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EntitySpawn

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  • @Blueberr1e said:

    I think we need a new way to get adepts as killer because requiring a merciless kill would mean at least 9 hooks, kicking at least 10 gens, and winning most of the chases. but with survivors at high mmr it feels impossible to do so couldn't it just require to kill 3 survivors before the activation on an exit gate?

    Maybe Im the only one who feels this

    They're ridiculous, I do feel alot of players assume they're at high mmr yet still verse pretty casual players but maybe that's a peak time thing?

    All I know is it's a dice roll if they want to play properly and always has been.

    I was Ash 4 when going for my artist one, even with mega fast downs, 3k 9/10hooks I still couldn't get it simply down to the speed of the game.

    I'm up to date on them, but they're way too hard in comparison to survivor, sbmm certainly made it harder for sure

  • @GoshJosh said:

    A 60-second timer after being unhooked, difficult skill check, being picked up, and one-time use per match weren’t enough activation requirements - according to BHVR and killer mains. Enjoy reading an essay for your pitiful ‘anti-tunnel’ perk that is still complained about to this day. While the root issue persists.

    So yes, at the very least they can remove the difficult skill check already.

    You cant buff DS until the games more balanced.

    I'd be all for DS activating both hooks but the games just not built to be balanced and sometimes you just have to eat a DS or tunnel someone out.

    DS is a strong perk still, does it need a skillcheck? Probably not but it's not the hardest thing to hit, killer has plenty of perks that have silly requirements.

    DS is and always will be the perk I never unequip, it's just too good not to.

  • @Leachy_Jr said:

    https://us.v-cdn.net/6030815/uploads/Y9DX0409R2FU/image.png

    Dear BHVR,

    You absolutely neutered my boy.

    As a previous slinger main who has migrated over to artists grateful hands I request that his ADS time gets reduced to 0.25s and have at least a brown reload add on built in.

    Thanks,

    Leachy_Jr, also known as "that one clown who bought every slinger cosmetic thinking he wouldn't get nerfed".

    pls, if you need feedback on him I've already provided a feedback post on what I'd do to him, including add on adjustments and base kit changes. It's sad seeing my boy in this state.

    You can pick one of the following which would it be:

    • Quick scoping is back
    • His terror radius is small again
    • Faster reload with slightly stronger chain

  • It's worth noting pick rate is heavily influenced by tome challenges especially the lesser picked ones.

    It wouldn't surprise me flip flop is that highly picked simply due to the tome challenge and alot of people struggling lol.

    I'd say ASH is the worst to play as (being so loud, shame as I love evil dead) but perk wise Lee (who is kinda loud with bad perks) and Jeff? I cant even remember all his perks and o never see him

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902686#Comment_2902686

    That's something people don't bring up often, do they? Why don't we ever see these killers after their nerf? "Because the people who just used them for easy wins stopped playing them." Nobody picks up a killer and plays the game with that mindset. Nobody. What they do have as a mindset is, "This killer's already not that great, and now they're even weaker? I give up." Nobody sees the feelings of desperation and futility in the killer community after a killer is nerfed.

    Well I dont play much killer nowadays, especially since SBMM but slinger was a killer I really had fun playing and even though I'm on console he was a killer to have fun playing as but now the nerfs have made him harder (janky controls, sensitivity changes from walking to aiming so on a joystick is even worse)

    But even from my survivor point of view I miss seeing him, I get I'm more advanced than some players as iv never asked for any of these nerfs but they definitely over did it.

    I never see him, I dont see half the weaker killers and that makes my survivor games boring...

  • @Lynxx said:

    I don't know what they did these days, but I cannot even successfully fake a save anymore. I'll let go and still get grabbed right after. Helps those face campers at end game I guess.

    Is saving now a thing of the past while a killer is face camping?

    Actually camping is more promoted by killers feeling the inability to do multiple chases and get downs. This can be amplified by certain maps and setups...

    Not to mention if players have pushed gens and leave the person on hook for awhile why wouldn't a killer go back to camp the next stage?

    You want killers not to camp? Balance so they dont have to, I can assure you alot of people camp because they dont know what else to do and they just dont want to be bullied or not even secure a kill.

