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ImBrakingBike

ImBrakingBike

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  • @GuyFawx said:

    Survivors should see killer shadow only imo tho I get what your saying

    I've thought about this but many have said that if this happened then some killers would have a hard time finding games because most survivors don't want to go against certain characters.

    I'd keep it as it is now, but I'd either remove the ability for killers to see the objects survivors are carrying OR let teammates see what perks the rest of the survivors have.

  • When I play survivor I usually go SoloQ, and the way I approach these matches is with little expectations to be honest lol

    I usually try to complete the easy daily rituals or challenges that won't require too much gameplay, cleansing totems, fixing gens, etc, and hope not to die on the first hook lol Also, I never use my event cakes or stronger items here because I never know when I can get a bad team. I guess I just like the idea of playing for the BPs and not taking it too seriously, if I get over 10k I'm okay

  • @TheVolgun said:

    Why do some survivors, wait at the exit gate until the very last moment

    In the majority of my games, I encounter this where no matter how many survivors remain in the game, once the exit gate opens they just sit there until the egc is about to end and then they dip, It infuriates me so goddam much and I don't really know why I just dont understand the need for it.

    Like I usually assume it is because they need their 5 seconds of satisfaction and tbagging/flashlight clicking at me because their parents didn't hug them enough and got them a chocolate cake one time instead of vanilla.

    Anyway that is all, thank you for coming to my vent, if you do this please inform me why maybe I can understand

    As a survivor I do this only if there are teammates hurt in case they need someone to take a protection hit for them to exit the gate. If everyone's already there and they want to teabag, I'm out of there.

    As a killer (usually a Huntress) I take that time to practice my hatchet throws aiming at them or at something else if I feel they may escape (spoiler alert: my aim sucks, I cant hit [BAD WORD] lol). If I'm playing something else I usually try to break some pallets or walls too

  • @Ink_Eyes said:

    The problem with camping is that it turns the game into an extremely boring experience especially for new players, I've invited people to play the game (I gifted them the game hoping we could play together one day) and tunneling and camping are so prevalent that they get a really bad first impression of the game, some players expect an interesting game with action.

    I Invited a friend and I asked him what his first impression was and he said: ''I had to wait 10 minutes for a match, just to get downed at the start and had to stay there doing nothing until I died on the hook'' this happened to him for his first 5 matches in a row and he sincerely asked me if I thought this game was exciting or fun'' he didn't stay invested and never played again...

    Your blood point idea is good for people who already like the game but blood points is not an incentive for a new player who doesn't care about leveling up characters if their first impression of the game is that the game is just boring because they do nothing but watch their character slowly die most of the times, and the ''get good'' argument is terribly bad, if a new player thinks the game is boring from the start he is not gonna stick around to ''get good'' and that's basically a ''lost customer'' for the company.

    So the problem here is the terrible and boring experience that most new players get when playing the game and get camped, getting more blood points or having 3 survivors escape the match doesnt take away the fact that the guy who got camped had a boring experience.

    Yes, I know it's frustrating when you are just starting and these things keep happening. The same thing happened to me when my friends introduced me to this game. I guess the first matches are the worst, in theory, both sides should be rank 20 or 19, so some people may not know how to play the game efficiently yet.

    Tunneling and camping at the cost of leaving the rest of the survivors to repair gens freely, or unnecessarily crouching behind rocks or hiding in lockers because you hear a terror radius somewhere near, those are mistakes almost all of us made at first and made the game feel kinda lame.

    As I said, the ideas I shared don't really help with the way new players experience their first matches, but if it somehow helps them get more BPs maybe they get into leveling characters. New perks may help them with new playstyles, or at least make the grinding experience a little lighter.

  • Nope, because I'm learning about this blood hunt just now lol

  • Thanks guys :) I'm glad you liked the ideas. I didn't mention anything about EXP points because I think that neither being hooked or just waiting for survivors to leave require anything special from the player so maybe the BPs would be enough as compensation.

