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ExcelSword

ExcelSword

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  • @Aven_Fallen said:

    Did they even cheat? No offense, but I have seen people claim that someone is cheating while they were clearly not cheating. Would also explain the behavior of the Survivors.

    It was a Jeff with a cross play icon that as soon as he moved behind the wall his move speed changed to 400%+ and he basically ran so fast he teleported to the other side of the map, I was running I'm all ears and spotted him doing this.

    So yes, he was a cheater.

  • @Slurpin said:

    "Just dodge him."

    I'm seriously excited to see all the bad faith killer players saying good survivors can juke Victor semi-consistently. The amount of lies people say to hoard as many advantages possible is staggering. This would actually beat the awful survivor players defending Made for This and old DH.

    It isn't the killers saying this, "just dodge him" was an actual response from BHVR's twitter account.

  • I would probably say if you think you are in a situation where you won't be punished too hard if you go for an m2 over an m1, you should try to m2 to get the practice with the power in. Otherwise it is okay to just m1 swing, your power is meant to help you, not hinder you.

  • @goodfriday said:

    So what about killers who

    =down a survivor and rapid shake their head rapidly for no reason

    =be toxic like body humping or wraiths spamming their dinner/train bells, boing boing over and over

    =hits survivors on hook constantly when they catch them with a crutch like noed

    =hits survivors on hook who did no t bags/click or display any toxic behavior

    =hits survivors on hooks because they chase a god looper who loop them for 4 to 5 gens

    =hits survivors on hook because they get head on/power struggled

    =hits survivors on hooks because they pallet/flashlight/flashbang save a team mate

    =hits survivors on hooks because=they use blast mine.

    =hits survivors on hooks because=they had boil over

    =hits survivors on hook=because they use a sypetic powder

    see even though all this is hook related=its different reason, so far it seems killers are more toxic than survivors. PS I love as a calm spirit user they wasting time doing that and no sounds. It must make them even more angry lol.

    I hit some survivors because a few of them make an annoying scream that hurts my ears, I don't see much point in doing it otherwise.

    I did hit a survivor on the hook today that had the name "Rainbow flag = I DC", I feel that one was justified.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694480#Comment_3694480

    I think you mistook me with CuteC3, we are not the same person. I only start drawing DBD since mid 2021.

    Alot of artists are okay when you ask them if you can use their art as your pfp.

    I literally just decided to boot up my old PS4 to check, and wow yes you are right it is from CuteC3. My bad, the name was mixed up for me.

    I have seen your artwork around though, I remember the one you did of Sadako bringing marshmallows to the hook but nobody was there, poor thing haha.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694308#Comment_3694308

    I drew alot of Nea

    https://us.v-cdn.net/6030815/uploads/J00NDDOT3DP3/image.png

    Twitter only shows a limited number of post though when you search something though. You have to search Nea for each year (2021, 2022, 2023, 2024) to able to see all of them.

    Searching tag would be: nea (from:C3_Tooth) until:2022-12-31 since:2022-01-01 (replace 2022 with other years, or replace nea with other character)

    Hey, I just wanna say, I remember using one of your drawings of Legion as a profile pic for my playstation 4 account nearly 7 years ago when I was still in High school. Only a couple DBD players asked where it was from and I told them you drew it, since I like your art alot.

    Now that I'm older and know more about how artists creations are seen, was this bad form from me? I stopped using it because I felt guilty and it was only for a PS4 account when I was barely 17.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693047#Comment_3693047

    We can argue that neither of us have proof all day but it makes a lot more sense to think they intended it or went "Hey, this is an AoE, we should see if it actually interacts with the environment properly" and decided they liked it rather than them SOMEHOW not considering "AoEs cover a large space which can include beyond walls" at ANY POINT, even when this function was discovered during the PTB. It is more logical to guess they intended or liked it than that they were too stupid to consider the fact that an AoE means it covers a large space.

    We are not arguing, or at least I wasn't intending to. I have the opinion that it was not intentional, but Bhvr probably didn't see anything wrong with it. I never claimed they were stupid for this. Again a lot of things in this game were unintentional.

