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HarlockTaliesin

HarlockTaliesin

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HarlockTaliesin
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  • Something similar happens with Pyramid Head's Trail of Torment. If you run it along a wall in some areas (particularly in Gideon's) it's invisible on the other side of the wall but will still hit survivors. You can trap gens and common walkways with no visual indicator.

  • I wound up as the last survivor in a trial against Ghostface. So long as you just listen for him and don't have LOS you're good to work on the exit gate. Usually. While waiting for him to pass on patrol the corner of my camera caught some of the floating belts, so I turned and looked away immediately. Fully revealed him through two walls and with my camera pointing in the other direction. Needless to say I didn't make it.

  • I feel for you, but to be honest I don't know that BHVR would ever do something like that. Considering some of the tome entries they create should be against the Geneva Conventions, and it took them years to finally even acknowledge that some of the games lighting effects can cause seizures (after which they only put up a warning label instead of making the minimum needed changes immediately), I really wouldn't recommend holding out for them making any changes like you're asking.

    Also, if you and your friends aren't getting the fun/accomplishments out of the game that you want (and aren't playing much as a result), I'd suggest holding off on buying any DLCs/cosmetics. One of the few things BHVR does pay close attention to is their income, and continually buying stuff from them would be misinterpreted as them doing a good job and having no need to change anything. Your money would be better served investing in another game that's enjoyable and you're able to obtain trophies.

  • @TheArbiter said:

    Once again Prestige does not mean skill or they are a cheater, they need to be hidden till endgame ffs

    It doesn't convey skill, but it does convey time spent playing the game. The more time someone has played the game the more likely they are to have at least some some clue about how to play it. I've played enough trials since the prestige change to know that landing in a lobby where the other survivors are P15+, the trial's likely to go better than landing in one with P0s/P1s.

  • I'd prefer the MM system help avoid repetitiveness. You won't be matched to the same killer or map more than twice in a row, unless someone brings an offering for the repetitive map or after 5 mins there's absolutely no other killer of remotely close MMR.

  • @Crowman said:

    I've noticed getting hit by pallets when I thought I was far enough away.

    On the flip side I've also been getting hit through pallets with killers literally getting stunned and then teleporting through the pallet to hit me.

    Since the last patch lobby ping seems a lot worse as I can't remember having a single game without someone giving off ping warning. If only they didn't remove it from the lobby screen so you would know if the server connection is poor.

    They very much need to put the ping meter back in the lobby. I've wound up in too many lagged out trials as both survivor and killer because I couldn't see what the ping was beforehand.

  • Seen too frequently.

    Talks too much.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212917#Comment_3212917

    People will DC more and go AFK.

    They'll hop in and out of lockers, drop pallets, sandbag teammates. Whatever they need to do in order to get out of the match faster, they'll do.

    This. It's pretty much the end of the discussion. Whatever reasoning/methodology that will be thrown up to prevent DCs/suicides, at the end of the line the player that wants out is not going to play towards the outcome you want.

    I got stuck in a match as the 4th player in a 3-player SWF that just wanted to troll the killer, and was going up against a crazy good Nurse. A few mins in I was hooked and done. Tried to suicide out, the SWF kept me on the hook with Reassurance for as long as possible then unhooked me. Nurse went for me instead of the unhooker, hooked again. The SWF player came back, hit me with Reassurance again, waited almost the full second hook stage, then unhooked me again. I stayed at the hook, the Nurse realized I wanted out, then ignored me. I parked in the basement to soak up passive BPs and played another game in the background until the other three were hooked, then waited out their hook timers while walking around to get rid of the AFK crows. I was running Clairvoyance and had cleansed a totem early on, found the hatch, escaped. Enjoyed every second of the vile spew from the three salt licks while the killer laughed at them, moved on to the next trial.

    So what would happen in the same situation with the OP's suggested changes? Not much of anything different. AFK on hook for however long that takes to die and do something else (another game, Netflix, YouTube, FB, etc.), or get unhooked and go AFK if the killer won't hook me again. If the other survivors are being particularly annoying maybe do something passive/aggressive like follow them around while sprinting, cleanse the totems their boons were on after the killer snuffs them out, collect all the items from chests and hide them, self-heal beside them while they work on gens or hang on hooks, throw all the pallets so the killer can just get rid of them right away, fail skill checks on gens they're repairing, etc.

