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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • @Warlord1981NL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333539#Comment_3333539

    Sorry but what perks are you refering to, surely not killer perks? They don't do a whole lot. Don't know if you've recently gone through the list of killer perks but the killer perks aren't impressive. Not even remotely.

    Depends how you combo them. Eruption for a start is nuts. Pain res and dms is basically the same thing but counterable. Overcharge/pop is a hella strong combo add nowhere to hide? That's my fave combination. I use it on clown a lot and it rocks, got genrushed in one game with 4 gens done in under 5 mins only got 2 hooks. Using nowhere, pop and overcharge I got a 4k. Because they had no chance of breaking a 3 gen against that build.

    On demo I run pain res and jolt. Very strong. You regress gens a lot without needing to touch them.

    Killers have an extremely strong set of regression perks rn. Maybe too strong. If utilises correctly it makes like a nightmare for genrushing survs. Trick with killer is to make sure you pressure the right gens. Stop them splitting the map and aim for a good 3 gen.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333534#Comment_3333534

    Definitely. It also got me remembering that the devs gave an update about 2 months after they buffed killers last year, so it'll probably take a couple months before we even see a report on the impact of these solo buffs. Wish people could show some patience. Too much of 'the sky is falling' going on.

    Ikr. But someone will ALWAYS complain at any given change. Especially seeing how tribal the survivor and killer mains are on this game 🤪

  • Also depends if people are injured when they're caught. I have a good headset and I'm good at listening out for pain grunts, plus map knowledge of good hiding spots. Lery's is also a funny one. I personally as killer have a good knack for predicting where a surv is going to go and moving to cut them off, plus scratch marks too.

    A lot of perks can help with that. Spies from the shadows is a silent killer. Gets around distortion and lets you home right in on a survivor. Did you look at their perk build after the match? Your blight could be cheating idk. But it's very hard to tell.

  • @Huge_Bush said:

    People on the forums will tell you that you can do well with any killer as long as you “git gud” with them. That’s simply not true.

    With killers like Doctor, Trapper, Pig and Clown, no matter how good you are, you won’t be doing well against a well coordinated and efficient swf. You’ll most likely be their plaything. Wait until you get a bully squad on comms running Head On, Boil Over, DH and a map offering to make you as miserable as possible.

    My suggestion to you is to master Nurse or Blight if you don’t want to feel helpless. You will lose a lot while you build the required experience but once you have them down, survivors will have to take you seriously.

    Also, don’t listen to people about not camping or tunneling or slugging. Survivor mains have ways to try to guilt you into thinking about their fun while never once caring or considering if you might be having fun. Heck, they get a kick out of making the killer miserable enough to DC. Plenty of YouTube videos to prove it.

    This isn’t saying all survivors are the same, but once you get into sweaty MMR, good luck.

    Mm. Not so sure I agree. Some killers are cripplingly weak for sure. Twins, pig, freddy to name the worst. Killer's power plays a big part but so does your perk build. Most killers that run hardcore regression can rofl stomp most teams.

    I can't remember that last time I had a bad clown game, and my mmr for him has got pretty high as a result, yet if I try hard I can still usually prevent gens being finished. Hell was doing a daily ritual with Oni earlier and I stomped a very well co-ordinated team with a pain res/dms build.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333369#Comment_3333369

    I saw someone say ScottJund claimed it'll put solo up to "swf comp" level. Which i heavily disagree with, if he did say that. I find I'm able to make more informed choices with the icons, but my actual gameplay hasn't improved. People parrot alot of what content creators say so that could be why there's this sudden assumption of people thinking it'll make solo better than they are.

    Clearly said people have never played solo q. Just knowing someone else is willfully ignoring gens doesn't help you in a match. People always kick back against change.

  • @solarjin1 said:

    Most of the dc's happens when survivors are down quickly in the first chase or they hear a killer they don't like. Half the time the game could still go anybody way yet survivors will throw in towel for some reason. DC shouldn't be factor into the kill rate but i understand your pain man. Soon some one dc the team pretty much auto lose the match which is very unfair. Something need to be done about these players who just give up

    Dont forget if killer brings a perk they don't like. I had a surv DC recently without me even hitting them. Downed a different surv. They went for a torch save on me and instantly disconnected when they failed to get the save because I had lightborn 🙄

  • @Shroompy said:

    Why care about grades anymore? Sure its a nice chunk of BP, but with a bp code/log in bonus coming out almost every week, and how cheap things are in the bloodweb nowadays, it really aint something to stress over.

    But newer players need all the BP they can get. I'm with you on this, I've stopped caring about rank now that I've got all my survs and killers prestiged for perks. And I enjoy the game much more for it.

    But that's taken a while. And 2 mill bp is pretty much 2 full prestiges.

  • ^^this

    Idk why people seem to think this change is suddenly going to turn solo q goons into genrushing super loopers.