    I think it would be better if solid walls that you cannot see through at all (I.e. lerys or Hawkins) prevented the aoe from damaging you. At the same time, I see no reason why a waist high wall or window would prevent you getting damaged. Again not trying to convince you this is superior, people are allowed to have opinions.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693013#Comment_3693013

    On no level is it unintentional, not as far as can be proven—and it's much more likely that this thing, which would obviously be the first thing you'd test with an AoE if you don't want it to go through walls, being in the game means it is meant to be. For WHAT reason do you believe it's unintentional?
    Also, make removing weakened more difficult how? Isn't it good that it forces the killer to choose between taking unique, less direct routes, and choosing the more direct option for a potential M1 or tightly timed shot if they're confident? I, for one, greatly enjoy getting to put my skills as a stealth killer fan to use, and it's clearly how the Unknown is supposed to be played. Crazy shots through and around walls are maybe the most defining feature of the killer.

    What proof or evidence do you have that it is intentional?

    A lot of killers have quirks to them that were not intentional. Some of them are just a logical consequence of how the power interacts with the game, some of them were clearly overlooked because people didn't learn or discover them before the PTB was released. Heck, sometimes things were present in the PTB that people despise but gets pushed to live anyway (*cough legion *cough).

    If you like the killer alot, sure that is fine. But I don't see any reason to believe this is nothing more than a bug that lets the killer do interesting things. Just like Blight's hug tech (I hate the word tech) for instance, that is definitely not intended since the devs tweak it so often. Maybe the devs will decide they like the unknown being able to this that they polish it up or make it more clear that this is something the killer has the ability to do.

  • I find very strange how everyone is forgiving of the fact this killer can hit through walls, when it's clearly not intentional.

    Could you imagine if they decreased the size of huntress Hatchets to a 10th of the size, but could hit survivors through solid walls as well? Even if it is very difficult it still would not be balanced.

    They should make it more difficult to remove the weakened status effect and fix the are going through completely solid walls or ceilings. Splash damage against Half walls or where you can visibly see the survivor I would be fine getting hit through though. A killer shouldn't need to rely on bugs just because their power at base is not very dangerous needing to hit 3 times.

  • As someone with 4000+ hours in this game I do wish that survivor prestige would be hidden. Not because I would benefit, I don't have any prestige 100 survivors since I don't really care about survivor items and just level new ones to prestige 3.

    I want it so I don't feel the urge to back out whenever I see multiple 100s. It's common in OCE that I will even recognize them most of the time, but if the scores were hidden it removes a temptation to look for an 'easier' game.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689142#Comment_3689142

    You joined March 2023, well after the DS nerf. How do you know?

    Some people join the forums recent but have been playing for years.

    I have a 5 year badge but less than 400 posts. It's just because I don't post too often on forums, and I wager a good chunk of players are the same.

  • People in this thread are really underestimating how strong it is never worrying about entering a deadzone.

    Seriously, I run this perk almost exclusively because it is so good. So many mindgames that killers try to attempt but if I notice they are trying to mindgame I just abandon the loop and head to the next tile that I can see. Usually abandoning a tile is risky but windows lets you plan it perfectly and it can really drag a chase out until the killer finally stops mind-gaming and brute forces a loop.

    Honestly, I dislike this perk a bit because I don't really like perks that reward holding W, but avoiding deadzones that survivors make in Solo Q makes me still keep running it.

  • There was nothing more frustrating than not tunnelling all match just to reach end-game and survivors would bum-rush the save because they knew DS would protect them when they get unhooked and sprint to the exit gates.

    All my hatred for DS was how it screwed over killers trying not to tunnel because survivors would take advantage of it at end-game. Once they removed the end-game activation, people stopped using it alot less, and I no longer got punished for spreading hooks. Conveniently, people stopped using DS at the same time, even though it still stopped tunneling quite well at 5 seconds. Almost like they were not running it because they actually cared about being tunnelled.

  • I base my perk loadouts for Solo Q on 4 things:

    1. A perk that gives me map awareness, of my teammates or the killer.
    2. A perk to help extend my chases.
    3. A perk that punishes tunneling, or otherwise increases my own survival.
    4. Flex perk.

    Currently running Kindred, windows, Off the Record and Deja Vu following this plan. It suits me just fine. If I get tunneled I at least get to know where all the pallets are, and I will at least not go down in one hit. If I die oh well, long chases are still fun.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689177#Comment_3689177

    If I run that, I'll get turbo-tunneled or I can't play my main.

