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Hermit

Hermit

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  • Recover to full? No, but what I’d like to see implemented is the option to suicide once your bleed out bar is half empty.

  • Yeah, just nerfing numbers is lazy, boring and will sooner or later result in perks being forgotten and unused.

    What I had wished for was making boons more a high risk / high reward thing.

    Keep the effect strong, so people are using them instead of the four year old meta but when sniffed out by the killer the booner or the whole survivor team suffers some kind of disadvatage.

    CoH for example could take a health state off the booner, Shadowstep could give killer instinct on all survivors in range, something like this. Strong effects for the survivors so the perks get used but also a rewarding effect for the killer if they sniff them out.

  • "Boring", just like "toxic", "oppressive" and "abusing", has lost all meaning in the DBD community. These are nothing more than empty shells tossed around.

  • The only problem with something like BT becoming base kit is the free perk slot.

    And this strengthens survivors the most against killers that already don’t tunnel off hook. So for me, BT is no problem because I go for the unhooker if you instantly unhook behind my back. But if this change goes live and survivors don’t need to equip BT anymore I will have to deal with an additional perk.

    I suspect something like a lot more adrenalines or the like in the future.

  • Graphic designer: "hey, I'm only doing graphic stuff but I started playing our game and I have some ideas for gameplay improvement..."

    Game designer: "oh, we just found a volunteer to do our next rift charms! >:( "

    I always think of these charms as punitive work for their designers :D Honestly, 18 pages of charms and counting...

  • Not too long ago I spend over 5.000.000 BPs to get a perk I wanted on a specific killer.

    Until I got that perk, I just kept playing my usual killers, Nurse and Blight.

    On the survivor side it is a lot more chilled. I have a handful of main survivors, the rest just gets leveled to 40 and send to the retirement home ;)

  • @hazzzard said:

    This killer is a headache to play against and now is broken again. She blinks too fast and every twitch streamer confirmed it!

    Either fix her or remove the DC penalty because I'm not playing against the already broken killer.

    You know, this is the bug report system. Here is a little something to read:

    https://forum.deadbydaylight.com/en/discussion/146040/important-use-this-template-to-report-your-issue#latest

    Also, if you wanna cry about certain killers, that's what the general discussion forum is for.

    Same for whining about DC penalties -> general discussions.

  • Complaining might be the wrong term but these rewards are nothing but a drop in the ocean regarding the grind. 70k, that's one killer match with BBQ and a pudding.

    I just recently spend over 5.000.000 BPs to get a specific perk on one of my killers, a drop in the ocean.

    But at least we are keeping perk levels in the game...

  • 01.jpg

    classic ;)

    02.jpg

    old UI

    03.jpg

    old bloodweb... no comment

    04.jpg

    anyone remembers the nuclear explosions... I want them back

    05.jpg 07.jpg

    some more haddonfield

    06.jpg

    let's see how this map is going to look in bright daylight after the rework :(

  • @latigresa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844692#Comment_2844692

    Camping doesn't change anything. The other 3 could do gens and escape. You still lost. The killer should be thinking about how they could've played better.

    You don't understand what I'm trying to say. I'm talking about the time before the killer starts camping.

    Yes, three people can easily escape if the killer starts camping their FIRST hook after THREE gens got finished. When this happens, the killer already accepted their loss.

    "played better"... yeah, no comment on that. Go play against some experienced surivors on certain maps, good luck "playing better".

  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843785#Comment_2843785

    And again why nerf gen speeds if killers are going to camp?

    That's the big gameplay problem.

    If they make gens take longer, a hard camping / tunneling killer will get more than the maximum of two kills he should get against an experienced team that wants to escape.

    Then you have players that just want some fun, some BPs, some emblem points. These killer players will not be affected by changes to camping / tunneling. But the gameplay loop is also not going to improve for them. They will still get maybe three to four hooks by the time all gens are done.

    So changes to gen times and camping need to come together... my hopes are low... very low.

  • @latigresa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844625#Comment_2844625

    Killers have the power to make a match fun or sweaty. If they camp and tunnel, survivors will adapt. Its always so strange how killers don't understand their influence in how a match turns out.

    This also works the other way around.

    The match starts, every survivor starts working on their gen, killer starts chasing one survivor. The map is fresh, all pallets and breakable walls are up. Killer finally downs the survivor - 2 gens pop. You are sitting on your own gen at 98% - do you finish your gen?

    What do you think will go on in the killer's head? Maybe, just maybe he would not camp the hook with only 2 gens finished. If you pop your gen too, the killer might think "alright, just another one of these games. why even leave the hook when the match is almost over already?"

