Avatar

Hanuka5

Hanuka5

About

Username
Hanuka5
Joined
Visits
252
Last Active

Comments

  • @Evan_ said:

    Nope. The slow activation time makes using yellows interesting, because you need to predict the survivor movements, and even your reaction to those. Experienced Clowns incorporated the timing into their plays - it makes sure they get the boost and not the survivors.

    I could live with 2.4 seconds, I'd be grumpy with anything faster.

    Maybe faster yellow activation could be an addon.

    So 0,1sec is as far as you would go?

    With 0,2sec faster you would scream that its way too OP? Im a bit confused from your comment

  • It would also nice to add the effect:

    "Scourge hooks do not break when a hooked Survivor is sacrificed or a Survivor using Breakdown is unhooked"

    Its not a big buff but fits in the idea of the discription


    But i think also good idea would it to just merge Hangman's Trick with Gift of Pain or Monstrous Shrine

  • I think DS is #########. It gives you very less distance, if you dont get dopped next to a loop its basicly useless.

    But dont misunderstand me i like that the perk is not good and is not getting played very often.

  • @drsoontm said:

    That's all you'll get for playing with a handicap. Some players will just take that as a signal to be rude.

    Play to win or at least to have fun.

    Don't bother going anywhere close to the gates when you know you've lost. Instead look up, go take a drink and come back after the EGC has collapsed and the fools have waited all that time for nothing.

    " playing with a handicap"

    You mean playing a killer i dindt played before?^^

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554471#Comment_3554471

    There is one point that should be corrected. The rescuer does not always act like a rescuer, but actually repairs the gen for 30 to 40 seconds before finally getting up and going to the rescue.

    Then, like a fool, he ignores the killer and charges in to pull up the on-hook survivors.

    Because then he can do his job.

    If he does that its easier for killer^^ Because if im not in a chase or anything i will be there in the last 10seconds too and try to make sure that he pops the next hookstage before hes getting rescued

  • @huxenjoyer92 said:

    Many people have been complaining about SM's rework so far, saying "wow, she went from a boring, busted killer to being utter trash."

    I played the PTB SM for more than five minutes, so I can say with a little confidence that her rework is absolutely fine, she needs some QOL changes and tuning regarding her power cooldown, but here's the deal.

    New SM allows you to actually be a chase killer now, because that's precisely what she's meant to be. Claw Traps are objectively better now than what they used to be, and they allow you not only to close the gap in chases (with the hinder and the Deep Wound mechanic countering things like Dead Hard and OTR), meaning you can reliably snowball as opposed to putting four drones on gens and the Claw Trap being a mild annoyance to survivors.

    Will she be strong? No, but that's OK. Although I did prefer if they kept the stealth in Active Drone areas idea, that was fun for mindgames. Otherwise? Great job, BHVR. You made a buffable Killer. 👍️

    Will she be strong? No, but that's OK.

    Than fix that? If shes weak allready before people found out how to deal with her she will just become weaker.

    I mean the problem is her ability. Go into a loop -> press ability -> hit survivor.

    Thats not very funny for eather side.

     You made a buffable Killer

    If the killer needs a buff before the release, maybe give her a buff and leave her a bit longer on the PTB?

  • @dgbug said:

    Out of every problem in DBD, I can firmly say that the worst ones are monetization-related. BHVR keeps adding new skins that people don't want to DLCs to artificially inflate prices, removes skins from the store when it's not "the season" that they should be in the game despite NOBODY wanting that, and they treat a fully paid game like a Freemium game with a Battle Pass and 10$ cosmetics that take UNHOLY amounts of time to grind for.

    BHVR will cite not wanting to use FOMO in their reasoning as to why they won't reward their most dedicated players, and then turn around and use FOMO tactics with new cosmetics! On top of this, they actively link sets that SHOULDN'T be linked (Every RE skin, for example) and wonder why people barely play those characters.

    This game's pricing is insane, and Iri Shards should be MUCH easier to acquire so new players can at least play the ORIGINAL CONTENT without grinding nearly 2000 hours to unlock every survivor and killer.

    And on top of all of these issues, they actively link sets that DON'T NEED TO BE on characters who desperately need skins (gabriel, haddie) and then wonder why they don't ######### sell well! It genuinely feels wrong that they're actively sabotaging their POC survivors by constantly giving their newer ones linked sets and REFUSING to unlink sets that shouldn't be!

    I know that this will be fully ignored which is. Frustrating. But please don't make this game a budget fortnite. Y'all are better than this.


    Might be an unpopular opinion but i dont think thats a huge problem.

    First of all, i dont have a problem with skins at all. I dont care if they cost 10cent or 100$. As long they dont change the gameplay i dont care.

     and they treat a fully paid game like a Freemium game with a Battle Pass

    I kinda disagree on this point. Its not a "fully paid game". Please check how mutch a game cost. a "fully priced game" is at around 60-120€. DbD was (alone in the past 12 months) 10 times on sale. And was in epicstore for free. So you can easily buy it on steam for 6,99€ or 7,99€. If you buy at from keysellers its around 5€

    This game is constantly upgraded and got new patches since now over 7 years. What do you think pays for this 7 years of service? Your 6,99 that you paid one time?

    can at least play the ORIGINAL CONTENT without grinding nearly 2000 hours to unlock every survivor and killer.

    To unlock all unlicensed killers you need around 750hours. To buy all licensed killer you need 50€.

    I mean survivors are basicly only skins. So its just about the perks. If you check the best perks:


    https://dennisreep.nl/dbd/perks/survivor/


    This page shows you the best survivor perks in the game, The data is communitybased You see that you need to buy like 2survivors (with IRL money) for the top 20perks in the game.


    To buy everything licensed you need to spend around 110€ (+6,99€ for the game). Thats a full priced game. Yes its more expensive than normal games, but thats the disadvantage of free-to-play or lowcost-to-play games.


    I just dont see Dead by daylight as a "full price game". Because it isnt. And because of that its allways kinda "pay to play" or "pay to win". In case of dead by daylight i think the monetization is okey-ish. Yes it could be better, but it also could be way worse.

    In my opinion the price of "older licensed" stuff should sink, so if you are starting DbD now you could buy every licensed stuff for 60-80€.

    That a new licensed killer cost 5€ is okey. Especally because normaly it allways 1 licensed killer than 1 unlicensed killer.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554239#Comment_3554239

    It is not always easy predicting every single Survivor's movement especially when you are in chase with one of them. Maps are getting large and have sometimes too many safety nets, that it's very hard to applied map pressure without being forced to camp and tunnel; in order to lure Aultristic survivors to you, rather then you finding them. Of course, it is definitely easier if you have strong and useful perks/builds/specific strong killers to compliment your map pressure capabilities. But, if you are a weak to average killer whom doesn't want to used meta perks, you are at a disadvantage and forced to play "toxic" to win efficiency.

    The game should be updated and there needs to be more reward in chase and hunting; so that tunneling and camping can be not necessary and also, slowdown the pace of the game. My suggestion could involved huge map Reworks across the board (not graphical updates), new gameplay mechanic to reward killers in engaging in chase and less on tunneling one or two same Survivors, with passive Gen regression/slowdown speed.

    Also, to awnser your first statement, yes... Survivor Genrushing is a problem indeed, I cannot go for 8-12 hooks no more, as I can give survivors too many chances to get their objectives done and speedrun the game so that I do not get any of my challenges/BP for my efforts. I want games to at least last more then 10 minutes; but also not last more then 20 minutes also. My past few games as killers or survivors, I either lose the game by either dying by tunneling or... all survivors got away teabags at the exit gates in less then 5 minutes.

    In my opinion "face camping" is not a viable tactic to win the game. You cannot stand 120sec infront of a hook and hope to win the game. In that time at least 3 gens will pop, just so the survivor can be safed in the last second anyway.

    Proxycamping (so staying in that area) is a good tactic especally in the lategame. To stop makeing proxycamping or tunneling not worth it anymore would mean that its not a difference if there are 4 or 3 survivors are in the game.