    It's not like having voice comms can call out every dropped pallet.in the game. Or even any of them. Maybe shack pallet or main building but thats about it.

    On lery's

    "Uh i dropped that pallet. You know, the one in the room"

  • Vaulting is risky. If a surv stands on the otherside of a vault window, killer can hit them through it. I've even hit a couple of survs over walls on one of the loops on rpd lol. in latency. And there will be a lot of iffy hits.

    But i do agree about the forum change lol. I prefer the old setup

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332731#Comment_3332731

    I said nobody minds Blight except at high MMR. The person you quoted is probably at high MMR, or thinks they are.

    I think it is commonly agreed that Nurse/Blight are too strong at high MMR. I don't see what's wrong with letting high MMR players choose and see if they all ban these 2. I hihgly doubt this will be the case, but if EVERYONE ends up banning these killers to the point that their mains don't find a match, then it means these killers are very problematic, and hence, the solution was to rebalance these killers in the first place, not to hide the problem for years by forcing people to play against them.

    But I highly doubt people will ban these 2 especially Blight, because even though he's strong, he takes skill to play correctly and he's also fun to play against. There will be other very strong killers like Spirit/Artist so survivors can't realistically ban all the top tier killers, if they do end up banning Nurse/Blight at first, they will probably switch to different killers after a while once they realize Blight was not that frustrating compared to the other.

    Regarding which killers are going to end up being banned: (also for @HoodedWildKard )

    Unfortunately there will be some speculation as I haven't found any poll explicitly asking "which killer is the least fun to play against", but we have Kyto's community tier list asking "who is the most fun to play against" (1 million votes)

    In this list, Blight was voted the 7th MOST FUN to play against on . https://www.youtube.com/watch?v=tXgFLrjKmLQ . I agree with this list and have seen this opinion shared by many survivor streamers, eg. Scott Jund: https://youtu.be/n6tfddNSQaM?t=1309 puts Blight as S-tier in the "fun for survivor". Note that Nurse is C-tier, not F-tier.

    Anecdotically, you can google for various reddit threads and see for yourself that people have a wide range of killers they don't like, eg. https://www.reddit.com/r/deadbydaylight/comments/s36e88/top_5_least_fun_killers_to_play_against_no/

    I don't see any killer there mentioned more than 2-3 times.

    It would be an interesting experiment to try. I'd love to see if it did unduly affect the matchmaking. But for definite swfs shouldn't be able to do it. Or if they can make sure it's only 2 killers for thevwhole group not 2 killers for each player

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331714#Comment_3331714

    This. I get why the survivors left. They brought an item they used BP on and can't even use it. Shouldn't be a thing in my opinion but whatever.

    Don't have to have beamers for a fun game. You can still run extremely good chases. It's not a reason to throw the game.

    That said I would be an advocate of lightborn and franklin's replacing a survs torch/items after the match to prevent them being wasted.

    Mechanics need counter perks and torches are no different. You have numerous perks to counter medkits, regression to counter tool boxes. Hell there are even a couple anti sabo perks.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332384#Comment_3332384

    Well, I see this argument constantly on the killer's side: "I should not care about the survivors' fun, I play how I want". Then why would one expect it to be different for a random solo queue player with respect to their teammates?

    Basically, you're expecting a person to sacrifice their own fun and stay in the game for 4 strangers' fun. But the very first reason why they play the game is supposedly to have fun themselves, not so others can have fun. You can add incentives for people to stay in the match (eg. DC penalties, bloodpoint penalties etc.) but that doesn't really address the fundamental problem. Imo, the better way would be to fix the game to reduce the chance that survivors don't end up in a match they have no interest playing.

    Imo, it's a fair request to not want to play against all 30 killers in the game, let survivors ban 2-3. There are other fair requests like seeing killer's ping. Killers could be given the right to ban a few maps to compensate.

    The difference there is that killer's literal objective is supposed to be to kill survivors. Whereas a survivor is supposed to be on the same team.

    That's like saying it's fine to team kill your team mates on an FPS because the enemy team also kills your team mates.

    If you load in as a surv you are supposed to work together as a team. Why bother if you're simply going to DC because you don't like the killer, or one of their perks, or the map?

    Your idea about nominating 2 killers to avoid is an interesting one. My main reservation with that is you'd see certain killers (*cough* nurse *cough*) would never be able to get a match. Bubba and blight would be close seconds.

    I don't think it'd be fair on mains for those killers. Tbh blight players need a trigonometry degree to be good and frustrating as they are to play, I respect a good blight. Imo nurse is broken and needs a better look at but again she is very skill based, just easier than blight. Do I think she should be removed? No.

    Maybe it wouldn't be an issue, idk. Worth a try but I think it would futz with the matchmaking very badly. And for sure that option should only be for solo q players. A team of 4 survs all cutting 2 killers each out of mm would be insane.

