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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391452#Comment_3391452

    "Second game was definitely not a swf with that dwight."

    Someone else mentioned this. Why? As I wrote to them, I know a few people who play in a SWF on different platforms. I occasionally do it myself sometimes.

    Possible but very rare.

  • @Canas said:

    I played two matches today and both were marked by abhorrent bullying by the survivors, I simply couldn't bother playing any further after this.

    https://us.v-cdn.net/6030815/uploads/9OABVK7J2XUR/1.jpg

    The matchmaking and map design were so blatantly survivor sided that it took me four gens to secure my first hook. With no other option but to camp I kept hooktrading just to end up with a 1K anyway. It was an extremely onesided experience and to make matters worse they verbally abused me for being unable to compete against these sort of odds.

    https://us.v-cdn.net/6030815/uploads/VGGBTU62YGML/2.jpg

    Another unwinnable match, once again the survivors were playing like a sweat-hitsquad while I was struggling to down anyone. Circle of Healing completely nullified any damage I put out. In the end Nancy even had the audacity to ask me if I feel ashamed for losing to the survivors. It's absolutely abhorrent how survivors like these full-knowingly abuse their role to bully killer players with.

    The game is extremely survivor sided in its current state and bullysquads know it damn well. They show no remorse when it comes to exploiting their busted role.

    They revel in harassing and insulting the killer while a simple m1 killer player like me can do NOTHING to stop their relentless assault on my sanity. Dead by Daylight is a bully simulator and nothing else.

    I mean you pulled 1k in both matches and got plenty of bp. These definitely weren't bully squads. Just survs who outplayed you and were toxic af in endchat. Not condoning that but it's definitely not a bully squad. You just got genrushed.

    A bully squad would've been pulling sabo plays, bodyblocking, beaming and tbagging all game. Only 1 DH You played a couple hard games and a couple of the survs got salty. First game probably a 4 man swf who were mad you killed their mate. Second game was definitely not a swf with that dwight.

  • I know on xbox they don't exist at all in any form if you haven't already completed them.

  • On my main? None, I can quite happily run most of demos add ons, from the iri ones to the rotten pumpkin. There's a couple of useless ones I never touch but mostly they have uses in certain builds. Tbh demo's add ons are a lot of fun and make for some specific playstyles that keep it fresh.

    Nurse I neeed to use plaid cloth and blight i need the one that turns you to face surv after slam. Don't play them much and they are rough to play on console anyway.

  • I mean he wasn't hugely vulnerable to it anyway. The distance gained off of DH he could make up very quickly, just like nurse and blight.

  • No way that game lasted that long with those scored.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390496#Comment_3390496

    See, I felt like it was putting pressure on me. Because during the 30 seconds I was chasing them (or however long the chase was), I got a hit that he now has to heal and while yes, he is not doing gens during that time - EVERYONE ELSE IS.

    It is not worth the time efficiency to ignore three people just to allow one to run off and heal. Which is what the gameplay is right now. I hunt you down, or you heal and my time was wasted because I got no net gain out of it while everyone else was doing gens.

    So them you have 3 people instead of 1 or 2 working gens at any given time while you're in chase. Gens will pop faster and tunneling is definitely still going to happen.

  • @WesCravenFan said:

    So I've been paying attention to the PTB, and a lot of the posts here. And a common thread I am seeing (no pun intended) is that Dead Hard's deserved assassination will result in an increase in tunneling. But, looking at that in conjunction with the Healing time changes, and I have a feeling that won't be the case due to some factors changing in regards to "commitment times".

    https://us.v-cdn.net/6030815/uploads/XYWMNQFAAZD3/theory02.gif

    As the game is right now, you basically cannot drop a chase half the time. Because healing times are out of control, and Circle of Healing is everywhere. This means if I hit and go pressure gens or find someone else, you can be almost assured that Survivor is going to run off and heal - you can practically set your watch to it. It is grossly inefficient to commit to a 40 second chase that gets undone in half that, all while the other 3 Survivors do whatever they want. That's bad.

    But with the new healing changes, and the rework of Circle of Healing, it's no longer a terrible idea to let a Survivor go to go pressure that gen, or swap targets. Leaving a survivor injured will no longer assure a reset in 30 seconds. You can swap targets and maintain pressure without blasting the same target out of the game. Yes, some people will do that anyway, but those types do it regardless of meta shakeups or gameplay changes.