    I understand what you like, that you should be rewarded for hooking equally every survivor and i agree on the point that it would be funny, but i dont know how a mechanic could be introduced or be balanced. We see how the endurance of the unhooked (thats suppost to be a anti tunneling mechanic) is used in a offensive way. Thats why ideas like passiv DS or something like that wont work very well

     Survivor Genrushing is a problem indeed, I cannot go for 8-12 hooks no more, as I can give survivors too many chances to get their objectives done and speedrun the game so that I do not get any of my challenges/BP for my efforts

    Disagree on that, hooking people is stopping them from genrushing. You have 1 guy in chase, 1 guy on hook, 1 guy is rescuing the guy on hook. So only 1 guy can do gens.

     My past few games as killers or survivors, I either lose the game by either dying by tunneling or... all survivors got away teabags at the exit gates in less then 5 minutes.

    I understand you, but that sounds like a problem of your matchmaking. You are playing against survivor who are better as you, so who can drag chases that long that the other survivor can easily finish the gens. "genrushing" itself is not really a tactic or anything, its the way survivors have to play. Because if they are not doing gens, what else should they do?

  • @adaw0ng said:

    Genuine question, since there is no block list to be checked and there is a point where you can't block people anymore since it will constantly tell you "block" instead of "unblock".

    You cannot read the endchat of them anymore.

    And thats it. It has absolutly no value

  • Do you want to put your ideas on top of the existing effects or replace it?

    Because i think the "blindness" effect of yours is weaker as the blindness we have atm.

  •  so does killers not liking Genrushing! T

    As main killer, i absolutly dont have a problem with that. Thats something i can predict and try to stop.


    If you dont want to change the timing, there is not mutch that you can do to slow down the game. The "extra objective" survivors have to do is "rescue from hook" and "heal". But yes if for some reasons a killer is not able to down survivors the game can be very fast.

    Its a bit of experience of the killer to guess where they are walking and trying to chase into a direction where they are working on.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553859#Comment_3553859

    I'm not sure what I said would make you think I don't play Killer when that's the bulk of my playtime, but the 4.4 chase is much different than the 4.6 chase during the entire leadup before the lunge (the majority of the chase, and also often because 4.4s rely on power to injure/down people rather than solely M1). You get a feel for how many more rotations people can get based on the speed differential and how close or loose you and they each loop the structure. When I played Huntress quite a bit, there are times where you run out of ammo or want to preserve a final hatchet, and you think you can get the M1, but you need to loop longer to get that M1 hit instead.

    As far as Coup is concerned, what part of it is what you dislike? The 'you don't know how many tokens remain' aspect, or the initial surprise. I feel as though it fits quite well alongside Hexes and Spirit Fury. The Killer gets value with it maybe a couple of times, then the Survivors can play around the Killer theoretically always having it. (Hexes though have the additional counterplay that Survivors can cleanse them.) If you are also against Spirit Fury, then completely fair, you do you. If I had hard cash money on a match I'd probably agree with you, but the lack of knowing (your opponents perks/add-ons) and finding out is part of the appeal of the game to me.

    With the Sprint Burst / Made for This final part, my point was in comparison to one another. If 2 equal skill Survivors each have the other perk, I've only seen a weird middle ground of skill where MfT was better. When I get autofilled into babies, SB is better for them. When I get the sweat squad on comms, SB is better for them. When I get the Survivors that still walk with SB ready, but not all time like babies, and never 99 SB, those skill level Survs are better off with MfT. Even then though, the additional flaw of MfT users too often becoming overconfident while injured, makes them not heal even when it would be beneficial, so that is a very slim margin where MfT is better. Most Survivors the game sends my way are weaker than the sweat SWF on comms, (specifically sweat SWF, not normal SWF, normal SWFs are weaker than strong independent Survivors as they often throw for altruism) but stronger than the margin where MfT is better. So yes, you don't need any skill to get value from MfT, I just feel at the vast majority of skill levels (at least that I deal with) Survivors are better off with SB. Sorry if I wasn't clear on that earlier.

    But i was not only talking about the leadup that changes to the lunge, i was talking on the distance when you make the lunge.

    Let me qoute myself:

    Because as killer you learned the distances. At what distance you can hit, at what distance you can Lunge attack. With MFT all what you learned is wrong. You will miss it.


    The time you need to keep up changes ofc too. How i said some plays for example advanced plays with doctor are not possible anymore since they dont work if the survivor walks 3% faster anymore. And with 4,4 killers the "loop advantage" is even higher. Since survivors can walk loops tighter you see a difference especally in small loops. But how i said, my main problem is that this leared point when to hit changed.


    As far as Coup is concerned, what part of it is what you dislike? 

    I dislike that the survivor doesnt know if you have it or not and it changed what you learnd before. So "I will make the window" is starting to getting wrong and you should have tried to reach the next corner instead. And its not that you did something wrong, the killer just used a perk (that you dindt knew he had, and that you coulndt see before).

    I dislike the whole idea of the perk.

    then the Survivors can play around the Killer theoretically always having it. 

    I disagree witht his, because for example Coup makes L-T walls unsafe, so if you play like "he allways has it" most of the structures are useless and you shoulndt go to them.


    the additional flaw of MfT users too often becoming overconfident while injured, makes them not heal even when it would be beneficial

    Alot of the survivors are playing the "no-healing" playstyle, since it can be benefital to just finish a gen instead of healing. Alot of SWF teams dont heal up anymore unless its needed. Because why heal up when the killer is on the other side?

    There are serveral talents that boost your character while injured and MFT fits perfect in that kind of playstyle. We have alot of killers that can injure you easily but its way harder to down you (for example legion).

    For some other killers, the "follow up" hit is often easier as the initial hit (for example wesker)

    "injured builds" are also very good against killer who use the exposed status.

  • @Hex_Ignored said:

    Pog log is not an infinite. Also, pog log usually spawns at the very edges of the map, so even if you get looped till the window blocks, you get a hit almost every time after that because no tile is nearby. And this is all ignoring blood lust and killer powers that can deal with loops.

    You mean like next to killer shack? Or the ship? So you can run the loop 3 times until the window block, than run shack 3 times until the window block.

    killer powers that can deal with loops.

    I absolutly dont understand this "Argument". Yes some killers have killerpowers to deal with the loop, but some are not. You can argue against every strong loop that "some killers" can easily get the survivors in it.

    For example Shack is useless against a clown (who knows what to do), does that mean that shack in general is a weak loop? No.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553281#Comment_3553281

    If you are a variety Killer then you have learned .4m/s difference with Huntress/Spirit/etc. as well as the .6m/s difference. MfT yields a .48m/s difference, or essentially the Spirit speed with more wiggle room. 1 level of Bloodlust does essentially the same thing with a .68m/s difference, or essentially normal M1 with wiggle room.

    There are also difference learning opportunities in game with Dead Dawg Shack vs normal Shack, the length differences of LT walls across different realms (which are different, check out Mr TatorHead's looping guides where he breaks that down, good as Survivor and Killer to know what you should do, or how to counter it, also he uses no perks as Killer and Surv, and pejoratively calls 'Made for This' 'Paid for This' as a joke, I thought that was funny), Clown Yellow Speed/Purple Speed/Both Speed, Coup De Grace extra distance. Should we delete 4.4 Killers because you have to learn a different speed? Even then, 4.4 Killers have a power to secure hits. Huntress rounds the corner and clips the ankle with a Hatchet, Spirit phases, Deathslinger clips the top of the pill hitbox to negate most loops. All of which is still possible against MfT.

    Made for This is an exhaustion perk, which means it is mutually exclusive with things like Sprint Burst and Lithe, however it can be stacked with DH/BL. I can only agree with it being a problem when stacked, as that does give essentially 1 chase with 2 Exhaustion perks, then another with none.

    Also I did say in the original post as what, the second line, the endurance should be swapped onto another perk, so I already accounted for that in the second line and it appears you didn't read that. I wrote 3 sentences and you ignored 1/3rd that.