    Personally I'm in favour of doing it for phobia reasons, clown for coulraphobia, plague for emetophobia. But I don't see any one killer showing up excessively enough that I get tired of playing them. Perhaps wesker. I think people just need to grow up and actually play a match. Not throw their toys out of the pram the second things don't go their way. We can't have good games 100% of the time.

  • @KingDeathly said:

    I'm new to killer had about 2 dozen games as nemesis. A lot of my games were going good, but now I'm going up against survivors with like every second chance perk in the game with prove thyself toolbox, and medkits with adrenaline. I felt completely useless I tried to mind game, I tried finding the weakest link there was none. I got like 1 hook. Honestly is this the type of survivors I will constantly have to deal with now? IS the mmr system saying hey you are as good as these survivors now? I'm a killer, and I felt completely useless as the killer. If these are the type of survivors I will be constantly facing then killer Isn't for me. Those survivors just had way too many perks that made it impossible to do anything.

    I wouldn't worry too much. Most games are landslides on one side or other. 1 and 2k games tend to be rare. The killer skill curve is mental between low and high mmr.

    Early on you either rofl stomp a bunch of survs running around like headless chickens or have an experienced 4 stack running rings around you. Just do your best to take the rough with the smooth and you'll improve.

    If a team goes out of their way to bully you they require a different playstyle. Counterplaying flashlights is a big thing. Being careful about when and how you pick up a downed surv can prevent you losing the hook to a flash light. Or just run lightborn lol.

    The other good piece of advice for a new killer is know when to drop a chase. If a surv leads you to killer shack or an easy loop then unless you are sure you can counter them, sometimes it's best to break pff and pressure gens to prevent them popping in a long chase. Of they surv is injured you have a good chance to catch them later with a cheeky hit.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332139#Comment_3332139

    I actually agree with most of the things you said, in particular that some survivors are really entitled and DC for really anything. I have seen people DC against the most baby beginner Wraith just because they got downed, no idea if some of them will ever actually play a match lol.

    Where I disagree is when you say that, if people queue up then they should agree to play the match regardless of what happens. The thing is DBD is many things at once now. There are 30 killers, each with different sorts of counterplay (some that you can loop, some that you can't), then there is the variance of their perks, their playstyle (camping, slugging, tunneling), their teammates (are they potatoes or not?), and the killer's ping. All of that means for the survivor that they can get a wild variety of different matches, many of which they are just not interested in, maybe the survivor has brought a healing build because they have a challenge, and in reality they will be matched against a tombstone Myers which ignores their build. Maybe they brought a chase build in hope to mimic their favorite streamer and they get matched against a Nurse with Starstruck etc.

    Now, add on top of this, that the survivor's role has a sub-50% winrate, so not only you sometimes must force yourself to play a match that you don't enjoy, but you also know that you're most likely going to lose. As a result when you queue up as survivor it does not feel like you're really signing up for something in particular, but rather praying for the matchmaking to not screw you up too much.

    As a killer, you have a lot of control over what the match will look like. Survivor perks and the map choice are really the only uncertainty. Sure, once in a while you can end up vs. atypical survivors like a SWF sabo squad or something, but that's really rare imo, less than 1/20 games, you can dodge them if you don't like that. And you can see the items they bring, their prestige and their Steam profile, which can give you an idea of their skill level and whether they are in SWFs before the game starts. You can dodge private profiles if you suspect a smurf, cheater etc.

    Because survivors don't get such control, some of them simply leave until they get the type of matches they really want to queue for. You can debate whether this is a d*ck move or not, but I think everyone agrees that there are matches in this game that are DC-worthy, in any case, it's very unrealistic to expect survivors to enjoy every combination that the game can offer. Some people want to loop more, some people are interested in BPs/challenges/achievements, some people want to go for builds which are useless against a given killer, some people can't stand specific killers (eg. Plague's vomiting effects). etc. Personally, I dc when I'm matched against killers with 150+ ping.

    Ideally the matchmaking should let you ban a few killers, show the killer's ping and profile. Then a lot more people would dodge lobbies and maybe increase queue times but that's an issue with the game. If some specific combinations are so oppressive that nobody wants to play against them these combinations should be addressed and made more fun. The solution is definitely not to put random survivors to fill these matches, this will cause frustration and DC as we see now.

    I get what you're saying but people shouldn't just DC because they don't like killers. What you're descriving is exactly what my survs did. They wanted to play with flashlights and I brought a perk to prevent that. They then quit. And threw the match.

    People should still have a duty to a least attempt the match. Because if a player leaves at the start then it ruins the match for the other 3 survivors. They have zero chance to win.

    "Oh I don't like playing X killer, I'm going to quit, I don't care about anyone else in the game."

    If a surv gets tunneled out at 3 gens left and there isn't any progress. Sure suicide on hook. Or DC if you really don't want any points. But throwing the game in the first 2 minutes is really unacceptable.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331543#Comment_3331543

    I mean the game has a lot going on at once. No single thing makes a match. Winning or losing is determined by the sum of those things.

