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Hyd

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  • @AChaoticKiller said:

    before i start yes i just took screenshots and used MS paint and it's poorly done but really this is all I need to get the point across.

    https://us.v-cdn.net/6030815/uploads/9V1HVD5CVQ02/screen-focus-new-hub.png

    As you can see there are a lot of things on the hud you need to look at, you can ignore # 3, 2, and 5 but the gen icon, survivor states, and your power are really far from each other. this makes it so if you want to check everything or your easily distracted by your hud you have to go all over your screen to check everything. now lets look at the current hud (again just a screenshot from YT)

    https://us.v-cdn.net/6030815/uploads/V3NQ6L6Q0PI1/screen-focus-current.png

    As you can see there are way less things you need to look at in fact most of the time you only need to look at #3 which has the survivor states, gens, and power all nicely compact into one corner. you rarely have to look at the EGC timer, points, or your perks but the point is all the main things you need to look at are all together. If they really wanted too they could even put in the hook count right next to the power icon to make it even more compact.

    My point is the new hud is simply too spread out and is not user friendly, they can fix this in a few ways.

    1. They provide better locations of these icons, they could even give us multiple options for their placement or even let us put them where we want.
    2. They let us switch back to using the current hud and as suggested simply put the hook count next to the power or somewhere else. Many of us like the compact placement of the icons it looks good and provides all the info we need to know throughout most of the game.
    3. they can give us a mix of both the old and new hud's. something like simply replacing the old icons with the new ones, this could also be paired with the 1st suggestion as an option of how you would want the hud to look.

    Edit: A lot of people also don't like the new survivor portraits and after seeing them a few times i agree, the current ones are fit the feel of the game better and are also more practical since you just have to glance at them to get info while with the new ones you have to check if they are flashing red which both looks bad and feels lazy. There is also an issue that causes for color blind people since they might not be able to tell at all if the icons are even flashing red. Also as a lot of people said it feels like those portraits belong in a mobile game, they just... don't look right.

    I gotta say, seeing them side-by-side, I agree, it's too spread out.

    Minimum Solution: Allow us to choose which UI style we want - the old, or the new.

    Ideal Solution: Allow us to independently set the style, the position and the size of each element, including disabling individual elements or the entire HUD for those real hardmode players that like to be completely immersed. I know I say that as if it's some easy flip of a switch but realistically, allowing the users to make it exactly the way they want is the only way to satisfy the whole community. It's worth investing your dev time to make 1 solution that is acceptable by all rather than a forced take-it-or-leave-it approach that clearly will be divisive.

  • @maderr said:

    I have took much time to write this thread, so please be smart in your answer... I have played exclusively as a rank 1/2 survivor (soloQ & duoQ only) for the past month so i guess i’m able to give an accurate feedback about the balance of the game. I have 1000+h of gameplay, have been playing the game since end of 2017 and am a really good survivor.

    Here is what i can say about the state of the game :

    • Concerning the survivors (red rank) :
      • most of them don’t know how to loop properly, either they fall down in 10 seconds either they use all the pallets to fall down in 30 seconds
      • they unhook in front of the killer while they don’t have Borrow
      • they don’t do gens
    • Concerning killers (red rank) :
      • They don’t know how to « break » loops
      • They don’t know what is map control
      • They camp and tunnel, ez way to get a kill as they are terrible players (80% of killers behave like this in EU, it’s a real problem) - Even some #intothefog killers with hundreds of viewers are camping and tunneling, what a shame for the DbD community...

    So what can we say about this, globally ?

    • Red rank players are bad, they have no skill
    • The matchmaking is terrible
    • Developpers don’t know how to evaluate the skill of players (survivor & killer)

    Also, throughout the years, developpers have brought many changes that remove all survivors options :

    • flashlight saves are now so rare... sure having 10 flashlight saves in a game is too many but having 1 flashlight save every 10 games is clearly not enough
    • pallet saves possible only if you are on the good side of the pallet
    • for pallet saves they clearly increased the bodyblock surface of the killer to make it harder to pallet save (without telling)
    • they added tons of unsafe loops (useless loop) and bloodlust is still here
    • shack was a place where you could loop some times but it was not infinite, they added a door next to the first door to totally kill it
    • Maps have tons of dead zone now

     

    I understand that killers were frustrated with the previous state of the game, i agree that there were too many unfair features for them to enjoy playing the game but slowly removing all survivor’s game mechanics to survive is a terrible gameplay choice... I mean, where is the gameplay then ? Doing generators and unhooking ? There are so many situations where you have no option to be able to survive now...

    And we can also talk about the perks that negate survivor gameplay mechanics :

    • perk that makes you yell when a survivor is downed next to you (removes all flashlight saves, hook disable possibility etc…)
    • perk that blocks the next pallet after a hit
    • perk that blocks the windows
    • perk that make it impossible to blind the killer
    • perks that make you see the survivor through walls

    etc… i mean, all those perks had sense when there were infinite loops and many pallets on maps with 100% of safe loops. Now that dead zones are everywhere, that there is no more infinite and that 50% of loops are unsafe why are those perks still here ?

    A game design that ends up giving 0 option to one side in order to make it easier for the other side is a bad game design, plain and simple. It’s not a question of balance, you are removing elements of gameplay... "Oh crap, they can finish Mario ? Let's make them unable to jump then"... and yes we play games to enjoy the gameplay, not to feel like a moving character that can't do anything anymore.

    So what is the result of this state of the game ?

    Pretty much what everyone say on this forum :

    Survivors are DCing a lot and suiciding a lot aswell. I would say there is a survivor having this kind of behavior in 30% to 50% of the games i have played this month (200+ games). It means that almost half the time survivors are so unhappy about what the game has to offer, they decide that being banned for some time is a better option than playing... Before soloQing, i was always playing in 3Q/SWF so i thought that DCing and suiciding was rare but omg was i wrong...

    Anyway, i guess adding a ban system was easier than actually fix the game but it's not like this you will save DbD...

    To put some numbers on my feedback, i have done some research. I have found a guy that studied the official stats and made a good document about them in 2018.

     

    https://us.v-cdn.net/6030815/uploads/WP7C3SCXGLG3/19mvz6h.jpg

    Kill rate was 65% when he had removed DC and suicides (it seems like developpers were giving more detailed stats 2 years ago, we wonder why they now only give partial stats, but i have my idea :)).

