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IrishRedCap

IrishRedCap

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  • I could get behind this idea for sure. Surge is kinda niche atm anyways with the fact survivors aren't kicked off the gen being blown up.

  • @SasukeKun said:

    Just seeing if others are noticing any difference, harder killers? harder survivors? same ranking?

    Definitely seen a difference. Survivor is a lot more difficult consistently now. I'm no top tier survivor but I've seen my fair share of new killers compared to experienced killers. It's not much more likely to be an experienced killer which... is fun? Lol it's hard to say. Definitely more camping due to wanting to boost MMR or lots of DC if a killer feels completely outmatched.

    On Killer side.... more that definitely. My main killers tend to get 3 man swfs in 60~% of their games. The killers I troll on see some pretty derpy survivors that if I try and 4k every time (<----this isn't a brag it's just an honest opinion that I can play someone like Twins and 4k even if i miss every single victor pounce). I'm gonna give it more time see if it middles out somewhere but right now i think the stats might be a bit skewed.

  • @MILXXNA said:

    On the map, Gideon Meat Plant, there is a palette Survivors can drop next to a staircase on the upper level. When this palette is thrown, as Killer, the palette can not be destroyed. It becomes a permanent dropped palette for the rest of the trial and acts as an infinite loop for Survivors. This bug has occurred every time on Gideon Meat Plant since the most recent patch (Chapter 21 Patch). The bug feels game-breaking and makes the map unplayable for Killer.

    I have seen the same issue on the same pallet on 3 different killers. Top of staircase, left if going upwards. Every time it gets dropped i can't destroy it from either side and the loop becomes an infinite. Killers it's happened to me on so far are Pig, Cenobite, Leatherface (<----even chainsaw would not break it, it counted as hard terrain and would start tantrum upon hit.)

    Edit: I play on PC as well so i believe it to be map specific.

  • @Mandy said:

    Problem with achievements is that they can't be reworked unless they are impossible to achieve and whilst this one is super tough for sure, it's still technically possible :(

    I have a question in regards to this Mandy. With the new EGC happening with hatch closing by the killer is this achievement technically possible still without explicit help from the killer? Theoretically I assume so if you 99% a gen and wait for a teammate to die you could tap a gen before the killer finds the hatch. Majority of games though (lack of communication) the killer will seek out the hatch and close it which then causes the entity to block the gens making the achievement unobtainable.

    Im just curious because I am trying to finish off all my steam achievements and besides evil incarnate this achievement is a lot, like a looooootttt, more frustratingly niche.

  • @Mat_Sella said:

    In Deathgarden: Bloodharvest, you could watch the outcome of your previous match if you died or escaped early while still readying up for the next lobby.

    In a game where wait times can get rather arduous, having something to watch, especially something that directly involved you can make things interesting.

    Considering we literally cant do anything else besides level our characters while we wait currently, it wouldn't hurt to have another option.

    I would enjoy something like this even if it was spectating a rando match by pressing a button. Sometimes when killer queues get bad and i don't want to play survivor I have nothing to do if I'm playing one of my p3's with all perks. It's literally load up, minimize until i hear sfx of campfire while messing around doing other stuff.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463110#Comment_2463110

    • Yet flashlights did get nerfed because they were unfun for Killers.
    • Sabo got nerfed because it was unfun for Killers.
    • Moris got nerfed because it was unfun for Survivors.
    • Iridescent Heads got nerfed because it was unfun for Survivors.

    Unfun things do actually get nerfed, because, it makes the game unfun.

    Im not disagreeing with you here but the reason the examples you provided were nerfed was for making the game unfun they were legitimately busted in one way or another.

    Flashlights were nerfed because of instant blinds (still shudder remembering those days). Abused to no ends with 2-3 flashlights blinding killers for so long people afked.

    Sabo got nerfed for swfs abusing it by purposefully making dead zones in corners and making the game unplayable. This coupled with the toxic groups that would purposefully delay the game and hold it hostage means Sabo deserved to be nerfed, it was also met with the DC penalty down the road to punish killers that didn't wanna deal with Sabo teams.

    Moris speak for themselves, they needed to be reworked for years.

    Iri heads weren't nerfed, they just don't let it couple with add-ons anymore which as a pink instadown on a ranged killer is perfectly fine. Not to forget like killers avoiding Sabo teams the DC penalty stopped survivors from rage quitting iri huntress the moment 1 survivor dropped. Iri head can still 1 hit you just can't carry 3 anymore. I dont see that as a nerf as much as a needed balance.

