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H2H

H2H

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H2H
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  • While I do think a lot of people have some pretty thick rose-colored glasses about the first iteration of Freddy (the lowest killer tier was called Freddy tier for a reason), at least the gameplay was much more unique. I think bringing back some aspects of that would be fun.

  • Every game against her is 40+ minutes of the dullest goddamn gameplay you’ll ever experience.

  • As long as it’s still fun to run around as Victor, as well as still fun to boot him in his dumb gremlin face

  • I dunno, I’m about as killer-biased as someone can be but I honestly don’t have an issue with Unbreakable as it is.

  • Most of the time, yes, because what else is there to do?

    If I'm going up against a team of newer survivors I usually bail and go for another chase and give them the chance to rescue, because I don't really care too much in that situation (wowee, I proved I can win against babies, I'm very cool and tough). But if it's been a close game, I'll fight tooth and nail for that kill.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448133#Comment_3448133

    I'm guessing you didn't read my OP or really look at the screenshot I posted above. Its one thing for survivors to be punished for their mistakes, but leaving 3 people on the ground just so you can guarantee you get the 4k is abusing slugging. In the screenshot I posted above you can see that 2 of the 3 survivors on the ground are recovered and the third is almost there. This should never be possible. These survivors should be able to pick themselves up after being on the ground for that long. All of this happened because the killer refused to hook the survivors which is their primary objective. Killers who refuse to hook survivors in a timely manner should be punished for it. There is no positive argument for this.

    @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448128#Comment_3448128

    Imagine if those generators could do themselves simply by survivors doing nothing after working on them for a moment. But were supposed to be Ok with the killer winning by leaving everyone on the ground and ignoring the hooks. Maybe its not about survivors needing to play better as much as its about killers playing without abusing slugging. The killer and survivor power difference in this game is too wide.

    In the screenshot I posted above you can see that 2 of the 3 survivors on the ground are recovered and the third is almost there. This should never be possible.

    I disagree.

    All of this happened because the killer refused to hook the survivors which is their primary objective.

    No, killing survivors is the primary objective. Hooking them is often the quickest, best way to do this, but it's not the only way.

    Look, if you want to argue that killers leaving survivors slugged isn't fun, I'm totally in agreement. It's boring. But it is sometimes a good strategy that will lead to victory if survivors screw up (see your own example above). If your entire team is getting slugged, that's not a game design problem or killers playing unfairly, that's your team screwing up.

  • @KateMain86 said:

    First match of the day and this happens. The killer was the skull merchant who was using drones on downed survivors. They also refused to hook the first survivor that was downed. I wondered after about 30 seconds why the killer had not picked them up yet and sure enough they were simply using them as bait. When the killer got 3 survivors down they waited awhile and then decided to hook one and only one survivor. I tried going in to pick the other 2 up but it just ended up with the killer tunneling them down. Just that easily the skull merchant was able to abuse slugging and end the match quickly leaving us with absolutely no option to effectively deal with this situation.

    This is wrong in every way. This is not fair at all. More killers are abusing slugging because they know it benefits them the most to play this way. This situation should not even be possible. If the killer does not hook a survivor shortly after downing them it should not play in their favor.

    https://us.v-cdn.net/6030815/uploads/HR7R0RWQB5M7/20230606173437-1.jpg

    Like, this story is “the killer used a downed survivor as bait, and then we took the bait, and then the killer won.” You’re saying it’s unfair that the killer won after the survivors hugely misplayed the scenario! How is that the killer playing unfair?

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447940#Comment_3447940

    Pointing out a problem thats been abused for years in the game isn't survivors demanding killers only play in a "narrowly prescribed" way. You're making it sound like if you can't do this as the killer then you have little to no other options to play and win. This is not true at all. Excessive slugging is not good for this game and survivor players are sick of it.

    Survivor players should probably play better so they don’t all go down at the same time then!

  • Have the community vote on a single teachable perk from each character to keep, delete the rest. Not a joke.

  • Unironically agree

  • Killers should only be able to play in the narrowly prescribed way that survivors like me demand! No agency, no variety, no strategy!

  • Taunting the killer. Anyone who says anything else is lying.

  • Completely devastating. I hope these last days are filled with love and light.

  • It’s so so so stupid that knight’s power can buff survivors.

