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HarlockTaliesin

HarlockTaliesin

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HarlockTaliesin
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  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/345018/iri-ranks-too-tryhard

    I actually disagree. Iri rank is the least of tryhard ranks. Most people feel safe in iri ranks with guaranteed big amounts of bp and no depiping. People try ridiculous stuff in iri ranks they usually wouldn't in lesser ranks.

    The difference between Iri 4 and Iri 1 is double. 500k at iri 4, 1m at iri 1. 500k is nice, but it's not really that much. Also, you don't completely stop de-pipping until iri 1. Iri 2-4 is the same as gold/silver/etc., just with the neutral and pip markers moved, painfully, further to the right. Iri 1 is uber chill, though. Once I hit that I don't sweat anything.

  • BHVR's idea of improvement. They added new icons to the game so people can see who's having connection issues, but took away your own lobby ping reading. Now you won't know you're having issues until you're in-game and have 90ms+ lag before you even get the yellow icon.

  • @WorthlessBeing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170238#Comment_3170238

    You're not entitled to a protection hit tho. Now it makes something without risk actually dangerous: are you ready to die for the unhooked survivor?

    The only bugging thing here is how you can conceive it as a bug.

    To answer your question, no. In this situation with this killer's powers, if it's me or the other survivor, I'm the one getting out. Escape BP > Protection Hit BP.

    No one's entitled to a protection hit. It is, however, something that is rewarded with points in the game, and something that assists and inspires teamwork. Something that's always shoved down the throats of survivors. The game is already 1v1v1v1v1, when the intent was 4v1. This does nothing but reinforce that.

    If I can take a protection hit for someone with the chance of getting caught and the chance of both escaping being about equal (how it is with almost every killer), I'll take the hit. If it's a guaranteed 5 second "you will not get out" attached to that hit, at the exit gate? Hell no. Might as well skip the unhook altogether and just leave.

    You can call it an intended feature all you want. It's another chip out of the falling apart concept of teamwork.

    Bug to me. Solo queue is truly just that. You alone.


    @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170238#Comment_3170238

    Why should a protection hit at the exit gate be without risk for the survivors?

    Not to mention his power already hits both of you if you body block it...

    So not sure how your logic here works.

    Not sure if it's intended to do that, but it doesn't. Every trial with Wesker so far that ends with a fight in the exit involves him slamming someone in/around the other three survivors, and the rest of the survivors just run out.


    @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170238#Comment_3170238

    It's 5 seconds. If you are healthy and not fully infected (to be instantly picked up) you can be out. Wesker has to wait out ability's animation cool down, then m1 you, then wait out this cool down either and by that time gates is unlocked, you can crawl out before he can pick you (only sbfl can help here, I think). I was there, worked fine for me, I protected my teammate and left. Just don't panic and don't let him down you too far from gates. And, you know, let your unhooked teammate return you a favor: they can get m1 hit for you with BT, get m1 hit for you without BT (no bloodwarden effect for m1) or heal tech you (if you already downed and still can't crawl out). It will waste Wesker's 5 seconds for nothing. Both of you are free. Nothing you can do? Lol.

    All other scenarios (you are injured too or fully infected) are like being injured against Deathslinger or Pinhead.

    Twins have more chances to punish your healty ass for bodyblocking, tbh

    I'd love for this to be common. I really would. Outside of an SWF it's far too rare to be counted on.

  • @Chocolate_Cosmos said:

    I wonder what is everyone's opinion about this. Do you find the price worth it or allright or too much? And do you / did you buy any skins for 15$ allready?

    No.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169253#Comment_3169253

    Why would you create a bug report for something you know is intended?

    Didn't know it at the time. Would've still sent it regardless, as it will cause survivors to avoid attempting protection hits running through the gate trying to escape, which is not something solo queue needs right now.

    You unhook someone, both hit the gate area, killer is about to down the unhooked survivor, normally the healthy survivor can intervene to save the injured survivor and get protection credit. Now, no matter what, killer gets a kill (or another hook at minimum). Nothing you can do.

    That's a bug to me.

  • @NoirGhost said:

    You're given a button that if pressed will fix any issues with the game. The killer and survivor gameplay will be better than ever, with either side being fun to play as no matter who you play as, who you play against, you play with, and if you even play with friends at all. Any future update will add even more great things to the game with the formula being perfected.

    the catch?

    everyone's data gets reset.