    The fact of the matter is, if you're trying to " cover you Solo Q bases" like OP said, you need more than four perk slots.

    What exactly are you doing that is making killers "turbo tunnel" you? I know you've been playing this game for years like me, so I expect you can probably run most killers for a while. Most good killers that are playing to win won't go after clearly strong players, they will leave you to target weaker players, unless you are annoying them in some way.

  • I would personally maybe reduce how much the EMP can disable at a time.

    It is kind of silly that you can slip stream someone, and then with 1 emp they remove the slip stream from themselves, their teammate, and also disable your camera as a final insult.

  • If any survivor complains about Xeno while at the same time claiming that turrets are not worth setting up then they are just refusing to learn how to adapt their gameplay.

    Parking turrets right next to tunnel entries and gens is Dwight-level gameplay.

  • @anarchy753 said:

    Problem is that a lot of the value of the turret is the beeping signalling shes coming. To hear that I need it near the gen, and to be near the gen is to be near the tunnel.

    Also, what, I'm gonna spend 30+ seconds walking a turret to a loop at snails pace just to MAYBE get one extra loop out of that when she breaks it in 3 seconds flat?

    you don't need to put it super far from you, but come on you can take a couple seconds to put the turret in the jungle gym next to your gen rather than just parking it next to your gen. You can still hear it beeping, and best part is if you run for that jungle gym then the xeno is guaranteed to need to either dodge or attack the turret. Parking it next to the gen just disables it and does nothing to stop the xeno from chasing you.

  • There… already is a bleedout mechanic?

    Did you not notice the bar below your icon when you are slugged on the ground? You will die after 4 minutes on the ground.

  • I just hate this change because it means that if survivors group up, you get absolutely no reward for downing the survivor.

    The latch on being forced means you are automatically swapped to Charlotte, meaning Victor can't stop a teammate from kicking him off the survivor and then they will just pick him up.

    Charlotte's speed boost will vanish instantly after Victor is kicked, so that change will do nothing to help Twins get hooks on down survivors.

    At the very least, I hope that Victor downing someone prevents the survivor from moving or recovering, or else Twins will yet again be the only killer that cannot combat perks like flip-flop at all.

  • We are a rare breed haha, the crazy long shots that Victor can pull off and the feeling of being in multiple places at once is just a massive appeal to me.

  • This mainly comes down to the fact that maps now have too many tiles grouped together, meaning that as soon as you try doing anything to mind game that requires the survivor to make a read or get hit, instead they can just abandon the tile rather than risk making a bad read.

    Now this wouldn't be an issue ideally, because abandoning a loop is its own read, and a killer could bait a mind game expecting them to leave the loop, and theoretically would get a free hit. But loops and tiles are so close together that alot of times you can't even punish the survivor if you predict they will abandon the loop.

    Doesn't help that windows of opportunity removes a lot of risk of them abandoning a loop for a tile that has no pallet or window. I'm not advocating for it to be nerfed, but it is a big reason why shift-w is so much more common now.

  • As a Twins player, I am hoping that this will be a choice that you can make to have Victor latch onto downed survivors, and not forced. If two survivors are about to pop a gen and one of them gets downed and pinned, you still can't stop the gen because you would be forced to switch back to Charlotte. Granted the survivor can kick Victor after the down but that is time they aren't spending on the gen.

    I also don't want Victor to down people after them not being removed for too long. This would lead to scenarios where you follow someone as Charlotte until they either remove Victor and you get a free hit because they stop moving, or Victor downs them for free just because the chase was too long.

  • I feel the goal of the Twins rework should be to emphasise the fantasy of playing two killers at once. With the release of Nemesis, Knight and the AI bots, I feel there is a potential for a Twins rework where you can give simple AI commands to Charlotte or Victor.

    I'm hoping for the following:

    • releasing Victor without swapping, so he stays and acts as a sentry for Charlotte (This requires basically no change or AI actually, right now releasing Victor forces a swap, you can't just drop him without switching) while you continue doing your own thing.
    • When playing as Victor, a command to have Charlotte just follow you. She doesn't need to attack survivors or anything, just a simple command where she either doesn't move, or you command her to walk towards you until she is within a certain radius, say 16 metres

    Honestly these two changes would be enough to make the Twins not feel so frustrating to play against. Charlotte following Victor means you can actually get a hook, or you can initiate a chase against a survivor who Victor has latched onto.