    However it goes, the fact is it'll ultimately not go the way the OP and similar players want, no matter how hard they want it and whine/moan about it. No amount of changes or punitive action is going to deter it, and the more irritating the changes get the less players will play. With the state of the game as it is, with BHVR having to throw double BP bonuses most of the time just to get enough of a particular type of player to even play, they wouldn't risk losing more of the playerbase. It's the same as them not making any changes that would limit SWFs.


    TL/DR: Never going to happen. Do yoga or make a mini desk Zen garden to enhance your calm and get on with your life.

  • @Nirgendwohin said:

    It's also interesting how fellow survivors exactly can tell when a stealth killer is approaching even he is not visible yet.

    But i'm pretty sure that the same amount of cheaters is playing killer.

    Looking forward to the upcoming changes.

    Next time you see that happen, check their perks at the end of the trial. If they're running Spine Chill, it was likely that. The part of the perk that lets you know if a killer is w/in 36 meters of you works with stealthed killers or killers who are otherwise Undetectable. Which doesn't seem quite right, as it's called "Undetectable" for a reason.


    https://deadbydaylight.fandom.com/wiki/Spine_Chill

  • The matchmaking only works under best case scenarios, with a good population of players all across the MMR board. For example, for a while today there was no BP bonus for either survivors or killers, meaning there was sufficient population of both, which increases the likelihood of there being various MMR options to fill the queues. And indeed there was. I played both survivor and killer during this time, and got matched up rather well with teammates and opponents.

    Most of the time this is not the case, as one side or the other has the BP bonus due to not enough players for that side in general. The less players, the less likely you are to have a close MMR match. So the MMR system starts expanding it's search for players both up and down the MMR spectrum until it finds the nearest matches and puts a lobby together. Most players in the lobby aren't at each other's MMR level, so either side can wind up with potatoes or players with too high of skill to be a fair fight.

    Worst case scenario is when the queue wait timer hits it's limit. BHVR feels that getting into trials faster is better than getting into fair and balanced trials, so after about five minutes of waiting in queue the MMR system just throws together whatever's available, usually resulting in a very wide disparity in skill levels. Either one side or the other gets stomped and trolled, or the trial is over so fast that even if your side wins most of the players in the trial wind up de-pipping because there wasn't enough time/interaction to build up emblems.

    In spite of there being many ways BHVR can correct the MMR system, such as giving players the option of waiting longer in queue for a more balanced match, adding bots that auto set to an equivocal skill level to replace missing players of that level, not using an exit gate escape or 4k as the end-all-be-all for gauging skill, and so on, BHVR seems very resistant to improving the playing conditions.

  • @BlueMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211690#Comment_3211690

    And instead of the typical healing animation, they shovel candy into their face until they back at full health. If using on another survivor, you shovel the candy into their face for them. If they're in the dying state, you taunt them by eating candy in their face until they are jealous enough to get back on their feet.

    This. So much this.

  • I don't think the flashlight changes will have that big of an impact for their intended use.

    Flashlight trolls will probably lose their minds, though. When I'm playing killer and see a SWF running flashlights I load up Franklin's. After hooking one survivor and knocking a flashlight out of another survivor's hands, typically they all DC. I don't see that changing. It's not like they can threaten to actually play the trial.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207092#Comment_3207092

    My dictionary says that a city is the center of a town. Please explain to me why the Dead Dawg Saloon is not the center of the town.

    That's the weirdest definition I've ever seen for "city", particularly since "city" and "town" aren't quite the same. Seems like it's trying to define something like a marketplace or business district.

    Maybe use a more reputable dictionary?


    image.png


  • At least half the time the gates are so close together you can see one from the other with just a little movement. There're a couple of maps that depending on where the gates spawn, even have a hill between them that you can see both from almost perfectly. With some practice on Huntress you can hit the control panels of both gates from one spot on the map. For whatever reason Trappers and Hags can still trap the control panel.

    For everything else: Whispers, No Way Out, Spies from the Shadows, Blood Warden, Remember Me, Stridor. Terminus is good for keeping survivors injured and broken so they leave blood trails and make injured sounds to be easier to find, and pairs well with Stridor.

