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Interrupt_Vector

Interrupt_Vector

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Interrupt_Vector
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  • MrTatorhead, QuietKills, ZubatLEL, AbolishEGirls, EpidemyYT, quaddi, CoconutRTS

    Those are my favorites

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892647#Comment_3892647

    And where is the problem? If more killer can get more value from a perk, people gonna play more different killer than now

    Plus, this perk gonna be a good one on a lot of them, clown, indeed, but Nemesis, Billy, Leatherface, freddy (and more if the perk activate when a dream pallet is dropped), doctor, Blight on some god pallet, …

    K.O can be a pretty huge perk who can also contribute at some diversity in the most used perk

    There's no problem besides the next wave of people complaining about the new thing.

  • @LikeALittleEvil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892995#Comment_3892995

    I can guarantee that two of the people in my last discussion before that tell me that they're being banned after supporting me about my opinion.

    How can you guarantee that.

    Saying the game is killer sided is such an astronomically out of context argument that it delivers no basis for discussion whatsoever.

    Is soloQ hot garbage? Unquestionably.

    Is killer easy to win with against soloQ? Absolutely, it's a complete faceroll-fest.

    Good coordinated SWF teams will however win a good chunk of their games, especially if they bring map offerings.

    The maps are largely #########, that's just a fact that pretty much everyone with half a brain can agree on.

    Even Dead by Roblox has better map design.

    Also what killer are we talking about? Is the game Trapper sided? I've seen perkless non-comp trapper wipe the floor with actual comp teams. There are way too many variables to generalize it down to "The game is killer sided".

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892965#Comment_3892965

    Okay bro, go ahead and ask your classmates to draw up a better system than this one.

    And anyone soft as Charmin enough to instantly surrender against a Legion should just stop playing and play something else. Better yet, join a book club.

    Again ignoring the point. I spot a pattern here.

    How about removing the DC penalty? We're just gonna come up with systems that definitely cannot be gamed by parties who wish to do nothing but harm.

  • @100PercentBPMain said:

    You could visit YouTube.com and look up how to loop an m1 killer

    You don't seem to understand the implications of the OP here.

    That these changes are not thought out whatsoever and are probably just as dumb as having Bots replace players who DC while having a DC penalty that players will just easily circumvent.

    It is very clear that there is no plan or strategy behind any of these changes. I could probably ask kinder gardeners to come up with a more consistent system than any of this.

  • I really believe that they have no clue what they are doing or are supposed to do at this point.

    Dead by Roblox is a more balanced and less frustrating experience, I wish I was joking.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892828#Comment_3892828

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892826#Comment_3892826

    Duality of Man.

    In all seriousness, I really don’t know if DBD is competitive or not since the way it is structured it very “middle of the road”.

    Like for example, we have MMR, which is used in competitive games for matchmaking to try and create a fair and competitive environment, but the way it is implemented seems to prioritize speed over quality, so having MMR really does not do much.

    They constantly make balance changes that feel designed for competitive but then sometimes release perks or change perks to feel more outrageously designed for the sake of “oh, but don’t worry, we are still a party game”.

    And here is the thing, DBD started as a party game, it was meant to be “le spooky horror game” from the start. But the way they are changing the game feels like the equivalent of the “class clown” trying their best to be taken seriously while still persisting to crack jokes along the way. Some will take them seriously. Some people wont. But they are just stuck in their own personal limbo.

    My response, DBD is neither a party game nor a competitive game. DBD just is.

    Spot on. Always fun seeing people arguing about extremes while this game has evidently been in limbo since Myers released.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892828#Comment_3892828

    ...no. League is a competetive game. SF is a competetive game. DBD is a casual game that some people sweat at

    thats-like-your-opinion-man.gif
  • @ratcoffee said:

    it's not a competetive game tho

    It's a competitive game tho

  • @ForumPikmin said:

    "I used to pray for time like these"

    https://us.v-cdn.net/6030815/uploads/6WLUFRLVC0NQ/screenshot-2025-03-06-at-10-49-55-e2-80-afam.png

    Rest is piss Knock Out, you will NOT be missed

    You realize that this perk on Clown will absolutely guarantee a hit now, right? What if it stacks with bottle? Have fun walking at 3.04 m/s for an potentially 5-7 seconds. That's a guaranteed hit every time.