    Other changes I am hoping for would be:

    • Reduce the attack cooldown on Victor
    • Reduce the cooldown swapping to Charlotte
    • Let Charlotte see Victor's aura on incapacitated survivors immediately.
    • If neither of these can be done, allow swapping between characters during cooldowns.
    • Victor is destroyed if a survivor is hooked within a certain radius of him.

    I understand why Victor's cooldown was made, but it still feels horrible having an effective 8 seconds of cooldown while attacking. Allowing you to swap to Charlotte during Victor's cooldown means you can start hooking them faster, and it avoids slugging because survivors can kick Victor without worry (doesn't matter because Charlotte is now coming towards you). It would also feel engaging swapping between the killers to really feel like you are playing as two seperate characters.

    Charlotte being able to see survivors without waiting 30 seconds would really help play into the idea that they are a tag team killer. You can already do fun mind-games on survivors holding Victor "hostage", and it makes sense that Victor attacking you means you are in danger of getting found by Charlotte.

    Only other change to Charlotte I would want is to give her some sort of ability when she doens't have Victor. I'm not sure what this would be, but something that makes here less reliant on Victor to secure the down, or helping her get the first hit so Victor can finish them off. Maybe reducing her terror radius possibly, she already has an addon that does this when swapping from Victor, and Victor applies Oblivious so its not like this would be too out there, and it means survivors being injured is a massive risk against Charlotte as well.

  • OCE in general has a smaller playerbase that I feel I always see the same names frequently, and after so many years you don't come across new babies in matchmaking nearly as frequently as the rest of the world.

    I take breaks from DBD for periods up to 6 months at a time, but since I have played for such a long time overall whenever I come back I get grouped against strong SWFs or high ranked killers that all my games are stressful as to try and win, makes trying the new killer or perks not as fun as I would like.

  • Lightborn and shadowborn have had nothing to do with each other for years now. I'm not sure why you complaining about shadowborn in regards to flashlights.

  • Wait, Twins is actually on the roadmap and due for a rework next PTB? They promised that she was next to get a look over like 2 years ago, which clearly never actually happened.

    EDIT: Okay I was able to find the roadmap, and see Twins listed for April. Is there any known information on what the rework will include? They mention they have teased the rework previously, but does that mean we know anything about the rework or is it teasing as in "we are changing Twins"?

  • I don't really understand why a supposed stealth killer has a base terror radius of 32 meters and can only go undetectable for a relatively short amount of time.

    If you want to use your power to sneak up on people you basically have no power after you get your first hit. If you wait until you injure someone then you have no stealth.

  • @Seraphor said:

    People asked to make it more chase oriented, they did.

    In theory, not in practice.

    Every SM still plonks their drones right next to a gen, and then immediately returns to that gen the moment their drone is deactivated.

    Just ignore the drone.

    It doesn't do anything to you while you are sitting on a gen or crouch walking. She can only put 1 drone on a gen at a time, so if you really want to be safe just position the gen between yourself and the drone.

    If you are worried that you will get marked when SM comes to check your gen you can crouch walk to when the drone is not facing you and then just run away. If you say that you can't tell when it is facing you, well that's just a skill issue because you can see which way a drone is rotating and where its cameras are facing.

    I have legit made SM waste her drones because she is putting them on gens rather than setting them up in loops for chases. Seriously, most games where survivors don't just give up are usually free wins if the SM is just being dumb and putting them on gens.

  • From what I understand, its basically some creature that is using one of it's victims (presumably a lumberjack) as a skin suit. So it is jerky and has unnatural movements due to not naturally being a human or bipedal in its true form

  • @Michi said:

    While the basekit changes are nice it requires a lot of testing to see If the brown addons basekit are enough. After testing these I will be able to form a better opinion but so far the changes mentioned above don't strike me as special.

    But!

    The big thing you should look out for is the basekit smaller tp range! If this change makes Hag hit survs out of any teleport (translated: If you trigger a trap as surv while the Hag is in tp range and tps + attacks immediately you should get hit 100% of times except If any speed boost is affecting you) I would be very happy and this is all she needs.

