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Dokta_Carter

Dokta_Carter

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Dokta_Carter
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  • @Skittlesthehusky said:

    oh ty for the shout! haha

    its a shame the forums are going. hopefully this ends up being a good home for people 🎉❤

    Honestly I'm way more open to using this in comparison to the other suggested platforms. Thank you for setting it up.

  • @LordGlint said:

    Probably none of the above... It IS abit of a surprise that apparently the forums are the least used of the bunch though.

    One tin foil hat theory of mine is that "Official Forum" has a notion of deep discussion. Where the more Devoted players go.

    So there are probably more "readers" then "posters" where as with reddit it's always a meme fest. And steam is something linked to the system most people play it on

  • @Brimp said:

    Bit sad to see. But wondering why the forums were less active after the Pulsar incident where people concluded a small infraction could get you banned is definitely a choice to behold. I wonder how I managed to stay this long considering I don't filter myself outside of straight verbal abuse at least from my memory especially compared to Pulsar which was WAY more respectful compared to me.

    I kinda disappeared for a bit but when I came back he was gone.

    How could someone who was as mild as them get hit

    And yeah you are a bit "spicy" with how you deliver stuff at times but you haven't legit started a huge attack against someone

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119698#Comment_4119698

    Now now, let's not be unfair. BHVR totally listens to its community. And by community I mean it's biggest CCs. It will be easier than ever to do so now. Whoever doesn't repeat their views just won't be heard. But don't worry, you can still be noticed. Just play this game for a living and get a million subs, and develop them into a cult-like following who will repeat what you say verbatim.

    Hey to be fair they don't even listen to the CC's on some things(the first anti tunnel system I've heard a lot of CC's state it only needed to be tweaked.)

  • Y'know...

    Discord is not and can never be a replacement for a dedicated forum. And I have heard there is obvious bias on the dbd reddit.

    Gutting the forum is a horrible game plan and will obviously drown out the dedicated players statements.

  • On how not to take the game seriously there is a few thoughts on this.

    "It's a game don't take video games seriously" is one, but at the same time I've seen people say this using it as an attack.

    "Don't focus straightly on the outcome" is another. Focus on improving, small goals are the best for this. "My goal for this match is try to do X and see if it helps with my chase"

    The third

    "Focus on what you enjoy" if something makes you giggle, do it. The only rules you should be following is the games rules and your own self imposed ones. If The Slasher is fun go for it. If the killer gets upset over you running blastmine? That's on them.

    The one I use is small goals for improving.

  • @Oputeev_Stas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116793#Comment_4116793

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116786#Comment_4116786

    You don't need to be so sensitive it's an 18+ game, is it really that important what strangers write in an online game and make a thread about it here? What is the creator of this thread trying to prove? Such people exist both in real life and in the game and you can't change them, so just ignore them

    Sensitive.

    Sensitive would be "your garbage" "get good noob"

    Someone legit telling you horrendous crap that would have people in public calling you mentally unstable is not sensitive. 18+ does not equate to "nothing is forbidden"

    Like your "they also exist in real life" is wild? Just because it does does not make it okay.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116815#Comment_4116815

    If it effects you that much that it makes you that much more aggressive then close the chat. It's that easy. You don't have to see it. Console players can't, and they live in bliss.

    When I had last really played on console... They could PM you if on same console? And if that's still a thing are you telling them to enable settings to prevent it?

  • @hermitkermit said:

    I honestly think topics like tunneling get way more complicated than they need to be.

    Sometimes the answer is just: it makes the game easier 

    I think people start overcomplicating when they try to come up with all these other explanations or worst-case scenarios to “justify” why people tunnel. People seem to have a hard time accepting that something is popular because it’s easier, and that’s there’s nothing inherently wrong with that.

    And I mean we see this all over the game.

    Nurse is pretty much universally acknowledged to be the strongest killer and one who can basically ignore the rules of  the game, but she still doesn’t have the highest pick rate Because she’s harder to play. Judgement isn’t as popular as Ghoul or Jason even though they’re arguably just as if not stronger, but they’re not as easy to play 

    Sprint burst was king for so long because it’s easy to use , there’s really no activation requirement. Windows is easy information and it’s been a very popular perk for ages because it’s easy to use.


    Players are people, and people generally choose the path of least resistance. Yeah some want a challenge. But for the majority they’re gonna do what’s easiest.

    That’s tunneling in most cases.