  • @glitchboi said:

    Regular stuff:

    • The ability to save loadouts
    • The ability to save outfits
    • Everything in the bloodweb is 1000 bloodpoints cheaper
    • FOV slider (please)

    Survivor:

    • Base-kit totem counter
    • Perk icons in the lobby for each survivor

    Killer:

    • Base-kit 5% regression when kicking generators

    I like all of these ideas, I'd also add on the survivors side that the game could somehow replace their names for aliases in the lobby for the Killer and only include their real name after the match ends. I always feel like TTV survivors could give away too much information if streaming :/

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371524#Comment_2371524

    I can't remember where it was, but the devs have basically said that SWFs are not escaping a noticeable amount over solo-Q's.

    Given they are now buffing solo-Q to SWF levels; it seems they may not have had complete data, or were ignoring it. 🤔 No shade on the devs, but these are the same people who spent YEARS ignoring people who said 'Change the struggle mechanic; it PHYSICALLY HURTS!', and their only excuse was 'We created this; it won't be changed.'

    And then they changed it, but only after years of complaints.

    The moral of that being that the devs are very slow to admit mistakes. Mistakes like the Struggle Mechanic, or SWFs.

    Well but minor changes like the struggle mechanics would not risk them losing customers. If SWF gets its own mode it may cause players to leave (as some other people explained before) and that's money they will be losing.

  • @Razorbeam said:

    Just award the camped survivor on the hook enough bp to safety pip, that's literally all that's needed, call them distraction points. Killer can use it as a grand tactic if that's what they believe their doing and survivor can go next without loosing a pip that was mostly out of his control.

    Wont magically fix camping but it will absolutely soften the anger involved in the situation, everyone wins, kinda.

    I like the idea, but it wouldn't work. Most people not only want to win, they want the other side to lose. Even if you are not taking anything away from them, they won't like it if the guy who couldn't even start to play gets something. It's just how it is.

  • What's even worst is the fact that no one seems to be doing much about it. New animations, skin reworks, fancy new perks, that's all good, but will we ever address the things we've been talking about and complaining from ages?

    I report players when they DC at the start of the match or on the first hook, but I honestly doubt those reports are taken seriously. I hope I'm wrong and they do, but with the number of people complaining over and over again about this....

  • Now that I think about it, would it help if survivors were able to see which killer they are matched before the start of the game? Just like the killer is able to see the players + items the other band carry

  • @DudelPumaAce said:

    I wish that if you block a person in dbd that you will never be made with this person again, so he cannot enter the lobby you are in ... I swear I would block so much noobis lul

    This could be actually great, I'd like to block certain players

  • I missed the mini Nea :(

  • I used to be at rank 4/5 before I stopped playing and now I came back a few days ago as a rank 13 survivor. In my experience, I'd rather go against a red or purple killer than anything else. I feel that experienced killers are able to adapt to different playstyles and if they are not facing a sweaty SWF they can make the match fun for all. I know it's not always the case, but most of the killers I face now would rather just sit in front of the first hooked survivor or spend the whole match chasing one, so you are rather the prey or a spectator :/

  • Because the system is designed in such a beautiful way in which not only you do not get to play the match because the killer wanted you out, you also gain almost no BP and probably de-pip

  • I just had a game like that, Killer and Survivors working together to get bloodpoints. Nothing can really be done, I do report it but I doubt it makes any difference. I don't even know if the report feature is for real or if it's just there for the lulz

  • @EvanSnowWolf said:

    I play both sides, and I can say with total confidence the Survivor side is the one filled with more BAD WORD people. "Toxic" Behavior from Killers is most of the time them just doing things Survivors don't like, often because its effective and it works (Ex: Camping, Tunneling, running NOED, etc). Toxic Behavior from Survivors is often completely unnecessary garbage, like teabagging, or waiting at the door for a last-minute taunt, etc.

    Yeah, Killers might hit you on the hook and nod/shake their head... but that doesn't draw out the game. Refusing to leave a match because you want some tiny bit of last-second chase points while mocking the Killer is toxic as heck.

    "Yeah, Killers might hit you on the hook and nod/shake their head" = not a big deal

    "Teabagging" = HOW DARE YOU??????????

  • That's just the solo queue experience. At this point, I just don't care anymore. You either play SWF or killer, if you don't then don't expect much from the game.