    Personally I still think Sprint Burst is the best Exhaustion perk because weaker and stronger players can make great use of it, with all weaker players needing to do is reach a pallet. MfT requires a bit of looping knowledge, which weaker players don't have. Then stronger players will be able to 99 SBs effectively, and use it mid loop on a mindgame to drop Bloodlust or swap to another tile, but MfT users still need to force the pallet kick to drop BL.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553345#Comment_3553345

    That's fair, you didn't see the gameplay, but I only got 2 uses of Game Afoot for the speed. They were trying to greed pallets and force me to whip at pallet points, so I nearly never got the haste (because I needed them to stun me with Nemesis perk to swap Obs to them before breaking the pallet with whip for the speed and downing them with the exposed Hubris, I didn't get a single Hubris down sadly). (Also to meme a bit on you, Trapper will be running 123.625 for 5s post trap, so HAH. TRAPPER REIGNS SUPREME!!!)

    How is game sense a strawman? I didn't set that up as my opposition's position so I could knock it down. I introduced it as a separate concept that can be utilized to bypass the alleged problem. It would be more accurate to claim my stance is "skill dif git gud". I use the term 'game sense' as a substitute for 'macro skill'. Macro being when to take or drop chase, which gen to defend and let pop, knowing when and where Survivors will attempt map movements, such as attempting a hook rescue, and from what direction. In that particular Nemmy game I had the game sense to recognize: "since gens 1 and 2 popped at the north and west of the map, they will focus their attention on the south and east of the map, so I should corral the current/next chase in that direction in case the 4th Surv is working a gen there. Ahh there was a Survivor on the southeast gen, so now the threat of this chase prevents them from working that gen while I am still chasing the original Survivor. Now the south east is largely free of pallets (being Nemesis), they will have a significantly more difficult match to pump gens in a deadzone."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553586#Comment_3553586

    I mean I can understand it as a nuisance factor. I just feel SB is near strictly superior in all skill brackets. As long as those 2 are mutually exclusive I'm fine with MfT.

    This game in general is filled with major nuisance factors like too juicy of healing when you didn't bring Sloppy, or bringing Blast Mine when the Killer doesn't kick gens, or bringing a heal build and rolling into plague, or bringing a ultimate rescue build and being facecamped from the onset, or getting Devour Hope cleansed 15-20s into the match when you forgot to bring the Mori offering for your daily, or people DCing on the first Doctor Blast (like really, Doctor is too much for you?!?!?!). I just think MfT isn't as annoying as the other nuisance factors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553622#Comment_3553622

    MfT's arguable greatest strength comes from tightly looping smaller loops to abuse hitbox size differences, which is also the best way to play against Nemesis, by greeding pallets to continuously force Whip attempts (especially early when he needs infection to break them). Pre-drop only works on the larger loops or god pallets, but filler pallets (which are most pallets) require the tight loop + greed pallet for generally optimal gameplay. Also Flashlights are of particular effectiveness against Nemesis in negating most gen pressure from zombies.

    As far as a normal M1 pre-drop hold W, you walk around the pallet and build Bloodlust with the time they lost being animation locked. I know some Killer mains joke about a Survivor rulebook, but tenet 374: "thou must breaketh every pallet dropeth, no mindgames or bloodlusting allowedeth" for some reason is followed by all too many Killers. You can kick it later, its fine. Safe pallets, sure, but those are few and far between. I want to say if we round up to 20 pallets per map (on average), only 5 (on average) are truly safe (forced to kick). Once they are gone, they are gone. I'm glad to break those asap.

    I don't quite understand the "you get hit, get rewarded, now you are harder to catch" complaint. START LIST*

    DS/OTR/Unbreakable/Resilience/Iron Will/Adrenaline/Aftercare/Alert/Any Means Necessary/Autodidact/Better than New/Bite the Bullet/Blood Pact/Blood Rush/Boil Over/CoH/BT/Botany/Breakdown/Buckle Up/DH/Deliverance/Desperate Measures/Empathic Connection/Empathy/Fast Track/Flip-Flop/Guardian/Inner Focus/Inner Healing/Kindred/Kinship/Low Profile/Lucky Break/Mettle of Man/No One Left Behind/Overcome/Pharmacy/Plot Twist/Power Struggle/Quick Gambit/Reactive Healing/Reassurance/Renewal/Resurgence/Self-Care/Slippery Meat/Sole Survivor/Solidarity/Soul Guard/Collective Stealth/Power of Two/Tenacity/This Is Not Happening/Vigil/We'll Make It/We're Gonna Live Forever

    *END LIST all also require a Survivor to be injured, hooked, downed, or 'fail' in some way or fashion, and 'reward' that same or a different Survivor for doing so. To be fair, not all give a chase benefit specifically, so if that was the particular pain point you can shrink the list a bit. They also (mostly) aren't mutually exclusive with the superior Sprint Burst. As long as Sprint Burst reigns supreme, I don't have a problem with MfT's speed. I did address how I dislike the 'stacking' potential with DH/BL in the above reply to Hanuka5, but I didn't get to say that yet in your timeframe, so that's fair.

    It seems like you dont play killer alot. It doesnt make it difference if you have 4.4 or 4.6 killer the attack and Lunge movespeed stays the same at 6.9, so the distance in what you can press your mousebutton to hit the survivor stays the same.

    Clowns bottels are clearly visible, same as the other exhaust talents and not allways active. Yes i dislike "Coup De Grace" as survivor for the same exact reason.


    Personally I still think Sprint Burst is the best Exhaustion perk [...]MfT requires a bit of looping knowledge

    I disagree you dont need "a bit of looping knowledge", since you get 3% movespeed in every situation. Its way easier to wraste a Sprintbrust as a MFT. Because... well there is no way to wraste MFT.

  • Wouldn't be such a bad idea to buff survivors even further

    You misunderstood how balancing in DBD works. The killrate is more or less fixed on 60% for killers (over all killers over all MMR). If you want a buff like you said, you will get a massiv nerf in the other hand.

    I also dont understand why you want to remove important gameelements. I mean if slugging isnt possible at all anymore, than why bother even with hooking? Just let the survivor be ported on a random hook in the moment hes knock downed. No i dont think thats a good idea. Slugging is not easy and to know when you can risk to slug a survivor and when not is a important (and interesting) thing to learn.

    Also if you check Nightlight you see that unbreakable only has a pickrate of about 8% and is not even in the top 10. So the most of survivors dont see the talent as that important. People are picking Windows of Opportunity (see where vaults and pallets are) 4 times more as unbreakable.

  • @mizark3 said:

    Because no matter how much of a crutch Made for This is, it doesn't stand against a player with sufficient gamesense. Don't get me wrong, the endurance should be transplanted onto a different perk, but the speed isn't as uncounterable as people make it out to be.

    I didn't realize I still left my Anniversary meme build on Nemmy for the daily, and with Deadlock as my sole slowdown, I could still take on 3 MfTs. (No early kills either, seeing the lowest BP Survivor getting 17k.)

    https://us.v-cdn.net/6030815/uploads/F7XI3R85FLIC/madeforthisaintjackvsnemmy.png

    The Speed is totaly stupid. Because as killer you learned the distances. At what distance you can hit, at what distance you can Lunge attack. With MFT all what you learned is wrong. You will miss it.

    And its way harder to see as an DH or any other.

    Since survivors have a smaller hitboxes some loops were before allready very tight but with MFT you cannot do em anymore (for example some doctor and clown plays).

    The 2nd problem is if you pick HOPE you reach 4,4 m/s what means that a slow killer cannot catch you anymore


    I think you misunderstand what "beeing to strong" means. It doesnt mean that you instawin as soon as you pick it. It just means that its stronger than other perks in comparison. Often without a downside. In case of MFT, its just allways good. Like in 100% of the situations.

    Its nothing you can fail like deadhard or anything like that. AND it works together with other exhaust perks and makes that even stronger.

    And on top of everything i wrote you get endurace.

  • What rework do you mean? No rework touched the surivor speed.

    Personally i really dislike playing with killer or survivor movespeed.

  • Would love to see a decreasing speed on gens.

    So the first gens are taking long and the later gens are taking shorter.

    ATM, at the beginn the survivors are very strong at the end the killer is strong. I think it would be cool if that smoothens out. For example The first gen takes 20sec later to get 100% as the last gen, the 2nd gen 15sec and so on

  • Would agree to it, i would even like to reduce the range, because if you see someone doing rushing in 48m thats often to far to be worth a chase.