    The perks you've unlocked, the blood points you've gained, and any sort of progress you had to show is all gone and you must start from nothing.

    This includes anything you've bought with real money or in-game currency, so all the killers, survivors, and cosmetics you had are now gone and must all be rebought if you want them again.

    BHVR would never acknowledge this reset no matter how many ask them anything surrounding it.

    So would you press the button?

    Absolutely not. BHVR and DBD exist because of the time and money the players put into the game. Even when they make mistakes and take forever to fix them (if ever). Asking the players to not only forget about that and never ask about it, but both buy everything and build the characters up all over again? Beyond the ######### pale.


    @Aurelle said:

    I wouldn't press the button. All that time, effort, and money would be wasted and if all of my progress would reset I would literally just quit the game entirely.

    Same. There are so many other games available that are better developed and better managed than this one with better community support. This one's already been paid for and time put in. Complete restart = peace out.

  • @AVoiceOfReason said:

    The indicator lets me know if I should dodge a lobby. ANYONE who has been in a lobby past 80 can attest that skill goes out the window when you get wind shuriken'd by a killer no matter what you do at any window or pallet. Its even worse against fast and insta-down killers. Seeing it IN-GAME does nothing for me. So you want me to deal with super trash lag during the entire match and not dc after already going against something that might be super frustrating all because you want us to play games against others who might be VPN'ing or put us in a server against people across the world? Nah, Dude. You have me twisted on this. I try to be neutral. I try to not be over-the-top but come on. This wasn't even a healthy change. You're literally screwing your players.

    This. My ping in a lobby is usually 19-30ms. If it's 40+, something's wrong and in-trial is going to be much higher, sometimes unplayable. In their new system the yellow icon doesn't even show until something like 90ms. Are you kidding? It's like they're promoting DCs.

  • Some maps like that do have an excessive amount of pallets, even if they're compensating for lack of something else.

    Playing killer I get dropped into trials with very noobish groups all too often. If they're having a hard time I tend to go easy on them. One of the things I do is find a "pallet pal". Someone who fancies themselves a looper and is all too willing to have me chase them around while they throw pallets, to give the other survivors time to do gens. Bonus points if they're running Windows of Opportunity so they know right were to go. Gideon....oof. Five+ mins straight of nothing but kicking pallets, and that's if I'm running Brute Strength.

  • Yeah, apparently it's intended. I submitted a bug report anyway. It'll cause survivors not to take protection hits for each other while running through the exit. Which is another slight against teamwork in solo queue.

  • Don't cleanse a hex totem worth more points than a gen, followed by don't cleanse a hex totem worth more points than a gen in the exact same spot? Hah, I'll farm that the whole trial. More fun than most trials, anyway.

  • Seems like something a random word generator would come up with.

  • The new way gives faster progress and more killer stagger in my experience. Just need to figure out how to use DS with it.

  • @Chocolate_Cosmos said:

    Just had RPD map where as soon as it was Nurse and first person got downed (she had very good addons btw), they just suicide on hook. I run to them to stop them and rescue them and they just run up to that Nurse again and get downed and then we all get downed since it looks like everyone gave up and run up to her at that point including me and die. Nice 5 min game.

    Listen, I hate Nurse as well but I wish people stop trowing games againts her. Makes Nurse games even more hated since I know someone will try to die on the hook anyway.

    While the sentiment is appreciated, if someone is suiciding out, they're done. Pulling them off the hook is just a slight delay, and usually causes you to get hit/downed/hooked in the process. People reach a point where the map/killer is so annoying, problematic, and repetitive that they're not even going to bother. Stay on your gen or whatever you were doing, grab some BPs before the wipe, queue up for the next trial.

    I know when I'm suiciding out I hope the second skillcheck on hook phase two hits before some nut reaches me. Seems to take forever most of the time.

  • @XximpostorxX said:

    Is it just me, or did the ping indicator disappear from the survivor lobby? I keep getting put into games where my ping is 180ish where I am normally 50-70ms.

    Yes. They removed your self ping from survivor and killer lobbies. You'll only see a ping if you or someone else is lagging or losing packets. Yellow and red icon.

    A.K.A. dick move. I'd rather not wait until I'm in-trial or in the yellow or red to know there's a connection problem. I used to be able to tell in the lobby before the match, if my ping was a bit higher than usual, that something was up. Can't anymore.