    Once killers catch on that "Hey, I don't have to stay on this guy nonstop for my chase to have value", they can mix and match chases with other survivors. That means more total chases, more opportunities for Altruism, and more value for perks that don't demand a solo-survivor vision.

    If it is true that "tunneling has never been worse", I can only see things looking up from here with "hit and run" back on the table like a good steak.

    Interesting theory, my issue with it is that with healing being less efficient, how are survs going to ensure a win? By rushing gens.

    Without survs using any time to heal they are probably going to start running more dedicated stealth/genrush builds. If you're injured anyway? Might as well run resilience.

    When I play killer, survs getting healed doesn't feel like pressure on me. In face it lets me know they weren't doing gens and are only just about to start. What pressures me as killer (and causes me to switch from normal tactics to perhaps tunnel someone) is gens popping.

  • Mm. I'm not hugely fussed about it, removing the scratch marks is a reasonable downside. I've bamboozled a fair few spirits who turned out to be using the ring. It gets a bit silly if you combine it with dried cherry blossom, tbh that's the one I would've thought ppl have an issue with. And it's still hit and miss, it's easier to catch out an injured surv with these add ons but I wouldn't say either are broken,

  • They were 🤣 gotta respect that at least. No blaming the other player. Unlike some of the toxic survs I've seen lol.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390464#Comment_3390464

    My bad for the Lethal / Distortion interaction !

    Doesn't change my overall opinion though.

    No worries. And tbh I agree with you, distortion is good but it's not game breaking. It's niche, if killer doesn't aura read you have a dead perk.

  • @knifola said:

    Preface

    Now, I try and play the game in a way that's fun for everybody. I tend to avoid tunneling or camping, because those just aren't very interesting ways to play the game for me. Chases are where the game is the most fun, because I'm actually able to interact with a survivor in a way which I can mind-game and out-skill them. Because of this, my builds on killers are usually designated to help find and chase survivors more effectively. Here is an example of my slot 1 build on Wesker and Billy.

    https://us.v-cdn.net/6030815/uploads/1TP64YW9AH26/screenshot-2023-04-02-132758.png

    As you can see, my entire build is dedicated to finding survivors, getting critical early info to get a down before the first gen pops with lethal, and feeling extra speedy when using double engravings with shadowborn.

    The Problem

    This might all seem well and good, the general gameplan of these perks being "get into a chase early with lethal, get an early down, get that survivor on a hook to proc bbq, go towards info obtained via bbq." Unfortunately, it doesn't work like that. I've seen more distortion/shadowstep users in my games now than at any other point in my playtime. These perks, at their core, might seem fair at first glance. Against killers who only run maybe one aura-perk, it's a one for one perk tradeoff. It's when the killer runs multiple where the issue is brought up. In my build's case, it's a two for one tradeoff. Given the rest of my build (shadowborn and infectious) however, it's taking away all of my ways to actively find survivors via hooking. Especially with bbq as it is, where you're going to be lucky if you find more than 1 or 2 survivors (2 is generally cooping a gen), it can be difficult to find stealthing survivors.

    The Solution?

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

    It's literally that easy. Why would a killer run builds which can be countered easily by 1 perk, when they can use builds which work with 100% effectiveness, and make games impossible to lose. Distortion and shadowstep are problematic because at their core, they work to disincentivize the killer to run aura-reading perks. Further still, running Distortion (especially against bbq) lets the killer feel more comfortable camping a hook, because the killer doesn't know where else to go. Why would a Billy sprint to the other side of a map to check on a gen he has 0 info on?

    Preliminary responses to counter-arguments

    "Would you prefer them to run something stronger instead of distortion/shadowstep?"

    Yes.

    "But what about (x perk) on killer???!!!! Are you saying that's alright and needs no changes?"

    No, I'm not saying that. I only really play killer, so that's where most of my experience lies. I think that looking at the game overall in this "killer vs survivor mains" way is dumb. There are things I'd like to see nerfed for killer and survivor, there are other things I'd like to see buffed as well. I think that gen-regression perks are equally as boring as gen-progression perks.

    "You fool, just get rid of distortion stacks!"

    If you've played killer, you know how hard that can be sometimes. Especially on smaller maps, getting stacks on distortion can be VERY easy.

    There are definitely more, but my main point in this discussion is that perks which completely eliminate an aspect of the other sides game plan aren't very fun, and further incentivize running more meta-focused gen regression builds instead.