    If the survivor is 16m ahead, predrops a pallet and moves away from it and into a bottle, and if the clown is invigorated, if both parties keep holding W the clown will catch up at around the time all buffs and debuffs wear off. 7.92 seconds.
    From 16m away. That's crazy. I don't even want to get into all the other stuff like Scamper, Spirit Fury + Hubris,…

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891615#Comment_3891615

    The unhooker could hide behind the hooked survivor so they couldn't be hit by a hatchet. If hatchets now go through the hooked survivor, they will hit the unhooker. That not only damages them, but also interrupts the unhook itself, meaning that the huntress can theoretically contest any unhook attempts, so long as she has line of sight.

    Worse. I throw orbitals and crossmaps.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439645/the-hook-situation-is-insane

    so basically you can’t proxy camp? Sounds like an improvement to me.

    Proxy camping has always been a thing. This just takes it to a whole different level.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891562#Comment_3891562

    If you haven't read the post....I have no idea how far that is. The game never specifies how far 24 meters is so I won't know how far 40 meters is. While thanks for the advice still doesn't help as the game should have a grading score hitting a survivor over 24 meters away because hell no idea what 8 meters is as to me 24 meters is the length of a tennis court but in dbd terms it could be the length of killer shake for all I know

    You didn't understand what I was telling you.

    When you set your FOV to 92 you can see 40m on generator auras. When you look at them closely you can see them change. At the spot where they change it's 40m, always.

  • Farm Eyrie and Dead Dawg offerings.

    Discordance, Bitter Murmur, Gearhead, Lethal Pursuer

    Set FOV to 92 (if you are on PC bind "LOOK UP" to a key)

    Stand 40m away from the yellow generator (FOV 92 ensures that the Aura LOD(level of detail) changes at 40m), aim at the side where a survivor is sitting, aim straight up and lob a 0 charge hatchet.

    Repeat forever and get called a hacker.

  • Opportunistic Slugging = Good, Healthy, No Issue

    Hard Slugging = Bad, Toxic, Minor Issue

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891110#Comment_3891110

    Yeah, I love Spirit with the Junji Ito skin. Such remarkable attention to detail, even with the other Spirit skins!

    Plus free ass cam every game

  • @UndeddJester said:

    I demand a tier list that includes Killers as well.

    Let's settle this debate once and for all who the real queen of DBD is.

    objective_truth_updated.png

    I updated my previous list

  • @[Deleted User] said:

    I've said for the past 8 years Meg is the only one i'd date in real life & that's why she's still my main.

    Wouldn't particularly disagree Kate is objectively the most attractive, but the rest of that tier list is night & day for my own personal opinion.

    Of course all tier lists are subjective & I certainly got a laugh out of the rankings!

    To think I came back to the forums again & made my first comment on something light hearted like this gives me some hope for the next few months though, doubt i'll be here past the Anniversary we'll see 🤷🏻‍♂️

    I mean Meg can be cute. When she's wearing a mask. And doesn't open her mouth.

  • objective_truth.png

    I fixed your tierlist. Thank me later.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890846#Comment_3890846

    y'all are missing the point on purpose atp. kill me when im afk i get that do as u please, but slugging me for trying to go onto my next game after you made the dick move choice to go for the afk person whilst running lethal persuer…. not cool

    Handicapping 3 other players through irresponsibility is totally fine tho, fr fr.

  • I feel obligated to share this piece of media that I have no connection to whatsoever:

    https://www.youtube.com/watch?v=Fdhu5eku6l4
  • @fussy said:

    If all survivors are on the ground / on hook, game increase chance of self-unhook for everyone. I'm 99% sure it's hidden mechanic.

    My last 10 matches with Huntress I quickly had everyone down and on hook and the amount of Kobe's has been crazy. I suspect that is true.

  • I prefer going against SWF since they usually don't act like guppies.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876237#Comment_3876237

    Then the game will never be as balanced as people want it to be

    Which people and balanced around what?

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437348/solo-escape-streak-perks-for-2025

    First and foremost, run distortion. Even after its nerf, you need it for consistent soloq streaks. If you don't want high snowball killers to sprint at you from the get go and drastically decreasing your chances of survival (mainly blight), you need that initial protection from lethal pursuer every time. Second, run kindred. When you do get caught, giving survivors all the info about where everyone else is in the match while you are on hook is necessary if you want to actually be unhooked in this game. I would not recommend deliverance because 1) it requires you to unhook someone safely before you are hooked, and 2) the killer usually runs right back to hook, and even especially more so if they see the broken status effect on someone who just got unhooked.