  • It negates the concept of taking a protection hit for someone. Technically you still can, but you'll be the one going getting sacrificed instead. Promotes selfish gameplay. We so need more of that.

  • Does the second one have a floating carrot as a weapon?

  • Best description I've ever seen on why people DC/hook suicide, posted by CluelessWanderer:


    "I think this is it, as much as people don't care about it and prefer to blame it on salt.

    Under the old Rank system sure, there were D/C's, but nowhere near what I'm seeing now (in my experience anyways) and I play Solo Q exclusively. It's been particularly exacerbated by Patch 6.1. Fact is, BHVR's matchmaking is absolutely awful for Solos. Almost every decent perk that made a huge difference for Solo Q players were entirely gutted to help Killer's deal with SWF's better. They deactivated end game perks for us that used to maybe allow us to get a clutch escape or clutch saves. Every change has discouraged altruism and team work in Solo Q meaning you can rely on your team mates even less than before, as more and more we're seeing selfish builds/playstyles. They made keys useless, nerfed the hatch- most Killers released have been high mobility, range or teleporting so if you're the last survivor, getting an Exit gate is basically impossible.

    Solo Q is so miserable at the moment it's depressing, and I think disconnects are a symptom of a player base fed up. They WANT to play, they love DBD, been playing for years maybe; but it's demoralizing to load into a match, hear a squeal of a Nurse and a down in 6 seconds, see the next team mate hook grabbed immediately- and know not only is the game lost, but you won't even get any decent blood point compensation. So there you are wasting your time in a hopeless situation for 10 mins. Enjoy your 5k BPs. You can buy yourself a brown tool box, generator instructions, or maybe a green broken key on a Blood web where half the items are obsolete.

    Majority of D/C's are when a survivor is being camped at 4-5 gens. It happens all the time and significantly increased after 6.1 . I'd say 80% of the disconnects I see happen when a hooked survivor is being camped, or else when that survivor is tunneled and downed immediately after they're unhooked. People are sick of it. I was being face camped by a Pinhead once, a survivor came to unhooked me, saw me being camped (at 4 gens) and he just d/c'ed right then and there. He was just out of there.

    I've experience banks of matches where the Killer 4k's like, 10 matches in a row too. But according to BHVR, my MMR should be so low after that it will adjust accordingly, right? But it doesn't seem to and I just get paired with 2 survivors new to the game, a survivor who is competent and a Killer that has 3k hours. That's not a balanced, working MMR. Especially in a game where one inexperienced team mate can tank the game for the rest of us.

    So I think the general attitude of Solo Q players is one of exasperation, hopelessness, and resignation. When you log in, you mentally prepare yourself for absolute BS. If you actually have a normal match where the Killer isn't overpowered (meaning mis-matched and much more experienced than the survivor team), and isn't camping/tunneling, and if all your team mates are competent, it's a pleasant surprise rather than the norm. If you actually escape? Like... shocking.

    BHVR should be looking at the disconnect trend, and how it's increasing. They also have to look at WHY and do something productive. Just punishing Solos for it won't be effective. It will just be a bandaid fix and survivors will merely hook suicide."

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167621#Comment_3167621

    Lets jsut hope they buff Blast Mine after the nerf/bug fix they did on it

    Gotta say that one made no sense. It takes most of a gen to even activate that perk, it's time limited once you apply it, and there's no guarantee the killer is going to fall for it. Sad of all, it's not that effective. It's annoying for a few secs, then that's it. You may get one use out of it the whole trial. It's a wasted perk slot unless your going for a blinding tome entry and you need a backup for the flash grenades/flashlight.

  • Sole Survivor as useless? Not even remotely. It's three perks in one. Two are consistantly useful, one is useful in certain situations.

    1. Anyone another survivor dies you get a stackable token that prevents your aura from being ready by the killer w/o KI w/in 24 meters (up to a max of 72 meters for three tokens). This is HUGE. Even incrementally per token it's useful.
    2. If you're the last survivor up (which tends to happen frequently), SS gives a 50% speed increase to opening both the hatch and exit gates. This has been clutch more times than I can remember. Particularly as it seems standard for exit gates to spawn on adjoining walls when the killer has speed or teleport, and can bounce between them pretty fast. Huntress is a pita for this as well.
    3. As the last survivor you get a 75% boost to gen repair speed. This is more situational, if the killer is camping the hatch with gens still up. You can go around to every gen left up (not just the ones you need) and 99% all of them FAST. Not only is this a nice chunk of Objective points, but you can pick and choose which gens to pop. Pop one in one area, then run to one nearest the exit gate and pop that. Open the exit gates at 150% speed and just walk out. In most cases the killer will be occupied looking for you, finding a gen that's almost done, kicking it, then looking around that gen for you. I've had more than one trial where the killer never leaves the hatch or proxy camps it the whole time.