    I mean a build should have counters. Especially an aura build. Granted hardcore regression is pretty much uncounterable. But aura reading needs a counter, it is an incredibly strong mechanic for killers.

    Your build is very vulnerable to distortion so maybe tweak it. Lethal is straight up countered by it (but do you really see full teams all running distortion?) And bbq triggers too infrequently to get rid of the tokens. Spies from the shadows might be a good addition. People sleep on that perk a lot, I used it a lot early on and still slap it on builds regularly.

    It gets round distortion and I have literally never seen anyone run calm spirit outside of adept attempts. Plus it highlights nearby survs and people don't see it enough to play around it.

  • @HugTheHag said:

    If you think hard enough about it, any specialized build can be countered by perks/strategies from your opponents.

    It's just chance, like going full medkits against a Plague.

    Distortion and Shadowstep are not overly strong or unfair, Distorsion especially can run out of tokens very quickly (Lethal takes 2 tokens right from the start). It can suck if you use several aura perks, but any build is at risk of being countered. That's part of the game.

    Had you been playing Wraith or Ghostface, Distortion would have been practically useless. They also took a gamble with their build. That's how DbD is.

    It sucks if your matchups are a bit unlucky right now, but I don't think two odd perks (that are not even that popular to begin with) are a solid ground to switch your usual builds to full regression.

    Lethal only takes one token. Distortion does something funny where it prevent your aura being read for longer. I am a regular distortion enjoyer and lethal only ever takes one token off me. The only time I ever lose multiple tokens at once with distortion is when I'm dealing with nurse's calling.

    I very rarely run out of tokens with distortion tbh. Only time I do tends to be against darkness revealed builds or stuff that spams aura reads massively. Looking at OP's build they don't have enlugh aura read to counter distortion.

  • Lol reminds me of a time I actually messaged someone once, a survivor who was on my team asking why they teabagged the killer at the exit gates, a meyers who never hit tier 3 and got 1 hook all game, since they clearly had a rough game anyway.

    The response was "idc I love being toxic"

    Some players are just like that. Tbh as killer if I have a bad game I don't usually bother going to watch survs crouch spam. I just wander round looking for doors or pallets to bash for bp and hoovering up genmats etc. Unless I have a killer who can punish for it. Loooove getting a cheeky kill with twins using silent victor 🤣

    As surv I only tbag if killer was excessively toxic in the match.

  • Hey look someone who had a bad game and now thinks the whole game is terrible.

  • The incentive is already there BP wise. I see a lot of 3/4 escapes where the killer gets more points than anyone on the survivor team and would probably still consider it a bad game. You get more points for multiple hook actions versus survs progressing hook states.

    Point is, the whole thing for killers is to KILL. A sacrifice or a mori is the satisfying part. And if someone gets killed before 3/4 gens are done then, unless killer deliberately tones down their play, gens are not going to get finished and it will be a hatch game.

    The nature of the game means it is really geared towards landslide games, where it's pretty clear in the first 5-10minutes who will win.

  • @HarlockTaliesin said:

    Bamboozle is required on all my M1 killers. It's very much worth the slot space. Faster vaulting plus shutting down almost every obnoxious triple vault loop? Yes please.

    The gravy is the survivor reactions. One survivor spinning on the other side of a windowed wall waiting for the killer to run around, and instead having the killer blast through the window at them. Another when a survivor tries to max out looping the shack only to run into the blocked window and either having to take a shot to the face, forced to burn the pallet and run, or both.

    It is satisfying, especially on shack. Another fun way to use it is with clown, prethrow a bottle through the window as surv vaults then blast through the vault while they are affected 🤣

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384479#Comment_3384479

    " Low mmr and high mmr games already have a clear split" no I disagree there BHVR has never been good at matchmaking you could win twenty matches in a row and still get bad killers and the same goes for survivors I could get twenty 4ks in a row and still get paired with low mmr survivors with 40 hrs in the game that's just the way it's always been though, until they can fix that they're just making changes in the dark pretty much to just stir everyone up and have them distracted at the fact this game is boring in the current state

    Ok matches with low mmr survs and high mmr survs. The matchmaking is iffy but the results are the same. Mostly low mmr survs killer will stomp, mostly high mmr survs killers struggle.

  • Wow thats a lot of built to lasts lol.

  • I'm glad tbh. I hate playing against blight. That nightfall mechanic is annoying as hell

  • New players are rarely aware of the killer instinct during feral frenzy and the ability to keep survs pretty much perma injured is survivor anathema in low mmr.