  • Ok but how do you compensate the remaining survivors for the DC? Do they get bloodpoints? Fewer generators to complete? Faster progression?

  • Same, and it takes so long sometimes I just don't bother and go play something else xD

  • I'm sorry but I can only picture Freddy Krueger like "I don't get it, looks fine to me" xD

  • Sadly it's not even a matter of it being one thing or the other, you WILL have to wait 20 min and STILL you'll probably be matched with all kind of ranked players

  • Nothing can be done because one of them being a low-rank survivor doesn't mean it's a smurf account per se. The first time a friend and I started playing we had a friend of him (rank 5) show us how the game worked.

    Not everyone is out there trying to be an elite player, some just want to have fun with friends.

    I would aim at differentiating competitive v casual match modes, maybe that could help. Some sort of restriction for competitive matches regarding rank differences between survivors.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726533#Comment_1726533

    No, not just simply slugging. This is not what the OP described. The killer was doing what was described as extending the bleed out timer. They were able to pick the survivor up, and were doing so, and there was no reason to carry them anywhere other than to a hook.

    Yep, if the killer is not hooking them and not letting them bleed out either then it could be considered as holding the game hostage, and it's a bannable offense.

  • @Kaitlin814 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723098#Comment_1723098

    My friend was banned for a week for using an insensitive insult. He appealed the ban, the devs sent the chat log and said nope. Not defending insulting people in chat, but c'mon a week long ban?

    Yes. If insulting after match is a bannable offense then a week long ban is perfectly ok. I wish it was like that with every player that does that on regular basis.

  • @eff said:

    I genuinely don't understand people who bully the killer after the game. Just had a swf (well, ofc it's a swf) who called me every single name from noob to dumb ♥️♥️♥️♥️♥️ for not getting a 4k. I mean, what's your problem, people? Without killers you wouldn't be able to play, you know the queue times for survivors. And even if the killer isn't doing good, what's your problem with that? You escaped, right? So?

    And if you do kill all of them, they still get all salty. Maybe you shouldn't play games if your nervous system is this bad?

    Also, I think having an urge to spam ctrl is some sort of illness too. So please, book an appointment.

    I've seen killers mock survivors too. I've seen many "gg ez" or "shut up you are dead" after match comments. I usually don't even bother, especially when it comes from a mid-rank Ruin+Undying+NoED etc etc killer. If I see they are actually insulting my teammates I report them (even though I don't really think it does much, I'm not sure they even see those reports) otherwise I just leave them enjoying those big-boy minutes they get by winning in a videogame :P

  • As a Survivor main I don't like it when I see a TTV survivor in the lobby, I try to stay as far away as possible from him during the match (if I don't leave the lobby early, which I usually don't because it takes long enough to find a match let alone two)

  • @Igueru said:

    So I would like to suggest that hook should have slow progression while the killer is near you or camping, because camping is killing this game. it ain't fun anymore, its silly and ridiculous! Ever wonder why people are disconnecting leaving the game early? because if you can't enjoy the match then what's the point of playing the game, right?

    Devs should consider this having someone on hook and slow the timer of progression sacrifice if the killer is near.

    If he's determined to camp he will do it even if you slow down the progress and make it last 10 min.

    If what you want is to not make a random player depip just because, I'd suggest rewarding the survivor being camped with boldness points.

    This way the killer gets that one kill (because honestly, if he's waiting for the whole hook to end I assume the rest of the team will be getting out of the trial soon) BUT you don't make the other player depip just because they faced a guy who just wanted to sit there and waste your time

  • I don't think there's really a way to derank AND complete the rift simultaneously :/ Even if you waited a bit to derank to rank 9, you'd immediately go back to purple when you start completing challenges again.

  • @Creepa99 said:

    I don't know why no one's talking about how gen speed should correlate to how many survivors are alive. If all 4 are alive gens should go fairly slow but when only one is alive the gen speed should go just as fast as if 4 people were on it to compensate for the dead teammates. It would definitely help with solo queue. This is also coming from a killer main who thinks solo queue is extremely easy and people overexagerate how hard it is.