    Death rate was 75%. At that time, survivors were already suiciding and DCing quite often (as shown with the difference between Death rate and Kill rate). But if the DC/Suicide rate is that high, it means there is a problem with the game ; that’s not natural to abort a game, this behavior is really rare in other games (Valorant, CS Go, R6S, LoL etc...) players will do it only if they feel the game is unfair and broken. The amount fo frustration to push someone to DC is huge...

    Now let's look at end of 2020 stats :

    https://us.v-cdn.net/6030815/uploads/31G4D9GI1HK6/image.png

    We can see a death rate of 68%. So yes, it’s 7% less BUT red rank killers are terrible, way more than what we could see back in 2018. LIn 2018, it was ahrder for them to get to red ranks, so they were better killers.

    To my mind, this is this difference in skill that explains the 7% difference, it's in no way due to balance changes developpers have brought to the game...

    The game balance hasn't change since April 2018, guys, APRIL 2018. 2 YEARS AND A HALF, no drastic changes...

    We arrived to a situation where top 10%/20% killers get a 3K+ 95% of the time without even trying. Many killer mains here have posted threads about how easy the game became for them, that there is no challenge anymore and so they don't play killer anymore as it's boring for them. Some well known streamers have stopped to play killer too while some survivor main streamers have completely stopped to play the game...

    I'm wondering till when developpers will wait to actually fix this unbalance problem. They have to do seperate queues for SWF/3Q and SoloQ/2Q with different rules, there is no other way.

    I have kept some other bad points for the end of my post. It needs to be fixed but it's not that urgent.

    • The delays, you know that 0.5 second delay you have to do anything ? This boring delay as if DbD was a game developped 20 years ago...
      • Pallet droping takes 1 second, during this time killer can still hits you and end up stun other side of the pallet
      • After unhooking, you can’t heal for 1 second
      • When trying to unhook, you have a 0.5sec delay before the action starts
      • Wiggle bar @ 100% but killer is still able to hook you
      • Dead Hard never working and being exhausted on the ground
      • Hit validation server that doesn’t work at all (hitting through pallets, after window vaulting, while killer is 3 meters away etc…)
    • Server hit validation is a joke :)
    • Some killers have an OP kit with too much map control and loop denial power

    I also know that there are many, many things terrible in this game for killer mains, but i haven’t play killer only for the past months so i don’t have the legitimity to speak about it. I don’t plan to play killer only anytime soon as honestly, playing soloQ survivor has been so frustrating for me, i don’t want to increase it to the point i throw my mouse in my screen to take them both and throw them from the window !

    So killer mains (good ones) , feel free to list all the problems you encoutner while playing.

    I hope developpers will read this and will decide to fix their game...

    Thanks for the time you took to read me.

    This is a well detailed, and well written post. Unfortunately, this game is 4 years old being run by a skeleton crew at BHVR, so, going about addressing all of these issues sadly isn't going to happen, and some quite frankly just aren't possible to address. Not everything here rests solely on the shoulders of BHVR doing something about it either, much of it is the responsibility of the player, and in those cases, they're issues that affect not just DbD, but, almost all multiplayer games.

    This is the endless cycle of "balancing" - the community complains about thing X, the devs balance X, the community simply switches over to the next most effective thing Y, community now complains about thing Y...repeat...

    You just can't have perfect balance in a complex game like this. Not to mention, perfect balance = boring gameplay. Perfect balance in DbD means taking away all perks, taking away all Killer powers, giving Survivors weapons and just having them all slug it out until one side remains. Unfortunately, there is nothing "interesting" about that - what makes DbD attractive in the first place? The variety of Killers and their powers/perks, and the variety of Survivors and their perks, things that make people think "oh that sounds pretty cool."

    The same things that plague balance also plague the matchmaking... If we had perfect matchmaking, people would quit because not everyone likes to sweat it out every trial. Some times people want a game where they can stomp the other team on occasion and so developers purposely build this concept into their matchmaking systems so that players stay interested, and motivated to keep playing. It's the whole "okay I got stomped this game, but maybe next game will be better!" and then it is, so that player isn't lost. It's not done purely for that reason either, it's also to help lesser skilled players learn to improve by matching them against higher ranks but doing that all the time would just make the experience not enjoyable.

    Some of your words about perks or powers that "negate survivor gameplay mechanics" make me wonder if you believe all Killers should just be stripped of powers and perks completely. You don't like windows or pallets being blocked? You make it sound like it's ALL windows and pallets getting blocked EVERY chase...c'mon... You don't want the killer to be immune to flashlights (from a hardly ever used perk anyway...)? I mean, to me it sounds like you want Survivors to always be able to escape in all instances of a chase and that the only acceptable scenario to be caught is if the Killer sees you, and gets the jump on you. No aura reads, hell, no noises either, remove breathing too because being able to hear where a survivor is removes their stealthy gameplay mechanics, right?

    I see this all the time in the forums where someone complains about tunneling or camping, and that person almost always says "I shouldn't HAVE to run DS to enjoy this game," and all I'm understanding from posts like that is that this person wants their desired perk loadout to work for them in all situations, against all Killers and whatever Power/perk combo they might have. Obviously...that's just stupid.

    My one piece of advice for anyone that has many issues with this game is, learn to not care so much, and just play for fun. If one can do that, then all the bs drama in the game falls to the wayside. Literally none of it matters. Play how you wanna play, run the perks you wanna run, and if you're playing Survivor, don't be a teabagging, flashlight clicking douche. Open the gates, take your W and get out, or take the L and die with dignity. That's all.

  • I played 5 survivor games last night, all pretty well matched as far as ranks go.

    I then played 4 games as Killer and 3/4 of them were horribly mis-matched.

    This is something I consistently see happen when I play - Survivor matches overall pretty well matched, yet when I play Killer it's almost all bad matchups. Not sure why this happens, it really doesn't make sense, right? I'm rank 14 as Survivor, and 12 as Killer.

  • I'm curious about your criteria for this list (vs one for PC) - is it mainly the maneuverability factor (keyboard+mouse vs controller)? I mean, the biggest "gripe" I have going against PC players (as a Killer on console) is the circle-jerking/spinning survivors that spin their way out of my attacks. It's a legit strategy, it's just high sensitivity movement, I get it, but it is annoying.