    A decent team cam really mess with a legion though.

  • Youtubers will always use clickbaity titles and cringy thumbnails to get more views. It never has anything to do with the actual content of the video or has any bearing on reality.

  • They could do with a tweak. I hate when I get the one for chainsaw downs with billy or lethal rush downs as blight. I'm awful with them. And the surv open an exit gate one is such a pain, it's rare enough for me to see all 5 gens finished and still be alive in a surv game let alone get to a gate and open it. Could definitely give us more bp as well and maybe extra rerolls.

  • Helps prevent harassment and stream sniping. On the flip side I find a lot of hidden name players tend to be pretty toxic with their gameplay and hackers tend to use it too.

    But it's not a big problem.

  • Because some people want to get achievements done. Escaping rpd via gates 20 times is long unless you have the badges. And pretty much every map has an achievement for dinishing central gen and escaping.

    I get why ppl dislike them though. When I see opposite team bring a map offering and I'm like "oh no" and ngl I have brought jigsaw piece a couple times with legion when I'm fed up trying hard 🤣

  • @Pulsar said:

    The healing nerfs ENCOURAGE Survivors to not bother and stick to gens.

    Most players aren't comfortable doing that. Casual Survivor players are going to be absolutely massacred by the vast majority of Killers while top-level teams are going to slam gens even more efficiently.

    If these changes go through, I'd expect a fair amount of Killer nerfs in the following patches due to a sky-high Kill Rate.

    This is the issue. Low mmr games and high mmr games already have a pretty clear split. Solo q and weak teams get rofl stomped by killers and high mmr swfs dominate because they genrush so effectively.

    Nerfing healing makes low mmr surv so much weaker while not affecting high mmr much. And nerfing regression likewise won't affect low mmr because survs never get gens done anyway, but high mmr killers will suffer so hard because they'll have no viable way to keep up with gen speeds unless they run all the regression under the sun.

    That split is just being made wider. So experience will just be miserable for mid/experienced killers and worse for brand new survs, who arguably are the most important group of players because they're extremely important for the growth/stability of the game.

  • I like the new version. It isn't as strong, but the aura read for friendly survs within the aoe is pretty good. It'll encourage people to go do heals. Makes it quite solo q friendly.

  • Why the hell did they unkillswitch it if this was happening?

  • Hit and run is the most fun. It's why I like playing demo. You careen around the map ambushing survs from the bushes, lets you pressure lots of gens, and survs never know where you're gonna come from. Proper horror movie stuff.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383435#Comment_3383435

    Simple answer is either down them before they reach pallet or work around it. DH is only really an issue if you hold W and m1 after survivors with no other tactics.

    That would be like saying "Man old Eruption was fine, simple answer is to repair the gen before the killer gets value from Eruption."

    The majority of killers have a way to bypass DH or pallet looping. Antiloop, inflicting exhaustion, exposed from full health, deep wounds. Every killer has something in their basekit/addons to counter pallets and/or dead hard.

    Maybe some killers have, some others dont (saying the "majority" is a bit of a stretch anyways). But "just dont use X killer" should never be a counterargument.

    And sometimes it's simply recognising when it's a good idea to simply swing into the deadhard, i had a surv trying to loop me at shack. I was running bamboozle, I sealed off the vault and they made an obvious DH play at the pallet, i thought "this'll be funny" swung in, they got their 3rd state, greeded the pallet and whipped around the outside of the door and i followed them round, to find them running into the blocked vault window. Wham bam thankyou mam. Hooked them in shack basement.

    That was a hard survivor missplay that had nothing to do with DH. Yes he greeded the pallet after DH but he could have done the same without it. It was his decision to stay instead of run into another loop. Writing a bad survivor decision doesn't seem to be the best idea..

    If people get repeatedly punished by DH AND lose games because of it, then it is a skill issue. There is so much counterplay not just with plays midchase but straight up mechanical counters. But if people want to play killers with zero perks and not utilise their powers? Ok have fun getting 3 hits for every down I guess? 🤷‍♂️

    Strawman right here. So "people having a hard time with DH" means that "people just want to play without perks and without their powers"?

    No doubt that using DH sometimes doesn't give you anything if you "get baited" or something, i will give you that. Is not always a "i press a button and i get a free escape". But still, it has many problems:

    1.- Lunge removal.