    Especally if we see other finding abilitys like darkness revealed or Ultimate Weapon.

  • It is not and thats not "killersided"

    We know from BHVRs official statsitics that BHVR is trying to balance on a 60% winrate (over all maps and killers and MMR rates). In that logic every Map with under 60% winrate for killer is "weak" for killer and every map over 60% killrate is "strong" for killers.


    Nightlight doesnt have all data, because not everybody is uploading or even know about that side. But since Nightlight is all we have when it comes to statisticits its still good.

    But you should be aware that not all people know or use the side to upload their games, so its not 100% true. I also dont know how nightlight avoid doublegames

  • No but i also dont mind it too mutch. It depents a bit on the rest of the team and the game.

    Normaly its not good to tunnel someone, because he spend time on hook, so he doesnt know which gens are in progress. Its more efficent to go to a different one. But lets say he wrasts his endurance buff with a bodyblock and is walking to a deadend... well than i have to choose between somebody injured that i allready hooked and is walking to a deadend, or somebody healthy thats running to the middle of the map.

    In my opinion:

    If you are dead on hook => stay away from the killer.

  • @CS1_6 said:

    When 7.3.0 patch goes live, killer's only option are slugging the survivors. The new AHC mechanic is disgusting and SWF are already abusing it to the fullest. 2 floors are impossible to play on without being baited to the hooked survivor beneath or above you. When I play survivor, killers heavily slug me. The new meta is going to be all about anti-slug perks with a range of perk options to choose from like unbreakable, buckle up + FTP, soul guard, no mither, tenacity, etc.

    This patch needs to be looked at ASAP. Both roles are going to play less in time without drastic changes made to the new patch, and this game will be losing fans and casuals alike out of complete boredom and unsatisfied results.

    That will happen. But dont worry, BHVR is trying to maintain a 60% killrate for killers. With this change the killrate will drop down, and than killers will get a generall buff or survivors will be nerfed.

    So killer who dont used this technic will benefit from it

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551957#Comment_3551957

    "How i said you can say it in an option if you are a streamer or just people with "TTV" in the name."

    Why would ANY streamer check that option, if it means they have longer queue times, with nothing in return? And what about streamers that want to play the game off stream? So you cannot link it to their account, it has to remain a toggleable option.

    "If nobody wants to play with them its maybe not a good thing? I dont understand your argument. We have 40000 dbd players if all opt out and nobody wants to play with Streamers.... what does that say to you?"

    Thats's a non-argument. Although this community can be very childish and throw baby tantrums about literally anything, there will never be a situation were everyone will want to avoid facing streams (unless they somehow got a masive in-game adventage, making it literally unfair to face them). Believe it or not, most of the players do not mind streamers at all. Or even like going against them, so they can watch the game in past broadcast again (like me). Like with regular dbd players, the majority of streamers are god awful in the game (being new, boosted by viewer swf, overconfident, distracted by chat, choose your poison). So arguing "what does that say to you" is futile.

    Why would ANY streamer check that option, if it means they have longer queue times, with nothing in return? And what about streamers that want to play the game off stream? So you cannot link it to their account, it has to remain a toggleable option.

    They get a cool icon next to their names. And alot of Streamers want people to know that they are streamers thats why they have "TTV" in the name


    Although this community can be very childish and throw baby tantrums about literally anything, there will never be a situation were everyone will want to avoid facing streams... Believe it or not, most of the players do not mind streamers at al

    I agree with that, thats why a option like this woulndt be a big difference in queing time. I was refering to the other guy who said that all people would opt-out. In that scenario if all people would opt-out we should ask ourselves why they are doing it.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551957#Comment_3551957

    Can you please reword that? It kind of sounds like you were agreeing with me while still not agreeing.

    I agree with you. If you act like an ass and nobody wants to play with you, its not everybodys fault; its yours.

    If (what you say is true) and nobody wants to play with streamer, we should ask ourselves why thats the case and not ignore the problem.

  • @Emeal said:

    This is a bad idea cause it targets TTV users unfairly, and they are even sharing their game experience with others.

    But how is bHVR going to detect if a user is streaming without it being an unjust invasion of privacy anyway?

    Could we not have a game that injects itself into my system to check on my private stuff?

    But how is bHVR going to detect if a user is streaming without it being an unjust invasion of privacy anyway?

    How i said you can say it in an option if you are a streamer or just people with "TTV" in the name.

    @GannTM said:

    TTVs will have a hard time finding matches with a system like this. Yeah no thank you.

    If nobody wants to play with them its maybe not a good thing? I dont understand your argument. We have 40000 dbd players if all opt out and nobody wants to play with Streamers.... what does that say to you?

    @Crowman said:

    You're too obsessed with not wanting to play with other players. If getting matched with anon players, streamers, or people you blocked is such a big deal for you, why are you still playing DBD?

    Nobody said something against anon players. Why I dont want to play with people i blocked is obvious (or it should be for a normal thinking human) and for why i dont want to play with streamers scroll up.

    You are pretending that DBDs community is only out of people you blocked and streamers that is wrong. People worthly of a block are as rare as streamers, but i would like to completly remove them out of my games.

  • If you make a good anti tunneling feature the top SWF groups can stop playing, since they will win every game 100%.

    We see it in tournaments that killers are trying to tunnel one out (and often failing) and that are very good killers. The problem on every anti tunneling perk is that you could use it offensive, like they are doing it with the endurance after unhooking and off the record allready.

    I think the "problem" is that in most scenarios you want to have at least 1 survivor down when 3gens are left or you are gonna have a very hard time. Thats why you kinda need to focus on 2 players, while ignoring the other 2.

    3 hooks on 1 player is better as 6 hooks splittet. Killers will never try to split the hooks equally on all players because why should they? They are not getting rewarded in any kind for that, the opposide; its way harder for them.

    And if a killer can choose between 3 full hp survivors or a injured survivor on deathhook who do you think he will take?


    There are perks who reward this kind of playstile like "Grim Embrace" (tunneling) or "Monstrous Shrine" (camping). But sadly they are weak AF.

  • @Grigerbest said:

    Right from the bat --- Hex: Pentimento + Hex: Plaything.

    This is probably one of the most broken hex combo that been existing for 2 years, and probably slept on.

    (Educational purpose)

    Hex: Pentimento:

    You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.

    For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:

    • 1 Totem: reduces all Survivors' Repair speed by 20/25/30 %.
    • 2 Totems: reduces all Survivors' Healing speed by 20/25/30 %.
    • 3 Totems: reduces all Survivors' Recovery speed from being downed by 20/25/30 %.
    • 4 Totems: reduces all Survivors' Exit Gate Opening speed by 20/25/30 %.
    • 5 Totems: all Totems are permanently blocked by The Entity.

    Hex: Plaything:

    If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Plaything activates on a random Totem each time a Survivor is hooked for the first time:

    • The hooked Survivor suffers from the Cursed and Oblivious Status Effects until Hex: Plaything is cleansed.
    • For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
    • The Aura of Hex: Plaything's Hex Totem is revealed to the Cursed Survivor within 24/20/16 metres.

    All effects of the Hex Perk persist until its Hex totem is cleansed or blessed.

    How it works: You (killer) hook a survivor, 1 totem for that survivor becomes Hex that they need to cleanse (other survivors can't cleanse it), which means they need to spend time cleansing a totem right after getting unhooked instead of doing gens. You can hook 4 survivors - 4 plaything hexes.

    When they cleansed it - you just need to rekindle it with pentimento, which means they need to cleanse 4 hexes again, which means overall they need to cleanse 8 hexes in 1 match, which is an insane ammount of time being wasted just on totems instead of gens.

    Oh and btw - it's just 2 perk slots. So you can use your Pain rez and Pop, or other 2 perks with this.

    "To counter that you just need to not cleanse plaything" - that is a pretty unreliable counter, since you're gonna be grabbed from a gen by some point since you don't hear killer's TR. But if they do cleanse at least 1 plaything - pentimento is gonna be in play.