  • As a new player of 2 months myself, DBD is definitely a bit overwhelming to learn. The pile of perks, add-ons, offerings and Killer Powers is a lot to take in and I believe people when they say they didn't really begin to understand all aspects of the game "proficiently" until they'd passed 100, 200 or 300+ hours in the game.

    I'm 2 months in and still very noobish. I definitely still don't know what all the status effects are, or what they do, and definitely don't have their icons memorized. It's just...it's a lot, so your friend will need to come to terms with this, and just accept that it'll be a learning process but with that said, I've still been having fun the entire time.

    What Survivor to choose? Definitely one that will bolster typical noobie player weaknesses. Noobie's will be crappy at looping most likely, so I think Kate Denson might be a good choice with her Windows of Opportunity perk. Another of hers, Dance with Me, could be good for wiggling free from the Killer when they're inevitably downed and caught. This general strategy of choosing characters and/or perks that bolster your weaknesses is also just a very good general rule of thumb to follow, especially as a solo.

    As for a good Killer, I think starting with a more basic killer is the way to go. Demo is good but takes more planning and strategy to be effective, things that a noobie player isn't going to know much about until they've played more and more. That said, I think The Doctor would be a great starting Killer, as he is quite forgiving to noobies while also still being quite effective and causing issues for survivors even when you're not chasing them.

    Hope this helps :)

  • @DemonDaddy said:

    Now that the devs have started cleaning up animations, it would be nice if we could get this as an option at least. I know there are plenty of survivors that would refuse to keep playing were it mandatory, but anyone else want to take survivor play to the next level? I feel like this would be a perfect nudge to instill that horror vibe of paranoia.

    In a future game, I think this would be an awesome OPTION and/or game type but for the current game I don't think it's doable. It wouldn't surprise me though if BHVR had an internal build of the game with some clunky but playable first-person camera option on Survivors. Seems like the sort of thing they would have built a barebones test environment for to see if were worth pursuing.

  • @MissRememberMe said:

    I feel like 99ing the gates circumvents the point of the EGC. It takes away the pressure of the timer and feels unfair. It also makes bloodwarden unusable.

    I think the gates should take 10ish seconds to open but it has to be done all at once. I also feel like the EGC timer should be mre impactful. Maybe hooked\dying survivors should not slow it down, or maybe it should be faster to start with.

    Survivors have many perks that make rescues very easy during the endgame, such as BT, DS+Undying, MoM...

    Not to mention that even with no perks, it is easy to bodyblock and hook swarm with no fear because the gates are open or 99ed.

    If the timer was faster and\or the gates could not be 99ed, I think it would be healthier for the game and would put more pressure on survivors because they would have less time to do things.

    I know that this post is killer sided, so I would also like to brainstorm possible compensation for survivors. The gates could be opened faster, preforming altruistic actions could slow the timer down. Since survivors would have more pressure put on them late game saves and heals would be worth even more BP.

    Thoughts?

    At minimum I think there should be gate regression perks, or add gate regression to other existing perks that have regression features on them.

    Ideally, I'd love to see a new Killer whose Power includes manipulation of gates, hatches, generators, totems and hooks and make Survivors have to re-think their escape strategy. I came up with one actually, The Architect! It may seem over the top in some areas, or too weak in others, but it's a solid foundation for a Killer that, I think, can alter the all-too-routine playstyles that exist now. You're gonna 99 the gates? You're gonna use your little key for a hatch escape? You're gonna taunt and teabag on your way out? This Killer will make them think twice!

    https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

  • Killer/Survivor perk: "Carefree"

    Movement animations when sprinting (Survivor) or moving at full base speed (Killer) now show them to be happily skipping with arms swinging back and forth instead of the default run animations.

  • @Haddix said:

    New Special Ability: The Clown Car

    The Clown enters The Clown Car for an unlimited duration. The Clown Car moves at 230% speed, instantly downing any survivor in its path. The Clown has full control over The Clown Car's steering. The Clown Car instantly breaks any Breakable Walls, Upright, and Dropped Pallets it comes in contact with. Successfully hitting a survivor while drifting will instantly kill them.

    Press the Active Ability Button to honk the horn of The Clown Car.

    New Game Mode: Killer Racing

    All maps converted into race courses, all Killers have themed race vehicles based on them.

  • What mechanics are outdated? This game is 4 years old and the same basic killer/survivor strategies apply - Killer sees Survivor, Killer chases Survivor. Survivor sees Killer, Survivor loops Killer. Etc...

    We need something to really shake up this dynamic, either via a new game mode, or new Killers with wildly different Powers and abilities. I know a game mode is likely not doable because, again the game is 4 years old, and the playerbase is probably too small to be split by more than 1 game mode without screwing the queue times even more than they already are. So, I came up with two concept ideas for Killers, fairly well detailed and fleshed out, that, via their Power, aim to force a change in the routine gameplay strategies.

    The Angel: https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who

    The Architect: https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

    Sadly, until/if there is a sequel, I don't think we'll see much change in the core gameplay.

  • Awesome! Not sure what system you're on but if on Xbox we should party up! I'm positive we'd have some hilarious games!

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853370#Comment_1853370

    Is Hyd your name on streams if you don't mind my asking? I'd be down for some Drunk by Daylight lol

    Sure thing, come join it sometime! https://www.twitch.tv/hydrilic is my channel. I only started it about a month ago I think, and been playing DbD about 2 months so, I'm no pro but don't aim to be either - still have plenty to learn about the game, but I play purely for fun so, it's all good!

    I am planning to play and stream tonight but since I work tomorrow it'll just be a regular ol' sober stream :P

  • @Aquamarine said:

    The idea sounds nice. But then again, you can't be hooked before unhooking someone or it goes waste. You can't communicate with your team mates so they would let you go rescue the first unluckly survivor (you could say it in chat before the game but it's not the same, as plans can chance when you for example run into the killer at the wrong time. Also, not sure if crossplay communication even works).

    When you get hooked, you can't communicate with others to tell them to sit on gens while you wait the killer go away and jump off. If you happen to be the last survivor without being hooked, Deliverance doesn't work anymore.

    Is it really worth a perk slot without SWF? Do you use it and when it's good?