    So If you test her on the PTB then have a close look at her ,,hit after tp " rate . Wiping should be the counter , not triggering and then running away making her miss

    What do you think about the fact that they basically made the trigger range add-ons useless for camswing traps?

    I hope the reduced distance will make up for it, but it is such a shame to have less variety in traps now.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405732/is-there-any-rationale-for-the-reason-on-changing-i-e-butchering-hags-trigger-range-addons

    Maybe it is because I play hag differently but reducing the radius is a buff to me. No longer will survivors trigger traps while running somewhere else. If they just flick their camera they are out of my attack range before I get there with a tp.

    If the radius is smaller I know that I just have to tp + m1 and get a hit.

    I tend to place traps in corners next to a door so survivors don't see them. In narrow places so they can't go around. In a bush where I think they will run through frequently. If they see my trap they can just run a circle and when their hitbox tips the trap range it triggers but they will still be able to get away. That's not possible with a smaller radius

    placing traps in doors is actually why the camswing and antelope traps and distance add-ons are so good. If you push a survivor towards a trap like this, they are usually forced to go through the doorway rather than another path they didn't want to take.

    If they try to ignore the camswing and recentre to continue their original path, then they just get hit by you since it makes them lose a ton of distance.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653760#Comment_3653760

    The infinite range part is simply the 40m range limit which they are increasing this ptb, she can't teleport to traps triggered further than 40m which is something that serves no gameplay purpose and only promotes camping by telling players they have to stick to their traps, so if we just remove it we'd free a set of add-ons which (Dried Cicada, Dragonfly Wings and Dead Fly Mud) can be used to decrease the trigger range for those who want it.

    I will also leave you this guide which goes into the trap mechanics and non teleport traps so you can see why i think its in some ways a nerf.

    https://www.youtube.com/watch?v=AX5AGQiNKg0

    Thank you for this, I didn't think to include Michi's guide on camswing or antelope traps.


    But yeah it is really disappointing that people don't think this is even worth discussing, and not recognising that it is not an overall buff to hag, but a compensation nerf.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653728#Comment_3653728

    I'm not gonna say they have no value, but not only are they not the core of her kit I wouldn't even say they're worse, unless I'm misunderstanding somehow. You have to put them a little closer toward the position you want to bait the survivor into, I guess, but I don't see how that changes anything.

    It's as core a part of her kit as hug techs on blight or faking lunges on demo are, or holding hatchets to bait out dead hard on huntress are.

    They are not essential, but they are part of her skill expression she has to reward good trap placement, and increase her overall skill ceiling. I know alot of people don't play hag, so to be honest I expected that people wouldn't even understand what I am referring to in the first place, alot of the people in this thread think it is not even worth discussing because they have never faced a hag that uses these types of traps.

    If they died to one they would absolutely remember it.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405732/is-there-any-rationale-for-the-reason-on-changing-i-e-butchering-hags-trigger-range-addons

    Hag IS NOT designed to be a chase killer without Waterlogged Shoe- Every experienced player who's played enough Hag will tell you this as a fact. She is primarily designed as a hit & run killer in a better way and having the ability to shrink her trap trigger range is superior to expanding it since it makes getting hits easier. I'm sorry to say it, but if you're chasing survivors as Hag without Waterlogged Shoe you're sadly not playing Hag right at all.

    I'm not exactly certain what you are talking about here. Why do you think I don't know that hag is a setup killer?

    Believe it or not, you don't always need to teleport to a trap to hit a survivor if they are already in your web of traps, unless you are someone who thinks scroll wheel hag is the only way to use her traps effectively.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405503/why-isnt-killing-yourself-on-first-hook-a-bannable-reportable-offense

    The answer i always get is:

    "You can't make people play a game they don't want to" To which my reply is, actually yes you can. Look at games like DotA which SEVERELY punishes leaving games, such that you get 1 free leave PER WEEK. If you leave more than 1 game a WEEK, you start getting punished and punished SEVERELY. And the part about that i don't get? Games of DotA can last well over an hour. So in that game, where matches can last over an hour, they manage to get people to stay till the end of the game. But for some reason someone can't do that for an 8 minute game of dead by daylight?