    SS is not only generally useful, but it gets better the worse the trial goes. Considering the state of solo queue, it's almost always going to go bad. Unless I'm running a meme build or a specific setup for doing a tome entry, I keep SS slotted. It's too good to pass up.

  • Sole Survivor as unusable? Not even remotely. It's three perks in one. Two are consistently useful and one is useful in specific situations.

    1. Anytime another survivor dies you gain a token that prevents your aura from being read w/in 24 meters, up to a max of 72 meters, which is HUGE. Even incrementally at 24 meters each it's very useful, the whole trial.
    2. Anytime you're the last survivor alive (which I encounter frequently) you open both the hatch and exit gates 50% faster. This has been clutch more times than I can remember. Particularly since it's almost standard that exit gates spawn on adjoining walls when the killer has speed/teleport, and can bounce between them fast. Huntresses are a pita with this as well.
    3. If it's down to you, there are still gens up, and the killer is camping the hatch, SS gives 75% bonus speed to repairing gens. This is more situational, but has been useful in some trials. The killer can camp the hatch all the want while you can run around and 99% literally every gen left standing (not just the ones you need), FAST. Besides giving a ton of Objective points, you can then pick and choose the gens you want to pop. Pop one on one side of the map, then run to the gen closest to an exit gate and pop it. Open the exit gate at 150% speed and walk out. I've had more than one killer never leave the hatch or proxy camp it the whole time.

    Unless I'm doing a specific setup or meme build, I run SS in almost every perk build as you get more use out of it the worse the trial goes. Considering the state of solo queue, it's always going to go bad.

  • @Audiophile said:

    I only read a few posts here explaining the quitting but they were pretty spot on. It won’t stop until they fix all the things that make solo q a terrible experience. The only reason I still play is because I’ve resigned myself to losing all the time as the price of playing. I still get to enjoy some good plays, try stuff out, and get a tiny bit better every game and have the occasional decent game. But honestly it’s just a totally unfair miserable experience in solo q. It’s surprising they still have a game. And when players on my team quit, I get it. I don’t lose my ######### like some here on the forums do. Maybe because I know the game is likely going to be a bad loss anyway so whatever… next game. I don’t bring my best items when I solo so I don’t lose anything to get mad about.

    Same. I've not brought an item into a trial in ages. Almost always a loss, and does little to actually impact the game unless you stack higher end stuff (commodious toolbox + BNP + socket, or similar). I use whatever I find in chests (if they're at all useful), and if I get an escape I add the item to the stacks of other items that are borderline useless.

    Great, another KEY.

  • @Rudjohns said:

    I agree. Add scratch marks but remove killer instinct

    I'd be very happy with this. A killer with high speed being able to see a survivor through any perk/physical object that can zoom over to them, apply injury + deep wound, then zip off to do it to the next survivor, all basekit (and often at an even higher speed), has always seemed to go against the concept of the game: having a killer actually put forth effort to find survivors, and giving survivors a chance to hide. All Legion needs is to find one, then run around. The other survivors are delivered on a silver platter via KI.

    Remove KI and give scratch marks. Fair for the killer, QOL improvement for the survivors.

  • Massive QOL and bug fix patch.

    I can dream, at least.

  • My main complaint with RPD, at least at the moment, is 80%+ of all the trials I've had since the DLC dropped has been RPD. I sincerely hope they boosted the map to show it off (though I really wish they didn't) and didn't give each wing a separate chance to spawn.

    Like an RPD map has Z% chance to spawn, then the game randomizes which wing. Not East Wing has X% to pop, West Wing has X% to pop. No one wants to play RPD that much. The revamp has only been out a couple of days and I'm already sick of it.

    As EliskaMM said, I'll be DCing on RPD offering and immediately after zone in until it calms down.