  • @SleepyAven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457418#Comment_2457418

    Ah, so we found the toxic killer who only plays with tunnelling and camping then. It just ruins the game for people, I don't get why killers think it's fun to camp and do nothing. The same with face campers. Why is that fun? You just stare at them. Go play minecraft if you want to stare at stuff. Tunnelling and camping is 100% completely UNFAIR to do to people. You are literally sabotaging their gameplay, which technically is a reportable offense if you do it over and over again..

    This mindset is what causes the toxicity in this community to flourish. Your excuses are tantamount to "SWF should be removed because as a killer it makes the game no fun". Or "lets remove flashlights because survivors abuse them and make the game no fun to play". Oh you play survivor and disagree to my game play? Well you're toxic and only use flashlights or play swfs so your opinion is moot.

    If you're not having fun playing the game then go launch up Roblox. Ive been camped, tunneled and been the one camping and tunneling enough times that someone trying to boil it down to "unfair" just comes off as whiny and why so many people, survivor and killer, still act like toxic nutcases.

  • Server side validation does prioritize survivors. Its been an issue for a long time and before the pallet validation it was seen through grab animations. Killers could grab be half-way through their animation in their PoV but survivors yoink away because the server prefers their inputs and their camera PoV.

    The opposite is true for killer hits through windows. Some killer hit registrations will still happen despite the survivor being a clear 4-6 meters past the vaulted window in their PoV but to the killer they got a clean swing right into the survivors back from their PoV.

    BHVR should allow killers to see their pings and try to attempt a tick rate increase for their servers. Validation should be ping related, if a survivor is running 80-100ms and a killer is running 20-40ms there should be no legitimate reason the server prioritizes the survivor.

  • @Edilibs said:

    When survivors complain about NOED i tell them "but you (survivors) have Adrenaline" Your complaints cant be contradictory.

    Also for some odd reason (i believe it comes from certain streamers and they're influence on their followers) people associate killers that play with NOED either arent good or have a certain playstyle. This is pure nonsense to me. There are players/killer mains like myself that plays different type of ways depending on the situation, with different killers and map difficulty. (Im excluding swf because its kinda pointless to talk about them, they're broken) So because of the many variables i never understood why the community has such a crappy attitude towards NOED and so called NOED players.

    Edit: A popular streamer actually said recently that if your doing totems for a perk that you "think" the killer is going to have then your a detriment to your team. He actually said that which i don't think is cool because THAT in itself is not healthy. Why would you tell your followers and or viewers that? If a person wants to do bones let them do that and dont put a negative connotation to that. He also said that he needs people to be slamming gens not doing bones...Look at that mentality. Sadly stuff/comments like that spread because people will more often than not agree with they're top streamer just because and not think or have an opinion for themselves. I like that streamer too, they're entertaining and good but fu** that I definetely dont agree with what they said in regards to NOED, not at all.

    Honestly I think Adrenaline is a much more overhand crutch than NOED will ever be. Survivors are guaranteed to have it proc when last gen is done. There isn't a counter to stop it from activating, it will override all other exhaustion perks, it reserves itself through hook states.

    When people complain about rubbing bones I always just point out the obvious. It 1k BP per totem you cleanse (dull) minimum. There are no skill checks, and no notifications to a killer that you are doing it unless they are 12 meters away, even then its just grunts. Killers can't even keep count of totems without having to run Thrill of the Hunt, wasting a totem, a hex, and a perk slot all in one.

  • @Bennett_They1Them said:

    oops, I didn't know that. what could stop that from being abused? how about it doesn't drain in chase?

    When Legion first got introduced bloodhound became uber meta with them. Poke a survivor with Feral Frenzy turn backwards and moonwalk follow trails of blood. It broke chases and caused the timer to go down while you couldn't stop to mend cause Legion was on your butt.

    Im not a fan of the new "if your running it doesn't count down" mechanix though. Personally I was open to the idea of a 3-5 second timer when you stopped running after being hit that forces you to mend. If you fail to mend in time then your ability to sprint is locked until mending is completed.

    This would need to be coupled with a much shorter mend time on the survivor side to compensate but would seem more in line with Legion style of killer.

  • @whammigobambam said:

    Bhvr need to implement a mechanic where the hooked survivor can deny a unhook if the killer is near. Perks are useless in hook bombing games so I refuse to hear that argument.

    New survivor perk "Kick to the face". If a survivor attempts to unhook you in the killers terror radius you can press the active ability button to kick them in the face, freeing yourself from the hook and crippling the survivor with a lost health state (or hindered status).

    Yes this is a joke for anyone who doesn't get it lol.