    The other aspect of it that people fail to address. Lets say i buy your premise that "you can't keep people in the game" So why can't killers end the match early too? Why is it only survivors that are afforded this "luxury" where they can leave the match.

    Lastly, there already is a system in place that punishes you for disconnecting. So why is this loophole allowed? The point of the DC penalty is to discourage it, so obviously the devs don't like it when people DC, or the penalty would be removed. At least when you DC, your team gets a bot and can continue on, at least a little bit. But killing yourself on first hook means you basically doom your team to a guaranteed loss. So why is it allowed?

    IDK. I think that people who do this kind of thing are in the same vein as people who don't put their carts back at the grocery store.

    Now that lightburn is no longer a thing, Wraith is my favourite killer to play when I just want a chill night.

    Play normally up until it gets too much and when I just get sick of survivors being horrible to me, just cloak and stand in the corner then watch youtube.

  • @Zachcjjj said:

    its not even slightly close to other online pvp games. I legit think the people who say "dbd is the most toxic game ive ever played" have never played another online game ever

    I will say that DBD is the only game I have ever played where people will leave comments on my steam profile. And I have played a lot of games with "toxic" playerbases.

    This is also the only game I have ever played where I have lost friendships with people just because they didn't like that I took them seriously after facing them as killer/survivor (I had tried playing nice/friendly when I faced that friend group but it got upsetting after having so many 1-kills because I was being nice). These were friends I had made from other games even.

    No other game I have ever played has had me lose friends because of what happened when I faced them and they lost.

  • I agree with Dustin, the thing that makes DBD so unique against other communities, is that we are pretty much the only game I can immediately think of outside free-for-alls where all the toxicity is mainly directed towards your opponent.

    I think this is mainly due to the fact that killers are solo, so any toxicity they would have in the first place will be towards the only players that exist in that match (the other side). Concurrently, this means by default most survivors will just direct their frustration towards the Killer rather than any teammates.

    Not saying survivors can't be toxic towards each other, but with no voice chat or text chat during the match, it is not as bad as other team-based games like Siege, or Overwatch. In those games, very few people rarely get angry at the enemy, they get toxic with their team. DBD is almost 100% the opposite.

  • Man, people don't even try to give this idea some thought, they just instantly jump to "SWF no power lol".

    Let's imagine that the devs actually added this to legion, as a second ability. This is how it would actually play out:

    Survivor in a comms group working on solo gen in a jungle gym, with little sightlines.

    Disguised legion approaches gen unseen.

    Legion rounds corner to gen.

    Survivor sees and says: hey guys, is this you- STAB.

    Legion stabbed you before you even got your words out and runs off in frenzy.

    Seriously, people act having no Terror Radius is not even a power. You can literally pull off the same thing as ghostface, only this would be better than GF because you don't immediately start sprinting for 0.25 - 0.5 seconds when the killer rounds the corner.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516602#Comment_3516602

    We already have penalties in place and they still don't stop people from DCing. Sandbaggers already can get reported for griefing but that doesnt stop them. BHVR aren't going to police people randomly going afk because there are legitimate reasons why someone may need to. From a business perspective, those people are all still customers and they want them to keep playing. Self-unhooking even, it's a mechanic that can come in clutch and missing skill checks isn't a crime, it still happens to me sometimes. They aren't going to punish that.

    Self-unhooking is a loophole to the DC penalty, but it still has it's place in the game as it is thematic. I think it should be changed so that you no longer have your hook time reduced, but still penalized with a debuff after you are unhooked. What the debuff is, doesn't really matter honestly.

    This would reduce the impact of people just abusing it to leave, while still making it a gameplay option in rare scenarios.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515759#Comment_3515759

    This.

    OP, you ask 'when is it okay to DC?' Uhhh it's not... that's why there is a DC penalty.

    But fact remains, you can't force someone to play lol unless you go into their house and physically force them to unhook their team mates or keep repairing those gens. If people don't want to play, they won't.

    What I meant was when was it okay to defend a person DCing just because they got their egos bruised.

    I don't want to force people to play the game. If they got tilted, I would rather they take a break. If they have a family emergency, I would rather they go and make sure that is addressed. Nobody minds the DC penalty in those situations, bc IRL situations are more important.

    What is baffling is people leaving at the drop of the hat because they got outplayed, and then immediately re-queuing, and if I discuss this outside of the forums, everyone immediately comes to that person's defence with "you can't force them to play the game".