    I'm keep seeing people complaining about MFT or Ultimate Weapon, but how about this combo?

    Ain't that kinda op?

    Its not really op thats why its not played that often, the main problem is that it blocks 2 of your perks for a slowdown. And the game we you place more as 2 hex totems with pentimento you can count on one hand, because as more totems you have as easier they are to find.

    Since Pentimento can only be on places were they destroyed the totem, someone (since he destroyed the totem) knows where you placed the hex. So he can easy go there and make it away. If its a SWF than 4 people know the info where your totem is, also against SWF the oblivious effect is way weaker as against randoms.


    The second problem is that as higher you go as more worthless hex totems are, the perk who can bless totems changed alot in the playstile, alot of suv. knows nowadays where the toems are. Also if someone brings a blessing perk, he destroys your hex without destroying the totem so you cant even use pentimento :/

    If you use painrez and pop with it you have 4 slowdown perks, no chase perk, no finding perks.

    Since you are using Plaything, you are also blocking yourself from every perk that works with your terrorradius (or at least its not that effective).



    I mean yes the combo is good but its not "OP".

  • @Patchouli_Knowledge said:

    If you look at it, there is no point for the basement to exist other than to facilitate camping (and make shack/main a higher risk place to go down against certain killers). If we decided we don't want camping in this game, the rational conclusion is the basement is a meaningless design and should be removed. In fact, the hook stage timer should be removed all together. It's the root cause and sole reason that camping exists in the first place. There are so many conflicting design choices in the game now it makes me wonder if there is a consistent design philosophy behind it at all...

    I agree with this, remove hooktimer than buff killers so we have the same winrate as we have now

  • @Iron_Cutlass said:

    Survivor gets unhooked, they use BT to bodyblock for their teammate, and they complain about tunneling in post-game chat.

    It does not happen to me often when I play Killer, but if you bodyblock with BT, then I will go for you since you are throwing yourself in my path and obstructing my ability to not tunnel you and go for other players.

    I also think you have no room to complain about tunneling either, I was going for someone else until you blocked my path, if you want to avoid being tunneled, you could have just ran the other direction.

    I must state again though, that this does not happen often, I think Ive only had it happen like 1-2 times over the past few months or so, I just dont quite understand why people get upset over this.

    Have this so often too^^ Its also funny when somebody on deathhook goes to rescue and than wonder why i take him out

  • @brewingtea said:

    The odds that you will encounter Player X (whom you hate) are very slim, but for the matchmaking to avoid EVERY single "blocked" player is not trivial. You'd have to add code to query/use that data for each separate player combination (both killer and survivor) so the complexity increases very rapidly.

    So, yes, both statements CAN be right.

    I'm not saying you don't have a point. I'm not against the idea of blocking players, but it doesn't sound like you program these types of systems for a living, so you kinda don't know what you are talking about

    I dont think its so complex its basicly just useing a blacklist. For example you pair 2people together, than combine their blocklist and check for another 2 people who are not on the list. Than you just look for the last one with their combined list. If you dont find one, kick one pair out and match them with a new pair of 2 people so you get a new combined blocklist

    The complexity is not very high since its an easy "if, than" function.

    Im sure a programmer will find an even easier solution to this problem


    @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551446#Comment_3551446

    No i dindt knew that, how long is that time?

    I assume minutes, but only bHVR knows how it works currenly.

    So you are saying with 40000players (on steam alone) there are some regions were are only 40 people are playing? I think the smallest region would be Australia. Do you have any souce that only 40 players are on that server?

    I mean it sounds like BHVR would make a massiv loose of money for haveing dedicated servers for only that few people.

    No Im saying there are times when the Asia Server has that few. Australian players connect to the Asia Servers. I know some Australian players, they tell me their queue experience.

    Yes if you have an ######### in your SWF group who blocks hundreds or thousends of people or whos blocked by hundreds or thousends of people you will que longer. Tell your friend to stop acting like an #########.

    No, im not going to let my queue experience be dependent on how much insight I have into my friends being blockheads.

    Again, the idea is terrible in every example we talk about here.

    And i assume its instandly. How about since we dont know how it is and are only guessing, we dont use it as an argument?

    No Im saying there are times when the Asia Server has that few. Australian players connect to the Asia Servers. I know some Australian players, they tell me their queue experience.

    I que with people who has asian names, but does that mean they are from asia? I dont think so. If you check the side:

    There has been a lot of discussion surrounding dedicated servers recently, so the Dead by Daylight team would like to address several questions and concerns.

    You see that Australia has his own servers. If you have newer update that australia dont have their own servers anymore please feel free to post a source. But in that case the server would be even bigger since Australia dont have a own server than and share the playerbase with asia.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551390#Comment_3551390

     In dbd if there is noone avaidable on your skilllevel you will just be paired with whoever comes closest.

    YES AFTER SOME TIME. You do realize there is some time that counts up before it goes out of your range????

    If everyone has this, there are 40 people blocked. Thats still not ver mutch. 

    It is if its small region or skill level or playing time of the day, like I pointed out earlier you dont know how big or small each queue groups are. So yes some regions does indeed come down below 40 people. 100%.

    This will put the person who blocks tons of people in a disadvantage and makes his que taking alot longer

    Yes. but it will also trap people who make it into a lobby with the guy, because if the system cant find an unblocked person quickly it will take time. There is no saying how long it would take. It wont make it a personal problem. it can affect multiple people.

    Which is why most games companies dont do that, its a terrible idea. Even tho you do have that one person you hate so much and want to ban.

    YES AFTER SOME TIME. You do realize there is some time that counts up before it goes out of your range????

    No i dindt knew that, how long is that time?

    It is if its small region or skill level or playing time of the day, like I pointed out earlier you dont know how big or small each queue groups are. So yes some regions does indeed come down below 40 people. 100%.

    So you are saying with 40000players (on steam alone) there are some regions were are only 40 people are playing? I think the smallest region would be Australia. Do you have any souce that only 40 players are on that server?

    I mean it sounds like BHVR would make a massiv loose of money for haveing dedicated servers for only that few people.

    Yes. but it will also trap people who make it into a lobby with the guy, because if the system cant find an unblocked person quickly it will take time. There is no saying how long it would take. It wont make it a personal problem. it can affect multiple people.

    Yes if you have an ######### in your SWF group who blocks hundreds or thousends of people or whos blocked by hundreds or thousends of people you will que longer. Tell your friend to stop acting like an #########.

  • @[Deleted User] said:

    I know you are going to see this as a dig but it isn't. Question, do you enjoying playing this game? You make a post about wanting to block people and now you want to leave matches. It seems you are not enjoying your games.

    Im not sure why you trying to make this ad hominem. I mean you could have just write me a DM, but instead you choose to ask this question in the thread to make an ad hominem argument, why?

    And im very happy if you answer me in DM to that question

    @Crowman said:

    Pro DCers always have the funniest arguments. Literally comparing a safety feature in a car to rage quitting in a video game.

    Its not about the Feature its about the reason why you want it. And this thread is also not about ragequitting. Ragequitting happens now the same as it will happen with this feature. You know? Thats why its RAGE-quitting.

    How i explained multiple times, people are allready giving up games so that part wont change, its only the way that changes.

  • @Crowman said:

    If you feel the need to leave games frequently, why are you still queueing up to play?

    Why do you have an airbag in your car? Do you plan to crash it?

    Basiscly the same argument.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550727#Comment_3550727

    See this is where we fundamentally will continue to disagree, because you are very correct when you say that people suicide on hook/feed instead of DCing, and the reason they do this is the DC penalty. Where you are incorrect is you are changing the form of the penalty to a less overt one, and arguing that will prevent people suiciding on hook and feeding to isntead take the DC penalty. If you have ANY penalty to DCing, you will still have players who suicide on hook.

    My core argument is this game REQUIRES the players to commit to the game for the game to work, so if anyone tries to leave prematurely there are ruining it for the other players and need strong deterrents from doing so. You don't resolve the problems of people not playing a commitment game by allowing those people to leave with a less severe penalty. You are right people suicide to leave the game instead of DC, but my point is that you stop that from happening by punishing SoH and feeding, not by allowing people to DC with a less severe penalty.