  • @gatsby said:

    https://us.v-cdn.net/6030815/uploads/NLV9S9MUILC6/metabuilds.png

    Perks like Decisive Strike, Dead Hard and Borrowed Time really aren't that good outside of a SWF. Survivors should really focus on consistent value in solo play not gamble on high risk perks that can go entire games without being used.

    If your team doesn't know you have Borrowed Time, they won't necessarily play around it. They might "steal" saves that would have been more optimal for you to get or take hits for someone with endurance.

    If your team doesn't know you have Decisive Strike you'll only really get to use it as a last resort. Some teammates will take hits or even go down for a Survivor that they're afraid is getting tunneled and doesn't have DS.

    At high MMR, Killers often times fully expect Dead Hard, which limits its use. In fact, some games you'll get more value NOT having Dead Hard because of a Killer respecting it. Dead Hard will have its uses but it will be played around whenever possible and only really get value from playing intentionally greedy, which in itself can be a more predictable playstyle. With the exception being anti-loop Killers that Dead Hard specifically counters like Nurse, Hag and Huntress.

    Pay attention next game. The Survivors that survive tend to be the ones running Boons, Kindred, Bond, Sprint Burst, Overcome, Spine Chill, Built to Last, or Resilience. Good perks but not the typical "sweat" build from 2017. The Survivors burning a perk slot on things their team or the Killer might not even let them use tend to die first in my experience.

    You mean you didnt use full meta and still over performed? I wonder why people hate the actual meta...

    I agree survivors dont need the full meta, but that dont stop me seeing 3+DH&DS with UB,COH,BT sprinkled in every match I play...

  • Slinger got nerfed to the ground.

    Considering he had a limited range, couldn't down over certain loops/pallets while having the smallest hit box weapon, 110% he was completely gutted.

    I dont agree with taking away his quick scopes, you could still bait it but you mainly took away the fun in him. Being able to quick scope through a tiny gap to catch them off guard is what made him fun to play... you cant do that now

    Then you have all the other nerfs as well. Theres a reason I haven't seen him since the nerf.

  • You mean he cant down you over alot of loops and pallets? And hes 110% with a 32m terror radius with a limited range on his special attack?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/319029/low-mmr-should-be-removed-void-in-all-stats

    I would hope the developers balance for at least 3 different levels of play, if not more: High, Mid and Low. Each level has it's own challenges. For example, Nurse at low levels of play needs a buff. Maybe at lower levels of play, Nurses have 5 blinks to help users learn her. Then at high levels of play, maybe she only has 1 blink.

    I just want the stats to either exclude new/low mmr players or be split into brackets (low,mid,high) just so it's clear what is what.

    Far too many casuals will not understand the stats or how different levels impact it so it gives them wrong impressions while people like me who have alot of experience and are generally curious on stats we get this water downed and vague stats which are completely useless.

    These stats dont do anything in the state they're in

  • @Ula said:

    Personally, I would love that all stats were publicly available, like it is for other games (LoL is an obvious example). I'm the math-guy that asks to himself a lot of questions, and I'm sad I can't get the answers of my questions :'(

    Yeah I'm the same, even if the stats weren't the most detailed they could at least split them into brackets or sections.

    It wouldn't surprise me if the stats mislead so many players to believe things that arent true or they dont quite understand how things are impacted.

    Cowshed was the most balanced map in the stats... bet loads of casuals just took that as fact

  • @Mandy said:

    You can be assured that the information that the designers use when making any change is varied and detailed - stats are naturally more detailed than we often share, and we've been through the reasoning why we do not share these stats more often, due to the way people react and misinterpret them as the stats are a small part of the information that we use.

    All factors need to be taken into consideration - players at high MMR, mid MMR and low MMR, new players are just as important as everyone else as are the casual players. So I tend to disagree that you shouldn't look at low MMR - but again, what the stats show there is not all the information that's used.

    I'm aware it's not all the information used, and I'd love to see more detailed stats. I love me some good stats and it's a shame they're so vague.

    And I understand you care about new players, that's great but I just dont feel including people who actively arent doing anything in them.

    Once again, and I ask this every time you do stats, please make them abit more detailed or even split into low,mid, high mmr (we dont need mmr numbers). Having the stats split would actually make me happier, I wouldn't care if you took every player into the stats then as I'm able to analyse what's there.