    For any perk selection, I've learned to utilize the ones that help defend against my weaknesses (or weaknesses of the team). In my case, as a solo, I tend to get left on hooks for whatever reason. Can't explain it, people just don't save me, or they can't, or they let the hook progress go on for too long, etc... So, I run Deliverance on Kate when I play her, and yeah I have to make sure I get a save to get use from it, but that's not that hard. Having that glorious self-unhook in my back pocket, for me, I've found to be super helpful, and I've had a number of games where it's come in clutch during the EGC.


  • @RamblinRango said:

    As someone with a med card who is also drinking at noon on a Tuesday morning, I feel like I genuinely make more mistakes and don't care/troll far more often when drinking and play 1000x more stealthily/Consider all options while smoking. I am the Urban Evasion player you hate only I don't use it so I'm even worse while smoking lol

    I also notice I don't turn loops as tight and can't time pallets right. No need for apologies about my drinking, alcohol is an adult drink that most people can handle especially mid-quarantine whilst thinking of fun posts to create on the forums of one of their favorite games.

    So how do you feel whatever it is you do affects your gameplay? Are you slower? Do you genuinely feel like you play better? And if anyone talks #########, I'll defend you no worries (:

    DISCLAIMER - THIS POST IS IN NO WAY AN ENDORSEMENT FOR ANY DRUGS/ALCOHOL. THAT IS A CHOICE YOU MAKE AS AN ADULT. I AM IN NO WAY AFFILIATED WITH '' Behavior interactive Video Game Company ''

    I play/stream "Drunk by Daylight" sessions usually a couple times a week so I have some experience here (and it's usually alcohol + weed + edibles, just to make things interesting). I honestly wouldn't say my overall game playing ability suffers much at all. For the most part, as I have some activity to focus on, I tend to continue to play as well as any other time.

    The true threat to my ability while inebriated is playing as Survivor, mainly because there can be a good amount of 'downtime" just sitting on gens and the later into the night it is, the the harder it becomes to stay awake haha. At least as Killer, you have to be 100% paying attention and doing something all the time but as Survivor, you can be lazy.

    Also, skillchecks...I won't miss many - less than 1 a game on average most likely - but I definitely am not as quick to hit them haha. That needle be getting all the way to the last allowable pixel before I hit it haha. Toss in a drunk game vs the Doctor and you're really in for a good time!

  • @QwQw said:

    For me it would be Blight. One word... console.

    Nurse was my first. Figures I'd pick one of the harder Killers to manage during my first time playing but ultimately I dropped her once I got the tier 3 perks I liked to use because it had become too easy to 3 and 4k trials. It honestly wasn't that fun anymore, and since then I've been bouncing around to a handful of different Killers (and Survivors), mixing it up frequently.

  • @Mikeasaurus said:

    So 10 games in a row tonight, and every single one: A single survivor is facecamped or tunneled to death at 5 gens. Why? Seriously, I legit want to know what is going on? For weeks this has been happening and it's getting really old fast. And before anyone chimes in about 'Camping is legit, etc, etc'. Yes, it is. But at 5 gens? I just really want to know why are people doing this? It's like they just decide at the match start they've lost instantly. And it's not exactly entertaining for the poor survivor stuck up there for 2 minutes, or left to bleedout for 4 minutes. Yeah, the rest can gen rush, which I personally do. I won't feed a killer but it still stands that the survivor stuck in this situation has just had their time completely wasted in queuing up and entering the match. Personal opinion: Things need to change because I already abandoned killer and I'm close to doing it for survivor honestly. I used to enjoy this game, even when things were a mess of bullying, or camping, but this just isn't fun anymore.

    That sucks man. Personally, I can't remember the last time I was facecamped. It's been a few weeks at least, so, that's quite a few games ago for me.

  • @Jarol said:

    You see ... I'll tell you a recent anecdote of a game I had as Freddy in the blood hut in autohaven. I was in the middle of the game as Freddy Krueger, 5 generators were still left and many second phases of sacrifices, I had left Meg agonizing, Everyone was present when I left her in that state, I picked up Meg but suddenly Cheryl appeared with a flashlight and left me blind for a few seconds, Meg let go and I was stunned, but having recovered from blindness, Meg She was behind me to throw me a pallet, I turned around and threw it, but the funny thing was that that pallet was one of my fake pallets and I left her dying XD. Have you ever laughed in a game?

    lol that's a pretty good one!

    I'd say one of the funnier moments I've had was my very first game against The Doctor. Having no idea how his power worked at the time, I was at Madness lvl3 and still trying to get gens done and suddenly I had a wave of skill checks hit me. They were popping up in random parts of the screen, with the needle shaking and going BACKWARDS! I was failing all the skill checks and couldn't help but bust out laughing at how crazy it all was hehe. Good times!

  • @Mandy said:

    I would be interested to see the unedited version though - it skipped from having someone on the hook and someone down in a corner to having the hooked person escape and the downed person at full health.

    Even in saying that, these matches where teams just focus the gens and not make save and come prepared with toolboxes like that, are pretty rare - it's not every match, that's not to say it's not going to happen at all, but it's rare. And I've seen matches just as quick where the killer has stomped all 4 survivors, again rare but it happens.

    I played against a Nurse once that wrecked everyone and the game was over in no more than 4 minutes lol. It was truly embarrassing. Not a proud moment at all but kudos to that Nurse haha.

  • @Junylar said:

    Whenever I try to camp a pallet (ie wait for the killer to approach me and stun them with the pallet) the killer either respects it or hits me through the pallet or before I even drop the pallet in some mysterious way. When I play as the killer and try to do the same, ie hit a survivor who is obviously camping a pallet and waiting to stun me, I almost always get stunned without the hit being registered. So what am I missing here? What is the trick? How do I hit people waiting at the pallet so that the hit actually lands before they throw it?

    Hmm, I am pretty consistent about getting hits on people vaulting pallets and windows, but getting hits just before a pallet drop is probably 50/50 success rate. It's much more frequent that I get a hit and they don't even get the pallet to drop at all (which honestly I feel bad about some times hehe). I imagine it's purely to do with connection in the same way hit detection favors whoever has the better connection.

    In your post you say the Killer still hits you through a pallet drop - this indicates the hit detection favored the Killer (meaning they have the better connection) - and you also say that as Killer, you get stunned and can't land the hits yourself - this is indicative that again, your connection was not the better one and the game favored the Survivor in this case. So, the only thing to conclude I think is that perhaps your connection just isn't as good as the people you're being matched up against. Keep in mind too that this doesn't necessarily mean your connection is bad, just that someone else's is better, even by just a little bit.