  • @RoastedGarlic said:

    All this topic has made me realize is.

    I want a new game mode where the survivor objective is to survive. Instead of doing gens the gates are locked until the time ticks down. once the time limit is reached the gates are powered and the end game collapse is triggered.

    Killers role is still the same.

    This entirely eliminates the boring hold m1 sim survivors hate ( no one likes doing gens lets be real) and it eliminates gen rushing. Games will now have an actual max time limit.

    This is what the second iteration Deathgarden was, and the survivors (or runners or whatever they were called) learned they could just hide in bushes the entire game and escape. There was no motivation to ever leave or do anything.

  • Sure, why not. It’s very unfair for killers to have even a single thing that helps them, after all. Let’s get rid of m1 attacks, the ability to kick pallets, and being able to strafe left while we’re at it.

    Jesus christ

  • You can get blinded by flashlights you cannot see. You can be stunned and blinded by flashbangs and firecrackers that are fully behind you. I’ve had people blind me with flashbangs behind my back at will multiple times in a single game. What’s the defense for getting blinded through the back of your head?

  • “getting slugged”

    ”playing good”

  • You get that my first comment there was in response to someone saying the second comment except about killers right? Killers are constantly told “don’t camp and tunnel, stop trying so hard so your mmr will drop”

    I don’t seriously believe the second comment, I was just being facetious. But that’s the exact sentiment being expressed towards killers over and over and over and it’s a little frustrating that the same never applies to survivors. It’s a double standard and it bums me out.

  • having to time it well made survivors sad, so they made it much easier to pull off so survivors would be happy

  • I think both a compass and an apex legends style ping system would be great additions for survivors.

  • maybe all the survivors who constantly complain about solo queue should just stop trying so hard so their mmr will go down and they'll face easier killers

  • @I_am_Negan said:

    Stop camping and tunneling for kills and you'll have fun matches.

    The way you're playing is to win so you'll be playing against others that are also playing to win. But if that's how you want to play by all means go right ahead.

    “Don’t try to win” is still the funniest thing people say in complete seriousness.

  • The intended way for killers to play is “lose humiliatingly, allow survivors to call you slurs, never ask for any improvements.”

  • @cluckodoom said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432904#Comment_3432904

    If someone charges in before the killer can leave, the survivors shouldn't get a free unhook. They are making a bad play and the killer shouldn't be punished for it. If the killer is chasing someone, they shouldn't be punished because the survivor takes the chase to or around the hook.

    Leaving a gen to unhook is a normal part of the game. Someone being rewarded with the ability to unhook themselves because a survivor led the killer to the hook should not be part of the game

    Agreed. The number of people who apparently think “survivors never mess up, if anything the killer does stops them it means the killer is playing scummy and unfair and should be punished” is maddening. Like the other thread where the person is complaining about the killer slugging all four survivors. How did the survivors all go down in the first place?

    Folks, it’s a game. Sometimes you mess up. Sometimes the other person plays better. Sometimes one side gets unlucky. That’s what a game is!

  • Killers are not allowed to have any agency or strategy beyond what survivors and BHVR allow them. Killers must be played like very simple bots or else they’ll be heavily penalized.

  • Removing more and more strategies for killers is going make this game go stale faster and faster. Instead of punishing killers for camping, they should have incentivized them not to camp. But no, they went with a bad, boring, unimaginative solution that’s just going to mean fewer options for killers.

  • lmao yes please give survivors more free escapes, amazing amazing

  • I'm genuinely baffled by the idea that apparently this problem is so widespread that it needs a basekit solution, but simultaneously it's not so widespread as to be worth taking any perks to avoid it.

  • If only there was a perk that could prevent this situation!

  • For the menus, I’d make the perk list into an actual scrollable list with filter categories and perk names and descriptions visible in the list without having to click or hover. Having a grid of often inscrutable icons was a lot more palatable when there was just a handful of characters compared to the dozens we have now. 9 pages of icons is a lot harder to search through.

    For in game, I’d just have the actual names of effects (and maybe even little hints like “-33% healing speed”) next to the icons. Seeing the hex icon with no clue what hex you’re affected by, or some arbitrary add-on icon for a rarely picked killer isn’t terribly helpful.

  • I think there would be a way to add victory points to certain actions in such a way as to have a more clear, definite win/loss.

