bt and still having collision meaning they can stop the killer from nkt tunneling them.
The devs can't reward spreading hooks in a meaningful way alone. As long as tunneling stays the way it is, it'll still be the more effective way, and therefore Killers will continue to do it. The devs have tried to add rewards for spreading hooks with their not-so-thoroughly-tested tunnel reduction system, and Killers still lost their minds. The only way tunneling is going to be deterred is to make it less effective.
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@Doctor_Xenomorph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100213#Comment_4100213
wait - at what point did anyone get a 6.25x modifier?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!
Looks like during the Blood Moon event.
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@OrionQc24 said:
I left the match while my character was dying (like the actual death animation) and it removed all my blood points and gave me a penalty of 5 minutes…are you for real ?
Were your teammates still alive, or were you the last one?
If you got a penalty, that means you had at least one teammate alive. You can only abandon without penalty if you are the last one alive or if everyone is slugged.
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@Raptorrotas said:
Outlasting each other for hatch while telling the killer to just let them escape via hatch is the peak of entitlement AND hypocrisy tho.
The whole waiting for hatch spawn/deny hatchppawn situation is not solely the killers fault.
Id rather say the survivors are stalling the game moreso than the killer.
So Survivors are expected to…what? Offer themselves to the Killer? a.k.a. give up? Isn't that the kind of culture we're supposed to discourage?
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099310#Comment_4099310
Ya im actually im actually in higher mmr the game is objectively survivor sided but because survivor suck so bad at this game and just give up and go next the data doesnt show that. If yiu really think thid game is killer sided your hust showing what yiur true skill level is. Go look at comp they have to ban so much from the survivor side to give the killer a chance in un restricted matchs sirvivors 4 outed and killers never even one there was a single tie and that was from the best Billy player on hid best map and he had to hard tunnel them out. Survivors objectively have more tome to do there objectives them killer sense looking at the numbers it takes 340 seconds for Survivors to do all gems open gate and leave whole it takes kilelr 600 second with 30 second chases to kill all the survivors. You just do not knlw this game well or dont understand data like the devs dont if you think this game is killer sided. Numbers are my thing and extrapolate data from large models for life and death decision for 6 years and I can tell you ad a professional the devs of this game do not understand there game they cant even understand why people get slugged the most on game one of the most pallet filled maps in the game.
MMR is an invisible number, so you don't know if you are higher MMR or not. Also, the game is handed to you if you can just kill two of the survivors, so you can drop those Killer numbers by half. Also, the fact that the devs aim for a 60% kill rate shows the game is objectively killer-sided.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099282#Comment_4099282
reducing the time to do somthing is not the same as having entire better perks added base kit. when will you survivor main learn that the game is survivor sided your just bad. also want to talk about not remembering, remember how apparently killers didnt like being handheld because im sorry thats a bold face lie survivors didnt like killers getting stuff like them. this game is every us vs them because the devs treat killers as the them look how they treat pallet density a massive buff to survivors as a quality of life change and how they use kill switchs on killerin nano second but leave or straight up tell survivors how to abuse perks like with the infinite items.
If you actually think the game is survivor-sided, that says a lot about your skill level.
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@Mandy said:
For those that haven't yet seen, we have updated on Twitter (I will forever refuse to say X):
Following player reports, we have been investigating why the Toothy Torte offering is appearing less than the previous year, and while we have not completed our investigation into why the previous year granted more than the intended amount, we have made the decision to increase the current guaranteed amount of Toothy Tortes so that each level of the Bloodweb will have at least one offering to guarantee 50 offerings per Prestige Level for the rest of the Event, this replaces the current Mystery Boxes that spawn. Event items will still spawn in the Bloodweb normally.
We know this has been a massive source of frustration for players and we apologize that this has taken as long as it has, we want everyone to enjoy the rest of the Anniversary Event and the Bloodhunt. Happy 10 years of Dead by Daylight!
Why would you need to investigate when you (meaning the dev team as a whole) said the spawn rate was intentional?