    Personally the stats are mostly useless to me as they're to vague. I love seeing them, but theres nothing to get from them

  • @Ula said:

    To me, not taking under account low mmr would be a mistake.

    However, what is relevant is to analyse data on different frames, for instance "What is the most successful killer for killers within [500 ; 1000[ SBMM?" and compare it to "What is the most successful killer for killers within [1500; 2000[ SBMM?".

    Why doing that? It's because the unbalances in the game are not the same for beginners and veterans. Same for perk usages, and what are the most used perks for each category of player (availability, ease of use, etc.).

    They probably already do this kind of analysis, but I'd like them to share these results, I'd love not having to speculate :<

    Oh I would love them to split the stats into mmr brackets (low,mid,high) and iv asked every time they do stats but sadly they dont want to...

    But as an alternative ignoring the low mmr would also be okay as most player will be in the middle

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901492#Comment_2901492

    It doesn't matter how good he is at high level. BHVR have proven time and again that the gross killrates are the primary source for balance, and those killrates reflect low levels more than high levels, as seen by Pig, Freddy, Pinhead and Nurse's killrates. Legion will dominate low levels due to how his power works. Thus, he's likely to be nerfed.

    Yeah and balancing around players that dont even do their objective is dumb.

    Doesnt mean I'm going to call him strong just because he can beat terrible players... if that's the case every killers strong.

  • @Rooftopper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901492#Comment_2901492

    not counting the bug, he seems to be in a working order

    My Playstation 2 is in working order, I also like a bunch of its games and they're fun but it doesnt make it better than the other consoles.

    Legion=PS2 ,games=legion addons ,Other consoles=Other killers.

    Basically hes better, but hes still not that strong. Hes just okay and that's fine, not every power will be amazing at all levels of play

  • Did I miss something in the PTB that made him strong?

    Hes still a pretty average killer, dont get me wrong I like the buffs and it was all cool but legion can only go so far in power. He better but i wouldn't say hes strong...

    Are we counting the bug where you could get the 4hits on a hooked survivor to down someone on the 5th? 😂

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901447#Comment_2901447

    For me the tests havent changed much when it comes to team mates, though killers were below average and stopped seeing so many nurses/blights and i've been seeing a lot of onis for some reason.

    Alot of tests made my games worse (well for killer mostly but survivors got more boring) the odd day was a little more relaxed, I know my lobbies are overly sweaty but in like 3 different tests I actually saw so many perks used I normally dont and I also seen more killers (like you said that's not common)

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901450#Comment_2901450

    Legion has a pretty confusing and strong power against Low MMR / New survivors and they've just buffed him up the wazoo, same for ghostface really, pretty clunky reveal mechanic (mostly changed in ptb though, we'll see how it works) they definitely don't aim to make the game easy for Low MMR survs.

    A low mmr legion isnt going to be good either though and legion is likely doing bad in most brackets and games... I'm just saying they should be taken out of the stats simply because half the time they have no understanding or arent doing their objectives as example. Even if they only use the stats to gain a rough idea what to look into having these players in slows down the process...

    Giddeon for example, we all know it's not balanced for 80% of the killers if not more, we have known that for ages yet it hasn't been changed and the stats actually show it is.

  • @Seanzu said:

    This couldn't be more of a misunderstanding of BHVRs balancing tactics.

    Do you genuinely think those stats that they show us (the ones with overly simplified info on them) are the ones they use to balance the game? Do you honestly, genuinely believe that? They nerfed Pinhead because new players were struggling against him, and also nerfed The Twins addons because she was over performing in high MMR.

    I truly don't understand why this needs to keep being said, as they have stated many times that statistics are only one of the reasonings behind nerfing things, just because Almo has mentioned statistics while also talking about nerfs does not mean that's the only thing used.

    I'm fully aware they dont look at stats alone, but they clearly do use them alot for balancing and including low mmr players or players that dont even try to progress the game just isnt smart.

    The devs change what they want, but acting like they dont use the stats is also a lie.

    Im not saying they ONLY use stats, I even said in the OP that they can be used as balancing guide (which they are) but including these people creates bad information period.

  • @Marigoria said:

    You only had 1 game where survivors didnt do gens?