    Unfortunately there is no way to detect it other than to rely on in game reporting, and that in of itself has flaws, because it's open to being abused.

    You'd need an intricate system that gives a weighting to a players reports, based on how frequently they report players for certain behaviors and how frequently that player is reported. Some kind of a trustworthy metric. Someone who always reports their teammates or opponents for feeding will naturally send in more reports than people who use it genuinely, thus have a lower trust score, and when low enough you can look at discounting their votes for being too report happy. You'd also need to account for the number of people reporting a person, if they are getting reports regularly then you drop their trust score as well.

    It would be hard to get right, I'm not at all saying it would be easy, but this problem is inherently hard to solve.... and simply removing the slap on the back of the hand to instead be stern talking to doesn't fix it.

     but my point is that you stop that from happening by punishing SoH and feeding, not by allowing people to DC with a less severe penalty.

    But thats not possible. If somebody died 3 times in a row at the start, he could be suicide, he could be tunneled or he could just be bad.

    A Killer who only has 0-1 hook could be giving up or just be not good enoth.

    And that will never change, you will never see the difference between a feeder and a bad player

  • @BlightedDolphin said:

    I remember Overwatch tried this a long, long time ago and all it did was make the best players never find a game because everyone blocked them.

    Same would happen here. Or imagine being a Knight or Legion main, you would never get into a game again.

    An “avoid as teammate” option could work, but an “avoid as enemy” option would just be too abusable.

    Why do i have to write the same stuff again and again and again? It woulndt happen in DBD since dbd have a different matchmaking. In Overwatch you are paired with people on your skilllevel, and if there are no avaidable you will wait. In dbd if there is noone avaidable on your skilllevel you will just be paired with whoever comes closest.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550631#Comment_3550631

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550673#Comment_3550673

    "imo if people don't want increased queue times, don't use the feature"

    You are blocking 10 people for everyone you are in the lobby with. Not just yourself. This will blow out if everyone online has a list of 10 people.

    You are blocking 10 people for everyone you are in the lobby with. Not just yourself. This will blow out if everyone online has a list of 10 people.

    If everyone has this, there are 40 people blocked. Thats still not ver mutch. And yes if one of the 4 people who are allready in the lobby put you on his block list you wont que with them, but whats the problem now?

    I'd disagree. All you need to do is have a good read on these forums and you will quickly see people will block just because the wind didn't blow favorably for them.

    This will put the person who blocks tons of people in a disadvantage and makes his que taking alot longer

  • @HugTechLover said:

    There is no such thing as a “flashlight bully squad”.

    Killers use the term “bully squad” way too leniently.

    Yes you are just trying to have "fun" right? Why do they call you bully squad? You are just haveing fun...

    boy oh boy you sound like a bully.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550659#Comment_3550659

    So what you're essentially arguing for is short term pain of allowing people to ruin the odd games here and there, for the long term gain where people who regularly leave are put into a lobby together and only ruin each others games. It's not a bad approach, but it is a more lenient approach, that I believe will cause more problems than good.

    The fact that people can kill themselves on hook or run up to the killer and deliberately die to get out is a problem, but I don't think allowing them to DC with a vague looming threat of "you might get paired with other similar leavers!" is a strong enough deterrent on it's own, as it's not immediately clear that is what's happening, and a decent chance such individuals don't really care.

    What would actually be useful is a specific report flag for Suicide on Hook and/or Feeding the Killer, specific for this purpose that also gives a DC penalty if the user gets these reports enough times. It could be abusable by SWFs, so you would have to count reports from SWF teammates as a single report to prevent them just deciding to punish a solo team mate, and similarly scrutinise Killer reports. For every killer who does it benevolently, you'll have others do it out of spite.

    So I would encourage your suggestion as an ADDITION to the existing system, not a replacement, and still have a 0 tolerance policy for leavers.

    Why should people leave more on long time as they are suiciding now? People can allready give up, nothing changes. It now just takes longer.


    What would actually be useful is a specific report flag for Suicide on Hook and/or Feeding the Killer, specific for this purpose that also gives a DC penalty

    To see the difference between a "bad" player and a feeding player is basicly impossible. If you make that feature people will report everyone for "feeding" what makes it useless. You can allready report the people for "unsportmanslike" and write it in there.

    BHVR want the possibility to suicide as survivor, thats why the feature is in there. You could also easily avoid it by not making it.

    So I would encourage your suggestion as an ADDITION to the existing system, not a replacement, and still have a 0 tolerance policy for leavers.

    People are leaving the whole time but now they are just suiciding. If you make people able to leave, they would do it you could detect it and dont make em with awesome players like you are

  • @UndeddJester said:

    The problem with leavers is this is an asynchronous match driven game that doesn't scale with player numbers.

    Game modes that operate on score like Team Death Match, Seek and Destroy, Capture the Flag, etc can operate with any number of players and have them drop in and out without the game at large being affected. However match based games do not work this way, they are predicated on the idea that both teams were full and going to play the game to completion.

    By joining the lobby you are 1 of the 5 players required to play, and by leaving you are removing 1 of those required players and ruining the game for everyone else.

    Games are typically no longer than 10-15 minutes. If you really want out as a killer, gens can be done in 3-4 minutes tops with no interference. If you really want out as a survivor, you can at least constantly try to aggro and loop the killer, and at least try to buy your team maybe 2 extra minutes of gen time before you get sacrificed.

    Leaving is extremely selfish and entitled, and has no excuse. You joined the match, you should have the good grace to commit to it, and if not, gtfo completely and don't come back.

    The alternative is that you run (max) 3 times to the killer and let him kill you.

    You are misunderstanding the situation. The alternatives are not leaving or giving your best to win. The alternatives are leaving and get yourself killed on the next hook.


    If you really want out as a killer, gens can be done in 3-4 minutes tops with no interference

    And survivors like to finish gens without an enemy? I doubt it, just give them the BP for a full game and let em go.


    I mean as mainly killer i prefere a new game after 1 gave up and sacreficed on the hook. 1vs3 with 5gens is not challenging or funny or anything.

  • @Leatherbilly said:

    If Survivors burn a map offering for a map like Mount Ormund then specifically combine Boil Over and Breakout, there are parts of the map that are guaranteed to be impossible to reach a hook as the Killer no matter what you do, even with no sabo/bodyblock or interference of any kind. You simply cannot ever reach a hook, and they will always run directly to this safe zone, forcing you to slug for 4 minutes.

    While I think it's pretty clear certain maps were made before Breakout Boil Over was a thing and that this is both unintended and an exploit of map and perk design, but does it rise to the level of being reportable, BHVR?

    Thats 100% true but its sadly not an exploit its a "feature"

  • @blithes said:

    i mean overwatch already has something like this where its only up to two or three people and i'm pretty sure resets after a period of time and as far as im aware. regardless of what these other people have said i think it works fine and i don't think it would really harm the queue times either. more of a casual player myself so take that with a grain of salt i suppose.

    i can sympathise with the running into people frequently at certain times, as an oce player i tend to run into the same 10 people every couple of games i play, and the way some team mates play and killers play i can definitely understand the desire to never play with/against them again. i personally don't believe hidden matchmaking delay works that well as i have been placed in multiple games against the same person, even with said delay on.

    i think people can be a little exaggerating in scenarios like this (like no one is blocking anyone for charms/names, be serious). like if i don't want to play with urban evading leon, or kate who runs around dropping all the pallets on the map, anytime soon, i shouldn't really have to. i don't think blocking people they're really good at the game or someone you don't want to play against is a crime either, there have been times i have gone against the same really good, oppressive blight 3 or 4 times in a row, its really unfun. i don't think you're alone in wanting a feature like that, plenty of people in my group of friends have voiced that idea too. if you are a casual player, there's a good chance that you don't want to play 5 games in a row against the comp blight or #1 trickster lacerations oce and i think its a fair opinion to voice.

    i think if they were to add this feature it would have to be similar to overwatch in regard to having a timer, along with a cap on how many people you can avoid, and if you want to avoid someone else, you have to choose which person you want to return to your player pool. i think a lot of people forget (and i'm not sure if this applies to you) but a majority of the player base ARE casual players who just hop on to have some fun, or maybe just play with their friends, and playing against the same thing over and over, especially when it's maybe a killer you're not fantastic at looping, or one that is going out of their way to make the game miserable, is boring and ruins the whole mood and enjoyment of the game.

    overwatch has a different MMR system. Overwatch makes fair matches>queing time, dbd does not.