    This is where your skill as a player comes into play. If you are confident in your looping ability and tile knowledge, run lightweight and left behind. If you are not confident in those two, run lithe and windows of opportunity.

    Lastly, you can try to run a hatch offering, but the reason I promote left behind over a hatch offering is because indoor maps essentially make those offerings useless. I'm going for consistency with this build, and I think this is way more consistent over hoping the map RNG or killer offerings don't take you indoors. In terms of an item, you need to last second equip a purple or iri key of your choice. You'll need to do this last second and hope the killer isn't watching their screen. Killers that see keys usually immediately target that survivor as their first tunnel target. That's another reason to not bring a hatch offering since if the killer sees a key and a hatch offering, they will slug everyone until the person with the key is dealt with. At least this way, the killer could MAYBE think you're running it only for the killer aura reveal addon. Placing the key down when you spawn in at a hidden location is another way you could increase your chances of using it, as if the killer does not see you with it during chase, they will quickly forget or misremember who they thought had the key.

    Lastly, I'll put a quick heal after unhook build below because of the frequency in which a killer will run back to hook.

    Long story short, these are the few builds I'd run if you're looking for a more selfish style of escaping with some consistency:

    1. Distortion, Kindred, Lightweight, Left behind + Key (equipped when the lobby timer is at 6 seconds left)
    2. Distortion, Kindred, Lithe, Windows of Opportunity + Key/Medkit
    3. Resurgence, Off the Record, Lucky Break, Unbreakable + Medkit

    Based on your skill level, I would recommend these builds in the order listed, from high to low.

    Remember, the key to soloq survivor streaks isn't increasing your chances of completing generators, it's outliving your fellow survivors and finding hatch.

    Distortion, Kindred, Lightweight, Left behind + Key (equipped when the lobby timer is at 6 seconds left)

    Brother this is the sweatiest thing I've read on these forums.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876144#Comment_3876144

    Aaaannnnnnddddd every bit of that means absolutely nothing to those to are on the consoles and have no chat box, which makes up the vast majority of the playerbase.

    Which is bs. You guys should protest it. Then again, seeing how it isn't used by even the PC players, that would probably do nothing for you. Sad but it is what it is.

  • @Rudjohns said:

    I think the game should just remove solo queue

    Make the game only possible to be played if you are queueing up with 3 other people from your friends list

    thats the only way to balance it out and make people happy

    Most Sane Killer Mane

    @I_Cant_Loop said:

    I have no problem with people playing with their friends and communicating, but I am absolutely going to find a different lobby if I can tell it’s a 4-man squad. Communication between all 4 players is a significant advantage and makes it extremely difficult for the killler to get more than 1 kill if the survivors know what they are doing. Anyone claiming otherwise is being dishonest. The game is not balanced around all 4 survivors coordinating with each other.

    Can you explain why voice communication between all 4 players is a significant advantage?

    What makes the advantage significant as opposed to the regular communication that will inevitably happen throughout the course of the match?

     Communication between all 4 players is a significant advantage and makes it extremely difficult for the killler to get more than 1 kill if the survivors know what they are doing.

    If the survivors know what they are doing they don't necessarily require comms to win a great deal of their matches. The game provides soloQ with everything they need to succeed, or fail. If I completely suck at chases, no amount of voice communication will save me from a competent killer. If the entire team is mediocre at best at everything then no amount of voice com will prevent me getting them all.

    If you are playing a basic M1 killer and all survivors in the lobby have enough experience to run common tiles vs M1 killers perfectly while using every second not spent in chase holding M1 on a gen then no communication is required. They see you coming, they prerun to the next safest tile to waste your time.

  • No Mither, Plot Twist, Scene Partner, Tenacity

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876144#Comment_3876144

    Yeah, but most SWFs dont coordinate like that. I dont really think what you believe happens in Discord Chats of most SWFs, but it is clearly not some Comp-Coordination or Callouts like that.

    And while you are not wrong about the pregame Lobby, I can tell from my own experience that it might do anything. I can say in my Lobby "I have resurgence, so please heal me immediatly" and more than half of the time I am not healed immediatly and when the Killer brings anything which applies Hemorrhage, my Perk is gone in seconds.