    Idk about you but even at thousands of hours of playing I've had way more than just 1 match where survivors did not do gens, as both killer and survivor.

    I was just referring to during the tests, I'm also an off peak player so people in my lobbies play alot but I have definitely seen it multiple times as survivor through all the years playing lol

    @DriplordDrew said:

    I had a baby wraith who could not uncloak. I pallet stunned him so he could get out but even standing still he would miss most attacks. It was painful to watch as my teammates who were obviously closer to my game play (I am an average survivor who gets Iri 1) start to bully this wraith and not bothering to even try to finish gens. I finished the last four gens and opened the gate. The three of them got slugged by NOED and hooked and I left them there. Karama and all that lol. I agree even having a new player on the MMR system means they can get placed with us who is not new is just unfair.

    Yeah that too, at least he was trying to do his objective I guess? An wraith got nerfed, poor boy...

    But yeah low mmr killers/survivors shouldn't be put into the stats or used at balancing, I only used the survivor example as they physically wasnt doing the objective while killers tend to be trying (they just arent very good)

  • @Ula said:

    I just want to add a quick info:

    Wraith's last nerf is from patch 5.3.0 that released on 19th October 2021. If you look videos of Wraith older than that, you will see some outdated tactics.

    Ah yes, the unneeded nerf... poor wraith

  • @GrimReaperJr1232 said:

    I know why they're not Special attacks, but with the advent of abominations such as Starstruck Nurse, I thought I'd hear what everyone else has to say.

    When I asked, I was given 3 reasons why Nurse's attacks are basic.

    1) She is so reliant on her blinks that she would otherwise functionally have no basic attack

    2) While having some small differences, her post-blink lunges are otherwise nearly identical to a basic attack

    3) She pre-dates the special/basic attack distinction. Going back to change it causes "issues." This is an assumption, but I THINK we saw a glimpse of this with how buggy her Post-Blink grab cancel was (to the point she got disabled even).

    But should they go through the effort anyway? I look forward to seeing your reasoning down below.

    A nurse should never get a hit while walking, shes slower than survivors...

    This is just limited loads of perks from her and I'm not about that life.

    I get bored of nurse, I verse her too much so I'd rather not see even less variation in perks used as well.

    I hate limitations! And we should do everything we can to remove them.

  • Well if turned far more hit&run / gen protection. Demo is decent at chases but his portals I feel always let him down so I tried to create a build to help with that. The old undying mixed with ruin, tinkerer gave me the idea and I really enjoy the gameplay I get.

    New build is ruin, call of brine, tinkerer and then probably some form of aura (could do STBFL but I found I could get abit annoyed if the obsession was really good, sbmm hurt it for me)

  • @ThatOneDemoPlayer said:

    I've seen quite a lot of people calling Save The Best For Last "Demogorgon's Best Perk", and I don't get it.

    I have a few theories about why it's such a popular choice on him:

    • Stacks are easy to maintain thanks to Shred
    • It allows for a 1-2 combo (M1 --> Shred)
    • People have seen popular streamers use it on him
    • The Perk feels good to use

    I get why Save The Best For Last could be used on Demogorgon, but I still don't understand why it's used so often, nor why it's "His Best Perk", when it has a few, pretty big flaws:

    • You're forced to M1 and neglect your Shred, a really strong chase tool, to get Stacks
    • It can back-fire considerably, if the Survivors realize you have it equipped
    • It takes a while to actually start working

    And now, onto Save The Best For Last's biggest problem:

    • Black Heart, a Common rarity Add-on, does it's job better, without needing to gather Stacks, and applies it to your Shred instead of M1s

    So, if any fellow Demogorgon player could enlighten me and show why it's such a good Perk on him, please do

    "Best" is always subjective, I did use it for a time but I ended up swapping it out. I think when blight go released I started playing demo more differently

  • I think it's fine, definitely doesnt need a nerf at all.

    I like the idea of more perks being used and being useful. I'm not quite sure why people say it's bad on console, all you have to do is turn your camera so you wiggle in the direction you want to go in

  • @DoomedMind said:

    Same for me, games where gens aren't flying, with people good at looping but aren't holding W out of a loop to optimise, way less meta build (the classic DS/Unbreakable/DH/BT was super rare), and on top of that cool survivors in post-game chat.