Though I do understand not wanting to say X. I personally like to call it the social platform formerly known as Twitter. 😂
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093938#Comment_4093938
I agree, it's a very lame comment but it is from last year, not this year.
It can't be from last year because it has the "52m" next to their username. If it was from last year, it would say something like "last year" or whatever date, 2025.
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Very curious. I redeemed it this morning and it worked just fine for me. I even did it on stream.
https://www.twitch.tv/cryptgirl1981/clip/PrettiestHelpfulSquirrelDeIlluminati-aMAg7i5KSoU5GgZ3 -
Okay, I have to ask. Where was it stated that the NOED bug was an intentional change and not a bug?
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Is there really no solution other than handing the win to the killer when there's only two survivors left? Every step taken has been leading to that. It's no wonder survivors give up early when they genuinely, naturally lose that early.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083466#Comment_4083466
Saying killer is the role people come to the game for is a little presumptuous. Survivor isn't challenging in the mechanical sense but it does require game sense and I guess I'll say puzzles solving skills that can be engaging in terms of chaining loops, knowing when to unhook, making sure you don't 3 gen yourself knowing specific killer counters, etc.
As for killers some of them are weaker sure but I'm actually going to say that's mostly because of map design. Play Ghost Face, Dredge, Trapper on a map like Midwich or Lery's and they're surprisingly fine if not good even. It's just most maps are so open a lot of things those killers need aren't really available to them a lot of the time (line of sight blockers, lockers, dark floors that make traps harder to see) so you're playing against the map as much if not more than the survivors. All this to say the community really should talk about maps more than they do.
Cross-Examination is interesting cuz it's actually borderline fine it's just the fact it lasts for 5 seconds after you leave the light marks that makes it a bit too strong, if it was 2 seconds I think it'd be fine. But I also don't get complaining about new strong survivor perks. Like WoO is "training wheels" (it's not but this post is already too long to go into that so I'll just mention maps are partially RNG) Exhaustion perks are crutches, complaints about DS, "Gen Rush" perks like Prove and Deja Vu I genuinely think some people think survivors just shouldn't have perks. You didn't say all that but I've seen people complain about every single half decent survivor perk at some point and it's silly.
But most of all calling this game VHS is just untrue considering killer used to be MUCH worse to play to the point survivor queues were getting to be minutes long because nobody wanted to play killer and then we got Dredge mid chapter (I think it was 6.4 but don't remember) where killers got massive buffs across the board and killers have continued to get tweaked since. I don't agree with everything BHVR does and they do make some truly ridiculous changes sometimes (see almost every time they touch clown or murdering Merchant on purpose) but I don't think BHVR can be accused of not listening.
Exhaustion perks are crutches, complaints about DS, "Gen Rush" perks like Prove and Deja Vu I genuinely think some people think survivors just shouldn't have perks.
You hit the nail on the head there. A lot of people really do think that survivors just shouldn't have perks. That's why there's a lot of slugging going on, according to those Killer players themselves. And a lot of people seem to think that using perks effectively is considered "abuse" (I've seen that opinion from both sides).
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Contrary to popular belief, 70 seconds on the hook is not very long.
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Could there be a ping issue as well?
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082008#Comment_4082008
I tunnel and slug because I want to win the game and it's hard to play without those strategies as the game is killer sided (there is proof and facts). Especially when I play ghostface without those strategies it feels impossible to win on weak M1 killers. I personally don't understand the complaints about when you are tunneled, it's obvious that chasing is much more fun than doing gens, the only thing you are losing is blood points from gens but more fun and skill based experience.
Play Survivor and you'll understand.
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@CorgiSploots said:
I was fully tunneled out by a killer in 2v8 had to wait the full game for my duo to play again. Got that killer in our next survivor game as survivor and was hard tunneled out. I'd remarked about karma to my duo and in egc they were raging about it. I find it to be a very for thee not for me sorta logic on part of killer players
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082027#Comment_4082027
Agree there are too many things that are just "you don't get to play" elements which we really dont need
I hope you made that comment to the Killer while they were raging.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082026#Comment_4082026
I know for a fact that killers are capable of winning without excessive tunneling and slugging, but they just don't want to.I think this is especially true given the argument.