    It’s not malicious, it can be done in a malicious way but more often than not it’s nothing personal. I also don’t think it’s some grand statement about the state of the game. It’s just an effective relatively easy strategy for winning and it’s not the players fault the game is built that way. I think people get kind of weird about acknowledging that tunneling is popular because it’s easy, but that’s anything in the game. People use strats because it makes the game easier, people like certain maps because it makes the game easier. People use certain add-ons, items, perk combos, and meta because it makes the game easier. It’s normal. I don’t think tunneling is excluded from this. 

    I think when people start framing these topics as some kind of consequence, threat, or some deeper psychological thing or statement is where I feel the conversation gets totally derailed lol


    TLDR; I don’t think isn’t that deep.

    It’s often just easier to win that way

    That's a whole lot of words to be put into a single line at the end.

    But your not wrong it's easier, that Is correct. And everyone wants the easy but efficient way to win.

    The reason people give reasons to things though, is due to people also stating that there is no reason to do so, because one side isn't having fun being targeted.

    In this case tunneling, which weirdly enough has become a broad umbrella term, is considered toxic by some. Unfair by some. And while I won't sit here and say "hey I like it happening to me" people only ask for these people to understand that hey there can be a reason why it is happening and it's not malicious to you as the opponent. But often times they are talking to a brick wall

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116369#Comment_4116369

    This is also a fair point, the community itself can't even agree on what the term "tunneling" means often times. For example, i once had a game where i was told i was a "tunneling scrublord" while playing a sadako and using her mori to kill someone that i literally never hooked or even downed once until they got 7 stacks because they weren't doing tape runs.

    I'm of the opinion that some people use tunneling as a word to justify their loss being out of their hands.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116215#Comment_4116215

    Well, other people just have better imaginations I guess, especially if they have a map mobility skill. Their goal was to get there before the heal could be finished and follow the scratchmark trail with the blood stains.

    Plus I mean... If you get unlucky with the Gen being not touched and no survivors around it, that notification is the only spec of info where a survivor is Guaranteed to be..

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116198#Comment_4116198

    How is elusive after unhook well.

    Scenario 1: killer camped, they force a trade and follow behind you

    Scenario 2: killer camped but got unhooked for free, they follow behind you

    Scenario 3: killer dont camp, why do you need elusive in this case?

    Lovlor "returning to hook because of notif" does exist?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116181#Comment_4116181

    You said "what about all the general killer buffs". Maybe im missing something because the last one of those I found was the increased base kick regression 2 and a half years ago...which was tied in with the 8 regression limit. I think the last time they gave a straight buff was 6.1.0 over 4 years ago.

    As for the basekit BT thing, thats not a strait nerf but rather a side grade. You lost 5 seconds of the BT part while getting elusive.

    There are people claiming the elusive isn't helping.

    Also are we sure they are on the same page as you with general buffs? They might be using different criteria.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116159#Comment_4116159

    So where is this official data released by BHVR of judgement's kr and pr, can you link it please because I cant find it

    As of now it doesn't exist, but it still doesn't make unofficial data, official.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116121#Comment_4116121

    Already answered to this not making up any data lol the data is there and I repeated them.

    For unofficial data tracker accuse can I ask where is the official data tracker?

    I didn't claim you were making up data. I was claiming that night light is unofficial.

    And that you were only choosing to work with information you want(Judgment PR and KR).

    Judgement has NO 1 kill rate plus NO 1 pick rate based on nightlight if you actually looked for the stats so NO he is not underperforming in average player

    while chosing to stating other data(how KR in general is below the target by a good margin) is not reliable because...

    Average kill rate is 47% because there are too many bad players, simple as that. Majority like say 80% of playerbase does not perform better than average but 20% of them can 4k 90% of their matches that's why average kill rate is dragged down. And 47% cant show the killers are weak.

    "Too many bad players" can not hand wave just one part of the data, unless it also affects your previous claim of KR

    And y'know... The only official places you can get data from? Data released by BHVR?

  • It's a perk that has an effect you have to keep an eye out for actively. During chase you will often be focusing on the survivor more so then gens(unless you have them in a spot where it's hard to move so you do a quick peek)

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116077#Comment_4116077

    It has 15266 samples now so you can say it's not accurate 100% but has a picture of how killer performs.

    Average kill rate is 47% because there are too many bad players, simple as that. Majority like say 80% of playerbase does not perform better than average but 20% of them can 4k 90% of their matches that's why average kill rate is dragged down. And 47% cant show the killers are weak.