    That is a point actually, I did get some lovely messages while playing. NGL I seen the notification and thought "oh here we go" and it turned out to be a bunch of chill friendly people.

    Spoke to some of them for awhile inbetween games lol

  • I like it, made me happier

    Strict mmr = no killer

    Lack of killers = quit survivor.

    My new moto, if it ain't fun I ain't playing it. Lol

    (Good luck in your games btw, thanks for the heads up to avoid it)

  • @pseudechis said:

    MMR was a mixed crapshoot yesterday?

    Hmm explains a lot games swung wildly between stomp and being stomped.

    Hmm come to think of it I didn't notice much difference from regular MMR, in fact I can't say I've really experienced any variable "feel" to match making throughout any of this "test".

    Iv certainly experienced differences no matter the side, most noticeable as killer though because I'm not use to seeing a single casual person or different build.

    But even as survivor I versed different perks and killers more often, a LEGION GOT MULTIPLE HOOKS! now that would never normally happen in my survivor matches lol

  • @Tsulan said:

    If you loved yesterday, then you gonna hate todays test!

    Been the worst experience in a long time and honestly, if they´d keep the mmr like its during this last test day, then i would quit for good.

    Probably, I did stop playing during alot of the tests and they was so boring or mega sweaty. I only played killer today because while playing survivor it was so different so I gave killer ago and boom. Most fun i have had in ages

    Well I have a simple rule, I'll play survivor and of the mmr isnt strict and more chill I'll play killer. If its strict I'll avoid killer, losing due to playing X killer or landing on X map and lose is just off putting same as versing the same perks.

    Then if I have all players my skill on my team so we dominant most killers and only ever verse nurse and blights I'll quit playing...

    If it ain't fun I wont play, either role. I have many other games out or coming out to play. Wonderlands, evil dead, halo, res 4 remake, dead space remake etc. Etc.

  • @Blueberry said:

    My impression of yesterday was that it just matched everyone with literally the first available.

    As killer or survivor me and my friend were facing near brand new players in almost all of our matches that had no idea what they were doing most the time.

    Definitely felt that way towards the end definitely, at the start though it felt good. Definitely felt the difference as it neared the peak DBD times

  • @[Deleted User] said:

    I'm glad people had fun yesterday. The reaction has seemed mixed when MMR was tight (2 and 3) as well as the free for all (yesterday).

    I think BHVR needs to separate the queues and be done with it. They'll never reach a good, workable solution throwing all playstyles into the same queue. I would uninstall the game if yesterday's matchmaking became permanent.

    Thing is, and this is another big factor is time. Off peak to peak time is so vastly different, I agree that yesterday at peak time was getting to easy (kinda said in the post briefly) but at off peak nearly every is people who just play games and dont work etc. (You still get a few night shift workers like me)

    But it's a big problem, the limited servers have done this as you cant play with other people so your player pool is so small

  • Honestly it's not the pip I care about but more about the items/BP.

    Nothing is more annoying bringing an item with addons, maybe a map offering as you haven't seen the map in awhile and you're just camped out, basically wasting 14k BP minimum... even worse when it's my flickering ghost flashlights :(

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2899774#Comment_2899774

    Currently i´m testing my performance with 2 and 3 gen slowdown perks. Because without them its kinda... uhh yeah... impossible.

    Corrupt. Corrupt. Corrupt.

    Honestly the best gen defense perk lol, but yeah its depressing needing to use lots of gen defense just to hopefully have a game worth playing is annoying. It's why I liked the test yesterday, actually played alot of killer. But I'm back to survivor most games now lol

  • @Nos37 said:

    Stop cheaters from taking the game hostage indefinitely.

    Remove the disconnect penalty if the game has passed a certain duration.

    I'd say push 15 and then it's good. You have to understand some matches can go past the 10min mark, while it's not gonna happen at high mmr I can definitely see alot of low/mid mmr games reach that especially if they're more stealth players

  • @Dionysus42 said:

    Everyone keeps saying flashlights are the 'weakest' survivor item, but I have seen perhaps a dozen people bring maps in all my time playing, whereas flashlights would easily reach into the hundreds at least. Are survivors just being so magnanimous by refusing to use the clearly OP maps in favour of the weak flashlights, or what? And ever since the nerf to hatch keys are perhaps even more weak and rare.