  • It's not been back-to-back, but there has been a LOT of RPD today.

  • NA East here. There's been one or two games recently where I've been matched up with players with Chinese characters for names. Never happened before.

  • As already mentioned there's some options you can try, and some that may not have been thought of. You can also use some in combination for good effect.

    Lightborn: Prevents you from being blinded, and shows you the aura of the survivor who attempted to blind you for several seconds.

    Franklin's Demise: Knocks items out of survivor's hands when you hit them with a basic melee attack. The items lose charges while on the ground, and are completely empty by 90 seconds. While the items are on the ground you can see their aura and the progress of the charge loss.

    Overwhelming Presence: Survivors using items in your terror radius have the charges depleted up to twice as fast.

    Fire Up: Each time a gen is finished you get a stacking speed bonus that helps increase the speed of a lot of different actions the killer does, including picking up downed survivors. This can throw off flashlight save and body block timing noticeably.


    Franklin's is particularly useful, as it works for anything the survivor is carrying, whereas Lightborn will only prevent blinds. Anything survivors pick back up or pull from chests, works the same. Franklin's makes flashlight nazis so MAD. On far more than one occasion I've had entire flashlight squads up and DC once they find out I'm using it. Most are one-trick groups and have nothing to back it up if it fails.

  • @AmpersandUnderscore said:

    Don't forget, killers won't close the hatch anymore either. If you're already at that point in the game just stand on the open hatch and wait. What's the last survivor gonna do, finish gens?

    To play devil's advocate, if they're carrying Sole Survivor, they can. When I play survivor I often use SS for the aura blocking and exit gate opening boost, but the +75% gen repair speed has been clutch of a few occasions the killer camped the hatch. 99% every gen, pop them in an erratic pattern. Killer either leaves the hatch or you can open the exit at 2x speed.

  • The argument for not allowing it is rather moot, considering any killer can artificially reduce their MMR at will. Survivor as well, though that's more detrimental to the survivor.

  • Got it on first trial using Wraith and throwing Brute Strength perk into my build. Run speed to catch up, and the perk compensates for most of the time lost otherwise breaking a pallet.

    I liked the original version of the Orange Glyph so much better. Though I do understand the effect was causing players to become ill, and needed to be changed.

  • Enjoyable Game > Cosmetics

  • @Cybil said:

    Worst part is when you make it to end game but the last person won't leave.

    So much this. Even if the EGC timer is below half and I were hooked, it's not like they're going to pull off some epic save. They're going to stand there till the killer moves towards them then they'll run out. If it was a good survivor trial, everyone is relatively safe, gtfo.

    I've been doing tome entries where I have to escape (usually through the hatch), often with a particular item/type of item/without being hooked, and it's been WAY harder than it should be because of loiterers at the gate. Also on the hook trying to squeeze the last skillcheck point out of phase two hook when there's no possibility of rescue with the killer proxy camping. I missed one hatch by 2-3 seconds, because someone had to wiggle one more time on the hook and I got downed by a NOED Nurse. Survivors have an almost permanent 100% bonus to BPs, quit being cheap and jump into the next trial.


    @Sonzaishinai said:

    You know you don't have to get the challenge first try right?

    Just play normally, except with a key and hatch perk.

    With soloq being what it is you'll get it sooner rather then later.

    The archive challenges is what keeps this game fresh. I'd like them to stay varried

    That's why I'm doing them. Gives purpose to solo queue. Otherwise there's no reason not to play killer other than jump in, grab as many BPs as you can as fast as you can, die, get them boosted with survivor bonus, repeat.


    @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195135#Comment_3195135

    The amount of bloodpoints you get from this challenge doesn't change though

    Doesn't matter if you get it first try or third try you get the same amount

    Heck you probably will get more bloodpoints from just playing normally rather then try to force it

    Most stuff gives you BPs, though it tends to be in low quantities. It's more about trying to eek some fun and get a sense of accomplishment out of survivor trials.

  • So far I've only seen it being used a handful of times by trolls who will use it on a hooked survivor but never unhook them (so they still die but it takes longer), or use it on a survivor who's trying to suicide out.

    In all cases, as a survivor I've never seen it used successfully for it's intended purpose.