  • I've been playing two months (Xbox) and right out the gate, my first day as Killer I got hatemail about camping and tunneling (literal day 1 player, I had no idea how to play - or rather, what "Survivor Rules" I had to abide by as Killer, lol). After two months, I have grown to enjoy playing both Survivor and Killer fairly equally, but every bit of hatemail, justified or not, has come from Survivors. This might just be because I'm not a douchebag survivor who click-spams Flashlights, teabags or otherwise taunts the Killer, so, I never give them a reason to message me but overall, I think it's just because most of the playerbase probably consists of multi-thousand-hour+ veterans that, at this stage of their DbD life, think everything a Killer does is toxic and/or not allowed in their eyes lol, so they feel the need to sound off about it.

  • @horrortale_sans said:

    I have not yet seen a Survivor that knows what to do against a jump-scare Myers play about five rounds with it each round I only had about one person Escape  they treat him like normal Myers and hide when in a chase

    What does this build consist of? (2 month player here and never heard of this playstyle/loadout for Myers, thanks!)

  • I recently played against a Legion killer for the first time and had one of the most intense and fun games I've ever had lol. It actually made me want to go and buy Legion to play myself. Though I had no idea how his power worked and nearly killed myself continuing to work gens and not heal, and, even though we did beat him, it was a very long and drawn out game. The chases are what got me the most, every time I look behind me and he's charging towards me with the knife held high, I couldn't help but laugh in fear haha!

    Anyway, I do hear Legion is one of the weaker killers but I heard the same thing about Ghost Face too, and yet I've grown to enjoy playing him so, I'm confident Legion won't be the worst experience. On paper, he certainly seems viable, he just maybe needs tweaks to his power cd I think.

  • @Xyvielia said:

    Yeah, it’d be fun, but the game would have to be completely reworked, and that’s not happening anytime soon.

    Killer is the only possibility, as all survivors are playable only from the 3rd person perspective. Keeping the headset on a swivel while repairing gens could work, but continually looking back during chases would get a bit involved.

    I don’t ever foresee DBD going VR

    The best option would be another game similar to DBD that is formatted specifically to VR.

    First person survivor, on the surface, doesn't seem like a huge task to accomplish - relocate the camera to eye level or whatever is appropriate and that's like 90% of the effect achieved. From there, there'd be little things to address like being in lockers, on hooks, carried by Killer, etc. In fact it wouldn't surprise me if they have an internal version of the game like that already, purely for concept testing purposes. First person view would up the intensity level of this game by 100% minimum lol. Add in VR and you really have a thrilling experience (look at Resident Evil 7 hehe).

  • @NinGangsta said:

    That's all. The new killer is dumb. Survivor perks and killer perks are dumb. Having to cheese your way to win is dumb. This game is dumb.

    P.S. Nerf the nurse already for God's sake

    Wah wah wah....

  • If you just chill, play for fun and not care about the outcome or how anybody plays in the game, you can be perma rank 10-14 like me and always have a great time without ever having sweatfest trials to deal with. That is...unless the matchmaking system screws you, which it does about half the time for me lol.

  • Some potential reasons for you:

    • you or a fellow Survivor did something they didn't like
    • just their way of communicating "I got you, har har"
    • they hope you'll be triggered by it and possibly play more poorly because of heightened emotions
    • they're new and think slashing you there makes the hook progress go down more
  • @[Deleted User] said:

    The best way to play killer is to basically let the survivors win whilst still giving them somewhat of a challenge. Chase them off gens so they aren’t stuck playing gen sim all day. Let them get pallet hits and flashlight you if they have one. Down them and hook them ONLY ONCE each. After hooking them go stand in the corner on the opposite side of the map so the other survivors can get their saving points. After they each have been hooked once you can down them ONE more time so they can get some healing points. Continue chasing them whilst not hitting them until they fix the last gen and open the exit door. If they choose to t bag in the exit gate, stand there and watch them do it so they feel satisfied with their win. Then let them all leave. Also, DO NOT bring any hex perks as those are all toxic as hell!!! And no one likes looking for totems anyway as they take up way too much time that could be put to more productive uses. If you choose to play Spirit DO NOT use Stridor! DO NOT PLAY FREDDY! DO NOT PLAY NURSE UNLESS YOU ARE A POTATO NURSE! DEATHSLINGER IS ALSO OFF LIMITS! If they bring or find a key, DO NOT bring Franklin's Demise. Let them use the key and find hatch. If you use this strategy then I can guarantee you will become the perfect killer main that no survivor will deem toxic or boring!

    Just in case anyone thinks I’m being serious here, I’m joking, seriously play however you want and try to ignore the entitled morons on both sides as best you can and try to have fun:)

    This is all wrong because Survivors will still complain about doing any of those things as well. The only acceptable Killer strategy is chasing for only a max of 15 seconds before pulling off to do something else, and that's only if you're running no perks or add-ons. If you have perks and add-ons, then you can only chase for 5 seconds. 😙

  • @DarKaron said:

    As the title mentions, I've gotten real sick and tired of Survivors swapping to some stupid thing like Keys or BNP Toolboxes or whatever. If you're gonna bring stupid stuff, bring it up front, or you'll find that your match ain't gonna even get to load in.

    And I know I'm not the only one who feels this way.

    Killers can no longer last-second swap to counter you, show us the same courtesy, please.

    They should just do away with the pre-game lobby altogether, it'd save on some of the time it takes to get a game going. Once you "Ready" up, it means you're ready to play and once a match is found, it should go straight from there to showing Offerings, to loading screen, and then you're in the trial.

  • Hmm. This actually seems like a reasonable idea, but, I don't think it'd change things much... A Killer that is committed to tunneling probably isn't going to stray far from the hook, so they're either going to hear/see the rescuing survivor making their way over and know a save is coming, or see the Hook aura change color, or the Survivor hook status change, and they'll be close enough to tunnel anyway.

    If the Killer doesn't stay by the hook then their intent obviously isn't to hardcore tunnel them.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830837#Comment_1830837

    I'm not suggesting that they have it to what it was before. I'm suggesting a more refined change of only ignoring the lowest ranked survivor in a SWF rather than matchmaking verses the highest.