    Sadly trying to win a match very often contradicts having a fun match.

  • Over two years of worktime, collecting data, extensive testing, PTBs... this is propably working as intended 😁

  • Maybe the amount of blight complaints will go back to normal now.

    Also, every killer can slug for the 4k, this isn't a nurse specific feature...

  • I would start with "no duplicate perks or items in a SWF".

    in SWFS Comment by Hermit
  • When the BM starts even before the match even has begun... sry, but my PC sadly cannot handle this.

    It is a very sensitive piece of equipment and just sends me back to my desktop once the loading screen appears. I tried talking to it but, no chance. It just refuses to play with those people 😪

  • Sad but true! Survivors should run DS/BT, same as killers should run gen defense perks.

    I'm playing at low MMR (and I worked hard for this ;) ) without any gen defense perks. Unless you get real real potatoes but let's say a team with a hundred hours, gens are still flying. These people don't know how to loop, don't look behind them, dead hard into walls (because youtube taught them DH is THE perk) and if they don't insta drop safe pallets fall for simple mindgames.

    But... they already know to ignore the terror radius, work on gens injured (even if it gets them killed) and are just glued to gens, gens, gens. They know nothing but holding M1 on gens. Chase time is kept to a minimum, you often spend more time carrying them to hooks but once (if) unhooked, right back to the gen.

  • @egg_ said:

    If you know there's a hacker in your match maybe killing other players isn't the best play. Let them do gens and as soon as they're done open the gates, otherwise the hacker will keep you hostage

    Doesnt help, they can keep the match going, egc timer will never end. They can take you hostage for up to two hours, until the server shuts down.

  • @Olokun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828280#Comment_2828280

    they played a lot before SBMM now they play 3/4 Hours a week but they never wanted to learn how to run a killer.

    This is a common problem in mixed swf's, mixed in terms of purely relaxed casual players and ...players that "played more often, more serious".

    I assume most of the time you are the one running the killer while your family is sitting on gens? I'm playing at low low mmr (and I worked hard for this ;) ) and I get groups like this regulary: one player who is experienced playing with his non-serious often new-to-the-game buddies.

    It is very unwise for the experienced player to take the aggro. The casuals will only learn to sit on gens, hide and then get out of the gate. While escaping a lot of games feels nice for sure, they have not learned how to deal with more experienced killers or killers in general and they go down in a few seconds, often not even requiring the most simple of mindgames.

    You should get a new account, maybe a free epic one from someone you know or just get the base game on another steam account (only a few bucks on external sites), perhaps even family sharing would be enough. Then you let them take the aggro and only step in to save them from hooks or protect them from tunneling. Will they die more often? For sure! Will their escape rate go down? 100%! But they will learn to deal with the killer, escape chases, etc. Let them carry their own weight and soon you will be able to switch back to your main account.

  • "Flashlight clicking and teabagging is not toxic, it's just a psychological trick to distract the killer!"

    "Facecamping a survivor and hitting them on hook is not toxic, it's just a psychological trick to make them give up on hook faster so the killer can go for the next survivor!"

  • @Gameboyman99 said:

    Looping is entirely how the game was intended. If looping was reworked to no longer be a viable mechanic, survivors would basically be gauranteed to be downed the moment they are found. This would be horrible.

    This is not true, young padawan.

    In the beginning, there was no looping. Pallet camping was the strategy to go, that's why there was double or triple the amount of pallets we have today, like double pallets right next to each other, two pallets in jungle gyms etc.

    Looping was discovered round about a year after release, many people "blamed" 72hrs for this ;)

    Dev's even talked about this on their streams back then and how they can change tiles in regards to this new playstyle, that's when the whole "smaller hitbox debate" started.

    @Munqaxus said:

    Killer's totally legit suggestion for fixing survivors.

    https://us.v-cdn.net/6030815/uploads/8P3194ZU44B4/image.png

    Seriously, one guy is posting something on the forum and we immediately have to start this "us vs. them" BS? "All killers want survivors just to stand still and get hooked!"

  • Useless... because of a one-time use... like hex perks?

    Nevermind, there are four survivors and everyone of them can bring a boon totem so it's four boons vs. one hex.

  • WDYM?

    You can still play on stretched res to "make your game look better" and get the FPS boost for potatoe PCs, you just don't any gameplay advantage.

    So what are we complaining about?

  • Depending on the day of the week I'm playing in the afternoon, evening, night - central EU.