    I believe instead of saying it's not accurate we can say it proves something when judgement has both pick rate and kill rate as number 1 amongst all killers

    Not only are you using an unofficial data tracker. Your also cherry picking the data you want to use.

    That's not a good idea. Because not only are you potentially using inaccurate data. You are making the data even more indefensible from this stance.

  • They find nurse not that hard with aura perks so... I dunno how they will respond to this.

  • @ThatRyanB said:

    Alright folks, let's try and keep the "us vs. them" conflict to a minimum here. While it's an understandable product of asymmetrical gameplay that there will be opposing perspectives on buffs and nerfs, we value feedback from all angles and don't want anyone to feel like their POV isn't an important part of informing changes that are made to the game.

    I've seen some great comments here about how the curve window feels now vs. 10.1.1 and will be sure to pass these along to the team, but please do keep sharing your experiences with the change here (both as Killer and Survivor). Tweaking numbers to find a sweet spot that feels fair for both sides can take time, so just know that we're following your feedback!

    Thank you everyone going hard on this "us vs them" talk is really annoying and makes proper discussions impossible.

    Like yes it's an asym but at the same time if we are always focused on the us vs them and not the broader picture it tends to... Spiral

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115167#Comment_4115167

    Yh it was an actively bad idea that actually makes things easier for hard tunnelers. Since the elusive and endurance last the same amount of time, killers don't even need to count it off anymore. They can just hit as soon as scratch marks appear.

    Plus the elusive doesn't actually do anything, since hard tunnelers are usually lurking near hook it doesn't help initially and 10 secs isn't long enough break los and make a clean getaway if the killer is anywhere near the hook.

    It's a thing where if it's kept to long, people will weaponize protections, or if it's to weak it doesn't help.

    They need to find a proper balance (like making collisionless elusive( because let's be honest, the chance of someone getting frame perfect merging is lower then you think)

    Or having a system where if the survivor legit stands still when it being interacted with causes protection to evaporate…

  • @Autharia said:

    Or they could implement a system where you can only play killer after X survivor games played past 5-10 killer daily. this would also help to fixing longer killer queues. Once a killer start getting tunneled out they may start thinking on how it feels when they do it to others.

    May is doing a lot of heavy lifting.

    Also forcing people to play only one side "to show it how it feels" Is a bad idea.

    Like I wouldn't even say you should equal it out where survivors have to play killer.

  • @naeveragedjoe said:

    potential energy.

    even this is not happening outsells.

    if i see 1 (one) more person charging this shi I SWEAR TO GOD

    But your not thinking of the potential!

    The potential to get yourself snowballed that is. I used to use Potential energy, it's a trap(but it's funny to watch a team mate jump at the sudden noise)

  • @Galafure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114687#Comment_4114687

    The killer as of 2026 has the potential for a 6 aura build. Anything that can be stacked should count. Not just the things that affect survivors can put in their builds.

    It would be different if it was like Lethal effect on multiple perks. I.e. increased aura time.

    But each aura perk has a specific condition.

    I.e.

    BBQ- Hook

    Deerstalker- Least amount of chase

    If they had the exact same activation requirements and added the time together that would be where diminishing returns hits

  • @Angy_Quentin said:

    I would love to see a killer using some sort of mortar. Not comparable to trickshots with unknown or animatronic, but rather a killer that can aim forward, but his shots fly upward before descending rapidly.

    Something like that.

    ... I dunno why but imagining a killer with a falcon that just dive bombs using this mechanic makes me smile

  • @pidgeon said:

    s p i d e r

    I'll throw in an idea.... Snake

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115117#Comment_4115117

    Okay then it seems I'll need to be a bit hyperbolic to make you understand. Quick question would you play Russian Roulette knowing only one in five chambers was loaded? It's a high chance of not firing after all.

    Kinda weird bringing a life or death thing into a game my friend.

    But by your logic Hex's need to buffed because they have games where they get kinda snuffed out instantly and are unreliable. So we should actually switch thrill back to the noise and bubble notification no? Or make noed uncleansable?

    Or maybe we need to make it so Myers scratched mirror add on always sends them to a closed map so they have a decent consistency?