    I play on a SWF 2. I described that. We have ways to figure out what is happening in the match.

    Killers will commit. You can't make them commit. They decide to commit. The factors that make them commit may be partial under your control. I personally commit if I don't feel like defending generators.

    The final thing you said, requires a more open explanation sadly.

    Using all the generator speed manipulation tools, which may or may not include Prove Thy Self, I believe a player can do a generator in 30 seconds. A coordinated group near instantly.

    Eruption requires a down to do the thing it does that upsets people. You can get a generator done in those 30 seconds. You can bypass Eruption this way. There are other ways.

    That last bit is my point. Gen rush perks can beat eruption, if you optimise and 3 stack survs on gens. And that is the meta. The vast majority of surv groups cannot get gens done that fast so eruption will hamstring them. Likewise killers not running hardcore regression builds will find the odd game where they get genrushed in minutes.

    Example i had a game last night as wesker. I've never seen gens pop so fast. I had 3 gens finished by the time I ended first chase, and it wasn't a terribly long chase. By 2 hooks I had another gen gone. Unfortunately for the team in question they'd gone straight from gen to gen and left me with an insanely tight 3 gen. On a nowhere to hide, overcharge+pop build. I got a 4k. Because with that build there was no way they'd get gens finished. They still made a good effort. They got one gen up to 50% twice.

    I've never seen gens pop so fast. When i saw the loadouts after I was surprised to see 2 prove thyself and thats it. They'd gone 3 people per gen and just leapfrogged straight to the closest one.

    The meta of the game needs to change. By changing the perks that are the issue. Prove and eruption are both big culprits. Closely followed by pain res+dms combo, BNPs and maybe hyperfocus.

  • @bm33 said:

    I know alot of people DC because rage quit but my swf teammate has the worst luck when getting kicked from games either due to game being unstable or occasionally his internet. The other day his internet was acting up because cable company was doing work in his area (found out after when he looked it up to see what was going on). First one was on his 3rd hook while he was being carried, second was after his first down in a game. We thought it was hilarious because he looked like a rage quitter. 😂

    Oh yh there are legitimate connection drops. My mate has them occasionally, his internet is prone to dropouts and he has the odd power cut. It's the only reason I wouldn't advocate harsher DC penalties.

  • @Saiph said:

    Survivors are just leaving because they know the odds are rigged against them, nowadays you have 0 chance to win in solo queue if the killer is competent. So, for many, the only reason to play is to loop the killer, but, you're playing Clown and denying them everything they queued for and you're making that even more obvious with Lightborn.

    In an imaginary world where killer's winrate would be at 40%, maybe you could call them entitled, but in the current state of the game, DC'ing is an absolute human reaction. Survivors don't have the luxury of knowing what the matchmaking put them against, unlike killers.

    And btw, you're calling them "bullies" but as a killer I enjoy playing against loopers/flashlight squads. They are not bullies, they are people who want to play for chases, not for wins. I'd gladly give you the survivors who hide and sit at gens like bots.

    The thing is, that a lot of DCs are very premature. The game in question had hardly even started. I can understand people wanting to leave a game if it's 1 or 2 dead at 3/4 gens. Hell I've done the odd hook suicide when it's clear the game is unwinnable.

    But that first DC was a simple tantrumn because I brought a perk that stopped them using a flashlight. Judging by how the last 2 survivors ran me I probably wouldn't have done well that game otherwise. They'd just have to play differently and apparently they will throw their toys out of the pram if they get countered.

    And most of the DCs I see are survs ragequitting as soon as they get downed first time. While the game is still to play for. And it always throws the game to killer. Every time.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331728#Comment_3331728

    Well it also seems to be an intentional part about deep wound. The lower the timer goes the more it makes it harder to see things and also a way to warn you.

    Fair enough. And I suppose DH needs some kind of extra downside. Guess you'd be more like to stumble if the killer has inflicted 2 nasty wounds on you and more prone to stumble.

  • Also welcome to the forums 😁

  • Pyramid head or pinhead. One of the heads 🤣 I lean towards pinhead because he's more intelligent than pyramid head.

    Pyramid head while powerful is more of a servitor/elemental force while pinhead is an intelligent very powerful demon.

  • I've noticed that too. It's a pretty broken spawn. Notice the same on another couple of maps recently since the update. Had a cracked 3 gen on macmillans earlier playing wesker where all the 3 gens were within spitting distance of each other (or more appropriately virulent bound distance) where I went from 2 hooks at one gen remaining (fastest gen rush team I have ever seen in all my time on dbd) to a full on 4k. With zero tunneling or hook camping.

    It was quite the game.

    Gen spawns need fixing.

  • @Brimp said:

    I don't see why it would need to be removed. It literally does nothing unless you willingly go down that far on the deep wound timer.