    Lunges, a killer mechanic, gets completely removed from the game when someone is wounded and it has DH. They are completely reactable and you will need to walk into the swing range and start the "mindgame". Some perks cand o that on really certain situations (Bamboozle only on that window IF the killer vaults it and then you know it has it, Deadlock only for 30 seconds and you still can repair other gens, etc). I think people should be aware that removing a mechanic from the game is not healthy at all cough cough Eruption cough.

    2.- Passive deterrence.

    Remember old ruin? Old NoeD? Times where you need to assume the killer/survivor has a certain perk and you need to act like they had it, just in case.

    By DH doing that it means you are, again, removing your lunge until you are certain the survivor doesnt have it, wasting time going into their butts, wasting more time trying to bait it, then swinging. And they even dont have it, but you need to play like they have. At the meanwhile, people are repairing gens while you are losing all this time.

    3.- Pallet situation.

    I already did talk on this situation about lunging in pallets. Do i lunge? Survivor reacts and DH. Do i just not lunge because of DH? Survivor uses pallet. Win-win situation for survivor, and these cases happen a lot through every game.

    Even if we count those cases where killer is not in lunge range but on swing range, we get again to a point where the window where you can hit the survivor after DH and before he throws the pallet is extremely tiny. Doable, but difficult. But the problem is the first case, not this one.

    4.- Counterplay to something being "not do anything at all" is not healthy

    So, the counterplay to DH is usally, reach the survivor butt and then............do nothing. Literally. Wait until they DH, at the meanwhile, do absolutely nothing. Interactive as hell.

    I suppose that when old Eruption did make survivors not being able to do anything for 25 seconds they were having the best time of their lives. Anyways, you could counter old Eruption by doing nothing until it pops, then you didnt got the incap effect. But it wasn't funny, i suppose. And i get it wasnt funny, the same way is not funny on DH case.

    5.- Time lost while not doing anything and losing your lunge is a LOT more than people give credit for

    People ignore this, but lunging has always been an integral part on how killers down survivors. By losing that, that means that you need to waste some seconds (like 4 seconds or so) by running from the initial lunge distance into the survivor's back. And thats not all, you now need to wait another 2-4 seconds trying to bait DH. That could be like 6-8 seconds that you already lost trying to catch a survivor that otherwise you could have downed already.

    Now multiply that for every time the survivor can be on wounded state, 3 times at minium. 18 seconds. Now for every survivor that has DH (on my games are usually 3 DH at minimum). That can be 54 seconds easily (things can change, you can wait a little less or a little more, survivor can go down or successfully hit DH so they win the chase and you need to count another new DH, etc), but it should be a pretty good estimation. 54 seconds of free gen time.

    I could keep going but this is a little wall of text so i think i will stop here. No matter if DH is strong or not (tip: it is), but the thing is that its not healthy for the game at all.

    Comparing DH to eruption is always insane. Eruption was only counterable if you had voice comms. In solo q you had zero way to counter it unless you could actually see the chase while working on the gen. Otherwise you had to get off gen as soon as a surv was injured to avoid it which could prevent you working on it for a very long time. Pretty much as bad as letting the trigger happen. DH is way easier to counter. Eruption would ruin every solo q game it popped up in.

    And all you are listing here are mechanics that DH works against. Every strong power/perk/ability is like that. It's the basic arms race in every multiplayer game using perk/power systems. Aura removes stealth as a mechanic, iron maiden prevents (or rather punishes) using lockers, plague pretty much removes the standard healing mechanic, lightborn makes torches useless, franklins pretty much removes all items from the game. Hell nurse and blight pretty much remove running as a mechanic to help survivors. Just because a perk is strong doesn't mean it's broken.

  • Quick mods are asleep, hack bhvrs servers and apply mad buffs to Twins

    giphy.gif


  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383413#Comment_3383413

    Problem is that its not "one specific situation". That could be valid if it was a rare situation or something. But it's pretty common on a lot of chases (i could say 80% of chases) to the survivor to reach a pallet while you are in lunge distance. If no DH was involved, on those cases you could get a hit as a killer and if you are lucky also a pallet down. With DH this is a lose-lose situation for the killer.

    Simple answer is either down them before they reach pallet or work around it. DH is only really an issue if you hold W and m1 after survivors with no other tactics.

    The majority of killers have a way to bypass DH or pallet looping. Antiloop, inflicting exhaustion, exposed from full health, deep wounds. Every killer has something in their basekit/addons to counter pallets and/or dead hard.