    In DBD there are like 3 brackets, and you can match with all players in your bracket. If you are over 1600MMR you can match with the best killer and best survivors in the world. DbD "tries" to find partners with similar MMR, but if noone qued than the circle will just extend more and more.

     i think a lot of people forget (and i'm not sure if this applies to you) but a majority of the player base ARE casual players who just hop on to have some fun, or maybe just play with their friends, and playing against the same thing over and over, especially when it's maybe a killer you're not fantastic at looping, or one that is going out of their way to make the game miserable, is boring and ruins the whole mood and enjoyment of the game.

    Totaly agree with this its a game for fun and thats why you should not have to play with people you dont enjoy playing with.

  • @oxygen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550426#Comment_3550426

    Overwatch actually used to have "Avoid player" as a feature, but then what everyone should've seen coming happened.

    https://arstechnica.com/gaming/2016/06/blizzard-removes-ability-to-avoid-this-player-in-overwatch/

    And this is why you don't put a feature like it in your game. At least the successor ("Avoid as teammate") was inherently far less likely to be abused for reasons like this. Not a very good play to use that on players for the sin of being too good at the video game when that just means they'll always be on the enemy team lmao.

    Thats not how the MMR works in DBD. In Overwatch if you are 1500, you match with 1500 -+ 50. In DBD thats not the case. In DBD there is a bracketlimit. So everyone from 1600 - openend and be in the same game. Additional if you dont find someone in your MMR range, you will just match with better and worser player. Thats why sometimes somebody with 80hours and somebody with 7000hours are in the same game.

    The told problem that the good players dont find any matches was allready the case in DBD and thats why the system got reworked.

    Just watch how a youtube video how the mmr and matchmaking works in dbd and you will see that the problem of not finding someone will not happen in dbd.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550399#Comment_3550399

    "With 40000 players alone on Steam"

    And what do you think happens if all those 40,000 block 10 people each?

    Than each one of the 40000 players can only play with/against 39989 instead of 39999. That doesnt really make matchmaking harder.

    Imagine a line of 40000 people and instead that they are playing with the closest 5 players, everyone playes with the 6-10closes players


    @BubbaDredge said:

    I feel like if you're aware of meeting the same opponent again, you need to either play more or pay less attention. If someone's getting under your skin so much you're memorizing their name and willing to wait long queues to avoid them, you're letting them win.

    I love pretend-murdering people over a pretend-vendetta. You didn't see what we pretended went on between us, but I'm a dirty camper since I stopped you from last-minute unhooking him. He's not mad, he knows what he did, but you're mad and don't want to play with meanies like me ever again.

    On the other hand, if someone on your team makes me laugh, there's a good chance I'll let the whole team out. When I see a team playing the way I like, I kinda want them to escape. I like players that don't give up and I like it when they make smart choices and work together. Rewarding that is also a power I have.

    I've been enraged in game, but it's pretend. I'll put it on pause if I see you doing a glyph, you might be my worst enemy for a few minutes, but I won't mess you up on your glyph.

    What I'm saying is, it's all for fun. Pretend murder should only pretend-upset you.

    It's way more fun and rewarding if you recognize the trial isn't the game. The game of DBD is all the trials you play. If you've been playing any time at all, you've played more than a thousand. That means every trial is less than 1/1000th of the game, and getting smaller each time you ready up. There's no championship, no final boss, no big fight. Just little tiny trials that pay us points, but are really just for fun. A ranking that isn't public and resets every month.

    I'm like Buddha of DBD, I want you all to enjoy the game like I do. You have to embrace the hard aspects, and remember that none of it matters.

    Also to you the question: We have 40000 players in 24hours, why do i have to match with the people i dont want to play against? There are more than enoth people to choose and if not, MY OWN QUE takes longer.

    That doesnt make any sense if you put "fun" in the focus (what i do).

    And btw we got "hidden matchmaking delay" and "anonymous mode" for exact that reason so we can avoid targeted ingame harassment

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550253#Comment_3550253

    Well I don't like the suggestion of an Unknown Block Lists size either. No Thanks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550273#Comment_3550273

    So if I understand you right, you would rather prefere that a player leave dbd entierly as just that he blocks you because he dindt enjoyed the way you play?

    Its not my preference, but if the player hates what can happen in the game, then ofc Im going to suggest they should not play it.

    My wish is for them to grow with the game and accept that yes sometimes it gets tough and learn to deal with that.

    Giving them a block list that will hinter the matchmaking system is just a bad solution when they could quit to preserve their fun.

    He still has the ability. Every killer and every survivor can go on playing however they want. Im not saying to stop anything with it. Im only saying that it would be nice if you can block people with whom you didn't enjoyed to play.

    Yes the Killer has the ability to Kill you, Welcome to Dbd. The Killer can be extra ordinary awful in the game to you and yes bHVR is working to limit the absolute worst parts, like the new Anti camping system. Just because it would be nice to your personal fun does not mean it would be a good idea for the game as a whole.

    You sound like a very toxic player who fears this scenario.

    Nice ad hominem, however most people I meet with after play with say im the chilliest Killer they ever met.

    And how i said, it woulndt even bother you...

    How big a disruption in Queue time are you proposing?

    Its not a big one. The peak in the last 24hours were 40000 people on steam alone. If you dont block very very high numbers of people, it wont extend your queing time.

    You don't understand how the numbers work and how many players are near each other in each individual search pool to make any sort of rational argument regarding the numbers.

    Regarding MMR the numbers would most likely be in a bell curve, do you know how few people are in the low and high mmr ranges? No ofc you don't, but there wont be many so you system would cause them to take even long to find a queue. Now we have regions how many players are in each region right now? You dont know that either? Would there be enough players to allow a 10 people per block list? I doubt it. Those small outliners we have not idea about, yet here you are suggesting changes that might delay their queue.

    You might say you dont care about other people queue times, but then why would they care about your fun?

    It has been bHVR's policy to not give players a blocklist that removes players from people's queue, and I think that has been working fine. bHVR is also working to remove the worst elements, which is fine too.

    I just dont think there is any need to rock the boat on this subject, and thats not me being toxic meanie.

    .Giving them a block list that will hinter the matchmaking system is just a bad solution when they could quit to preserve their fun.

    I honestly dont understand the point, how exacly would a blocklist hinter the matchmaking system? They could also have fun in DbD and ban the bullysqats out. They would have to face a toxic player only one time and give them an escape solution. Why exacly do you want them to face em again if they dont want to play with him?

    Nice ad hominem, however most people I meet with after play with say im the chilliest Killer they ever met.

    Its not ad hominem, its a real question. Why do you want to force players to play with people they dislike, if they could just play with other players?

    You don't understand how the numbers work and how many players are near each other in each individual search pool to make any sort of rational argument regarding the numbers.Regarding MMR the numbers would most likely be in a bell curve, do you know how few people are in the low and high mmr ranges? No ofc you don't, but there wont be many so you system would cause them to take even long to find a queue. Now we have regions how many players are in each region right now? You dont know that either? Would there be enough players to allow a 10 people per block list? I doubt it. Those small outliners we have not idea about, yet here you are suggesting changes that might delay their queue.

    Please just check out how the matchmaking and MMR works in DbD its way easier as you think.

    You might say you dont care about other people queue times, but then why would they care about your fun?

    With 40000 players alone on Steam it woulndt change your que times alot only if you ban alot of players or are getting banned by alot of players. Since you are the "chilliest killer they ever met" and you obv. dont want to play very very mutch player it woulndt change anything to you.

    It has been bHVR's policy to not give players a blocklist that removes players from people's queue, and I think that has been working fine. bHVR is also working to remove the worst elements, which is fine too.