    I also hope the Wesker craze dies down in the next week or so. Tired of seeing him and hearing his repetitive voice lines every match. I was so happy to see a different killer I actually hung out and played in a Bubba match instead of suiciding on hook.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161221#Comment_3161221

    So the players who are being good sports and have consideration for others are the ones who need therapy, and not the players who quit every time something doesn’t go their way or when faced with adversary?? 🤔 Riiiiiiigggghhhhtttt….

    I don’t get the condescending smart Alec response- we are all being civil here. If you can’t get your point across without being insulting, then move on. Not in the mood for the negativity this early in the morning.

    Your definition of "good sport" and most others drastically differs. It's like sticking out getting hit in the head with a hammer for 10min so you'll feel like a better person after, instead of just leaving immediately. I've never been that masochistic. No kink shame, though.

    The condescension is from another day, another whine about hook suicide/DC. Nothing new is ever offered or gained from it. It's just a woe-is-me post and demand that BHVR make punishments more severe or ban them all. Over and over, when the OG could've just done a search on the forums and found enough reading to last a good while. It's a waste of visual real estate.

    Until the demand for a better solo queue environment is made loud enough to BHVR to actually take significant and meaningful steps to improve it, there will be no end to DCs/hook suicides. Ever. Fight the problem. Bitching about the symptom does nothing.


    @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160379#Comment_3160379

    I think this is it, as much as people don't care about it and prefer to blame it on salt.

    Under the old Rank system sure, there were D/C's, but nowhere near what I'm seeing now (in my experience anyways) and I play Solo Q exclusively. It's been particularly exacerbated by Patch 6.1. Fact is, BHVR's matchmaking is absolutely awful for Solos. Almost every decent perk that made a huge difference for Solo Q players were entirely gutted to help Killer's deal with SWF's better. They deactivated end game perks for us that used to maybe allow us to get a clutch escape or clutch saves. Every change has discouraged altruism and team work in Solo Q meaning you can rely on your team mates even less than before, as more and more we're seeing selfish builds/playstyles. They made keys useless, nerfed the hatch- most Killers released have been high mobility, range or teleporting so if you're the last survivor, getting an Exit gate is basically impossible.

    Solo Q is so miserable at the moment it's depressing, and I think disconnects are a symptom of a player base fed up. They WANT to play, they love DBD, been playing for years maybe; but it's demoralizing to load into a match, hear a squeal of a Nurse and a down in 6 seconds, see the next team mate hook grabbed immediately- and know not only is the game lost, but you won't even get any decent blood point compensation. So there you are wasting your time in a hopeless situation for 10 mins. Enjoy your 5k BPs. You can buy yourself a brown tool box, generator instructions, or maybe a green broken key on a Blood web where half the items are obsolete.

    Majority of D/C's are when a survivor is being camped at 4-5 gens. It happens all the time and significantly increased after 6.1 . I'd say 80% of the disconnects I see happen when a hooked survivor is being camped, or else when that survivor is tunneled and downed immediately after they're unhooked. People are sick of it. I was being face camped by a Pinhead once, a survivor came to unhooked me, saw me being camped (at 4 gens) and he just d/c'ed right then and there. He was just out of there.

    I've experience banks of matches where the Killer 4k's like, 10 matches in a row too. But according to BHVR, my MMR should be so low after that it will adjust accordingly, right? But it doesn't seem to and I just get paired with 2 survivors new to the game, a survivor who is competent and a Killer that has 3k hours. That's not a balanced, working MMR. Especially in a game where one inexperienced team mate can tank the game for the rest of us.

    So I think the general attitude of Solo Q players is one of exasperation, hopelessness, and resignation. When you log in, you mentally prepare yourself for absolute BS. If you actually have a normal match where the Killer isn't overpowered (meaning mis-matched and much more experienced than the survivor team), and isn't camping/tunneling, and if all your team mates are competent, it's a pleasant surprise rather than the norm. If you actually escape? Like... shocking.

    BHVR should be looking at the disconnect trend, and how it's increasing. They also have to look at WHY and do something productive. Just punishing Solos for it won't be effective. It will just be a bandaid fix and survivors will merely hook suicide.

    Dear god this! The succinctness of it is worthy of having it pinned at the top of the forum! I'm saving this for copy/paste in every future hook suicide/DC whine post.


    @DBD78 said:

    Bot system in the future could get a non loser bot survivor or killer to replace the loser who left.