  • They do it for pebble I don't see what would be wrong with giving red herring this buff. The 2 second timer is also lenient but not abusive by letting players do it while moving.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454010#Comment_2454010

    "In a sense" do you know what that means? Killers who choose to constantly tunnel are knowingly killing everyone's experience. and there for if its allow to continue, then the devs themselves are allowing game experience to be ruined. I cannot tell you the multitude of people who literally scream, cry (me sometimes) or break things in their own home because after getting tunneled 6 matches in a row... it really tests your anger and frustration. If they wont make it a banable offense they should fix the game to allow you to opt out of the game, when its not playable to begin with. Again, the amount of people that are defending it, shows what an issue it is.

    Here's the issue and I'm not trying to be mean just blunt with the totality of hours I've put into this game.

    Rank 18 killer you're playing against new survivors, your games will be distinctively easier from killer POV. If you go out of your to not camp and tunnel evem at that rank, kudos! you're one of the reasons this game has grown over 5 years.

    Onto survivor, you say you're rank 6 and your bf is rank 2. At that point you're playing high level, majority of killers will notice a swf when they see one at that skill level. Small actions like quick unhooks, persistent protection hits taken, gens being worked on in specific orders or never done by a solo survivor. This.... pisses off high skilled killers. It lets them know that not only has the game which is survivor sided currently (ree all you like survivor mains it is and killers are being buffed lately to balance it) but tells them you're likely on comms.

    When they notice that if they've downed you, and they chased another player (like your higher ranked BF who probably has more hours than you) but couldn't catch them. A common strategy is to take you out of the game. 3v1 is EXTREMELY more manageable than 4v1 and easier to do quick calculations like when to give up chases or which gens/loops to check. It might feel bad but you are the easier target and they will, and should, take the opportunity presented to them.

    Also try to change up your play style and see if anything changes. Watch people loop, learn what pallets are safe and unsafe, camp them, live them. If you get unhooked dont stay in the same general area but don't full dash to opposite side of the map in the open, utilize crouch effectively. Try BMing your teammates (yes this is a legit way to get better), run perks like Bond and if your being chased lead the killer to a teammate who might loop better or distract the killer giving you time to walk and find refuge. Use DS. If you feel you're being tunneled constantly DS/HeadOn/Inner Strength/Quick and Quiet is a common build to counter it. Just do a totem and don't waste inner strength until you've been unhooked, you will either heal, get the DS check, or be able to stun killer at locker.

    You're always gonna find salty killers who will face camp or hard tunnel you for being a swf team. It sucks 😕 but it won't change because just as toxic as killers are there are just as many bully swfs that run key, map, flashlight, medkit with 4 BT 4 DS and purposefully taunt/antagonize the killer without actually playing the game.

  • @Bennett_They1Them said:

    How about a rework that makes noed last 60/90/120 seconds maximum?

    and/or it shows its aura to survivors within 96/64/32 meters.

    thoughts?

    I know a lot of people act toxic cause NOED threads pop up a lot. The problem with reworking NOED is that it is situational and easy to counter already. Rub bones = no NOED. Perk slot taken up by NOED is useless for 95% of the game so killer shot themselves in the foot for a possible end game crutch. The instadown isn't whats so strong about NOED its really the 3% movespeed bonus that makes it feel so intimidating. There are lots of totem finding perks and maps that make finding totems rather easy.

    NOED just one of the staple killer perks that if you try to change it from its current form you'll get a lot of REEEEESS from people. Its really a skill ceiling perk that disappears in high purple/red rank due to all the counters.

  • The only thing I believe trickster needs to buff him is miniscule but would be tremendously helpful.

    REMOVE HIS RECOIL WHILE THROWING.

    PC player, killer main, I hover around rank 1-2 every reset. Can play pretty much every killer (except twins) and have a fun game. Trickster though is just torture to play. Twins at least I know my problem, I can't time Viktor pounce good and I leave him in the open to often. Trickster though even with hundreds of hours on Huntress when I start throwing knives (whatever add-ons you wanna run ive probably tried them/combo them) and the recoil of his throw is annoying.

    I'll usually miss the first 3-5 knives just trying to adjust my aim which gives survivors distance (thx to slow down for holding power) or they reach a pallet with high LOS and just start a loop forcing me to play him as an m1 killer.

  • @Tekno_Badger said:

    Easiest way to fix this is spawn survivors in pairs and reveal the Obsession's spawn location. Removes a lot of the RNG and balances initial gen speeds (4 on 1 gen or each on a different gen is brutal)

    Because of automatic obsession I could see that being a decent work around. 2 hidden, 2 revealed base kit early game. It would bring some flavor to the game if they added it.

  • @SeannyD115 said:

    When not in a chase you move 6/8/10% faster. But this perk would have a timer like lucky break say 60 seconds and when you are in a chase the timer stops.

    What do you all think?