    It's weird to make it a build always has to work. It doesn't have to work every single match.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115037#Comment_4115037

    Have you ever considered that some people actually play both killer and survivor side? Feedback for this killer’s design came from people who play both sides, as they always should to ensure good balance. BHVR is not going to design the killer based on feedback from survivor-only players who want the killer to be as weak and useless as possible. Judgment was literally nerfed upon release based on complaints from survivor players, so don’t act like BHVR is not listening to survivor feedback.

    Lots of people here who play survivor have given positive feedback about the new killer. I am a very average survivor player and I’ve enjoyed my matches against the Judgment. It’s not that hard to dodge the ranged attack if you’re 1) paying attention while you’re working on gens or totems and 2) put in a little bit of effort to learn how to mind-game it while in chase.

    Also, I thought you said you had uninstalled a while ago so how do you even know what the new killer is like to play against?

    https://us.v-cdn.net/6030815/uploads/F8AED7JWPT66/img-9571.jpeg

    Eh probably the same thing those people who say "all us killers will just uninstall" a false claim.

    Or they are claiming it's their experience while watching other play.

    But calling them out is kinda hilarious

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115403#Comment_4115403

    Then why would you accuse me of lying? It's a fact for me they are not hard, so I said that out.

    nurse is not hard when user bringing aura

    Does not equal "I don't find the nurse hard when I bring aura perks"

  • The average player is not you. Most players agree that nurse is not easy, and hard to express proper skill on.

    Saying you find them not hard is different. But the average player picking up nurse won't suddenly become great by just applying aura perks on her.

    I said the nurse part. Blight is not my target as honestly he is the easier of the two to master

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115380#Comment_4115380

    Why would you hide your profile in the first place lol. And I can tell you blight is not hard when the user knows basic bump logic and nurse is not hard when user bringing aura.

    Okay you can disagree with people. But straight up saying something here is a lie.

    Nurse is hard, if aura made her suddenly easier then in all honesty every aura perk would be nerfed immediately.

  • Hates a heavy word for my choices. But I dislike four perks more then the others and one is on both sides.

    Survivor- hyper focus+stake out. I dislike these for two big reasons. Can't tell if someone is subtle cheating. It's a combo that always makes a match go by quick.

    Both sides- DS for many reasons. One is. When I'm survivor the teammates I mostly have that try to force it are so annoying because most times 5 seconds later they are on the floor. And as killer I can some how get hit by it while spreading hooks? Like darn it is so agrivating

    Killer- Blood favor. I dislike it because damn when I'm the first survivor found that pallet would have been real useful

  • @TropesDaMan said:

    STOP USING THRILL OF THE HUNT WITH NO OTHER HEX PERKS

    the amount of new killers ive come across wasting a perk slot using only thrill with no other hex perks is immense. This perk is there to defend hexes. The only thing it does with no hex perks is make it more tricky for boon perks to be set up.

    But.... What if they want to feel the thrill of the hunt?

  • @Go1d3enratio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114347#Comment_4114347

    Um, sorry to be the bearer of bad news, but that's exactly how it works. It's worked the same way for 1000s of years. 10K hours has always been the gold standard for mastery in any endeavor.

    Inaccurate, as if skill is solely based on time input then every one should be a master at studying mathmatics, the language arts, the work they do as their main income.

    Time spent means nothing unless your properly improving. A person playing the violin every night for years but only able to play one note does not make them a master at 10k.

  • @100PercentBPMain said:

    doc is OP and needs nerfs...shocking

    … People actually state this unironically

  • @Piruluk said:

    Killer mains say unbalanced because they think the game should balanced around as it facing the world best team, and still has 50% winrate against those, anything less and then survivor sided.

    While I do see what your saying I do want to say .. "Survivor mains" also expect it to be balanced around the best killers?

  • @Brimp said:

    So we're just calling anything slop now huh.

    Words lose meaning so quick nowadays

  • @cogsturning said:

    The way I see it, locking lobbies or adding yet another penalty will just lead to more DCing or throwing when a 4k hour survivor gets paired with a 300 hour one that goes down 20s into the match. I'd rather people shop in the lobby rather than be mad in the match.