    The bots are only usable in custom games, unfortunately. Live public trials aren't changing, which is truly awful. I'd play 100% bot games all day every day if it were even worth reduced BPs/shards/exp.


    @SuzuKR said:

    It’s hilarious that ragequitters try to act like they have the defensible position.

    It's hilarious whiners act like they have something worth saying. Post a pic of your food on Pinterest or unbox something.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159812#Comment_3159812

    https://forum.deadbydaylight.com/en/discussion/comment/3159798#Comment_3159798

    Why do you guys do that? You’re screwing 3 other players over. They don’t want to face certain killers either, trust me. They cringe just as y’all when they go against the killer(s) they hate the most, but they try. Maybe someone or two will actually make it out. Maybe it’ll be you. I mean the list of killers are growing, so before you know it- you’ll end up giving up to a third of the killer cast. Why even play at that point.

    If for nothing, have consideration for others. That’s why I stay in trials that seem hopeless or not fun. It’s just better to “take my medicine” and play something else after I tried my best. I don’t want to screw my team over, because only having 3 players to vs. a killer you hate with an annoying build is ten times worse.

    Look at the terms you yourself are using. "Hopeless." "Not fun." "Take my medicine." "Play something else." I don't know what happened in your life that drilled the idea into you that you have to suffer like this, particularly in a game, but I'm pretty sure it's something a few years of therapy can work through. To everyone else, if things are that bad in one match of a video game, they leave the match.

    And if you're noticing it this much across multiple trials, there's a reason. As others have already said:

    @Sumnox said:

    The question is also, why do so many people ragequit/DC/Give up?

    @PBsamichShoe said:

    imo if people want to complain about players dcing then it's better to investigate why players dc and attempting to address their concerns rather than punish them for it more than they already do.

    Odds are if there's a lot of dcs happening its because people aren't having fun. If they're not having fun to begin with introducing more severe penalties to dcing will only make more players quit the game altogether.

    I don't encourage dcing but people will always do it to some degree, but if the frequency of it becomes abnormally high then it's probably a sign that something is out of balance with the game and causing people to have such a poor experience they'd rather throw the game than see it through.

    @ImNotBobDylan said:

    This is what broken MMR has lead to, in solo queue now it is common to get 10+ loss streaks and having the majority of your playerbase get loss after loss is not healthy. It makes people start the matches in a very defeatist mindset.

    Solo queue is garbage made worse by repetitive uninspired maps and the occasional stupidly overpowered or pointlessly annoying killer. Get in, grab some BPs, get out, go into the next trial. Live for the rare decent trial, but suffer no ######### ones.


    @RonMan32 said:

    Hopefully they make the punishment more severe. Honestly people who DC a lot should be shadow banned to only get matched with fellow survivors and killers who DC until they shape up. That would be a nice addition. If you DC a lot in a span of a week your matchmaking only looks for other people that have the same rapid DC shadow ban, making your queue times longer and your games full of like minded people that aren't fun to play with because the game won't even happen because people will keep DC-ing. Hopefully it would put them in a cycle where they either stop playing all together so they're no longer a problem, or it would teach them to stick games out and they can come back into the normal match making. Sort of a DC prison and rehabilitation program.

    Will never happen. There's no technical way for BHVR to tell the difference between an intentional DC and one for any other reason. It's especially difficult since they don't even run their own servers, and have to use an Amazon client portal. The last thing they want is to segregate players from the main player base to cause a further imbalance. Hence the bonus BPs for whichever side has the lowest population. BHVR needs to sell cosmetics to the largest possible audience. If not everyone can see them, fewer will buy.

  • @Someissues said:

    When the patch comes out it was 50% for killer now, its 100% for survivors lol

    It provides a percentage of BPs for whichever role is needed, and by how much. I've seen Survivor at 100%, Killer at 100%, and Survivor at 50%. Not sure if there are any other BP tiers besides 50%/100%.

  • I snagged a screenshot as well. No sooner than I'd pushed out my prior post above than I was hit with being routed through AWS Europe and it blew up my ping in-trial.

    Curious side effect, though. Every time I got within about 10-15 meters of a survivor the icon would pop up. Turned into a free radar perk.

    Ping.png


  • I played a few killer rounds today. Had one survivor with a bad connection, so a red bar showed up by their name.