    And I have seen Survivors who run Kindred and STILL stand up from a Gen across the Map to go for a Save despite them seeing that someone else is already going for the Save. I have had situations where I was on the Hook, two Survivors on the same Gen and the last Survivor being chased and yet I reached second stage.

    In all of those examples, the Survivors had exactly the same information a SWF on Comms would have and yet they failed.

    The strength of SWF is to make sure to not play with those people, but with somewhat competent Survivorws. IF and only IF you care about that. Most SWFs dont and just want to play with their friends.

    Yeah, but most SWFs dont coordinate like that.

    Well they will possibly coordinate Perks, Items, Offerings and basic strategies and keep the VC to joking around.

    I can tell from my own experience that it might do anything

    I have the same experience. Because nobody has the expectation that such things are communicated at that point in time and if it happens, some might not read it, some may have the chat disabled entirely, others read it and think nothing about it or don't know who it was that wrote it. There is no culture surrounding it, where as communicating concepts like tunneling, everyone knows everything.

    In all of those examples, the Survivors had exactly the same information a SWF on Comms would have and yet they failed.

    Exactly and that is where a good SWF splits from plain soloQ, because SWF die together and learn together, whereas in soloQ you queue alone and die alone. They can sniff eachother out in any situation because they have those experiences you only get when you play together for a long time. The more they do this the less they have to communicate via VC, they still can and will but when it comes down to it, they can do it without.

    Most SWFs dont and just want to play with their friends.

    True, and I've met them both as a Killer and Survivor. Some even invited me into their 3-man to play a couple of 4-man together. I never joined their discord but we instantly played together so well that we proceeded to make the next two killers straight up DC, we suddenly started winning almost every match. Meanwhile they were on discord memeing around.

    Me and the girl of that group were absolute juicers while the 2 others who were newer to the game did gens. The guy with the least hours of the group was also really decent. Definitely not a meghead, he learned from good people.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876140#Comment_3876140

    literally half the posts i see about solo q are survivors complain about them getting chased and their team not doing gens

    I think this is a problem with SBMM. Information about being chased shared via comms was useful before the UI update, but now the game's UI shows a survivor is being chased. If you know that gens should be getting done and the team isn't doing gens, then they're not on the same skill level. When my random teammates are more on my skill level, we're all doing gens. Nothing to do with SWF. I've had some great solo queue matches where everyone played optimally and you'd think we were SWF just because of how coordinated we seemed, but we weren't, we just had enough experience to know the best way to handle situations.

    Then there are matches where someone teabags at me relentlessly instead of working on a gen because they want to heal me when I'm broken.

    This. It's crazy that I get matched up with megs who throw shack pallet to distract the killer because they read on the loading screen. I also had matches with players who were on the same skill level as me and we did some miraculous things.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876130#Comment_3876130

    Do you really think that any semi-decent Survivor would actually need something like "Killer is chasing me, do Gens"? Really?

    And your story sounds more like you would have been doing fine without communication. Because your example of communication is really not something which makes SWF stand out.

    killer at 5 do 11 12 and 1 is a basic example that is already strong, especially against stealth killers.

    Where it really starts to get crazy is when you coordinate items, perks and offerings in a manner that does not occur in soloQ on any consistent basis.

    A lot of people, almost everyone in soloQ seems to forget (or ignore) is the pre-game chat that allows even random groups to coordinate on a level higher than the average soloQ group that does not communicate at all. It's a possibility that I see rarely used outside from memeposting and the occasional "Bring BPS".

    The community somehow collectively decided to come up with terms for "slugging", "tunneling", "genrushing", for the sake of communicating patterns and actions but somehow failed to come up with an effective pre-game communication model to coordinate perk setups and strategies. What some of them got down to a tee however is the endgame chat freakout. That goes without thinking.

    The possibility is there, think about it.

    Everybody just hits ready (or not), going into the match with a preset plan (or not) and everyone is left guessing if you even equipped any perks at all or if you're going for a sabo build.

    There is a reason the Killer cannot communicate with the survivors in the pre-game chat, but he can do so in the post-game chat.

    If the community could somehow come up with an effective way of communicating the most basic strategies in the pre-game lobby they could at once go into the match with more information and could make adjustments accordingly (if they at all can).