    When playing killer I rarely camp unless the survivors are determined to hook swap in my face, so I've never seen it used there as well.

  • @Pucci21 said:

    i think the 50% requirement is really nice since you now get to use it a lot more often and even more so that it's gone if the killer doesn't kick but I want to know if people prefer 50% one use or 66% and reuse.

    Reusable. It's a waste of a perk slot otherwise (unless doing tome challenges).

  • @Raccoon said:

    Green/Red Glyphs also provide slight boosts.

    The green ones are great to farm in a very active trial. They're worth a high amount of points each, and will keep spawning throughout the trial even after you complete your tome quota, so long as actions keep happening that will generate them.

  • I keep getting double and triple maps. Even swapping between survivor and killer the same map will repeat. Which map it is that seems to get hung varies. But it's almost a guarantee I'll get each map twice in a row at minimum.

    When survivors/killers put up conflicting map offerings, if I've just been to one, it'll be that one the game picks.

  • Wesker.

    Wesker.

    Wesker.

    Legion.

    Wesker.

    Nemesis.

    Wesker.

    Wesker.

    Legion.

    Wesker.

    Plague.

    Wesker.

    Wesker.

    Ghostface.

    Wesker.

    Wesker.

    Wesker.

    Nemesis.

    Wesker.

    Huntress.

    Wesker.

    Legion.

    Huntress.

    Wesker.

  • @TeabaggingGhostface said:

    Stake out is also bugged to where if you hit any greats, you get the bonus, instead of the converted greats

    Isn't a bug. Stake Out only converts Normal skill checks to Great skill checks. If you get a natural Great skill check there's nothing to convert.

  • @HugTheHag said:

    Definitely something like the longer he spends within your sight, the more a gauge gets filled. When its filled, you get exposed for an amount of time. That would make games with him tense because you have to guess where he is without actually looking at him for long. Or being chased, you couldn't look behind you to predict attacks for example. Unless you're already injured, in which case you might as well.

    I'd see him work with teleport as well, but between Sadako and Dredge, I'm afraid that's a trend people are getting tired of.

    Sounds like a mix of Myers and Ghostface. But agreed. We've more than enough teleport and stealth killers currently.

  • @PhantomChimera said:

    Is anyone else getting these regularly?

    Yeah. Started 2-3 days ago. Pops up at some point after a random trial, and stays that way for the rest of the play session.

  • @renciasama said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188443#Comment_3188443

    I dont understand. What do u mean swtiching bonuses? I was playing killer when it have bp bonus and then i went to survivor when they had a bonus? Are u saying i must restart the game or?

    No. There seems to be a bug in the game where, if you join a trial when your side has a bonus, and while you're in that trial the bonus changes, you get (or don't get) whatever the bonus is now.

    Example: Killer side is offering 25% bonus so you join a Killer trial for the 25% bonus. But before your trial is over, Killer side loses the bonus (0%). You finish the trial and get no bonus. Same with different percentages. You go in a trial with 100% bonus, bonus drops to 50% while you're in, when you leave the trial you get 50% bonus.

    There's a secondary bug where sometimes the bonus doesn't change, but you get no bonus at all. You go into a trial with 100% bonus, you finish the trial with 100% bonus, but the bonus doesn't apply itself to your total BPs.

  • @Viciusaurus said:

    Playing survivor tonight I've noticed that I've consistently encountered repeat players as both survivor and as killer. It was pretty cool because I got the same 3-man SWF and killer twice in a row while solo queueing, so it was really interesting and pretty fun to see the second match play out once we understood how we all played. Anyone else experiencing similar matchmaking?

    I've had it happen a few times recently. Yesterday I was in a lobby I didn't want to play so I left. A few mins later I tried again, same lobby.

    It's kind of disconcerting, that the player base is low enough that this is happening more regularly.

  • @Halloulle said:

    https://forum.deadbydaylight.com/en/discussion/346209/question-for-survivors

    Can't speak for everyone but usually you depip if you do because you get one Gold (Lightbringer) and one Iri (Survival) Emblem (maybe two iris if you're the gen jockey / totem destroyer) and two non existent ones = depip. Now, pips are not the be all end all - but I get really annoyed when I depip because of something like a killer afk-ing or facecamping because it is 100% out of my control. So, what do you do? You do gens, cleanse every totem, open every chest and hope for a toolbox or flashlight to repeatedly blind the afk-killer and/or sabo a hook in ther terror tadius & you stay hidden in their terror radius for stealth points and pray to the entity that's enough to black pip.