    EDIT: Seriously, go visit reddit or twitter. So many people arguing to remove the DC penalty so they can leave whenever they want.

  • It can hit survivors over pallets. That alone means there will be a group of survivors that despise this killer.

  • @Ariel_Starshine said:

    Well, it's true. You can't force anyone to do anything. You certainly can't force someone to play a video game. What are you going to do, physically force them somehow? If they don't want to play, they won't.

    I mean I agree, people should play if they enter a match! But...they don't, unfortunately ><

    As for me I'm not repeating anything I've read or heard from elsewhere, it's just the truth. We can't force people to do things.

    Also why is my forum stuff in French lol

    No, but if they decide they want to stop playing the game whenever they feel like it, then it should be fair for BHVR to stop them from playing the game whenever they do feel like it. Every other game bans people with timers for leaving, DBD should be no different.

    I mostly hate this because it seems like everyone is saying that it is fine for them to immediately re-queue into another game as if they didn't just screw over their last teammates.

  • Again, I agree this was a great change, but it does go to show that the perk description should be made a bit more clear imo. I don't want this to be reverted.

  • Try Civilisation, or something.

    In all serious, it's normal to get exhausted playing the same game all the time. If you want to try keeping DBD fresh rather than taking a break, try doing things you normally wouldn't do.

    If you main killer or survivor, try playing more of the other role. Try going for challenges in the archives, or do achievement hunting. If you play a lot of killer but usually stick to a main, try playing some other killers you don't normally play.

    Really, no one should expect to play the same game all the time and not get bored of it. I take frequent breaks from this game to play other games, but I've attempted to get 100% steam achievements on DBD, I have the shelter woods achievement that was added with Skull Merchant and its been a fun ride. After that's done I'll probably keep playing for the rift, and then I'll take another break until the next chapter release.

  • @BooperDooper said:

    I have tried going for it a bit but after like 8 games of getting 0 progress I gave up. In total I have 6/20, idk if I can really be bothered going for it lol. like... 20 ESCAPES on RPD of all maps and YOU have to be the one to OPEN a gate. Misery, truly... at least in solo q

    Honestly, the achievement would be much more normal if it was something like 5/5 escapes. I would even argue that 1/1 is not unreasonable. 20 games is just pure misery.

  • Even if Killers can rehook survivors fairly quickly, it still prevents chainsaw killers from trading hooks. We also don't know if we can choose when to unhook ourselves, or if it is automatic. If we can choose, then you can just wait 59 seconds to unhook yourself and that is a net buff.

    Leatherface will not be able to get more than 1 survivor at a time if this is implemented and you play correctly, currently 1 survivor is the minimum when a rescue is being done. Trying to argue that this is actually a buff to face-camping is such a massive reach.

  • I play in the OCE region. I recognise people's names all the time, and while I won't dodge 1 P100, if I see multiple ones they are usually in a SWF. Again, in the OCE region you remember names all the time, and start to recognise friend groups (as well as the fact I actually play with some of these people).

    I don't like going against 3-4 mans because its usually not a fun game, but idc if its just some solo P100.

  • @MadEyePopo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351731#Comment_3351731

    A dodging killer perhaps just wants to be able to get to Iri 1 as fast as possible. Personally, I can never get to even Gold 2 and I play close to 100 matches per month.

    The de-pipping is the top thing that needs to change with this game. If a killer player knew that they wouldn't get punished with de-pipping after getting steam-rolled by sweaty SWFs, I am pretty sure they would be more willing to use that match to test their skills and even have fun instead of dodging and stressing about it.

    I have 6000+ hours in this game and I couldn't care less about pipping, I just don't want to play matches at super high stress levels in order to win.

    Since I play on the OCE server, I see the same groups of survivors a lot and recognize their swf groups. I tend to dodge if it is a 4 man or they have multiple streamers, because those groups tend to want to show off on the killer, and it ain't fun being ridiculed in front of an audience.

  • Steam 64ID: 76561198233205680

    Have 4k'd twice as Ghostface now since the last patch, and still no achievement. I even two-pipped, so getting merciless the old way would have counted.

    This is my last killer achievement, so please help me out.

    image.png image.png


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