You proposed a basekit Soul Guard, no pick up, just endurance. Even if we take it to mean the 8 second version, this gives the survivors all of 8 to seconds 'abuse'. So this is only usable if
A: the killer is just staying around the slug (what we want to prevent)
B: the killer chases a survivor to the slug, the survivor picks up the slug, the killer downs them again (what we want to prevent and easily avoidable on the killer's part)
C: A survivor in chase leads to the killer back to slug, survivors pick up, slug gets in the way, bodyblocks, and the killer swings through the endurance instead of waiting it out. Which brings up a couple of points
-that's three survivors not on gens
-there is a huge degree of risk with such an action. If the survivors mess up the timing on multiple moving parts they are now in a far worse situation than before (this is something I find funny about discussing survivors, simple mechanics are called babying the survivors, but also if there is any chance that survivors could try something risky requiring a high degree of timing, that's also a problem)
Any other situation (killer in chase, killer carrying another survivor, killer in a different section of the map, etc.) and its irrelevant.
Yeah, eight seconds would be fine.
If these are ways that SWFs could "abuse" it, then yeah, it can turn into a messy situation and then a snowball really fast. Hence why I said that SWFs wouldn't survive if they tried to abuse it. The killer would still get their "hard-earned" victory.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082004#Comment_4082004
I will be bowing out at having a discussion with you on this topic, you seem to not be willing to even consider the other side at this point. It's clear you are just looking for blanket buffs to survivors without any concern for what impact it will have on the other side. Hope you have a good day.
I could say much the same of you but sure. I know for a fact that killers are capable of winning without excessive tunneling and slugging, but they just don't want to. I also know for a fact that anything that would actually be effective is considered "abusable" in your eyes.
But sure, we can end the discussion here. Have a nice day.
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I'd say much of the same things you mentioned. Tunneling and slugging are indeed iffy ones. I get tunneling and slugging in late game to regain some pressure after a poor start. But you've got some Killers who will tunnel and slug for toxic purposes as well. I had a Ghoul tunnel me out because I'm a TTV (it was in their username). Another tunneled out a Sable and then became friendly with the rest of us (they declared in their username that they tunnel Sables).
For slugging, you know there's slugging to avoid flashlight/pallet saves, and then those who play solely to bleed everyone out from the start. The latter is an example of toxic slugging.
And then Survivors can also be toxic to each other as well, which is the most infuriating thing for me. They can pin you in corners and you can't do a thing about it. They can lead a Killer to their teammates. Sometimes it can be accidental, but if it happens throughout the match, you know it's no accident. And then the unhook spam. The devs say they've patched that out, but I've seen it happen after that.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082000#Comment_4082000
Because its a nerf to killers directly and a buff to survivors. Could it potentially address the issue? Maybe? But its not gonna help the 4 randos coordinate a save from a killer slugging very well. But it WILL be abusable by SWFs
If the SWFs' sole purpose is to "abuse" a mechanic like that, they're not going to survive. Unless it's endgame or something, in which case the mechanic could be deactivated.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081949#Comment_4081949
So just more endurance then. Your proposal also isn't just a "lets fix the abusive case" you are just calling for a flat buff to survivors as a whole without actually addressing the issue directly.
Does it really need to be complicated? It's a nerf to slugging. And what "issue" are you referring to here? The issue of slugging, or the "issue" of Survivors having perks that activate with hook states? Even if these Survivor perks were changed, Killers would still slug, which would then prove that the hook-based perks were not the reason they slugged to begin with.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081915#Comment_4081915
Which is precisely my point, how do you punish the abusive kind without punishing the strategic kind? And the only methods anyone can ever give is like basekit unbreakable after being slugged for x amount of time. But that very thing can and will punish killers when they aren't abusively slugging and is precisely what happened on the PTB when they had it and is why we don't have it today.