    If the group can spend the entire minute effectively then they should already be at a better place than before.

  • @crogers271 said:

    My conspiracy theory - DbD isn't a game, its a psychological experiment testing how we all behave. Tell a group of people (survivors), that the only thing that matters is their personal survival, but don't tell them that the only way they can accomplish this is by working together. See how the playerbase evolves. Do they inherently develop comradery and empathy for their fellow players? Do they sacrifice for each other? Does antagonism develop between the survivor and killer communities?

    Also with things like sweatiness. We'll put obviously broken things into the game and see whether the community just self-policies the behavior.

    And of course, don't give either side a win condition and see if they just create one on their own.

    That's the conspiracy: we're all test subjects and the paper they were going to write got delayed because the game became very popular.

    Or more sinister. The Entity is a real thing that manifests itself through the game. By making people think about it it becomes real… and it feeds off of emotions, and we all know how emotional some people can get when playing this game… those who become addicted to the game are literally trapped by the Entity, doomed to hold M1 and get sacrificed for eternity… and make forum posts about tunneling.

  • Like the poster above me, almost never and when it happens it's justifyable.

  • @Rudjohns said:

    If you are in a lobby with 3 or 4 medkits, and the killer came to the lobby after the survivors, or if the killer dodged the lobby and was replaced, you should dodge the lobby as well. The game might be giving you a Plague.

    Why dodge a Plague. I'd rather dodge a clown.

    @xGodSendDeath said:

    I think the game starts forcing you on terrible maps for your killer if you win too much. I've noticed that I get a ton of indoor maps when I play Hillbilly, Huntress or Wesker when the survivors aren't sending me to Badham or Eyrie.

    Right? I main huntress and I am constantly on Mothers Dwelling, Temple of Purgation, Lerry's, RPD… I love those maps tho so no hate from me. Will still kill everybody.

  • @ThatRyanB said:

    It's me, a dev! Giving this a look and sharing some of your feedback with the team.

    You've got some great suggestions here - it's always great to see folks sharing their thoughts on the wider menu experience!

    Since we've got a dev here I might as well make a post in honest for once.

    Custom Games Expanded settings such as:

    • Disabling Hatch
    • Adjusting numbers of generators from 0 - 7
      • if you're extra spicy allow for more spawns, if it breaks it breaks
    • adjusting chest spawns, killer belongings (TV, Trap Boxes, Hooks,…)
    • Enable/Disable Different Event mechanics
    • A 1v1 mode where a survivor and a killer spawn at fixed places. Add a timer to the scenario if you're really into it

    In general I think that the Custom Game mode is as barebones as it gets. It's great and all but it could be so much more.

    Otherwise, the matchmaking should be looked at. Many of my games make no sense to me, either as Killer or Survivor. Like I can clearly see huge gaps and it feels like I am being matched up with just about anything that's at hand at the moment.

  • That's funny because I've had that idea about the matchmaking getting influenced by perks the other day because I was experimenting with perks. I'm gonna keep an eye out for this.

  • @BorisDDAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875802#Comment_3875802

    Brother you say you don't care but made walls of text and posts with "I bleed out survivors XD"

    What's even your point here? Did you even read that post you are referring to?

  • @BorisDDAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875793#Comment_3875793

    I mean yeah it's BHVR's responsibility. But you like the attention with these posts don't you?

    You mean the 5 people who actually read these threads? I could not care any less. And that is why I am telling you how I see it, and I've seen it a million times.

  • @BorisDDAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875772#Comment_3875772

    Ah yes finding 1000 reasons to say the killer is not tunneling, then play "it's not my responsibility" card.

    I've seen people call things by names they don't understand. It's always this that or the other. If I'm a piss poor player who could't win a game to save my life then I'll just cry about it on a forum because that is what I am used to, it's the easiest thing to do.

    None of these things happen to players who can actually play the game. Not my responsibility btw.

  • @BorisDDAA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875763#Comment_3875763

    I really don't care about what excuses you come up with. Focusing on a survivor until they're dead is tunneling by definition

    Well, no killer will care about the excuses you come up with. Back to the hook with you :)

  • @Phantom_ said:

    The event is dogshit. IDK why anyone in their right mind would want to play survivor on this mode.

    You're weaker than ever before, and killers are just hard-tunneling off bat or 5 man slugging.