    If I'm in a position where I don't care about pips I just get out of there asap. - Tho, to be fair, I haven't had killers go afk mid match in a long while. They usually dc.

    Doesn't work well with some killers. Myers, Wraith, Pig. Particularly if they have Lightborn on.

    Weirdly enough I've come across a few Pinheads lately that were afk. Solving the puzzle box gives decent points, especially if you exit with it at the end. Those killers had attack macros running, so we could take turns getting hit and healing each other up. Could run in front of them then away to get chase/escape points. One Wesker was doing it too. All survivors walked out with iri emblems. Was some of the best solo queue trials I've seen in a long time (and THE best Wesker trial).

  • The generator ideas could work, while keeping SWF from getting more overpowered.


    4-Player SWF= No minimum regression. In fact, for mid level and high level MMR add 10% to all gen repair times to compensate for the communication, coordination, and trolling.

    3-Player SWF/1 Solo= Minimum regression is 10% (gen damaged in 0-9% regresses to 0%) after one death, 20% after two deaths

    2-Player SWF/2 Solo= Minimum regression is 15% (gen damaged in 0-14% regresses to 0%) after one death, 30% after two deaths.

    Full Solo= Minimum regression is 20% (gen damaged in 0-19% regresses to 0%) after one death, 40% after two deaths.

  • Seems like it'd be better if post trial chat were disabled or able to be disabled across the board. Rarely does anything good come from it.

    With the state of solo queue, even if the trial went well for your side, it's rarely anything to cheer about. As someone already said, if I get taken out of a trial I'm not hanging around to see how the rest of it went, especially just to give a "gg". On to the next trial. If I wanted to watch other people play I'd be on YouTube. 😶

  • @Seraphor said:

    This is like saying "is doing gens throwing" when it results in a 3 gen.

    You don't know that you're forming a 3 gen, and you may not be, but gens need to be done either way. Every action has the potential to lead to an unfavourable condition later in the game with an uncoordinated team.

    If you're running Inner Healing, Overzealous, Clairvoyance, etc. then the results of cleansing could be worth it. If the killer is running Pentimento, then its your responsibility to remember which totems you've already cleansed and redo them. Ignoring all totems on the possibility that the killer might be running Pentimento is being overcautious.

    Very well said! :)

  • @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182310#Comment_3182310

    It doesn't prevent NOED. You wont get to the endgame cleansing 5 dulls, you don't have the time. Might as well proc the last gen and check for the NOED totems, which now even has aura reading for the casuals.

    Running Small Game and knowing where the killer is/will be, you can run though most maps in 30 seconds or less panning the camera around and find the locations of 3-5 totems. Any you don't get can get picked up as you move around otherwise. The number of trials that have been lost or almost lost from NOED due to me being the only one cleansing totems is rather sickening, and the cause for running Small Game. It's what prompted me to be the designated totem cleanser in every group. Being able to find most/all of the totems in that short of a time is far superior of an objective than 30secs on one gen, particularly when there are three other people working gens. Not to mention taking out any other hex that the killer may be running.

    If you can't get to endgame while taking out totems, that group wasn't going to make endgame to begin with, and it's good you got a chunk of points before the wipe.


    @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182310#Comment_3182310

    And towards which objective does it count towards? Does it repair gens for you?

    According to the BHVR and the points you get in-trial, yes, it counts towards the trial Objectives.


    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182310#Comment_3182310

    It does not count towards the Objective. The Objective is: Repair 5 Generators and open the Exit Gates. Dull Totems do nothing for that.

    @Topic:

    Cleansing Dull Totems is throwing the game. For a few BPs, which you will most likely get anyway, since Boldness is easy to get, you are wasting time on something which is not your Objective.

    And while you are not on a Gen you have to rely on another Teammate to do more of the Objective. And you dont do anything when you cleanse a Dull Totem. Because when you cleanse 1 Totem, you dont prevent NOED or anything. You might even give the Killer a Pentimento-Stack. Doing one Totem is wasted time, doing 5 even more if the Killer does not have NOED.