I will also slightly disagree with you. The entitlement of "i don't like this killer so i'll just DC" is different then "i don't like dealing with X system, so i'll employ a strategy that counters it"
That would be like saying that its toxic for me to say "well i don't like dealing with DS, so i'm just going to not tunnel the survivor" and then be mad that i didn't tunnel you to activate your DS. I am making a decision with my actions in the game to change up my tactics based on the scenario. DCing is just straight up quitting. There is a big difference.
That was why I had the idea of basekit Soul Guard endurance (not the self pick up). The idea isn't to punish killers for slugging, but to give survivors some defense against it. That way you can still slug when the situation calls for it, and the survivor would still need a teammate to pick them up.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081784#Comment_4081784
I have never said that slugging, or for that matter tunneling or camping or anything like that is good for the game.
Slugging is tough, because survivors have many ways to save a teammate while they are being picked up and so on. So i don't think slugging by itself is necessarily a problem.
The problem is more that hooking survivors is just bad for you as a killer. You unlock tons of perks and power for them, and it takes SO long to pick up a survivor, walk to a hook, put them on a hook, where all your pressure you are building up is gone.
Tunneling and camping, i have a solution for from a game design perspective, slugging is tough without negating a ton of things. You need to allow some amount of time for slugging to deal with like 1-2 survivors hovering around for the save. While at the same time, making it not abusable to slug multiple survivors. And at the same time, you don't want to take away all the killer's pressure. In a lot of ways, if there ARE survivors hanging around for the save, and i happen to down all 2 of them, i shouldn't be punished for that as a killer. So it really is a tough call on what exactly the correct solution is. But the solution is definitely not to just slap on basekit unbreakable and call it a day.
I would have to test it out against actual good survivor teams, but perhaps some compromise in the middle where like we do to picking up, walking to a hook, and hooking survivors what we did to pallet breaks, vaulting, survivor speed boost etc. and just buff it up a bit, while adding in a way to "send" a survivor to a hook if they have been slugged a while (to punish survivor teams swarming) while adding a function of unlimited basekit unbreakable, so for example something like this:
- Decrease the time it takes to pickup a survivor from 3 seconds to 2.34 seconds (same as a pallet break)
- This time hasn't change since nearly the game's release, and was tied to the speed it took to break pallets for a while, then they made it faster to break pallets, then they made it faster again. It's probably time to decrease this timer again.
- Make the timing on blinding a little more lenient again
- With the increased pickup speed if the killer gets blinded by the survivor during the animation, the timing on blind should be made a bit nicer for survivors so they are still able to do it even if they don't have the perfect position.
- Increase killer movement speed while holding a survivor from 3.68 m/s to 4.0 m/s and then nerf agitation (so like they do with addons, make agitation partially basekit)
- This puts them at the exact same speed as a survivor, so they still won't be able to chase a survivor while holding one, but it would increase their speed a bit
- Decrease the amount of time it takes a survivor to wiggle off by 1.3 seconds
- Right now it takes a survivor about 16 seconds to wiggle off, during which a killer could move 58.88 meters, if they make it take 1.3 seconds less and the killer moves faster, it still keeps the same distance of 58.88 meters so killers can't reach any further than they can now, they can just move to that point a little bit faster.
- Decrease the hooking animation from 1.5 seconds to 1 second
- New basekit ability: When a survivor has been slugged for 30 seconds, gain the ability to "send" a survivor to a hook without picking them up. This sending logic just "sends" them to the nearest hook (or maybe furthest? depends on what feels right) without having to pick them up. This ability deactivates if a survivor is downed (basically so they can't slug one survivor, go down another, then send the first one and go hook the second)
- This makes it so if survivors are swarming around for the save, the killer can chase them off, hit them, etc, but if they keep trying to go for the save and hover around, the killer can gain the ability to hook the downed survivor without exposing themselves.
- New basekit ability: Unbreakable (with no limits) that activates when another survivor is downed. The survivor is able to pick themselves up after 10 seconds of the ability activating.