    For example:

    Killers get 3 points for 1st hook stage on each survivor, 2 points for second stage, and 1 point for sacrifice/mori. The diminishing points for hook stages would incentivize going after fresh targets (i.e. camping and tunneling someone only gets you 3 more points, which is the same you’d get for hooking someone else for the first time).

    Survivors get 3 points for each gen complete (or maybe 5 for the first, 4 for the second, 3 for third, 2 for fourth, and 1 for the fifth), and 2 points for each survivor escape (or maybe 3?)

    First side to get 21 points wins. If neither side has 21, the team with the most victory points wins.

    I know there are issues with this, but I think this general idea could work.

    I‘ve also thought about something like a Battlefield style ticket system where survivors have to escape before they run out tickets and the killer tries to exhaust their tickets before they can escape.

  • Anything the killer does that isn’t cheating or exploiting bugs is fair. Tunneling, camping, slugging, 3-genning are all fair.

    Fun is a different story, but I think people have a pretty skewed idea of “fair.”

  • The visual, sound, and musical aspects of this game has always been really great.

    i really loved the original watercolor-like texture design, and I think the new, more realistic design generally looks good too (the new Red Forest look is pretty incredible and does a great job of feeling like a claustrophobic overgrown forest). Killers always look really gnarly in the best way, and cosmetics are usually pretty phenomenal. For example, I think Dredge is one of the best looking killers they’ve ever come up with, and all the cosmetic options for it are perfect. It’s a weird, messy, scary monster in the best way.

    The sound design is also really amazing. Every sound has the perfect oomph to it. Oni’s map-wide screaming when going into his power, all the weird wailing during Dredge’s nightfall, the way the Halloween theme plays when Myers powers up. It’s all just *chef kiss.*

    I’ve also really loved the music, and the way it’s incorporated into the gameplay. The dynamic way the terror radius and chase music mixes together has always felt great. And the music itself is almost always incredible.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421424#Comment_3421424

    Proton-GE should take care of the skill check issue. You can install protonupqt to make managing Proton versions a bit easier.

    This fixed the skill check lag like you said. Thanks for the tip!

  • Giant maps full of god windows and safe pallets

  • I was able to get it working using the "Experimental" tagged Proton (this was a few days ago when the latest actual version number I saw was I think 8.0.1). It ran fine though some of the loads were lengthy and skill check inputs seemed to have a bit of input delay.

  • Dull Merchant is the only killer where I think it's completely understandable and acceptable to DC against her at the start of the match. Every game goes 30-40 minutes of just 3-gen camping and it's the worst.

  • I wonder if the graphical upgrades to maps have added so much decoration that it's confusing the collision system and causing it. I've seen auto-aim yoink people around corners to hit walls instead of survivors right in front of them, it definitely seems like it's worse.

  • @Vhillain said:

    Not every achievement or archive needs to be "accessibility friendly", it's one thing to ask for basekit Shadowborn for accessibility and another to ask for them to make easier challenges because certain people can't do all of them, you can still complete the tomes by taking another path, just don't do the challenges that bother you.

    Just curious, what do you think “accessibility” means?

  • If the issue you have is that you constantly see the same few killers, then that's an issue of survivors' making. Calling for constant killer nerfs means fewer killers that can actually win and are fun to play. It's like after spirit got nerfed, and suddenly there were threads like "Whoa, I never see spirit anymore, what happened?" Survivor complaints happened.

    Instead of trying to nerf or ban killers out of existence, they should buff weaker killers. Believe me, I'd love to play a wider variety of killers, but when most of the roster is an insta-lose against even remotely competent survivors, you better believe I'm choosing the killers that can actually compete.

  • Silly rabbit, quality-of-life and accessibility improvements are for survivors!

  • I get this also, but it doesn’t happen with every window. Definitely a weird one.

  • Fixing this would be a great quality of life improvement for killers.

  • Is there an acceptable way for a killer to win?

    No.

  • Yeah, it’s all goofed up right now. Every time I start the game it says I don’t have any challenges selected, but when it go to select one it shows it as already selected. And yeah, every time I select the rift it replays the unlocking animation for every tier I’ve unlocked.

  • Hopefully it’s dead and buried, never to return.

  • It's not scummy (neither is tunneling or slugging or any of the other things survivors say isn't fair).

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