    FUN.

    Where do they get the 5th survivor from and why does he suffer from the same skill issue the other 4 suffer from?

  • Has anyone tried this out with 4 Shiny Coin offerings to spawn 11 chests?

  • @UndeddJester said:

    The real reason people give up on hook is they aren't enjoying the game, for whatever reason, and would rather prioritise and value their own enjoyment and time, and make the conscious decision to put themselves ahead of anyone else who is affected by that decision.

    Sometimes people quit because opposing players are doing something completely obnoxious; other times (and often) it's because of shame at a bad play on their part or because of prejudice against a particular killer/loadout.

    Its a slippery slope, cause obviously "fun" is entirely subjective, so taking the stance a player should be able to quit just cause they don't find something "fun" opens a can of worms where basically someone should be able to quit for literally any reason. "Survivor is wearing orange, and I don't like looking at orange". As asinine as this is, it satisfies the condition of "I'm not having fun", so it's a problematic point of view.

    Regardless, the quit epidemic really kicked off when they removed depipping from the grading system and personally I believe depipping should be brought back for agregious cases of DCing and SoH.

    • DC you lose a pip, derank if at 0 pips.
    • If you reach DC tier 3, derank a tier regardless pips.
    • Die within 3 minutes of the start of the match, lose a pip, derank if at 0 pips.
    • Die within 3 minutes of the start of the match 3 times in a given time frame, lose a pip regardless of pips.

    Innocents maybe caught from time to time, but anyone genuinely playing the game will very rarely fall afoul of these, and there is some argument to say, it's kind of fair enough to lose a rank in these scenarios anyway.

    Nooo my Rank that is completely useless and does nothing besides giving me a tiny amount of Bloodpoints once per month that I don't even need!

  • @TLduhDude said:

    I've been curious about this for a while, but I don't get too far on other platforms in terms of legitimate discussion, so I figured I'd ask here. What's the reasoning for giving up on hook, or "going next", rather than disconnecting from the match? And for the people who do this frequently, what brings you back to playing more survivor matches?

    Getting bodyblocked by a babymeg who should be nowhere near the area she's bodyblocking in.

    Babymeg throwing godpallets at 5 gens while healthy and still taking a hit.

    Babymeg crouching in the far opposite corner where it's impossible to even get a terror radius even if you tried.

    Either I just meme around with the killer or call it quits. It's not often, but I guess often enough.

  • Nobody who is actually good at this game cares about MMR. It's not even a question.

  • @JimbusCrimbus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875504#Comment_3875504

    I find it curious how they say "slugging happens quite frequently". I've been slugged once in like…40 games of survivor. And as soon as they slugged, they hooked everyone.

    The really toxic slugging is happening so rarely that in over 1.5k hours I can still count these occurrences on one hand, maybe two hands.

    I did it earlier with my SlugBubba build. Slug everyone and let them bleed out. They were slugged with AFK crows and I got a nice Mori at the end of it all. Do you think anyone in this lobby had fun? Absolutely not. Those instances should not be able to happen, I completely agree. Anything less than that is fair game and if you complain… well you know my opinion by now.

    We have yet to see proof of this constant slugging. Scott Jund even mentioned this in a video.

    Where some guy claimed to experience this, then proceeded to stream himself for 8 hours only to prove that none of this ever happened anywhere near to the degree that is often claimed here.

    It's unsubstantiated nonsense.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875519#Comment_3875519

    Sorry, you are talking nonsense. You know that this is holding the game hostage, even if they would not drag it out for the whole hour until the Server closes.

    And this is what I mean with fabricated - you created a scenario which will not happen and whenever I try to debunk it, you come with another unreasonable take why your scenario would be valid. Really, stop it - Killer toxicity has more impact on the gameplay than Survivor toxicity, even if the latter is more frequent (which is logical, since you have 4 Survivors for 1 Killer in a game). And this is just a fact.

    You're not debunking anything.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875504#Comment_3875504

    Not opening the Exit Gates is holding the game hostage. But that being said, the Killer could even open the Exit Gates themselves if they want. So we would need to move your point to "not doing Generators" - which again is holding the game hostage and bannable.

    So I just do 4 gens and leave the 5th one for later, like 50 minutes in. I was just farming bloodpoints and practicing my loops, man.

    No hostage intentions at all.

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