- This way, you cant' down multiple survivors without some kind of penalty in place. You'll basically have enough time to decide which survivor you want to hook, but you won't have time to do both.
I think this could be a smaller middle ground where, killers feel like they are able to pick up survivors without losing all the pressure they have built up as much from picking up faster and more movement speed, encouraging them to hook more often. When survivors come for the save, they totally can still save, but if they start swarming for like a "bully squad" type situation, the killer gets the ability to just hook that survivor without penalty, and then immediately start chasing another survivor. While at the same time, you can't go and slug entire teams.
This is also just in a vacuum, i probably wouldn't do the speedup changes if the changes i would make for tunneling and camping that i frequently talk about became a thing, but if we are tackling JUST slugging specifically.
I don't actually know if this is the right answer, or if it is too much, or too little, but it would probably be my starting point of trying to look at slugging in a way that doesn't punish killers for trying to prevent saves, while also dealing with the more egregious examples of slugging. Doing some testing on this, and then tweaking numbers so they make sense.
I still feel like you're misunderstanding that when we talk about slugging, we're not talking about the strategic kind (where you leave the person on the ground for a moment because the teammates are swarming around you). We're talking about the abusive kind, where killers just wanna slug the survivors from the get-go without even trying to hook them, just for the sake of bleeding them out just to be sadistic. And that other mindset you mentioned, "I don't want to deal with these survivor perks, so I'll just bleed them out," is also problematic. That's the same kind of entitlement survivors have when they say, "I don't want to deal with the killer's perks, so I'll just DC."
As for your ideas, it's hard for me to critique them without seeing them in game, which probably will never happen.
- Decrease the time it takes to pickup a survivor from 3 seconds to 2.34 seconds (same as a pallet break)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081272#Comment_4081272
But those aren't the complaints i normally hear. Nobody is saying they hate being slugged because its "more efficient" as the killer, and it is rare for them to bring up the protections they get from hooks as a reason.
But, you do bring up a great point about the protections. My example if it only takes 30 seconds less to die from being slugged (minus the 3 hooks things) and survivors get tons of perks and benefits from being unhooked, that stands to reason that is the REASON that killers are slugging more.
So that begs the question: do you not see that as a problem? Do you truly enjoy playing that way? If not, what do you propose the solution should be? Aside from "nerfing survivors" even more, of course.
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How many more "Nerf Survivors" advocates are we going to get?
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@HexSlugged said:
your team mates are still playing the game. its a team game(for survs) not a individual game like many people play it as.
Id love to dc against legion as i hate playing against him with a passion, but i dont because i have a team and its not fair to them i abandon the match. i still need to do my best to give them a chance at escaping.
so i force myself not to be a crybaby even when its clear the game is lost.
Another thing that's funny is that a Survivor standing and doing nothing is considered a bad thing, but a Survivor lying on the floor doing nothing is fine. Make it make sense.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081471#Comment_4081471
they 100% shouldnt remove the penalty.
encouraging crybaby behavior is 100% not good for the game experience for either role.
Except 90% of it isn't crybaby behavior. It's a recognition that the match is lost, and no amount of skill or gameplay will get them back out of the hole.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081441#Comment_4081441
if you decided to go afk mid match thats on you, you are not innocent. sure, maybe something happened that pulled you away from it, but you did que up for a commitment and its on you, not the game if you cant maintain that commitment. and if your doing it regularly then you absolutely arent innocent. it obviously wouldnt be penalized on just 1 occurance, just like DCs arent punished for a 1 off
This is also why I would prefer for the DC penalty to be removed, so we can get a bot instead of an idle player. But we already know they're not going to remove the penalty, so that's a moot point.
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Okay, I admit I haven't seen all of the Friday the 13th films, but when did Jason ever have a teleporting ability?