    This would make start game gen rushing not happen so fast and end game go a little faster as they will have a chance to repair gens and open exit gates instead of playing hide and seek until the killer or survivor finds the hatch.

    This is a really good idea, and it makes perfect sense.

  • @SalemTheCat said:

    All we need is to be able to see in the lobby when we has a SWF group. We already can see when they are from another platform, so why not show who is in group.

    Probably same reason why Survivors can't see what killer they play against, to stop certain groups of people avoiding other certain groups of people

  • You can disable Crossplay, just go to options, scroll down and unselect the ONLINE CROSS-PLAY option

  • Just wanted to say that I like this a lot.

  • Meanwhile, here I am, as a rank 8 survivor having to face rank 1 killers. It's no fun either way. 😫

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731262#Comment_1731262

    Then let's not add all that. Just a SWF disabler. It's won't stop you from facing godlike survivors. You just won't have to deal with a team of them that even some of the best killers can't beat.

    Then again, why should THIS specific thing be implemented and not anything else?

    As many other people mentioned before, not every SWF is full of godlike survivors, I play SWF just to have fun with friends, we win, we lose, no big deal, we just wait in line for the next match. In fact, none of us have ever reached red ranks.

    What I wouldn't mind is if there was a specific lobby for both Killers that don't want to play against SWF and Survivors that decide they don't want SWF teammates, in which case both sides are able to agree on these no-SWF terms, then no problem.

  • @James4125 said:

    So earlier today I was playing Wraith on the asylum map with the huge building in the middle. (Can't remember the name but it's the same realm as Clowns map)

    One of the survivors was someone who I've encountered before and helped out in the past with rift challenges and things the others were a swf.

    Now this match was really not going their way. I eliminated the first of the swf before a single gen was done and everyone had been hooked at least once. At this point the other two proceeded to run straight to a corner where there was no hooks as I'd already used it when killing the first and stayed there the ENTIRE game. No doing gens no attempting to do anything just staying there until I downed them then wriggling free just to run back.

    Obviously this was frustrating as I was in a position to easily finish the game but couldn't just because these guys were too far from hooks so I asked the other to try and heal them as soon as I dropped them so I could immediately down them again and reach a hook. It didn't work because they wouldn't stay still to let her heal them and at this point I got a barrage of messages telling me I was being reported even though the way I saw it they were taking the game hostage.

    So. Who was in the wrong?

    If you knew they were there why didn't you just down them both? If you didn't want the other survivor to depip because of these guys you could have just let these two die and give the last survivor the hatch. Making a survivor cooperate to kill their team is actually an offense and can get the survivor banned

  • If they do this then people will ask for more filters. I don't want to play against X killer. I don't want to play with people using X build. I don't want to play against people playing on this specific device, etc,etc.

  • I thought it was something on this side, looks like everyone's having this issue. I'm a survivor main tho, and I have the same problem with the game randomly freezing. I miss skill checks, I get stuck when trying to vault or just freeze while looping, and I end up getting hit.

  • I really don't see how these changes would make OoO available to solo players, I feel like it's just getting it nerfed 😕

    As a Survivor it would work WHEN you look in the Killer's direction, WHILE they're inside a certain range and ONLY for 3/4/5 seconds. Then when you look away it goes on cooldown for TWICE its active time WITH the Killer being able to see you if you're 16+ meters away with no other distance restriction, and even after that it still can't be activated for 3 more seconds.

    These changes reduce the range of the perk to 16/24/32 meters and its duration to 3/4/5 seconds, it grants the Killer free information on your location for twice as long and on top of that the perk is completely deactivated if you are hooked, in the dying state or if someone else becomes the obsession.

    I wouldn't mind a rework on this perk, I'd make it somehow similar to Myers' mechanics so you had to stalk the killer for a certain amount of time before you got to use it. This means if you wanted to run it you'd have to first find the killer and follow them around a bit, risking being caught and also keeping you away from gens. I'd also make it so it deactivates if you are hooked and you'd need to start all over again to reactivate it.