    Alternatively, If skill base matchmaking gets setup correctly. (Meaning that the skill can be determined after a single match) I believe that skill based matchmaking should be able to determine an appropriate rank for the group and then do matchmaking based off the groups overall skill rather than an average of individual survivors. This is a more complicated process and one that while I'm sure is possible, I'm not confident that BHVR would be able to pull it off.

    Eh, honestly it shouldn't be that difficult. It's not like matchmaking/ranking systems are some brand new frontier where there are no tried-and-true designs for BHVR to build off of, I just think the problem comes down to the # of players. The more complex the matching system and the more filters and variables it has to take into account, then the more necessary it becomes to have a larger and larger playerbase in order to keep the average queue times at an acceptable duration.

    DBD is 4 years old...what's left of the playerbase consists of the dedicated multi-thousand-hour+ veterans, and noobies arriving via the recent addition to Xbox GamePass (me) or other platforms due to holiday discounts. The queue times are already lengthy when I want to play Survivor (never less than ~7 minutes in my timezone, PST), while Killer is never more than 20 seconds, and this is all with a barebones matching system that clearly just takes the average Survivor team rank and tries to find a close ranking Killer, but even then it rarely comes close to even that because there are just so few varied choices (in my experience).

  • @MaliciousZoel said:

    Why are there not stronger penalties for this? This makes me not want to play at all. More and more terrible players are maining killers and relying on face camping and leaving players unhooked to guarantee a full clear win. Why isnt there a mechanic that will allow players to get up if they are left to bleed on the ground? They just leave you there and you cant fix generators, open the gate or do anything. You just sit there and watch the screen for however long it takes you to bleed out.

    Killer's job is to kill. Survivor's job is to survive (by avoiding detection and winning chases if detected). Any methods employed to pull that off are valid. It sucks to be camped, sure, but it's not impossible for your pals to still pull off saves and get away. You got slugged? Yeah it sucks, but again, where are your team mates to pick you up, hmm? 1) Blame your team, not the Killer who is just doing their job, and 2) don't get caught next time. Sorry but that's the reality of the matter.

  • @OvercomeTrout40 said:

    The main game seems to be boring after a while so I think it's time for a change. This could either be a replacement or other option.

    The killer is a shadow of what it was meaning you can only see a silhouette of it in 3d. It may also hide in anti-lights (lights that do the opposite of normal lights). These lights are all around the map for the killer to hide in. The killer has no weapon and even if they did they can't hurt the survivors in this form though they can pass through them. The goal of the killer is to find five broken levers around the map, fix them by doing skill checks then turn it on. While the killer can't attack they can still use their power whatever it is, like slowing down survivors with bear traps or running away with legion. Any attack base thing that is only for attacking may break a survivor's flash light for some time. Once the killer has turned on all levers they will go to the basement, open a chest, pick up their weapon and kill the survivors. A survivor takes 3 hits for them to die, there are no hooks. It goes injured, deep wound, dead. pallets are a thing but lockers are not.

    Now the survivors start the game with a basic flash light or others they can get from the blood web. They must look for the killer and light it to death. It takes a full 20 seconds with the time reducing slightly each time they get caught. While a killer is invisible in the anti light they still aren't invincible, and they can be heard breathing. Survivors main objective is to kill the killer and leave. Once the killer is dead the exit gates are powered and the entity (controlled by the killer) spawns. It starts the timer and can only slow down survivors/drag them to other places. The game ends once they leave.

    Now if the killer gets to its weapon, in the box is a wire cutter. Only one survivor can pick this up and cut all and the active levers slowly turning the killer back into its previous state. The game ends when all survivors are killed.

    If a survivor's light is broken or out of battery they can look in a chest to find a battery or flashlight. A normal flashlight lasts 10 seconds by its self. A disabled flash light cannot be used for a certain time. Perks will either be scrapped or replaced. If the killer has not got to the chest when it is one second away from death it will trigger an event causing all flashlights to be disabled permanently, so you must find a new one. When the killer is being looked at they will see the ghost face's detection icon so they know who is watching them. Each killer has only one of their own power and has a choice of either being invisible for a time, invincible for a time, or able to disable the survivors items for a time.

    Nice concept for a new way to play! Very thoughtful to come up with the whole "kill them with light" idea since Survivors don't have weapons (and giving them weapons may as well make this Left 4 Dead), I like it!

  • As for the last survivor getting Hatch, escaping in this manner I think should not be very rewarding as far as BP is concerned. I don't know what the BP amount is currently but, it should be made about 50-75% less attractive to encourage continuing to repair gens and escape the intended way, or, take the L and die with dignity because the Killer clearly won anyway being able to take down 3.

    An alternative to all of this though, would be to give Killers powers and/or perks to counter a Survivor's Key/Hatch strategy (allow Killers to sabotage the Hatch in ways that give alerts to where it is, when it's being opened, 'trap' it with the Entity who springs forth and slashes whoever opens it, or just guards it for a limited time, allowing the Killer to get over there and defend it, etc...plenty of things that could be done).

    Currently, they have nothing to counter that with, other than to play the game normally, chasing and hooking as they do any other game. I don't consider being able to close the Hatch a true counter because it's also somewhat of a benefit to whoever is left by forcing the endgame collapse where they can just open a gate and leave that way (which almost any time a Killer has done this in my games, I've been able to get out so...again it's like a free escape, just slightly less easy).

  • @dspaceman20 said:

    I don't be rude or mean by teabagging or pointing at the killer and they still shake their head at me for no reason. I was playing against a legion and he shook his head when he downed me. I find it rude and on the level of teabagging. There is no reason to do it, so why do some killer shake their head.

    I only ever do head shaking to "try" and signal I don't intend to do any more threatening actions. So, in most cases, this occurs when I'm chasing players out the gate and if anyone hangs around, I give'em a "good game" nod (assuming they weren't douches). Or if I feel like letting a survivor finish, I try and give them a nod to signal to them that I'm okay with them doing whatever.

  • Well, that person obviously didn't like it so, regardless of what anyone here says, they perceived it as toxic. Being solo, it's impossible for them to know what your intentions were by leaving them, or for you to know what their intentions were when attempting to unhook themselves. Context is everything - maybe they didn't see you? Maybe they were new? Even if clearly not a "new" person rank, maybe the account was being played by someone new? Who knows, many possibilities...

  • I mostly agree - Remove keys imo, and make Hatch available only for the last survivor.