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081429#Comment_4081429
presumably innocent players dont avoid hitting skill checks on stage 2.
i have no opinion on punishment, i dont meet throwing players too much. its annoying when they do though. had a doctor game recently where 2 survs insta dced and so left the other 2 guys against bots. now the bots actually played like an average survivor and kept me running loops longer than i expected but im also an average killer and ultimately they lost because bots cant deal with meta knowledge the way a player can.
or sometimes a survivor just lets me or someone else bleed out on hook while not doing gens to justify doing so
We're not talking about the people who missed the skill checks on the hook. We're talking about the people who stand idle after being unhooked.
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What kind of punishment would you propose? And how can you ensure that innocent players won't get caught up in it?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081161#Comment_4081161
Well giving some role to fight other new features that arent just some Qol changes is kinda handholding, thats like giving killers basekit pop. Im not against that antislug but few things, it has to be fair not op like now you can abandon if you are downed 3 times I believe (if you recover to max) but the old antislug from ptb both of them were busted thats first thing).
Second thing is there are few killers that are build around slugging like twins,oni or kinda plague but not as much as these two, these killers would need (depending on the strenght of the antislug) compansations or reworks.
Perks are another thing where there are perks that counter slugging like unbreakable,conviction,soulguard or plot twist,wglf etc. and these perks need to be tested a lot with antislug to not create just busted thing where killer will be in loose loose situation and all he does is wrong.
The two ptbs did bad antislug that were op as hell, I would get like after 1,5 minute you will get option to get up from the ground (90 seconds) without perks but then devs add there bs like faster crawl speed or automatic recovery up to it and made sluging almost dead which isnt much good thing because its part of the game when there are whole killers or their perks designed around it.
Ragebaiting is here a lot because mayn got sluged an go here to get rid of their frustration but how often you see killer who sluggs whole team and doesnt hook? I dont saw killer like this long time but I get them because if you run into swf like this
https://us.v-cdn.net/6030815/uploads/TFIGIE8XPGTW/maxresdefault.jpg
then no matter you hook or tunnel you wont get far because they run tools to counter you and stall you so best offence against this is full slug build right now.
Yesterday I got two teams like this and they had I would say more build builds like 3 ds,dh, two shoulders, 1unbreakable and 1 plotwist (these two people were having some antislug one to make self pickup when all are slug or he is slug long time and other if all arent down would use plottwist to force you pick him up and hook him to stop your slugging campain so others could pick up and reset health states). Teams like these are usualy in swf and are pain to deal with unless you go full slug or get down and hooks fast you wont get many kills or hooks because they are equiped to switch hook stages and make tunneling take very long time with ds,dh while others do gens so I get why some content creators go full slug mode.
Hate it but here are some facts.
If Killers hate it when Survivors run meta perks like that, that's all the more reason to nerf slugging (and by extension, tunneling). Then they can try running different perks and discovering some new and interesting builds.
And on the flipside, Killers may actually discover some new and interesting strategies.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081107#Comment_4081107
Its not tho spread out and dont just run in randomly like people do all the time. You literally have 100 more seconds to save them over hook
Not so easy when you can't communicate with your teammates.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081047#Comment_4081047
So killers are avoiding perks which takes game knowledge. The killer is avoiding the perk to make the game easier on them thats how you play optimally. This would be like saying wow survivors splitting up and working on multiple gens is making the game way to easy on them gen rushing is getting out of hand. No its them playing well just Iike the killer is playing well.
Except it's a lot easier for the Killer to counter Survivors splitting up on gens. It's extremely difficult to counter slugging (which is why the Killers do it).
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080869#Comment_4080869
It’s been very tiresome to hear these calls for busted handholding basekit perks. There has been no fundamental change in game balance for a very long time, yet somehow all of a sudden the game is “unplayable” for some people. Some people just aren’t satisfied unless they are escaping a majority of their matches (at much higher rates than the average 40%) and because they don’t play killer, they don’t care how negatively it affects the killer experience.
Some people just aren’t satisfied unless they are escaping a majority of their matches (at much higher rates than the average 40%) and because they don’t play killer, they don’t care how negatively it affects the killer experience.