    And sometimes it's simply recognising when it's a good idea to simply swing into the deadhard, i had a surv trying to loop me at shack. I was running bamboozle, I sealed off the vault and they made an obvious DH play at the pallet, i thought "this'll be funny" swung in, they got their 3rd state, greeded the pallet and whipped around the outside of the door and i followed them round, to find them running into the blocked vault window. Wham bam thankyou mam. Hooked them in shack basement.

    If people get repeatedly punished by DH AND lose games because of it, then it is a skill issue. There is so much counterplay not just with plays midchase but straight up mechanical counters. But if people want to play killers with zero perks and not utilise their powers? Ok have fun getting 3 hits for every down I guess? 🤷‍♂️

    That said I don't mind the DH nerf, tbh it makes little difference to me, I never trigger it as surv more than once or twice a match except against baby killers, and as killer I counterplay it as a matter of course.

  • @Wexton said:

    Not gonna read this post because I can already tell it's nonsense, and judging by the comments I'm right. Dude, even the title is wrong, people abuse mechanics in LOTS of video games (especially competitive ones) and call it a playstyle.

    That was my first thought too. Like has OP ever come across camping? 🤣 abusing solid walls and doorways to farm kills.

  • @Davenport916 said:

    Can't wait. Tired of taking an L because of waiting out dh at safe pallets when I shouldn't need to and free heals for blessing a totem however many times the survivors want

    I mean if it's at a pallet just swing into it. If you holdback you just waste extra time. Just apply that deep wound and keep chasing them down

  • So your regions price is still cheaper than every other region?

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383312#Comment_3383312

    Sure, let me know how can i make them fail when they reach a pallet and they are in lunge distance.

    Ah yes. One specific situation. In every other situation it's easily counterable. I love watching survs try it on the way to a vault. People always moan about DH on pallets but that is the only time the perk is reliable. The rest of the time killer can bait it very easily.

  • It would be hard to balance. It'd either be horrendously broken, or more likely nerfed into uselessness.

  • Idk, I've been using it a lot. It's making games too easy, you can spam it repeatedly and qreck gen progress. If someone trades hook, bam you get 2 triggers. 30% gen progress.

    Combine it with dead man's switch. Nuts.

    Even using it as killer I reckon it needs a nerf

  • Ugh the amount of self care/botany knowledge people run is going to be obnoxious as well.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379094#Comment_3379094

    It's not one per a match though. It would be once per a match if the perk disabled itself after use, but it only deactivates. Meaning if you can meet the condition to activate it (unhooking another survivor), you can use it again.

    Also it only deactivates if you successfully use it to take an extra hit.

    Ah missed that in the wording. I think main thing there is it stops survs juicing too much time out of the early chases.

  • Interesting. I like the DH nerf. Successfully triggering it once in a match is a very balanced way to make it less frustrating for killers, feel like they coulda made it easier to trigger since you only get it once a match but hey 🤷‍♂️

    Nice to see the big regression perks taking another hit. I'm genuinely interested to see what this will do to the meta. I just hope it doesn't exacerbate the divide between low and high mmr. Lack of regression will be hard to deal with for high mmr killers and not having the CoH/medkit safety nets will cause big issues for low mmr survs.

    Sidenote: got real excited when i saw pig/freddy on the list for a buff and then real disappointed when I saw they're just tweaking a couple add ons.

    Edit: every killer and their mum is going to start running sloppy butcher now.

  • It would decrease it, a bit. Personally as killer I only tunnel/facecamp if I'm being genrushed. Of course there are certain players who will donit at 5 gens after someone's DC'd you'll never stop it entirely. But you definitely need to bring in a few killer nerfs if gen times took longer. Remember high mmr is survivor sided but low/mid mmr is very easy for killer,no need to make it easier.

  • @stvnhthr said:

    When you play do you care about other player's experience or do you just go for yourself? I'm amazed at the number of players who play in a truly selfish manner. Am I the oddball for trying to make sure others have fun? Does dbd breed selfish players?

    I treat players as they treat me. My default setting is friendly. I often let 2 survs go as killer.Long as they don't bm. And I'll obvs try to help my team as surv and won't bm killer unless they are toxic. But if they do BM me you better be sure imma bag at the exit gate or nod them to the sky.