    Is there a hex build? Yes.

    No hex build? No.

    No survivor item is weak though.

  • I dunno, from my experience the only bad one for a controller is trickster because his damn recoil and sway while using a joy stick is dumb.

    Other than that I'd say they're fine, but I certainly wont be against more options. I think options are always a fair thing to ask for

  • @Mr_K said:

    Walking/crouched round the map all game

    If we made Urban Evasion basekit it would make them faster at it.

    Oh god dont turn DBD into Mario karts 😂 DBD is already hockey lol

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897871#Comment_2897871

    Yeah i´ve found myself playing more and more survivor. Because its still less stress than the killer role (even solo queue). Even when i have matches like the ones on the screenshots.

    I´m testing out some builds. Since Flip-Flop was in the last shrine. Surprisingly, Boil over is still pretty strong. Even when most players dropped it like a hot potatoe.

    Currently i´m trying to find out if hitting the killer with Power Struggle gives WGLF stacks. It shouldn´t, but i got the achivement of "hitting 5 killers with a pallet, while they carry a survivor" when i actually just hit the killer who carried me.

    Yeah same reason as me, well that's one reason theres quite a few but the main one is no matter the day or how I'm feeling survivor will be more fun and relaxing.

    Oh that's fair, it's a shame I never see many perks used. I quite enjoy power struggle even if it's hard to pull off. I never used boil over, assume most dropped it when it wasnt abusable anymore.

    Sadly I dont think it will, WGLF requires a unhook, flashlight save or protection hit of another survivor. But it's an interesting thought, definitely keep me updated on it!

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897853#Comment_2897853

    Meh, personally I'd argue BT and We'll Make It give me better value in a match. CoH is on par with it as is Lithe imo.

    If we dive in to killer perks, BBQ, Pain resonance, Lethal Pursuer, Thanataphobia (on certain killers) give the killer better value.

    Best perk in the game is highly debatable. there's plenty of perks that can give just as much or more value in one way or another

    HA,

    BBQ better and more value than DH

    I choked on my food

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897577#Comment_2897577

    Maybe they´re not killer mains and play both sides equally.

    I actually play far more survivor which is the funny thing. It gets more and more survivor as it goes on, especially if those mmr tests go through. I had long queues and very unfun/balanced matched as killer and survivor got boring so I might just quit 😂

    Kinda of topic but I haven't seen perks like that used in ages lol. But yeah DCs need to be sorted and camping certainly need to be discouraged and punished while rewarding those who dont

  • @StarLost said:

    A fun little challenge.

    I'd say:

    1. More robust communication tools for solos - start with the new status effects that were bandied about a bit back and add in some proper, map wide symbols or pings. This should narrow the gap between solos and SWF and make it a bit easier to balance killers/addons.
    2. Rebalance MMR to account for lobby dodges and prioritize match quality a bit more over queue times than current.
    3. The endorsement system that myself and others have suggested - basically, allow players on the other side to reward survivors/killers for not being awful.
    4. Double BP gains for both sides, as if 4 stacks of WGLF and BBQ were present every game. Rework these perks to be good absent this effect.
    5. Rebalance maps for both sides. Swamp, Badham, Eyrie and a couple of others need to be less horrible for killers, Midwich probably needs to be a bit stronger for survivors, RPD needs to be smaller and have less narrow corridors and doorways.

    1. Change SBMM, survivors more based on chases and objective while killer point based system (points for hooks, next stages and kills)

    2. Rework map sizes and the RNG within them (remove the ability to have 4 LT tiles one match then 4 gyms the next). This should make maps better on average and for balance.

    3. Punish quitting (salt mines) and punish campers (while part 1 would help slightly, built in mechanics can help)

    4. Reduce grind, loads of ways to do this. Dont feel it should be limited to one way.

    5. Rework perks and addons? Can I do both? So many are pointless I just wanna buff a bunch of perks and remove meme addons and make interesting ones. If I cant do both perks, both need alot updated especially survivors

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897800#Comment_2897800

    DCs? Absolutely. Other games have done a 'leaver's queue', where you'll need to win 'x' games before getting back into the regular queue if you DC more than usual.