    Idk the sudden palette change is a bit jarring and has caused me to get stuck on scenery once or twice. And it isn't really necessary, keeping the bloodspray effect would be enough to let us know it wasn't a normal hit.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331719#Comment_3331719

    Oh don't get me wrong. Clown is my strongest killer. I can most consistantly 3/4k matches with clown that i can with any other killer.

    I actually don't run any sort of build that works together lol. I simply run Lethal, BBQ, Franklins and Devour hope. As long as its not a sweaty team even if my devour gets got i can handle having no gen slow down. and if it is a sweaty team focused on gens they don't get my devour and by taht point its just game over for them :)

    Yh I'd say clown is my 2nd fave killer after demo. That's a solid build. I always respect a killer who runs a good meme perk. Devour almost always gets cleansed but it's so much fun when you get it off 🤣

    You should see my deathslinger hex memelord build. Ruin, devour, haunted ground and retribution 😂 survs are stumbling over hexes and it's a lethal lottery as to whether they cleanse something useful or pop haunted ground and aura reads on everybody for 2 easy downs. Comedy gold.

  • @Xernoton said:

    I really don't get why they wouldn't at least stick around for the points (especially when they're about to die anyway) and, you know, maybe not be a d*ck. Yesterday I had someone dc because I brought Lethal Pursuer and got an early chainsaw as the Hillbilly. Great start for me but the game didn't have to end there. They dced the moment their head touched the ground. Today someone dced simply because I "did not deserve to kill them" (their words, not mine).

    I don't hold people hostage, I don't run meta, I don't tunnel, I rarely ever camp and I play Hillbilly. Shouldn't this be enough to maybe stick around and play them game? Nah, I'll just dc anyway because the killer doesn't dc after I Head On him 3 times (literally happened yesterday #########) or they wait out my DH. I swear some of these people really do not want to play the game. They only want to dc.

    Such a weird thing. Especially if they do it to prevent the kill. They shoot themselves in the foot, lose their bp, take a matchmaking ban. Just so killer doesn't see them gonon the hook? Silly. I see a lot of survs DC mid mori and best bit about that is you still see the full animation 🤣

    And tbh 95% of the DCs make me chuckle as killer and be like. Well I outplayed them so hard they threw a tantrumn, and now they gave me total control of the rest of the game.

    This one irked me a tiny bit because I needed kills but nothing truly frustrating, isn't gonna take long to get 5 kills.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362865/some-survs-really-will-dc-at-the-drop-of-a-hat

    Its funny to me that you were clown. I don't say this in a bad way as I main clown myself. Clown was never seen as an OP killer infact is seen as kinda a bad killer for some reason but i get a lot of survivors D/C against me. Now I don't run lightborn anymore but instead run Franklins on every game. Partly because items are over powered so it helps me in the match, partly because its a fun minigame when even if all 4 get out i keep their items and partly because i know survivors will throw for their items.

    I had 1 game where the moment I removed a flashlight from one survivor 3 instantly D/Ced. I assume this was because they were going to try and be one of those 3 man flashlight bully squads (sure enough all three were running head on, sabo flipflop and boilover).

    Its kinda sad how quick survivors are to D/C and ruin it for the rest of the team but i guess because there are more survivors than killers your gonna get more childish people play it.

    The D/C's i really don't understand (and if you do this yourself please tell my why) is the D/C on death hook. Like your about to leave the game after a few second animation but they D/C, lose all blood points and get hit by a time out. Whats the point. Are you really that pathetic that you have to rage quit even though the game is over for you already?

    Tbh clown is extremely good if you know how to use him. I was having a lot of fun with a vault/gen kick build. Overcharge + pop and superior anatomy+bamboozle is so much fun. I refrain from running eruption because I think it's unfair.

    It's so satisfying to throw a bottle through a window that a surv is gonna vault, then flying through the vault after them way faster than they expect, bamboozle prevents them 360ing and doubling back through the vault and the prethrown bottle lets you nake up that bit of distance to down them after vaulting.

    He can end chases so much quicker and reliably.

  • @Wexton said:

    I was in a match about 2 days ago on eyrie of crows as doctor, hooked a Dwight not to far in. I looped around the map to check gens, didn't find anybody, and I was close to hook again since I was looping back around, a bill saved him and I went for him. As soon as I walked to him he just stood still and quit instantly, survivors will quit over nothing nowadays. It's honestly frustrating, I know your pain man.

    Not my pain as killer. It's a little irksome but I feel bad for the rest of the survs. And like i said it ruins a LOT of my survivor games, that does get on my nerves.

    This game was an extreme example. I've never seen someone rage quit without even being hit. I did have another torchlight bearer DC after I clapped them with franklins. They took the hit, ran to a pallet, realised they'd dropped the torch and instantly noped out. Like why? 🤷‍♂️ can't you play without an item? Or go back to find it?