    Honestly, there are times I get matched with someone who insta d/c more often then not so being able to tell when a match will be close to a match and not a one sided slaughter is something I agree with

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112870#Comment_4112870

    #8 I feel like a killer with a randomly generated 1v1 zone where perks dont work could be really fun

    #9 seems fun

    #10 A worse version of spirit/nurse

    Honestly yeah there are definitely plenty of usable ideas now that I think of it, which is why it's a bit sad seeing we have so much ranged/dash slop

    @Doctor_Xenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112865#Comment_4112865

    Idea #8 - killer can cast themselves plus 1 survivor into a seperate dimension where they cannot down X survivor but the more they hit them or apply some kind of effect (or even just a version of absorbing blood like oni) - they gain a permament effect that can scale over-time (IE faster movement, faster vault/breaking pallets, reduced attack duration, buffing perks base effects (like how Rapid gives 5%, it could instead scale up to 15%,etc))

    Idea #9 - killer can straight up eat a survivor -where the survivor is inside the bowels of said killer and have to basically upset the stomach so killer vomits survivor back out. Whilst *consumed - killer gains X effect (maybe flight, 1 shotting survivors, etc, something crazy).

    Idea #10 - Killer can phase through walls as an ability but cannot attack survivor in "phase mode"

    There are a ton of different ideas that could be implemented - do those satisfy ?

    The problem is, Some of these ideas are nice, but at the same time is You have to take onto account time management with these. It's objectively easier to not worry about tweaking abilities to much with simple Dashes, and Range Attacks.

    Although I do like these ideas

  • @dangersmymidd1ename said:

    This rare interaction has existed for 3 years and is documented in the wiki as an intended feature. But now it is "fixed"? I have a feeling that knowledge of intended interactions/effects is being lost to time…

    (The same goes for pallet saves from behind the killer, which no longer works and has never been addressed)

    While I always found it odd that niche interaction existed(not that I actively hated it it was just my brain saying "wait... I didn't knock anyone" kind of odd)

    actively not looking at it for years, then suddenly changing it and labeling it a fix.. is a bit weird?

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111336#Comment_4111336

    recovering from status effects 40% faster is not at all equivalent to dealing negative status effects out and then being able to make them last 40% longer.

    Tell me how how is it not the exact same thing, killers do complain about vigil a lot but hypothetically if killers had a perk like this without vigil existing then survivors would complain about it too.

    I know survivors already do with lightborn, because it "boring" to face even if it's the only perk a killer uses

  • @Drunkenmunky said:

    A different take on the subject or rather my 2 cents.
    Rather than nerfing anything; take the reward away.
    If someone is hard tunneling at 5 gen just remove their bloodpoint reward.
    If the second hook is the same survivor 0 bp.
    If the 3rd hook is still the same survivor 0bp and no kill bp.
    This doesn't prevent anyone from from doing it.
    They still gain their desperately needed MMR and ego trip.
    They just suffer less blood web and won't be able to afford all those red add-ons for every match.
    All players only gain bp by performing actions. Preventing a player from performing actions is the ultimate problem.
    Generally, tunnel/slug killers earn less bp.
    It's also frustrating getting tunneled out and earning less than 10k bp.
    Make a scenario where the killer earns less than 10k bp.
    This would instantly reduce people from hard tunneling as they aren't really earning anything.

    The two issues i have with this,

    1. If someone is tunneling to be a jerk, won't work they are doing it out of spite.
    2. Like with the PTB and how harsh it was for Anti tunneling, some survivors will think this makes them "invulnerable" if they touch a Gen after unhook, since your proposed system doesn't take that In to account
  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111256#Comment_4111256

    what was the PTB like? is Judgement like as bad to go against as ive heard?

    The major problem with The Judgment is specifically being. Able to protect Hex's and snipe gens(which in most cases isn't bad it just that i've seen that been a bit of complaint.)

    If your paying attention you won't get hit, but the problem with it is it makes progress really hellish.

    The problem with Judgement wasn't the projectile itself but more along the lines of how often they can fire off their projectile. So giving the visual alert won't really help the MAIN problem with that style.

  • "Make a killer more bearable"

    If someone needed that visual alert to make a killer more bearable for them when I've seen people say "it wasn't hard to dodge in PTB" is.… Hilarious imho

  • @SkeletonDance said:

    I have a brain break now. So does that mean that this indicator change will not be happening tomorrow?

    The Short Visual Warning on the edge of the screen will not be pushed through, but increased range of aura reveal on divine light should according to how I read it

  • @Oputeev_Stas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110934#Comment_4110934

    so now she can patrol totems and gens with no issue right by spamming her m2 with her "MOST BORING POWER LIKE HENRY THAT RUINS EVERY LOOPS"? one sided change yet again, backpedaling as usual to please killer players!

    Honestly, and respectfully. Killer players? That's where we are going for this? People were upset on their "joke" and giving a full on window around you. respectfully the players rightfully had the right to complain about it.