    Most of the time I get my killer lobbies instantly, like "click ready, 3, 2, 1, lobby". 30 seconds are already a long wait time for me.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809133#Comment_2809133

    The grind is increasing quadratically, so the grind would be already back in 5 years, not 10. 5 years is still a long time however. Check out my video on this topic if you want to know more details on the calculation.

    https://youtu.be/WWACfO1boZ8

    Alright, this is a little bit more sophisticated than me just adding numbers in my head :D

    But yeah, 5 years is still a long time.

  • Remember the last Q&A stream?

    Something along the lines of "removing perk tiers makes no sense because we would soon reach a point where the amount of grinding is the same" (because they release a new killer + suvivor every few months)


    Now, if we remove perk tiers the grind would be reduced by roundabout 66% give or take. DBD has been out for a little bit over five years.

    This means that it would take about eleven years of constant new releases to reach the same point again...


    Dev logic, amirite? :D

  • Just think about the forums, all the rage posts and "this game will die",... what a magnificent sight that would be :D

  • Now where exactly is the connection between tunneling and looping?

  • Remember when the old Dev team said: We will never make a clown killer!

    Remember when the old Dev team rejected OhTofu's streamer cosmetic because it was "too funny" - look at the cosmetics we have today.

  • 2 downs for 1 gen?

    Sounds pretty good to me when the usual start of a match is 1 down for 3 gens.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2803078#Comment_2803078

    Honestly I'd rather they start over with something new but having seem them do just that with MMR and this is the result my hopes for ever having fun functional MM that actually makes me excited to play the game are less than 0.

    Don't forget, it took BHVR way over two years of collecting data, running tests, more data, ptb's, even more data, data and stats to come up with the current system.

    How many decades would they need to come up with something new ;) especially one with more than two variables?

  • @TheSubstitute said:

    Yes, on RPD the survivor can run through a hole on the wall that then proceeds to fat shame the killer (I was playing Clown when I found this out)

    At least you were using the right killer to discover one of those spots :D

  • I'm all for completely disabling NOED. Dear devs, take this perk out of the game for a month or two!


    And here is why:

    Not because NOED is op or unfair or whatever.

    Yes, NOED is giving killers kills. A killer should on average get one kill thanks to NOED. Most of the times they are getting more because survivors will very often throw the game in the end and instead of 1k the killer will get a 3 or 4k.

    My take is that NOED screws up BHVR's precious statistics. With NOED out of the game I will bet my legacy skins that the average killrate will go down by at least 10%, propably more like 20%.

    This will prevent all those games in which the killer was getting 2 or 3 hooks before all gens are done ending in a victory for the killer. NOED puts like a layer of extra kills onto all those games and those kills will show up in the stats.

    Then I want to see what BHVR will do about it.

  • @SilentShepherd said:

    Anything that is ANTI-FUN, that is, that makes playing the game not fun, should be looked at. For both sides. The aim of game play design should be to create abilities and gameplay that does not break the core tenets of the game and is not overly stressful that it ruins the game's FUN aspect.

    1. Bubba's chainsaw able to facecamp, insta down AoE multiple targets, and has many charges, AND can turn directions
    2. The doctor's AOE reveal scream. This mechanic breaks the fundamental tenets of the game. The hide and seek aspect of a HORROR game is completely nullified with this broken, stupid mechanic. And it even penetrates upper or lower floor levels. It's completely stupid. The killer doesn't have to search for you, you remove the tension and fear of the killer looking for you.
    3. Nurse blinking through walls. Again, another stupid ability that completely breaks the core tenets of the game. This time, the CHASE aspect. The chase aspect of a horror game is the most tense, exciting parts of this game. And Nurse completely ruins it with this stupid mechanic that allows her to simply teleport through obstacles, pallets, and even walls. This is ANTI-FUN written all over it.
    4. Decisive Strike should be CORE on all Survivors. Being tunneled out of a game is one of the most frustrating, anti-fun things in this game.
    5. The game needs to stop being about kills/escapes. A kill should be worth a lot of points, and an escape too, yes, but the game needs to utilize all of those amazing stat tracking that we ALREADY have.... and combine everything into an overall GRADE and Title Score for each Survivor. So even if you die, you helped your team succeed and escape as a martyr hero... which is a core thing in all horror movies... the hero who takes on the killer so others can get away. People would not feel as bad for dying anymore.. when they get a good score and the title "Heroic Survivor" for achieving a lot of points to contribute to the match, even if they died.

    I have a few more to add to the list.

    ...ANTI-FUN...For both sides... lists killer nerfs and survivor buffs...

    Well played sir :D

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789189#Comment_2789189

    All i’m saying is if a survivor hasn’t had a chance to use DS, than they rightfully deserve it at the endgame.