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362865/some-survs-really-will-dc-at-the-drop-of-a-hat

    It really sad how much survivors give up. Dosen't matter the prestige or skill most of the time. They will quit over anything even if the match going well for the team overall. It impossible to get any type of streak going in solo q because of this. There's nothing being implemented to punish these players so it up to me to avoid these players (if even possible)

    If you suicide or dc at the start without even trying I'll just press the block button. I gotta monitor every name in the lobby just to make sure it no familiar quitters. Huge hassle! i just play killer now most of time because of it

    It is. It's so disrespectful to your teammates. As killer I'm not hugely fussed about it. It denied me a few BP sure, but it means I have total control of the match whenever it happens. I prefer to go easy on other survs and just have a fun game with a bit of farming and I'll release a surv or 2 at the end.

    But as surv, it's crippling. The second someone DCs less than 5 mins in, the match is effectively over. And most killers will simply carry on bashing you to maximise their BP and take the easy win.

  • Had a team try it on me earlier tonight on RPD. 3 boils, 1 breakdown and 2 breakout. I 3k'd at 3 gens them and let the claudette get hatch because she wasn't running boil. turns out she was running botany, empathy counterforce and windows. Glad I spared her.

  • @NewPlayer100102 said:

    Wesker, He chokes people. Some people enjoy this.

    You should give back to the community by choking those people.

    The plague vomits on people, I've never had anyone tell me they enjoyed the experience, and a few have filled negative experience notes over it.

    Idk. Some people are into that.

  • Maybe if they added a dirt slider? Personally I'm fine with it, I prefer dirty outfits for the camouflage. But I get why people would want their characters to look good instead.

  • Hmm. But blight takes skill. And that isn't sarcasm. I've tried blight and I'm awful at hitting lethal rush. Only reason I managed my adept is from a streamer AFKing at the beginning of the match so I could hook them then tunnel them out early and M1 the rest of the team.

    I will admit a good blight is super frustrating. Distance means nothing to them and they require a much different play style in chase. But blight has weaknesses, one of my friends is an absolute artist at baiting blights into launching themselves off of mounds and stairs or making them drop into holes.

  • It's impossible to stop people using 3rd party software to chat. It gives a big advantage though. Idk why they don't just add voice chat for everyone. And before people start carping on about toxicity, that's what mute buttons are for. It's an unfortunate presence in all online gaming. But one we live with in pretty much every single multiplayer online game.

  • This post clearly had lots of thought put into it. Very eloquent, constructive suggestions and useful feedback. 10/10 would read again.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331089#Comment_3331089

    I don't think they deserve to win if they can coordinate. I think they should win if they win. There are a lot of skills people will build to make that happen, com stuff is only one set, it'd be a lesser game if one grouping of skills determined the outcome.

    Eruption isn't carrying a game on its own, this is the oddest survivor primary quirk I've seen here, weirder than the obsession with T-bagging while injured in the exit gate, against Wesker.

    Teams I play against, routinely work around Eruption and its support perks. They can hold BNP and drop them when I decide to chase, because at some point the majority of killers will commit. They can and have done other stuff. It works, they get to win, gen speed manipulation is one area to exploit to do that. Tile setup and gen placement is another that works often.

    From the survivor side, its really simple, the person who wants to run the killer, goes and gets there attention, they go from pallet to pallet, when safe they stay silent. When they are in danger, before they feint in with a DH or desperation 360, they call stop Gen, and I let go of the generator. This is about 2-3 seconds. If they gain ground they call go Gen. These are not deep skills. They took about 10 matches to get down, and most of those were devoted to saying STFU, unless you're calling an event.

    There are other perks that work with Prove Thy Self to make generator completion time very quick. Its just one perk amid a set of options. It has its uses, and the time to use it is determined in the match. It might have no use in a given match. Sort of like Eruption. Both seem fine to me.

    As I enjoy all of these perks and both sides of the game, I'd rather they didn't change any of these things, but it looks like they will. I feel it would be extra stupid to take down survivor options in a tit-for-tat exchange over Eruption.

    "I don't think they deserve to win if they can coordinate. I think they should win if they win"

    Idk what you mean by this. Survs don't deserve to be rewarded for good play and coordination? What do you think should constitute a winning team?

    As for the eruption counter play, you are describing a team on comms. Solo q doesn't have comms. Only a 4 player swf can reliably counter eruption IF they are good. Majority of swf players don't even run a full team. Statistically the most common are apparently 2 man swfs. A 2 man swf can't help a team counter eruption. Because they have no way to let the other survs know when a surv will go down or even let them know killer is using eruption.

    Plus it takes a bad killer to commit to extremely long chases. If I identify a surv who can loop me for a long time and I lose a gen to them. Then i only go for plays on them where they can't control the chase. E.g. ambushing/hook trading. Playing to eruption is extremely easy, and the few times I have used it, I have dominated the game. With CoB it'd be even more insane because I could identify which gens survs are preventing regression on to target them for eruption.