    Hatch is a gimmick, a freebie escape that skips the regular/intended trial objectives and mechanics, so I don't see how removing it for all but the last survivor hurts the game. It's also one of the many sources for taunting and teabagging. In my experience, I've not had a single game where Survivors merely go to the Hatch and jump in - no, in every game I've had where Hatch was utilized, they are ALWAYS waiting by the hatch, waiting for me to come by so they can get some teabags in before making the jump. And if I don't show up (because I know what they're doing when it's too quiet for too long), they start vaulting and slamming doors like crazy to get my attention until I do show up.

    As for the last survivor getting Hatch, escaping in this manner I think should not be very rewarding as far as BP is concerned. I don't know what the BP amount is currently but, it should be made about 50-75% less attractive to encourage continuing to repair gens and escape the intended way, or, take the L and die with dignity because the Killer clearly won anyway being able to take down 3.

    An alternative to all of this though, would be to give Killers powers and/or perks to counter a Survivor's Key/Hatch strategy (allow Killers to sabotage the Hatch in ways that give alerts to where it is, when it's being opened, 'trap' it with the Entity who springs forth and slashes whoever opens it, or just guards it for a limited time, allowing the Killer to get over there and defend it, etc...plenty of things that could be done).

    Currently, they have nothing to counter that with, other than to play the game normally, chasing and hooking as they do any other game. I don't consider being able to close the Hatch a true counter because it's also a benefit to whoever is left by forcing the endgame collapse where they can just open a gate and leave that way (which almost any time a Killer has done this in my games, I've been able to get out so...again it's like a free escape, just slightly less easy).

  • @CloakedInKoalas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840684#Comment_1840684

    I fail to see how this is a problem. I would not want to play with someone who acts that immature. If they Blacklist everyone that beats them, they are only boxing in themselves. Again, the problem is self correcting.

    And depending on how this theoretical blacklist system works, it could potentially handicap SWF teams that recklessly blacklist for dumb reasons as well. For example, I would assume the system would take into account the collective team's blacklists, and so this could result in a very lengthy queue time indeed if not used sparingly only for people that truly deserve being blacklisted.

  • @MxTxB said:

    You know ive read post after post about people complaining about this game and the community. I have never been a survivor always a killer. I have owned players and gotten beat badly. When a group teams up i lose. When i can separate sheep from the herd i will get atleast 3 kills. My gamer tag is MAJxTxBAGGER so i guess i should expect people tea bagging so what. Been going on since the halo days. I will hook camp and do anything else when a party is being disrespectful. But when others play nice i will to. ITS CALLED A GAME!! Just play it if you have a bad match play again. Send me a friend request my blade would love to me you.

    Yup, play the way you want man! It's all fair game, no matter what some crybabies here complain about (tunneling, camping) - bottom line is: your job is to kill, theirs is to avoid detection and survive. If they're getting tunneled or camped then they've failed their job at some point.

    Some people just take this game way too seriously though so they're easily triggered by whatever they determine seems unfair (i.e. any perk loadout and/or strategy that beats theirs)

  • @Mooks said:

    This seems like a symptom of the PC-Masterrace-Syndrome.

    there is in fact not really a difference between general players based on platforms. Except maybe those that stem from the platform itself. So it might be possible they experience more often lag of internet connection or input lag from controllers or just FPS stutters that lead to hook ‚suicides‘

    but if it’s 80-90 % percent in matches for You but not for others.. maybe your playstyle could be a factor as well?

    Xbox player here and I can unfortunately say I've been a victim of that myself. Though, I think the OP is saying that they're "attempting to escape" as a means of suicide (since the chance to get off the hook is quite low without perks). I actually had a game like that last night as Survivor, 2 of my team mates were dead pretty much immediately after being hooked. Maybe they were legitimately testing their luck on unhooking themselves? Or maybe they didn't like playing against Demogorgon and suicided? Hard to know hehe.

  • @Zaytex said:

    I don't understand how you have fun in this role, with exception to SWF, when red ranks consist of the same four to five killers (Spirit, Freddy, Nurse, Deathslinger, PH) which promote a unfair game play with little to no counter for the survivors, whilst your teammates are borderline useless and offer no altruism for you whilst the killer tunnels, camps, slugs for the Gods and brings ruin/undying on top of it almost every game which becomes oppressive in solo queue.

    How? I can't stomach this role outside of a 4-man SWF.

    Everyone's idea of what's "fun" is different.

    </end thread>

  • Great ideas!

    I like Killers that introduce some new mechanics into the game, like The Soldier being able to crawl, and The Captain being able to disable Generators by burying them - very cool!

    There's not much I can think of to change or add at the moment, but one thought I had for The Soldier was, depending on how effective the camouflage is, he should get something special added to his toolbox when crawling. One thing I've wanted to see with Ghost Face is the ability to see through foliage (to some reasonable degree) while crouching because being in first-person view, it can be pretty difficult to see otherwise, making it sorta useless (for most of the situations I've been in anyway). I've had people run right by me without noticing because of how hard it can be to see.

    So, with that said, The Soldier I think should be able to see through any foliage while crawling or crouching. In addition to this, lets make crawling extra rewarding - if you're able to crawl up to a Survivor, a basic attack from the prone position puts them in the Dying state. They deserve it if you can get that close crawling over to them without them noticing.

  • Huh. Not everyone plays games to improve at it. Some just want to have fun and sweating it out every trial isn't fun for everyone. Imagine that. 🤪

  • @Msterflex said:

    I’m a late comer so I’m not not familiar with this communities culture. I’m thinking it’s okay because the survivors can just take the time to repair engines or open the other exist. So long as there’s a counter it should be okay right?

    Well, camping/patrolling the exits is the only thing TO do when all gens are finished, so, no, not cheap. Not any different than patrolling gens.

    Camping hooks? Yeah, I think most people believe it's a cheap strategy - some survivors think the Killer should immediately vacate the area and allow survivors to make saves without any threat to themselves lol - but, imo, it's perfectly legitimate. The Survivor's job is to avoid detection, and win the chase if they are detected. The Killer's job is to kill, and any method they employ to do that is fair game. If a survivor gets hooked, and camped, then they failed and need to do better next time.

  • @HelterSmelter said:

    You guys report that stuff?

    So what if a stranger talks crap in a tiny box after the game is over? I'd expect the people in charge get countless legitimate reports and salty ones, I feel like that's a waste of energy to report harmless banter, why not have fun with it?