    Ok ok, so killers are not tunneling, they are giving survivors a chance to use their perk :D Now I understand, survivors actually want to get tunneled.

    Good to know, I will adjust my playstyle accordingly!

  • So it is better to tunnel from the beginning of the match to get rid of the DS's, maybe eat a DS and whoever is not running DS is just unlucky?

    And if I already ate a survivor's DS there is nothing holding me back to tunnel them again because I know they have no protection and I can make the match a 3v1.


    I mean, of course it is more beneficial for the killer to tunnel from the start because three hook states on one survivor are better than three hook states on three survivors. This is not the question.

  • DS is actually in a good spot right now. If a killer really wants to tunnel one player out early they might have to deal with three health states on an injured survivor (if they get greedy and active BT).

    Disabling it during EGC is the only point in question because during EGC tunneling and camping don’t exist, the hooked survivor is the only remaining objective for the killer. And it punishes killers that didn’t tunnel the whole game.

  • Iri hatchet needed a complete rework instead of the nerf we got.

  • @GamerEzra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787276#Comment_2787276

    I might try it out on him. I just feel like it's a waste of a perk slot tbh.😅

    If i tried it i will let you know.😂

    Don’t forget to bring double speed addons as well… I will be in the kitchen preparing your cookies :D

  • @GamerEzra said:

    I don't need shadowborn, I'm not even sure if i have ever used it or not. Maybe when i didnt had any other perks.

    You're not the only killer that feels like it's a need to run it, one of the best blights in DBD (Lilith Omen) also always runs it.

    We blight mains need to move fast, feel the speed, wrmm wrmm :D

  • Once you start using it, there is no hope of escaping. Come join us, we have cookies :D

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786476#Comment_2786476

    LOL xD No it's just the typical, "Hey guys its bubba." D/C D/C D/C.....

    Sounds more like trash teammates, doesn't it? :D

  • At least people didn't point out these problems while the ptb was still running and they only got discovered after the patch went live... Oh wait, nevermind :D

  • Once we reached like three full pages of charms I took off all charms from all characters and never looked back.

  • Darn, I didn't know you just started playing this game mid December. Now I actually feel bad about my comment.

    Look, this moment with the pig was frustrating, yes. But, you better get used to this if you continue playing this game, it's like an abusive relationship. You will have many, many more situations similar to this and the more you begin to understand and experience this game and its mechanics, the more frustrating it will be... until you start just laughing about it :D laughing and laughing and crying and laughing

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775309#Comment_2775309

    You said your scared for nurse. Implying she will be nerfed. She has been nerfed so many times you can’t nerf her.

    Wow, slow down ;) We all know what this dev team is capable of. As long as Nurse can walk... float, there is room for nerfs :D

  • DEVS! Pig needs another nerf, she can secure one kill per match when she gets lucky with RNG. Clearly overperforming!

    No worries, I forwarded your request directly to Patrick, will not take more than a week to fix this issue.

  • Killer mains are just too nice and don't play them because... oVERpeRfoRMinG! UNstOPpABLe moNStErS!

  • @FruityCocktail said:

    Look... I SAID WHAT I SAID. I'm waiting for that Dev with the Pig avatar to come in. He's the one that changed Hex Ruin. Akimbo?

    Yeah, I'm sure your best buddy dev is already working on it. I heard they immediately stopped working on the dead hard rework and removed all movement ability from the zombies. This will put those overperforming killers in their right spot.

    Hotfix will be ready tomorrow... LOL

  • @MikaKim said:

    This has ALWAYS been an issue since release.

    Camping tunneling killers.

    Survivors turned to just leaving games if a killer was super sweaty. Leaving those killers back in the queue where they belonged. Things were OK at that time. Naturally killers whined and so d/c penalties have been introduced.

    Sweaty killers have just gotten progressively worse since then.

    It's an absolute miserable experience for new soloQ survivors as a result. At this stage I just assume the devs have access to an infinite number of new survivors because their design choices at this point have soloQ survivors right at the bottom. Maybe most new pleys start off playing with friends?

    That's the only thing I can imagine at this point.

    But don't expect the devs to change anything to reduce this. Playing killer now is easier than at any point at release and that's been the trajectory of the game for some time.

    Wow, I have seen a lot of mental gymnastics in this forum but this is a whole new level :D

    DC penalties got introduced because killers whined about… an ez game because of a disconnect?

    Sure, it was not because every little snowflake disconnected because they didn’t like the map, killer, addons, the look of their teammates, got downed first, got outplayed or whatever arbitrary reason and left their remaining team at the mercy of the killer :D

    in Why Comment by Hermit
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