    And in the end, if you are doing it for NOED, you are wasting time for a Perk the Killer might not even have.

    So, yeah, unless you have a challenge, cleansing Dull Totems is basically always a No.

    It would seem the game itself disagrees with you. If every trial you've ever had was just repair gens and leave, I pray I get some of the killers you've gone against the whole time.

    NOED isn't the only perk a killer can run, and finding/taking out all dull/hex totems goes a long way towards limiting any hex perks a killer has at all (not just NOED), but it also provides a sense of security that all you have to do now is gens. No slowdown/Exposed/window+pallet blocking/etc. is going to be happening.

    It's surprising still seeing people pop-up on this thread harping about Pentimento. I've no idea how this perk causes so many problems for players. You cleansed a dull totem, you know where it was. You get a sense it's active from repair/heal slowdown and there's no obvious other cause, go back and check for a hex, cleanse it if there is one. One survivor out of four is doing this, while one out of one killers is kept busy trying/failing to get Penti stacks and/or locate who is taking out their Penti totems. The other three survivors are using this time to work gens (since from reading several posts on this thread it seems that's all some of them will do anyway).

    Plus, many killers who run Penti also run another Hex, knowing that it'll probably be found in the first minute and taken out, hoping no survivor will go back and check for a second hex in the same spot.

    Escaping a trial having personally or as a team taken out all five totems and seeing the killer was running NOED (or causing/hearing more than one hex explosion during the trial) is almost as satisfying as DCing out of a Nurse trial.

  • Almost never.

    Dull totems are worth 1k points each, almost as much as a full solo gen. Hex totems are worth 1.5k each, more than one full gen.

    Cleanse all five dulls, 5k BPs. If the killer is running Pentimento, now you can cleanse hex totems for 6k* BPs. Total of 11k* BPs if you get 5/4 dull/hex (*never let the killer get a 5 stack penti, making all hex totems inaccessible).

    All of which contributes to your Objective Emblem. While doing this it's keeping the killer occupied re-igniting totems and looking for who's taking out the totems while other survivors are on gens.

    The number of killers I've seen running Pentimento in their build I can count on one hand out of hundreds of matches.

    Helps prevent NOED, which you won't know until the killer has downed someone with it. I've run into far more killers running NOED than Pentimento.

    Taking out totems is also good for grabbing some BPs when it's down to two survivors left with multiple gens up and the killer is camping a slug/hook or the other survivor is waiting for you to get found first.

    Totems are such a nice point booster and killer perk counteractivity that even if the trial is a failure from the start (ex: not even 60 seconds in and two survivors are already hook trading in the killer's face) that you should try to get some of them done, so you have at least a chunk of points to double with the permanent survivor BP incentive in case you don't make the hatch/exit gate.

    With how terrible solo queue is anymore I've started running Small Game on most of my survivors to act as easy/quick point radar, even if just running between gens.

    If you find out another survivor is running Boons, leave at least two totems up, one on each side of the map. Unless the booner isn't running at least CoH, then crunch them all.

  • @Fred_krueger said:

    Unless I missed the news, are we playing with bots, especially to fill survivor queues?

    I am seeing many character names like Leon. S. Kennedy 02

    It says theyre on steam with me, but when I try to go to their profiles pregame and postgame, the only option there is "block" Usually theres also add friend, view profile

    They never talk in endgame chat either.

    Or is this just a meme thing people are doing?

    Also, when bots are added to the game (still estimated to be sometime this winter) they'll be for custom games only, not live/public games. Unfortunately.

  • @Adjatha said:

    Once they actually come out with bot matches, this game legitimately CAN be a single-player game. And that will be such a better experience, you have no idea.

    I just wish you could get BPs/exp with bot matches. I would play them forever. :(

  • ....Blight. It's almost creepy how often Nurse/Blight players go off about this. How's it's a surprise to them at this point, I'll never know. Maybe instead of asking survivors to suck it up and stay to get farmed, you suck it up and play a different killer.

    Perhaps Clown? Hag? Twins?

  • Best streak was five. That that included one trial with an AFK killer, one trial with a killer that didn't seem to care, and one trial with a killer that was either very new or having issues.