    Eruption on it's own can carry a game solo q, 2 man swf or iffy 3/4 man swfs. Which is a very large portion of the playerbase. Eruption CoB is insane if you know which gens survs are trying to focus. Wastes so much progress for them.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330859#Comment_3330859

    As long as survivors don't give up it often goes even down to one gen. I'm not very interessted in an overly sweaty playstyle and I usually go for prediction blinks rather than playing safe. Though you need to watch out for my No Way Out if you manage to get to endgame.

    Ioh god I hate no way out. So niche but amazingly frustrating when you get caught it. 🤣

  • Interesting idea. Id prefer casual/ranked playlists tbh. It'd be hard to balance a new mode especially since survs wouldn't be onligated to do gens and could just hide constantly.

    But I guess It'd be fun as a casual gamemode to practice hunting and hiding. Or maybe give survs an alterante objective like grabbing randomly spawning objectives for BP that are revealed to killer.

  • If you're enjoying nemi and huntress and want more of the same I'd go plague. She has a lot of similarities, particularly to nemesis.

    If you want to mix it up wesker will feel like a different playstyle.

    Personally I prefer plague. Infecting gens and vomming a survivor into a one hit is always fun.

  • @Firellius said:

    Interestingly, Azhymovs released a video just two days ago where he and his discord mods compiled data from a number of self-reported trials. This data is therefor obviously not entirely reliable, but in terms of least used perks, I think it's pretty fair.

    https://www.youtube.com/watch?v=4A8P3PCZavo

    According to this video, in over a hundred games tallied, the following survivor perks made NO appearance whatsoever:

    Blood Pact, Buckle Up, Inner Focus, Mettle of Man, Overzealous, Poised, Red Herring, Self-Preservation, Soul Guard, Up the Ante.

    The following killer perks made NO appearance:

    Dissolution, Hangman's Trick, Hoarder, Overwhelming presence, Septic Touch.

    Interesting video. 1 twins in 200 games seems kinda high 🤣 I'll go kibths without seeing one.

    Stat that interests me the most is the number of escapes per match. The amount of 0-3/4ks compare to 1-2ks really shows you how one sided most matches ate.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330844#Comment_3330844

    Fun fact: Prove Thyself doesn't actually increase gen speed. It just countermands the innate co-op penalty survivors get when they work together.

    That speed they're achieving by all bunching up and giving the killer a #########-ton of extra pressure if he or she catches them? They'd achieve the exact same speed if they all split up and made it impossible for the killer to pressure them all at the same time.

    The only reason Prove Thyself is currently considered a strong perk is because of the gen regression meta, where it makes it somewhat more possible to break a killer's hold on a 3-gen.

    Fun fact: co op speed nerf is there for a reason because gen speeds would be insane. Sure 4 survs on separate gens get the same repair progress. But tactically it's a different. You get 100% on one gen it pops, then its untouchable, unregressable. 25% on 4 gens is guarenteed not to stay that way.

    2 prove thyself on a yeam basically removes a blancing mechanic.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330844#Comment_3330844

    For the game's health its likely that the gen speed items+perks need to change.

    I think when playing a killer I am not prone to complain about this because it is fairly rare that survivors will bother with it. When they do correctly use the gen speed tools in a SWF, the generator they select is a lost cause, they have near complete control. Its annoying but rare. It does feel functionally uncounterable.

    And from the survivor side, planning and communicating to get people on the needed gen, with the right tools, at the right time adds some fun to the game.

    So, I'm not apt to complain about either sides tools, as I'm also pleased with Eruption as it currently is.

    If survs can co ordinate well they deserve to win. But prove buffing everyone on the gen by so much is a bit much. Eruption though, just can carry a game almost on it's own. I prefer not to run it usually but if I need to 4k a match or want to force it to last longer to do a killer challenge I bring eruption. It' makes that trial easy af. I don't have call of brine unlocked but I've experienced it from the survivor side a LOT. I can count on one hand the number of times I've seen gens finished on those matches

    Eruption is bad enough on it's own but the CoB/eruption combo is filthy and any killer running can control the match unless they are awful at chase.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330873#Comment_3330873

    Yeah but we are not facing bots. The killer goes straight into the strong 3 gen and there isn't much that can be done call of brine you know

    It's easier to break early in the game if you recognise killer is doing that. But not that easy. Needs swf level coordination, although potential energy has an interest use there. Not that anybody runs it.

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330894#Comment_3330894

    Thank you for answering my question and that I appreciate it. But yeah I figured as much. So yeah thank you again and I appreciate it.