    The weird thing is I can't find on the killer's lobby screen (as the killer) what my ping is. I know in the patch notes that the killer's ping will show to survivors on their screen if it's high, and that an icon should appear on the killer's lobby screen if the ping is poor, but it looks like they completely removed the ping indicator otherwise.

    Which is problematic, as for some bizarre reason the AWS servers DBD uses occasionally throw my connection through the European AWS services. So while in-trial my ping will go through the roof but while in the lobby it doesn't. The only way I know it'll happen and to relog is seeing my ping in-lobby being unusually higher than normal, but not enough to trigger a yellow/red icon.

    Not sure why they would've removed the ping indicator completely instead of just adding the new icons to the UI. 🤨

  • Overcharge + Call of Brine + Oppression + Brutal Strength. Gen kicker's dream.

    Can swap out Brutal Strength for Dragon's Grip if you want to get spicy.

  • @Chocolate_Cosmos said:

    Who is excited? 😎

    Nope.

    @Sonzaishinai said:

    I'm excitted

    Cheaper bloodwebs!!

    This.

    I've been finishing tome entries and not cashing them in and only using enough BPs from trials to stay under the 2mill cap, since they announced the reduced cost for bloodwebs. Can't wait to burn through them all. I should have 3.x-4mill BPs in total to see how far they now go.

    @ThiccBudhha said:

    I am excited for Tuesday, but I wouldn't exactly call that tomorrow...

    Facts.

  • It is a very interesting concept. I'm curious how the survivor versions of some of the killers like Blight, Doctor, and Amanda (Pig) would turn out. They'd be "good guys", but have that heavy killer potential in them. They'd be more dark.

    Particularly as some of the killers either were or were potentially survivors. Freddy, Sally Smithson, Amanda Young, Caleb Quinn. Caleb was a bastard for sure, but but he was built to survive. I have a feeling Amanda would be a ruthless survivor.

  • @ByeByeQ said:

    Does the awesome chase music help at all?

    Does it matter at all if they are wearing a huge bunny outfit?

    It's not really that great of chase music, particularly since it's attached to Legion. Gives me a Pavlovian response of gritting my teeth and prepping for the hook suicide.

    @TarunCosmo said:

    Yeah, snoozefest. The amount of times I sicide hook you'd think I'd yeet off.... But nope, thankfully!

    Right?! It's the one occasion when hopping off the hook sucks. With all the Legion trials I've had a few where it's happened, usually just as the Legion is starting to move away. Player comes back, takes a few fake swings at me to try to get me to run. Fuggin nope. You can hook me again so I can leave or I'll AFK and play something else until the Entity gets me in EGC. Either way you're only getting a handful of BPs off of me. Bonus if you hit me to start a frenzy chain and run off so I can wait out the mend timer to bleed out and give you no kill credit.

    I have a few Legion tome entries still sitting around because I've not been able to bring myself to play it so others have to deal with super speed aura reading mend simulator. At some point I'll run out of other tomes and have to do them, and I'm not looking forward to it. Will need to shower with sandpaper after to get the terrible killer design off of me.

  • @Lynxx said:

    There was a time when I would of 99% the two remaining gens, then popped them within seconds of each other and forced her off that hatch.

    This.

    They were already running Sole Survivor. They could've just burned through the other gens.

  • When playing killer I'll usually double hook someone with No Mither then let them go. That tome entry is terrible, and no one else would run the perk willingly.

  • Nah, usually a waste of time. Better to jump in another trial and start getting BPs.

  • @Junylar said:

    This map was a mistake and everyone knows it. Still, BHVR never undo anything they do, however horrible that might be.

    The map has already been redone once, and is being split into two different maps when the new RE DLC is released.

  • Nope. Same as the last few DLCs. If it shows up on a Steam sale for 50% or better off, or it's free through a streamer or event, I'll grab it. Otherwise I'm not forking over anymore money for this stuff until at least some of the many, many underlying issues in the game get resolved. And not with a perk band-aid.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145905#Comment_3145905

    Agree but rest assured, regardless of MMR flaws, OP's build won't work, because it operates under the false assumption that one can reliably get hatch after their teammates die. But climb a bit in MMR and nobody will let that happen, neither the killer nor the other survivors. OP will not only die miserably but also have 4 people taunting him in endgame chat. At this point he might as well play killer.

    Actually the OP's build is for boosting both hatch and exit gate, whichever is more convenient.