    Usual max is about three. Enough to get 3-4 pips then watch them all get eaten by the subsequent trials.

  • No one. If I played that much DBD there would be real life fatalities.

    I'm P3ing all my killers and survivors that weren't already P3+ after the perk changes. After that, finishing some achievements and tome entries, then thankfully uninstalling and going to another game.

  • @ElodieSimp said:

    If the killer slugs you at 5 gens and your team doesn't come to get you at all. People have said just bleed out but it takes forever. I've been just DCing when this happens as it basically ruins my experience but with the DC penalty, you still have to wait. I can understand slugging being a tactic to put pressure but at 5 gens? I don't understand.

    What do you do?

    If the killer is slugging at 5 gens and going to leave you to bleed out or only pick you up at the last second for a hook,it's wasting your time either way. I'd leave. No hook for you. Plus a fresh DBD client restart every now and then is good. Go on Netflix, read a book, run a quick errand around the house while you wait for the reload.

  • I recently had a trial where I did gens with the same survivor for half the trial, the other half was spent healing them/unhooking the other survivors/taking out hex totems/avoiding the killer. I managed to escape the killer in chases and hid well enough they couldn't find me otherwise. At the end of the trial it was me and the other survivor left. They'd gotten downed and had already been double hooked, killer was proxy camping their body. That survivor crawled all the way to where I was hiding with the killer in tow, no matter where I moved. Ultimately the killer killed us both.

    In the after trial chat they went off about me being the worst kind of survivor, doing nothing the whole trial (I'd gotten the second highest BPs in the trial, got enough emblem points across the board to +pip, iri 3 rank). The killer couldn't figure out either why the other survivor was ticked enough to do/say what they did. They thought it was funny what I'd pulled off plus only getting hooked at the very end, and only due to the salty survivor. The killer even defended me saying that's how you play survivor: get things done and don't get caught.

    In trials where one of the survivors hides the whole match, I still wouldn't do that. It's the killer's job to find them and kill them. I'd crawl off somewhere to bleed out to prevent a kill credit or lead the killer to nowhere in particular.

    In any group of people you'll have your 455h013s. Once I'm done developing my software that lets you punch someone in the throat over the internet, I think we'll see less of this.

  • Ormond on killers with speed is fun. I have a blast there with Wraith and Spirit. Blight has some issues due to the clusters of junk everywhere.

    Trapper can be fun there, too. Lots of places where traps work. You can even double trap some areas to snag a survivor twice in a row to guarantee a hook.

  • It's pretty self-explanatory. Events/Holidays bring more people. More people means a higher percentage of cheaters from general population, but it's also easier to hide among a larger crowd of people so even more will show up.

  • If you're on Windows, check Resource Monitor, Network tab, Network Activity section. For some reason the AWS servers DBD uses randomly route me through a Western European server and push my ping through the roof.

    The second listing in the screenshot is a normal connection in North America. The first listing is #########.

    Why EU.png

    If when you check it just gives a numeric IP address for DBD, give it ~1min (typically less) to translate it like the above.

    Usually, restarting the game resolves the issue. If not, you'll need to reach out to support about it.

  • Restarting did nothing?

    If running through Steam, have the Steam client verify the integrity of the game files. Steam>Library>DBD Page>gear icon on right side of page>Properties>Local Files Tab>click "Verify integrity of game files...". If any files are corrupted the Steam client will re-download and install them.

    What platform are you on? If PC, restart the entire system. After that open a Command Prompt with Admin rights (right click the icon and select "Run as Administrator"). If it doesn't let you run as admin you probably have a Home version or other limited version of Windows, and it may or may not let you do this. In the Command Prompt window type in (or copy/paste) "Dism /Online /Cleanup-Image /ScanHealth" (without quotes) and hit enter. This will have Windows do a scan of it's install image on your hard drive (what it pulls files from whenever it has to repair/replace damaged or corrupted OS files) and compare it to a copy of the image on Microsoft's servers. The speed of this scan depends on your system and internet connection. If it doesn't find any problems you can close the Command Prompt. If any issues are found, follow the instructions in the window. Restart the system after if any issues were repaired.

    Check if a driver update is available for your video card and install it. I've seen video card drivers cause some wonky stuff with games. Restart after this as well, whether it says to or not.

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