    Instantly going for the us vs them argument isn't it.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110689#Comment_4110689

    vigils time was coming. People are just upset that BHVRs actually doing their job. "what the heck they are actually nerfing meta!?" but what about OTHER SIDE!?" that's all it is.

    at the top level all you do is split, pre run, call out and never commit to anything unless the killer does. It's just as boring as 4 man slug at 5 gens with Coulrophobia and that needs to go too.

    there's nothing skillful about it it's just winning by sheer mathematics. Survivor mains despise me for being reasonable, but Vigil/SB aren't hills we as a community should be dying on. I can't believe people are actually outraged.

    People called me crazy for wanting SB/Vigil nerfed over 150% WGLF but at least WGLF is a fun perk that encourages BP gains and not just being super safe and boring.

    "WGLF is in my opinion the worst perk in the meta and deserves to be nerf all it does is Promote teamwork"

    "Vigil however Mostly for the user. And just happens to deal with every effect, including exposed, but the exhaustion thing I need"

    This is satire and not my honest feelings I just feel like people who are heartbroken over Vigil are... Not seeing the full picture

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110879#Comment_4110879

    no, I agree with you, I think that the reason so many points sound framed against the killer rather than truly neutral is because by definition the Killer is the power role in DBD, I understand that survivors can contribute to why a killer does something people generally don't like. If you force your way into blocking a hit after being unhooked and then get downed after that and put back on hook it's your own fault.

    I think that maybe the best, most neutral way to put it is that for various factors the game plays more around hooks than around generators, Physically I Mean. there are definitely games where a killer is roaming and there are long chases or killers choose to camp a 3gen (some killers playstyles are kind of built for that over other strategies) and playing around hooks is just always a benefit of the killer not the survivor. that's just the way it shakes out, the only reason survivors have to go to a hook is because someone was caught and put on one (or to sabo before they get put on it), but survivors cant win the game around them, the killer can, but doesn't have to.

    For the Killer, they can win by Slugging, or by hooking and oftentimes its the latter as a result of the former. Ex: Someone gets hooked, someone is not paying attention and runs the killer back to the hook and gets downed next to it and that's a game winning scenario for the killer right away.

    Basically the issue is that what's being contested most often is not the "Main Objective" for survivors, it feels like the actual point of contest for gens is people pre-running when they hear a terror radius. but the killer is most at an advantage when they can force a scenario that forces survivors to run to them which is the hook. that's why the game state feels so unhealthy imo and why I said the core gameplay should expand. it isn't an easy issue to solve either, people love to say (I am one of them) just remove tunneling and slugging but if we're being realistic its not like a quick patch its the engrained meta in the game that happens in most matches as a result of the gameplay elements in play. IF Survivors only win by Generators then just make them come to the hook and you win as a killer. (Hence Pain Res, Corrupt Intervention, Dead Mans Switch ever prevalent meta) because survivors can run for 100 hours and they cant win unless they can do the gens. In other words: Survivors goal is to waste time and Killers goal is to not let them. but the "Tom And Jerry" sort of setting DBD was supposed to be has kind of fallen by the wayside because its considerably more valuable for a killer to pressure by proxy camping a hook and forcing survivors to run at them and I think that's a core system that might need to be changed.

    Personally I don't have fun doing that as a killer either its just standing there with a hammer and hitting people when they run to you and then on the flipside its frustrating when you do eventually get outplayed (usually by a SWF) and you threw the game because they came to you and you couldn't keep them there. but that's just not the gameplay loop I want and I think most survivors feel the same way, overwhelmingly so in Solo Queue. it kind of removes the tension of "horror" and makes it the tension of "comp" and I dont play DBD to experience a Comp setting.

    I can see what you mean

    The game does appear to rotate around hooks rather then gens. And sadly, it doesn't help that the ecosystem we have been in has pushed that.

    .

    We would need a system that promotes that play style. Make it feel better, and gives a bit of fun. And I want hope it comes, but the change has to be good with efficiency. Because making the game revolve around only speed/movement will kill the game at a quick pace

  • @Nicholas said:

    Why must survivors let go of what they're doing to throw their hands in the air upon screaming? It's unnecessary and disruptive.

    Because the entity decreed it's funny seeing a steeve flap their arms when playing the steevegul build

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110758#Comment_4110758

    It's called counterforce, small game, detective's hunch, extrasensory perception. Take your pick, there's literally enough perks to run a full totem hate build so you have no excuse.