    Seriously you outplayed them enough they felt the need to type the classic "#########" line, why not embarrass them further with a fire comeback? Don't have the creative energy to? Ignore it and move on.

    I would think the better embarrassment would be them getting banned for it. Takes less time to report than to have some back-and-forth d***-measuring contest with them that ultimately won't have any effect on their behavior anyway. A ban at least has that possibility for influencing change.

  • @Marigoria said:

    https://us.v-cdn.net/6030815/uploads/PF9BBTJ685UY/inked20201228215849-1-li.jpg

    Not only I gotta wait 10 minutes for a match, I and my team is this... is it even worth to wait 10 minutes to play a 1v1?

    Can't find people to SWF either because I was perma banned from the discord and they don't accept any of my appeals.

    sigh That's pretty crappy man...I know how it goes. It looks like the game averaged out and went for a match that way (Killer rank 10 vs your team's average 11.75 rank).

    One thing I've noticed is that when playing Survivor, the matches tend to end up like your screenshot - a random assortment of ranks high and low where the "average" will work out (though still not be very enjoyable) - but for whatever reason when I play as Killer, I consistently get matches against Survivors all much higher rank than me, and with a much tighter spread of their ranks (all rank 2-6 vs my rank 13) so even the average is way off.

    I think it just comes down to timezones and # of players on either side. The game simply doesn't have enough players to provide better matching. It's 4 years old now, so all that's left are the multi-thousand-hour+ veterans vs noobies who just got the game on GamePass (me) or via holiday discounts on other platforms. Tough issue to solve I think :(

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841209#Comment_1841209

    For tips of playing "as" GF I suggest tossing in some perks like whispers, discordance, sloppy+Nurses Calling, save the best for last.

    Whispers when at tier 3 will give you a 32 meter bubble. If someone is inside that bubble the perk lights up. When patrolling gens if the perk isn't lite up then there is no one nearby. If your moving to a gen and it lights up that means someone is there. Thing is your TR is also 32 meters. So if you run to a gen, see whispers light up, pop your power and you can try to sneak up on someone.

    Discordance is just a nice way of catching 2 people working on a gen at the same time to get some double stalking.

    Sloppy butcher makes them take longer to heal. Less time repairing. Nurses Calling lets you see them while they are healing. Very good for finding injured people when stealthed.

    STBFL is always good on an M1 killer.

    Obviously any gen slow down perks are helpful.

    Thanks! I know your first post was tips for Survivor but, obviously, knowing how a Survivor might play against GF is incredibly helpful for playing "as" GF as well (and I didn't even consider being able to leave stalk at 99% - nice!). Your tips here are definitely helpful as well so, again, thank you! 😁👍️

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840377#Comment_1840377

    She’s got the lowest kill rate because of how insanely hard it is to learn her.

    "insanely hard" - paaahhleeeeasse. *Cue the biggest eye-roll ever* 🙄

    I've been casually playing almost 2 months now, Nurse was my first Killer and while it took a few games to get the hang of things, I was dominating pretty frickin quickly after that, all with a basic loadout and perks, none of which are the "meta" people discuss here for her. I lvled her up pretty fast, got all tier 3 for the perks I like using and was winning so often and easily it became boring and so I moved on to other Killers.

  • @EvilJoshy said:

    Equip spine chill so he doesn't get the drop on you. When working on a gen constantly have your camera on a swivel. If he is using his power you won't hear his terror radius. GF can lean around corners and stalk you. If he looks at you long enough you can be one shot downed. If you are exposed your picture at the bottom of the screen will have a red cross hair over it. There's also an audio cue when someone is exposed. I suggest sprint burst encase he sneaks up on you. You can try to get enough distance to reach a pallet before he hits you.

    Looking at GF when he is stealthed will slowly kick him out of it. Denying him his power. He has to be in the center of your screen to start revealing him and you can't lose track of him for even a second or you have to start over. When he is stealthed. If your looking at him or break him out of stealth, he will get a notification of your location. So if you are trying to hide from him try not to look at him. My suggestion is when you are being chased by GF treat him like Mikey. Constantly block line of sight to deny him his stalking. Either look backwards to reveal him or just keep blocking LoS and hope a teammate reveals him. If GF is up close staring right at you DO NOT TRY to break him out of stealth. Often he will expose you before you reveal him. I see too many survivors challenging him to a staring contest then they rage quit when they screwed up. The closer he is to you it feels like it is harder to reveal him. I can't really explain it but I find the farther away he is the easier it is to keep the center of the screen on him. When he is up close I tend to move my center off him when making adjustments.

    Be warned. If he stared at you for a good while but did not expose you then he leaves you alone. You are in danger! Odds are he 99%ed you and is planning to one shot you during a chase. He can pop his power, stalk you for a split second to expose you and then hit you before you can break him out of it. Getting hit by GF resets the stalk he has built up. So if you were not exposed but he hit you then you have zero stalk built up.

    I've just started playing Ghost Face and have had a mix of good and bad games with him, but your tips here have given me some insight into how to play him a little better, so thank you!

  • If you absolutely feel the need to respond to the trolls, there is the 'play dumb' approach:

    "Nice tunneling, bet that's the only way you can get kills"

    "Huh?"

    From here, they waste their time explaining and you can just keep leading them on with more, "What?", "Huh?" and "I don't understand" replies until they're tired of it.

    Or the 'own what they're complaining about' approach:

    "Nice tunneling, bet that's the only way you can get kills" and depending on the result of the game, you can say...

    "Yup, and you lost," or just reply with emojis - "😘" tends to ruffle their feathers.

    Overall best strategy is to give quick/short, carefree answers. Their goals are to get a rise out of you and waste your time, so this strategy doesn't allow either of those.

  • @Renfear said:

    Was playing a match against Shape. He's got someone on his shoulder and I run up and pallet slap him. He gets in a hit and downs me. The person I saved get the bright idea to hang around to try and heal me. While the killer is literally two feet away. How do you not see that this is a terrible idea? It's the same thing, all these people who are in a chase, killer hot on their heels and they go for an unhook. Without Borrowed Time.Don't do it,kids. It turns out badly

    Maybe they had a ritual or challenge for getting 3 full heals and were at 99% so they just needed a second or 2 of healing to complete?

    Haha, okay, not likely. Probably just a noobie, but it's possible!

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