  • I'm not sure the examples you are giving are actually trying to find a more balanced game experience. From what you say I get that Self-Care should work just one time, so that's a one-use only perk slot for survivors, yet Sloppy Butcher you give 10 hits per match of use, shouldn't it be more balanced if it was just 4 hits? One per survivor? Same with Bond, it's a perk slot lost after the first minute of the match, but then again Enduring would work thoughout the whole trial with just a 5% off every stun, like how many times would the Killer need to be stunned for it to actually mean a drastic change (like the ones you mentioned before)?

    I'm not saying this is a bad idea though. Maybe a more detailed list could be helpful here, but from those few examples I think it looks more like nerfing Survivors' perks than actually leveling both sides.

  • @Kind_Lemon said:

    can't switch my killer in lobby in order to please the people who are named "Myers mori me", which I would gladly do.

    Thank the devs for that one. Nice move. The individual killer MMR (which isn't implemented *cough*) doesn't make up for that.

    I never understood why Killers could not change their character in the lobby. It's weird considering Survivors do get that chance.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683512#Comment_1683512

    No, chases aren't fun to everyone. It's an odd believe, but to some people clever evading the killer is more fun. Showing how well one can use the enviroment.

    As people said, fun IS subjective, but this community is so dead-set on what you said, that only chases are fun, and that some killers are thus ruining the game because they require a change of that tactic. Which is, in a way, telling people who don't enjoy chases (for what reason ever) that they are not welcome.

    Also, I don't think the kate was a streamer, dunno.

    But the point stands: when you get obnoxious because people don't cater to you, there's something amiss. If you begin ruining the match for others cause you don't get your way, wth.

    I'm with you. I don't neccessarily enjoy chases, I do like that it gives you more bloodpoints and all but honestly I like the idea of moving through the map looking for gens and totems and making my way to hooked survivors to help them out. That's what I find the most fun.

  • @carnage4u said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683526#Comment_1683526

    I "win" many games, where players have done 1 to 5 gens. I'm simply saying. the fact the survivors can complete a gen at start of a game based on their position/killer position, where the killer has 0% chance to stop it is not a well balanced mechanic of the game.

    It would require using a perk spot to stop the farthest gens. then that perk slot has no effect the rest of the game.

    Well, spawning positions could be fixed, because it goes both ways. Playing as a survivor I've started the trial just steps away from the killer and of course it means an early hook, and then other times I'm starting right next to the Hex Totem so I can cleanse it in just a few seconds. If they could rework the positions taking into account all the other key elements to the game it could help a little bit.

  • The problem is you can't justify a DC because you think the match is a waste of time, that's not objective. That's the very same reason some survivors give when they disconnect after being slugged, and in their opinion it also is a waste of time.

  • I'd recommend "Corrupt Intervention" if you're not yet familiarized with the larger maps or if you are gonna be playing a slower killer, with that you will force Survivors to try and move to generators that are closer to you. Also "Discordance" could be useful so you would go straight to where the aura is highlighted and it will save you time looking around.

  • @Xyvielia said:

    Yeah, next time try an get a video

    Would LOVE to see what that actually looks like!

    I found this video on Youtube with something that looks kinda like what they said

    Around min 3:40

    https://www.youtube.com/watch?v=xKlLfdfmRac


  • Maybe a surrender system were players can vote to end the game with no penalties on either side?

  • @MeltingPenguins said:

    Lunge.

    Had it not been for the tip on the loading screen, I doubt I'd ever known about it...

    I only managed to do this by accident, the first time I wasn't really sure what was going on or if that was supposed to be a thing

    This is why I need a proper killer training area, a "killer for dummies" zone, I'm sooooo for it lol

  • @TangledNoodles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662458#Comment_1662458

    @NotTheodore I get that you have to show video evidence but am I supposed to record every game I play?

    Isn't there a way for devs to find out if there has been suspicious behavior?

    In the years I've played I haven't submitted a report for hacking so idk how it works or if it even does anything.

    I've never encountered a hacker before, but I've had some bad experiences with Survivors and Killers teaming up, or people just trolling and trying to ruin your game, etc. So I decided to record every match I play :/ It's really not much of a problem, and if everything's okay at the end of the session you just delete the video :D

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