    I... I think the post was made in jest... Or at least I hope so

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110716#Comment_4110716

    I mean not really, Killers have to juggle 8 gens at once and survivors have to juggle 8 gens at once… its stale, is what i am saying… most killers can quickly void filler pallets and lockers feel obsolete as a way to hide, its just for perk interaction or brief killer power interaction (except The Dredge) and I am not even saying Lockers or pallets or whatever should go away, I am just saying side objectives feel not worth doing, hex builds in their strongest form are a nightmare, hex builds in their weakest forms dont work at all, boons mostly suck unless used in a SWF and people who run them in solo queue tend to grief the game by prioritizing the uptime of a boon over the generators… I think these are indirect factors that influence why tunneling is so prevalent…

    there's just not that much to do ultimately, if a killer runs someone down early, throws them on the hook… 90% of the time people are coming back to it right away and you can just proxy camp it and wait and then they come because they have to unhook their teammate and you get free hits on them at the hook, then you can run down the guy you're tunneling again… rinse and repeat. that's happening so often because thats all thats going on. from the killer POV: Why not, they ran into a bad part of the map and they're hooked by a 3gen or a hard place to save from and I know that their team has to come get them. its basically the overpunishing of a part of the game that has to happen. if theres a game where a killer gets zero hooks its just a severe mismatch by definition but if a single survivor gets hooked its immediately a free snowball option for killers because survivors have to leave their only objective (if they are even doing it) and run to save their teammate. The UI to see what your team is doing helped a little but even still people just go to second hook kind of a lot in solo queue from camping alone because by the time Solo Queue survivors even realize that the killer is proxy camping, if they were doing the right thing and doing a gen on the opposite side of the map, they get punished for that and don't have enough time to reach the surv on hook. sometimes just to rescue someone who was hooked a single time in an inopportune place it takes all three survivors to even rescue them. that experience is absolutely horrible in solo queue and rarely works out for survivors…

    this is why pain res is still so popular, kick a gen without being there for your first hook buys you some time and sets survivors back without you even having to leave the hook, when whoever comes to rescue you get a free hit on the hook, or two… so you bought yourself a kick on a gen across the map without moving and free injured states… these things overwhelmingly harm solo queue over SWF teams though, because there's no proper way to communicate that it's happening until its already too late most of the time. someone is hooked, pain res goes off, Dead Mans Switch, you have to find something else to do for some time anyway, might as well get the unhook, run into the killer who is waiting for you to do that, ultimately you have to get hit to get the unhook because the anticamp is very easy to exploit as killer, you die… the only mistake made there for the survivors is literally the first person who was put on the hook, the second survivor was on a gen, pain res, DMS, runs to save but the killer is standing there waiting to chase you into the hook so he gets a free down from it, you die for the act of having to save a teammate, or the alternative is that all survivors show up and the game stalls because one person got hooked. bad game design, its no wonder that it feels like its Griefing because survivors are losing because the best killer strategy is to win Via overpunishing people for saving their teammates off of a hook.

    There are just too many situation hook proxy into a tunnel makes too much sense from a POV of winning for the killer, that's a bad game design. that's why perk changes won't fix it, it has to be totally voided from the game with some kind of compensation for killers to ensure they still have solid options to win.

    There is something I would really really like to say as I play solo q a lot

    The main reason I go to Second stage, is because my teammates are often not paying attention to the HUD at all, like I've legit had a survivor crouch walk to me while the killer is mid chase.

    Also, often wise I do want to point out that killers have two rule sets they have to play by and I'm not talking survivor rule book crap, I'm talking

    Efficiency rules vs Kind rules.

    As well survivors have three teammates for their main objective(gens) and if your teammates are competent(which I'm not saying high skill I'm saying just can see the game flow) can take advantage of certain time frames that leave a killer kind of gobsmacked with how fast Gens pop when they think they are doing fine.

    Also you can not blame a killer for returning to hook when a survivor doesn't wait till a killer is far away or mid chase to save.

    The major problem with this game is Competency. On both sides.

    If a killer hyper focus a strong survivor, and cant catch them at a good pace, that's the killers fault 100%. If a killer hard tunnels and the gens are flying that's the killers fault.

    You have to agree that it's more Competency(with the game) being the problem over all in this game, because otherwise you are kind of lying to yourself. Because what makes or breaks a good killer and survivor is knowing the game

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