    Yeah I can dream this comes to DBD, I have no idea why it's not in already tbh.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/318684/explain-to-me

    • Perks will not change the lack of fortitude of some players. I rarely get DCs/hook-exits against me. Disappointingly it's usually players with more hours in the game doing it. When I see beginners (badly) matched against my Nurse trying up to the end then a 1k+ hour player giving up ... that's sad. (Yesterday a guy gave up against my Huntress after I got him with a curved shot behind a wall, the first hatchet of the game. We still had fun without him though.)
    • The only way to stop this is to have tome challenges that can be done easily without throwing the game. Not likely to happen.
    • Are you often matched with beginners? Beginners play very immersive. Beginners drop pallets even after a hit. Beginners go in the corner of the map to heal. Beginners hide when they hear the killer. Beginners have no game awareness. Some new prompts may make them better (e.g. the "your team needs you", in the suggestion forum) but a perk? No.

    -Agreed. I'm not sure why people with lots of experience are so entitled when it comes to DCs.

    -well they could make some challenges less grindy, 25unhooks for example could easily be 25unhooks and protects, or better yet "be in a trial while 25survivors are unhooked"

    - and no I dont get this often, I just know it's an issue that can happen. Since SBMM iv barely had this, except one day where I got on early and had huge wait times and I was obviously misplaced and just thrown in (I have multiple posts moaning about this lol, I now dont play at that time and haven't had that issue again)

  • @Ula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897772#Comment_2897772

    Simply because that would be the only way to have sprint burst, and adrenaline is very good too. Although I agree Feng would be popular too.

    My point is that on average, people will seek to play what is meta. Meg, Feng (and maybe Nea and Mikaela?) will be meta with these rules, so there will be even less variety than what we currently have.

    I agree, I dont want any less killers/perks to go against.

    Not really related but adepts should allow you to pick a 4th perk, as long as you have their base 3 it should count (like the tome challenges)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/318684/explain-to-me

    It doesn't.

    Trolls gonna troll, newbies gonna newb.

    That's the drawback of playing the 'team' role - if you have a weak link, it's tough.

    Thankyou!

    Obviously these are big issues in the game, especially as solos but we should look at the issues and try and fix them directly.

    For example DC, match quitters together and make bans harsher (or increase more dramatically)

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897776#Comment_2897776

    I said it wouldn’t hurt the odds, feel free to reread it. More carefully this time though, please.

    I read it, either it would help or it wouldn't help though.

    I'm not sure how it stops people playing certain ways or quitting though, unless you buff so much you can never loose?

  • And you just contradicted yourself, you said no one claims it would yet you just said it would to help stopping the bullet points I listed?

    Giving a player more info or perks isnt gonna stop them farming challenges, or giving up if they went down fast or even verse a killer/map they dont like

  • @DriplordDrew said:

    I don't think that making perks basekit will stop any of this. The farming tomes challenges are a huge problem. The moment I see another survivor with a key and and offering to spawn the hatch in a place I know that survivor is going to be useless and avoid trying to be seen. Out of interest what perks are going to be added as basekit? I personally think that if they want to make a survivors perk basekit it should be to take away teachable perks and make it so they always have those three perks with 4 universal perks (Example you see David you know he has no miter and Dh and WGtLF). Same for killers Bubba will always have (knock out, BBQ and FD). This would at least killers know what the three main survivor perks are going to be while not know the universal perks. Some perks may have to be changed and reworked into universal perks such as Iron will (should on take the grunts of pain and not all breathing) so players who hate the sound of injured survivors are not punished for not playing Jake. This could make a little bit of balancing easier and DH would not need to be nerfed.

    Yeah challenge farmers are pretty consistent and annoying, all are pretty big issues though.

    And no perks have been made certain, devs kinda ignored BT becoming basekit question but alot of the community has listed a bunch of perks they wanted base to help solo Q yet the issues I listed are what hurts solos the most. As for the perks link to survivors thatd be kinds bad, its force everyone to play the same people and limit the killers you see

  • @GoshJosh said:

    Did anyone ever claim it does? Wouldn’t hurt the odds though.

    Sadly yes, I made a new post though in hope they was just confused. What odds though? Increasing escape odds?

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