    If by "SotS" you mean SftS, there's easy ways around that. I used to run Calm Spirit in my build before I realized it's not really needed to counter SftS.

    If a rando survivor on my team hides the whole match but still gets gens/totems done (and most of them at that), I couldn't care less if they didn't get hooked. That's actually a solid job on their part that they were able to do that. It's the killer's job to find them, not for another survivor to point them out. As someone else said, if I'm slugged at the end I'm not going to do anything to point the killer at the other survivor. I'll crawl off somewhere to bleed out and deny the killer a kill credit and give the other survivor a shot at the hatch/gate.

  • @LegenDz_Evil said:

    So was jus curious I ran into a wraith that I thought was afk but after gens were popped and I had gotten the door 99'd I burned him an forced em to uncloak an he could rotate his camera and swing but it's like he was stuck in place? Idk if it was a legit troll or not figured I'd ask lmaoo his name is quite creative

    https://us.v-cdn.net/6030815/uploads/GHRRR9PVYT49/e816b9b0-077d-4f5f-8b57-43e6bf5f5d7a-0.png

    The killer was pushing 4k BPs so they were doing something. You'd only get 600 for just standing there for 10+mins. 1200 with the Flan. They likely built up some stalking points following you around.

    Also, as someone mentioned, the survivors have a weird perk setup. Seems almost random, with the exception of Meg (likely the only ones they have).

  • @Jivetalkin13 said:

    Honestly, to me it seems like it'd be distracting.

    "Hey you just broke a pallet! Only 11 more!"

    "Hey you just broke a pallet! Only 10 more!"

    ....

    Something like that popping up every time I make progress would get old really quickly when I'm try to focus.

    Wouldn't need to be a pop-up at all. For example, if it's a task to break pallets, you could have on the right side of the screen where the active tome challenge normally sits, a little box that says something like "Break 10 Pallets" and give a counter "0/10".

  • Code still works as of this post. Thanks!

  • @My_Aespa said:

    It works, and I've had a lot of matches recently where no one brings boon and no one will heal me off hook. Why all the hate? Post-game chats are aimed at me when we lose ONLY because I run it apparently, nothing else ruined the game for them. "Wow... you ran self care? No wonder we lost...". Really? Self care actually saved my life more games than not, are people just too proud now to use it? Yeah it's slow to use, but it's more reliable than my teammates sometimes.

    Run what works for you. Everyone's play style is different. Everyone had an opinion about everything, whether or not they know anything about it.

    If they give you ######### about it, make a note of their name. The next trial you have with them, when they inevitably get hooked, Self-Care in their face instead of unhooking them. See if you can give them an aneurysm.

  • @jamally093 said:

    I want to know how long I've been in a chase for how many skill checks I've done and how many times I've blinded the killer it doesn't even need to be a progress bar it could be something simple like a noise que saying hey you completed your challenge.

    Dear God this has been needed since there've been tome challenges. Just something to sit on the side of the window giving what the challenge is and what your in-trial count is towards it.

  • @Zen_but_not_Zen said:

    You had me at

    Flashlight clicking i don't get what their saving but I know it's just annoying

    https://c.tenor.com/vtC0C_NzM2oAAAAd/youre-goddamn-right-breaking-bad.gif

    This.

  • Solo queue is a quick BP grab then move on to the next trial. Some survivors will happily rat out others so they can stay alive a little longer to get more points.

    When playing killer I'll usually down the one that did the pointing, unless the person they're pointing out has been a toxic douche or similar. Then I'll take out the douche and let the others go.

    As a survivor, if I come across a person trying to point me out I'll hang around till the killer shows up then hide/escape. When the killer downs or hooks that person, I just ignore them until they bleed out or die on the hook.

  • I'd be happy just getting some new general maps added. Doesn't have to wait for a DLC. Just new maps to break up the monotony.

  • When playing killer, the vast majority of the time survivors don't aim the flashlight correctly, don't hold it steady, or don't hold the beam for long enough.

    As a note, even when blinded, a killer can still hear and move. They can go in the direction of the survivor's sounds until the blindness clears so they aren't that far away from them for a hit.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138765#Comment_3138765

    Lets make more zombies with survivors.Instead of 3 hooks ,zombie conversion

    This would be beautiful. Or spawn a new zombie after each survivor death with better AI/movement speed/field of view.

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