I'm baffled that people are saying this in the same thread where the Killer playerbase decrees that they slug specifically to avoid Survivor perks that activate with hook states and because it's super effective. And the only solution they propose is to nerf survivors and/or those perks even more. It's like they're never satisfied unless they get a 100% kill rate.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080557#Comment_4080557
Yes, its a survivor team problem if you are letting the killer slug you all, doesn't matter if its solo q or not, It's player skill and game sense. It may shock you but there are plenty of good solo q players. It falls on everyone not just one person to counter play. The killer should have to be a huge amount better than you all to reliably pull it off, which feeds back into the average survivor skill level. Once again the fact there are good survivors who don't see this as an issue is ignored to push the solo q narrative. Solo Q isnt mechanically different, solo q problems are player problems.
You don't even need a whole build, which is excessive, even just unbreakable to prevent the slug snowballing is insanely strong so you can recover, destroy the killers pressure and get a second chance. The amount of times a single person with unbreakable has turned an entire match around is insane, but you all downplay the tools you have as don't want to adjust your builds or because you want the game to play itself for you. You aren't supposed to just flat out invalidate everything a killer can do, thats not how an asym game works.
Basekit anti-slug is not needed, period. You can already just abandon the match when its deemed "problematic" and unrecoverable (2% of total games btw!!). We don't have anti-camp, we have anti face camp, they are not the same thing and that actually was a legitimate problem that had to be sorted.
Why do you think the devs added the abandon condition to everyone being slugged or being slugged 3+ times? Because they recognize how strong slugging is and how there's too little counterplay, but they don't plan to do anything to address it.
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@Wiccamanplays said:
Slugging avoids activating some strong perks (Fast Track, Self-Preservation, DS, Dead Hard) but the bigger benefit for Killer is that it avoids the time sink of picking up, carrying and hooking a Survivor, and then re-engaging with the trial. the whole thing can take a really long time which is a death sentence in this era of hyper-efficient generator repairs. Plus, if you're unlucky with hook spawns, it can put you on the wrong side of the map or not work at all if Survivors bodyblock or sabo the right hook. Furthermore, the popularity of Resurgence means that an unhooked Survivor can basically be full health a second after unhook, so the time commitment is often asymmetrical in the Survivors' favour, especially since several Killer perks that activate on hooking a Survivor have either been nerfed or have never been that good. Meanwhile the strongest passive slowdown perk, Hex: Ruin, got buffed a while back and synergises with slugging very well. And of course slugging is much easier and more effective on strong, high-mobility Killers like Blight and Ghoul than on weaker low-mobility Killers like Trapper and Ghostface.
That's just a roundabout way of saying that slugging is too easy to do with too little counter play, therefore it needs to be nerfed.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080347#Comment_4080347
We always get a laundry list of reasons but the reality is that Killers slug because it's easy, powerful, effective, and there's nothing in place that equals its power to punish it. In fact, one of the few things we did have to punish excessively bad and unfair plays, going next, was removed from the game. Now that players are forced to be an audience to it thanks to overly excessive DC penalties, we're seeing more of it than ever. With how things have gone, I genuinely would not be surprised if we get an upcoming patch that limits Surrender conditions.
That, and the other effective defense against slugging (For the People+Buckle Up) was deleted. Why? Because Killers complained about it.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080374#Comment_4080374
Punishing survivors for doing gens? haha. You must be kidding. Survivors can literally do a gen alone in 50 seg with a green toolbox with addons. What are you talking about?
Missing the point entirely. It doesn't matter if a survivor does gens in 50 seconds or 100 seconds. They are still punished for doing it.
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@Daniel_Silva04 said:
Slugging is the best strategy in the game right now. Killers will continue to slug until the devs stop punishing killers for hooking and spreading hooks giving survivors free second chances perks.
Then maybe stop punishing Survivors for doing gens, and maybe we might have a deal.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079400#Comment_4079400
Is that person hacking thats not ment to be possible anymore.
There is a feature in the game that should be preventing this.
from April 2025I don't know if they were hacking. I thought that was supposed to be patched out as well, that's why I clipped it. I even made the comment, "I thought they patched that out." That clip was from Feb 2026, so it was after that unhook spam prevention update.