    I think a lot of players mistake skill for toxicity. If a surv runs a good chase or blinds me I don't see that as BM. Unless they teaag or clicky click. One exception is the insistence on bodyblocking and flashlight save when you're 2 gens down and don't have many or any hooks. Preventing the other side from progressing at all is not fun.

    If it's down to last 2 survs i have a silent rule. If I go on hook I will suicide to give the other guy chance at hatch, like wise I won't try to unhook the other unless I specifically see killer clear a lot of distance.

  • @irnbru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378646#Comment_3378646

    Or sexually attracted to Spirit. Imagine the glass.

    Oh my god.

    I mean spirit made it into a dating sim 😬

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378609#Comment_3378609

    A perk that just tells you you triggered Killer instict sure, as long as it doesnt block it I could get behind that.

    Yh that's chill, literally said in my post I didn't want a KI distortion. But a lot of ppl responding have ignored that 🤣

  • Hot take. But not as bad as people being sexually attracted to the plague I guess

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377332#Comment_3377332

    This is a thing BHVR really need to sort out. Get a good balance so the game is encouraging enough so new players actually want to come back and keep playing at the same time not alienating veteran/experienced players.

    Agreed. A KI warning qould be a good way of doing that

  • @Entitled_survivor said:

    P100 potentially means nothing,, for all you know I could be playing only killer and putting all blood points into a single survivor without playing a single survivor game,,

    Potentially. But on average a prestige 100 character is generally going to be extremely good with that character. It's not a guarentee but the correlation is there.

  • @dollidahlia said:

    I decided… why not be nice, play fairly and let everyone have a chance. I did the nicest thing I possibly could do.

    i decided to play demogorgon because it seems to be a killer survivors like to go against so I said why not.

    perks: STBFL, Play with your food, lethal pursuer, No way out. (No gen defense perks)

    map: Swamp

    my goals: 2 hook everyone before killing, no tunneling or camping, I’ll let the last survivor go.

    I did all of that, (I didn’t get to use no way out since the last survivor alive did the last gen)

    I ended up getting a 3K and let the last survivor go, I felt good for having the game be fun for both sides, and giving everyone a chance. So what was I left with?

    ”Super camper” “trash killer” “[Offensive word]”

    Welp. That ruined my night.

    Don't let the individual toxic people stop you from playing like that. Egc is mad toxic, and often survs you killed will get extra mad if you farm with/release survs after you kill them. Example I had one person get super mad after I killed them and then let 2 others go. I'd already killed one player and got the other 2 on 2 hooks each. No sign of the one player, then i found them and tunneled them hard to kill them. They died late game with 1 gen left and they got plenty of bp. They were furious and got friends to message, harass and report me for cheating, which didn't work obvs.

    I play on xbox so I'm spared from the egc toxicity. And most of my interactions via DMs with other xbox users, aside from a few very notable exceptions, (see above) are actually pretty good.

    I just gear my play towards how the survs play, if they do badly I'll chill, spread my hooks and once the game is definitely mine communicate I'm friendly and usually let 1 or 2 go. If they gen rush, then I will sweat in return , if they are toxic, I will hard tunnel & facecamp them out of the game once they are down and nod them right up into the sky.

    Pls OP don't let the toxic ######### change your attitude, punish them personally if you can but don't take out your frustrations on players who haven't done anything to deserve it. The game needs more killers who chill a little and don't sweat 4ks by tunneling and camping at 4 gens. I used to play like that early on and it's stressful. But now I get the challenge and fun interactions with survs once they realise I'm letting them go.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376856#Comment_3376856

    Out of interest do you know if there's a way players can check their dbd mmr?

    Yes. Only one certain type of player can see them except for DBD moderators. But I'm not allowed to tell you (as per forum rules - if you are smart you will immediately know why). If that doesn't clue you in then I suggest you watch some of Choy's video content in regard to DBD's cheater epidemic.

    It was Choy's conversations where we learned the MMR rules.

    So I've watched choy's video on how mmr works. Interesting watch. Shame we can't legitimately find out what our mmr is because I'd love to know mine.

    Personally I'm pretty sure I have at least hit the 1600 bracket. 0-1k games are rare for me. So my mmr would have been climbing steadily. Even now that I tend to play relaxed a bit more, even when I decide to be nice I usually let 1 or 2 survs go so that wont drop my mmr. Plus my games with new killers are very tough until I get used to them. Plus I do see an awful lot of ttvs in my games. Not sure if I've seen any big ones as the only famous dbd streamers I know of are otz and now choy.

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