    You're welcome 👍 I suppose nerfing genrush might help a bit. I still reckon prove thyself and BNPs need a nerf. Wouldn't effect solo qs too much because they are a problem when 4 stacked

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330888#Comment_3330888

    oh man. it is like whole spirit thing again. Just because you cannot see orb does not mean it isn't there. you can still see general path of the orb and it is not hard to figure out where the guard will spawn. I think his 1vs1 is ok vs weaker survivors but his chase time is pretty slow vs stronger survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330890#Comment_3330890

    same as before changes? If the knight is after you with the guard, shift-w when he places it. If you can avoid guard chase then its ideal. you want to loop maps in a circle against him because he has no real effective chase power as long you stay in the center of the map. His power is only good if your in the corner of the map and he spawns the guard to sandwich you with guard and the killer at the same time. Ideally you want guard chasing you and the killer chasing you in straight line.

    outside the chase, if the knight downs another player, knight player will often summon guards to random generators nearby while your working on a generator. if its jailer or assassin, you can loop any junkpile or random rock for 5 seconds then pick up the flag to end the chase. The guards will not try to double back/mindgame you, they will keep following you in a set formation. those 2 guards have laughable gen pressure. If its carnifex, carnifex has very long chase and his flag takes long time to spawn. He is very slow so he cannot hit you if you run forward but he wastes your time the most out of the guards.

    Still much better then he was. Great for surprising survs on gens. Like i said doesn't make him one of the most powerful killers. Just better than he was before.

  • Not really. The only solution is to improve solo q because it sucks so bad. There isn't really a way to nerf SWFs that wouldn't ruin solo q.

    Problem with swf is it is by no means an auto win button. I play with a swf regularly. We usually have 3 people and have to deal with one random. And one iffy player can (and frequently does) tank the match. 2 player SWFs can only do so much. Not easy for them to swing a game.

    Hell even when we run a full 4 people we still do barely better than usual. A truly strong swf will dominate game after game but groups with that kind of coordination and skill are extremely rare.

    Would you nerf all swfs? Just 3 or 4 player groups? Or just 4 player groups with high mmr that have won 5 games in a row?

  • @Devil_hit11 said:

    he is same. middle of the road killer. his guards need a counter to shift-w if he wants to be higher in power level.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330834#Comment_3330834

    he was already reliable at triggering the guard hunt and he already exceled at coralling survivors in the corner of the map before the changes. The only thing that changed in my opinion is that survivors with grandma reactions get hit by assassin guard when working on generators.

    they still have not fixed his game-breaking glitch which will go unnamed.

    I'm not he's high tier. But he's definitely better than before. The main difference is it's much harder to avoid his power if he uses it midchase. Before you'd see the orb and could just shift w away so the hunt wouldn't even be triggered. A surv would always gain distance. Now it's harder to avoid since survs can't see the orb to know exactly where guard will spawn.

    He's still C/D tier at best.

  • Tbf there's a few 3 gens like this I've noticed. And since the update a few gen postions have changed.

    Rpd, haddon field and dead dawg all have super tight 3 gen setups that are mad easy to defend. Be way to avoid 3 genning is getvthe dangerous central gens done early and split the map. Then make sure to work both sides.

  • Be the change you want to see. I try not to take out my frustrations from previous matches on survivors in the next match. I just respond in kind to how people play. If the survs sweat, then I will play hard ball. If survs seem weak or struggling against me I'll dial it back. Usually I'll let a surv or two go at the end of most matches. But if survs are actively toxic and BM me? Then it's on and I will fight dirtt. They will get hook camped and tunneled right up into the entity's spidery claws.

    Bullying low level survivors is easy but boring, and unpleasant for said survs. But humbling a bully squad is sweet as honey. Try and reserve your rough plays for players who deserve it. Otherwise you perpetuate the salt.

    When I play surv I'm fed up of killers who BM me when I can run a chase for more than 30 seconds, haven't BMd them and don't even have a damn torch.

  • Congrats. I hope I never come against you as nurse 🤣 you've put a lot of work into her and it would be an extremely short game.

  • Rough games. 😔 been same here tbh. I reached my boiling point last night and had to stop for the night. 5 games in a row, with 2 of my swf buddies. All 3/4k hatch games. 1 skilled killer stomped us fair enough, mad good blight player. Followed by 2 hook camping tunnelers.

    Then 1 of the most sweat, toxic wraiths I've ever had the displeasure of seening. RPD offering, Super action speed and aura read while stealthed add ons. Stealth camped every hook and actively tunneled, constant bm, slugged me to catch our last teammate, bodyblocked her in a corner for over a minute. Only hooked her to come and get me because I almost bled out. We didn't even bring any torches. Hope they step on lego irl.

    Last game we had a nemi on eyrie. And our one random teammate decides to DC on first down. I just lose my patience at this point and walk up to nemi and offer him my tool box in the hope of getting a farming game since some little snot ragequit 2 mins into the game. Knocked flat on my face, slapped on hook and hit on hook for good measure. Put down my controller. We all went offline and I sat and fished on VR to relax.

    Thankfully my games today were more fun. But then I was playing killer. And I don't sweat killer hard, loving the Knight's buffs. Lot of fun to play

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