    DbD changed pretty mutch everything so far. The argument "We allways did it like that" is not a good one. There will allways be a way to troll and be toxic in games. You cannot really remove that. For example the teabagging on survivor side or hitting the survivor on the hook on killer side.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550194#Comment_3550194

    Cause Camping and tunneling isnt breaking game rules. This is a game where the Killer hurts the survivors, ofc being mean to them is what you want to have in your game. You cant implement a banning feature people will use if you are being mean, if the purpose of the game is for the Killer to kill or be mean to Survivors.

    If you are not having fun having a guy attempt to murder you, this game isn't for you, quite clearly so.

    If you are not having fun with Survivors using whatever they can to save themselves from you, this game isn't for you either.

    Try to think about the experience that bHVR is creating here, Sure its creating a ton of players who feel they have been slighted by any murder, but thats just how the game is. If you allow everyone to ban anyone for poor reasons then everyone will ban everyone, which is why real bans or true bans is always handled only by bHVR.

    There is no reason to change that, even if you think you would have more fun if the Killer dont have the ability to annoy you.

    And its your choice to play against them if you are survivor. I dont understand your problem, do you really play that toxic that you fear that everyone is blocking you?

    this game isn't for you, quite clearly so.

    So if I understand you right, you would rather prefere that a player leave dbd entierly as just that he blocks you because he dindt enjoyed the way you play?

    There is no reason to change that, even if you think you would have more fun if the Killer dont have the ability to annoy you.

    He still has the ability. Every killer and every survivor can go on playing however they want. Im not saying to stop anything with it. Im only saying that it would be nice if you can block people with whom you dindt enjoyed to play.

    I really dont understand how that could be controversial, that you dont have to play with people that you dont enjoy to play against. There are like 10000 active Dbd players atm, whats the problem if i only want to play against 9970 from it?

    And how i said, it woulndt even bother you. Its my Que i only prelong my queing time not yours. Your queing would only be affected if hundred or thousend of players are putting you on their blocklist. And TBH if thats the case, maybe you should change your behaviour.

    You sound like a very toxic player who fears this scenario, because why else would you be against the rule? You dont need to block anyone if you dont want.


    @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550226#Comment_3550226

    The block list is so you cant be friended or invited to their games all the time, not actual blocking from play.

    How big would that block list be then? How big a disruption in Queue time are you proposing?


    How big a disruption in Queue time are you proposing?

    Its not a big one. The peak in the last 24hours were 40000 people on steam alone. If you dont block very very high numbers of people, it wont extend your queing time.

    https://steamcharts.com/app/381210

  • @HugTechLover said:

    Player is better than you = block

    Player is worse than you = block

    Player is using a killer you don’t like = block

    Player uses perks you don’t like = block

    Player uses strategies or play-styles = block

    Player uses charms / name you don’t like = block

    Player does absolutely nothing wrong = block

    You see what I’m getting at?

    Than your own queing takes alot longer in the future, you are only punishing yourself, so be free to do it.


    @Emeal said:

    Sounds like a way to prevent you from playing with people who are better than you or play in ways you don't like playing against. And then what, if one Survivor in a 4man group has banned someone that bans that Killer, that's quickly the whole region. Yeah, there are reasons why the game isn't made this way, cause it would be abused super fast and prevent regular play.

    You can report targeted play if it is consistent over multiple games, if that happens too.

    Yes I can ban people i dindt enjoyed playing against. For example if i see somebody who tunnel and camp, or try to annoy me in the game. The goal is to have fun in the game, and if I dont have fun playing against certain people why should I be forced to do it?

    I dont understand how its "abuseable" if i dont play with/against certain players. How I allready said, in "worst case" i extend my own Queing time and thats it. It will only punish myself to "abuse" the system. If you are playing with 4 SWF and all of you are guys who try to abuse the system and ban every killer avaidable you need very long to find a game, but whos fault is that? Your own. So thats not really an argument.

  • @Emeal said:

    I have never had a problem with leaving penalty being too harsh for leaving a game of hacker/exploiters, but you must be leaving the game for a slight lesser reason. So tell us please when you encounter "trolls and bullies" what do they do? what kind of trolling is it that you have to endure?

    For example skull merchant 3gen, 1 hour game tactic, 4man flashlight bullysquads. I mean just open Youtube, you find 10000 Videos about it just seach for stuff like "dbd making killers dc". I think the main kind of videos for dbd is beeing toxic to the other side

    If you want to play that way, you are free to do so as long as I dont have to play it that way.

  • The Idea is good, but sadly the counter is just pressing "W" and thats pretty boring for both sides.

  • So what you are suggesting is that Killer and Survivorperks from purchasable characters should never be touched?

    Nemesis Eruption got a big nerf, do you really want it back?

    I think your argument doesnt make sense, ofcourse you need to balance all perks even the ones who were buyed from real money.

  • @Nazzzak said:

    Can't see them doing this. Streaming is good advertising for the game, and if there was an option to opt out then I suspect alot of people would select it and streaming queue times would increase. Which wouldn't be a good look. I see alot of streamers when I play at night, so I generally go into anonymous mode at night for that reason.

    Yes they could advertise it for example link theie twitch acc. with their dbd acc.


    "alot of people would select it and streaming queue times would increase"

    I love this argument. So you are saying alot of players have an issue with this kind of players, but instead that this few streamers should fix their behaviour, everybody else should suffer.

    But i also disagree with your point. I think alot of people woulndt care if they play against streamers or not. Well i think alot of people were never in the options section of DBD to even klick on something like that

    I see alot of streamers when I play at night, so I generally go into anonymous mode at night for that reason.

    If they do that, they normaly dont need the adv. ingame and play like a normal player.

  • @CrypticGirl said:

    I don't see that working, because some people wouldn't check that option, even if they were streaming.

    Just because it wont work 100% doesnt mean thats a bad idea. Alot of streamers are proud of beeing streamer and would annouce it.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549106#Comment_3549106

    It's not a perk for people who want to play competitively, learning to play better and using perks with maximum efficiency. It's a perk for people who want to just have fun at the game.

    The Value from lightborn against a 4man flashlight bullyteam is very high.

    If you can counter with it all items that they have, its very strong. Imagine only using 3 perks but the survivors are not allowed to bring items. That can be lightborn (sometimes).

    You shoulndt bring it every game but in my opinion it has its moments. You see even the best killer are getting blinded and loosing a hook sometimes

  • @Trex_Crazy said:

    I just wanted to put out a thank you to all the survivors who desperately want the killers attention. As a killer you are my mvp. Personally I love when a survivor wants my attention so bad that they keep following me, spam vaulting, etc. I just ignore them as, I'll be honest, about 70% of them are good loopers and time wasters. However by ignoring them they're actively being a detriment to their team and it makes the games usually a clean sweep. Does anyone else find this as hilarious as I do?

    It is. Its so obvious that they only want to be catched. Mostly they never risk anything and run away with the first move. if you ignore em you basicly play a 1vs3 because they rarly make and gens and have a easy win

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540027#Comment_3540027

    Yeah, its hold W because of how much distance the Knight loses when he uses his power and has not compensation besides a small haste buff. If Knight had another thing to compensate this, i think he would be in a very fine position.

    I think Knight should have some kind of punishment for missing a patrol - as Artist must endure some too when she put her crowls in the wrong position. This considering Knight could have some buffs

    Yes, i also think that the circle in the ground should be deleted or at least semi-transparent, forcing survivors to stealth against the guards, like they would do in some games like Metal Gear Solid or Dishonored.

    I think Knight should have some kind of punishment for missing a patrol - as Artist must endure some too when she put her crowls in the wrong position. This considering Knight could have some buffs

    He has? He looses a ton of distance since he have to stand while using the power. After he missed the patrol his power is blocked (since the patron is active for 12 (guard, assasin) or 24 (jailer). Alone the standing still is a massiv disadvantage. It takes way longer for the knight as for artist to use the power.

    The artist is getting slowed down to 3,68 m/s while using the power, the knight is getting slowed down to 0.0

    So im not sure what you mean and why you want to punish the knight even more for missing a patrol

1 2 3 4