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@ThePromethean said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079358#Comment_4079358
I agree but proving intent is pretty much impossible. Are they They made the go next penalty system stricter ages ago and people were getting punished for looking for hex totems so they relaxed it to prevent false flags. Spamming windows and lockers could be seen as a distraction tactic to try get the killers attention, it can be seen as wanting to go next. Intent is very difficult to prove.
Technically you can quit a match without punishment via abandon.... Get downed twice and recovered twice then you can abandon. Refuse to help the team, wait for them to get downed or hooked then get yourself downed and you can abandon. The abandon set a dangerous precedent for the game, created a whole new loop hole which the Devs still refuse to see
I'm curious what you think of Meg's intent in this clip. Do you think she just didn't know any better? Would you really suspect that she was trying to get the Killer's attention? What else could this be but intentionally griefing?
https://www.twitch.tv/cryptgirl1981/clip/SquareTriangularBeaverAllenHuhu-eq_BQYSQ7fuxnNYx -
@SAWII said:
So, punish the killers for the survivors' misplay? Of course it sucks when no one will save you, but unhooking yourself is one of the strongest things a surv can do, giving it to them for free cause of their teammates' mistakes is wild.
But should you be punished for your teammates' misplay?
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@TheArbiter said:
What would prevent people form using this against every person they lose to?
Imposing a limit on how many people you can block from matchmaking would do that.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078354#Comment_4078354
In your scenario, there’s always at least one free survivor who should always be on a gen. If the killer is getting downs so quickly that none of the other survivors can continuously be making gen progress, well that’s a problem with the survivor team’s ability to last more than a few seconds in chase.
Play killer and try the “slugging only” strategy yourself for 10 matches. Come back and let us know what the results were. If it’s a highly effective strategy to consistently win matches, I will happily change my opinion.Play killer and try the “slugging only” strategy yourself for 10 matches. Come back and let us know what the results were. If it’s a highly effective strategy to consistently win matches, I will happily change my opinion.
Even if I did that, you'll just say that the Survivors played badly. Kind of like what you're saying now. So I doubt it would change your opinion.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078336#Comment_4078336
If someone is lying on the ground for 4 minutes, then either 1) the killer is camping the downed survivor, and the rest of the team is free to get most of, if not all, the gens done; or 2) if the killer is not camping the downed survivor, then where are the teammates and why are they not picking up downed survivor?
I’ll keep saying it over and over - for those who disagree or don’t like what I’m saying, go try playing killer yourself, don’t hook anyone that you down, and see how it goes. If you can show me that you can consistently win matches playing this way, I will happily change my opinion.If the teammates aren't picking up the downed Survivor, they're either on a gen or getting chased (and downed) by the Killer. Meanwhile, third teammate can go pick up the downed Survivor, but then they'd have to go pick up the other teammate who was just downed. Rinse and repeat for a dragged out match where Survivors can't do gens because they're too busy picking each other up, and they inevitably bleed out. That's the kind of behavior that needs to be addressed.
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@Your_Dad_Playing_DbD said:
I’ve said this in lots of other threads already, but slugging is only a problem in the survivors don’t pick up their teammates. In fact, survivors should be glad killers are slugging and not hooking, because hooks mean that you’re closer to dying. I’ve only had a handful of matches ever where the whole team was slugged, and I was far angrier at my teammates for not picking anyone up than I was at the killer for slugging. If my teammates are actually picking people up, the slugging killer very rarely wins the match in my experience.
For the downvoters who disagree - go play some matches as killer, don’t hook anyone, and see how it goes. You might be surprised how ineffective it is.
In fact, survivors should be glad killers are slugging and not hooking, because hooks mean that you’re closer to dying.
If you've been on the forums for any length of time, you would see that most Survivors would prefer dying quickly and moving on to the next match over lying on the ground for four minutes unable to do anything. That's part of why the Abandon feature was added (and the scenario where you get knocked down several times that allows you to abandon).