    Percentages seem a bit high. 10% on tier 3 for 60 seconds is a looooonnngggg time.

    Also depends which side you were giving this perk to.

    Killers would abuse it, it would be meta every build every game even if percentages were 1/2/4%.

    Survivors would all run this even if it was coupled with exhaustion because its 60 seconds of running only .5ms slower than most base line killer kits.

    Would need HARD limitations on activation (something like 1 time per game). Must be in chase for X amount of seconds before activating. Again percentages would have to be nerfed hard. While a lot of people think its low a single 3% difference is one of the greatest benefits/detriments of NOED.

    No bad ideas, but honestly I couldn't see this as being feasible for either side without breaking the game apart.

  • @Johnagon_Infinity said:

    Why on Earth would any killer want all 4 survivors to spawn separated? That's a horrible idea. Likewise, spawning together or with any survivor is inefficient for survivors. The shrouds should be removed from the game altogether.

    Not sure why other reply didn't go through... As I stated in a previous reply it's easy to manage the progress 1 survivor does on a gen rather than 2 or 3.

    The thread isn't about survivors spawning together though. The crux of the issue is that survivor spawn has become really predictable. Spawn as killer, run to furthest gen, you find 3 survivors majority of the games played. It got rid of the early game search/hunt from a killer POV and gave a crutch to killers (killer main complaining about killer becoming easier 🤣).

    The spawning of all the survivors together is just a byproduct i've noticed with lethal pursuer, it's more that the spawn rate is not well randomized when 100% of the games you will spawn 2-3 survivors at the furthest gen on the map from the killer.

    Personally just curious if BHVR is going to look at it and re-address the issue like that did back when survivors were spawning within 32 meters of killer in direct line of sight.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451334#Comment_2451334

    I can agree with a lot of this actually, and thank you for asking talking about the post and not breaking it off to some side topic. I would still like some form of BT as base and it would be super helpful, but i agree it could cause some problems in those situations especially late game. Would you be fine with BT base if it maybe operated in a way where maybe late game it was even disabled unless using the actual perk?

    Personally if it was a for sure 100% needed base kit extension to counter tunneling/camping I would fix 1 main issue and add a slight change to the coding.

    The main issue that needs to be resolved would be server registration. I can swing at the unhooking survivor and still somehow register a hit on the BT target throwing the entire thing out of wack. This also needs to be addressed with grabs being interrupted mid-animation and window hits that happen extremely late but that is for an entirely different thread honestly.

    The only workaround I see would be something like giving the unhooked player 1-3 seconds of invulnerability. Meaning no collision, no hit register, no heal register (stops self-care/for the people/purple medkit addons etc). This would need to be disabled when exit gates are opened/end game collapse has started. Leaves the 99% game play, since it still runs risks and would be a hard nerf on survivors otherwise.

    If it was entirely base line kit then I would like to see the blood wipe stay the same but the speed boost for the hit on the unhooking survivor cut down to 80% it's normal speed or maybe cut it's time duration in half. Both don't unfairly punish the killer but also force survivors to actually make a decent unhook play. If you unhook you're putting yourself in a position to get downed quickly if you do it unsafely.

    It could work with nuance fixes and some slight QOL changes but the current BT even with endurance cut in half would alienate all new killer players and stifle growth of survivors.

  • @Johnagon_Infinity said:

    Why on Earth would any killer want all 4 survivors to spawn separated? That's a horrible idea. Likewise, spawning together or with any survivor is inefficient for survivors. The shrouds should be removed from the game altogether.

    As mentioned in a previous reply. It is much more manageable to deal with the progress 1 survivor can do to a gen compared to 2 or 3.

    This isn't the crux of the issue though. It's that it's become predictable to know where survivors will spawn even without the use of lethal pursuer. If I play killer I look for furthest gen from my spawn, bee line it there, I have found 3 survivors already majority of games played.

    That takes the early game hunt out and gives killers a crutch (killer main complaining about killer being easier 🤣). Survivors spawning in groups is not the bad thing, it just should not be 100% every game they spawn in groups at the furthest generator.

  • I'm sorry but BT being base kit is ludicrous. It would encourage bad play and toxic behavior from survivors.

    The perk itself was already given a buff to counter stealth killers by no longer requiring the heartbeat to activate (this was reasonable and ok buff imho). It helped get rid of the tons of Freddy players who abused his lullaby not counting as a terror radius.

    The problems with making it base kit.

    Survivors would no longer try to make good unhook plays. They would just run in unhook and run out regardless of killers proximity. This will cause more face camping and extremely frustrate new killers.

    Body blocking is already an issue with BT plays at red ranks. An unhooked survivor has 12 seconds to block a killer from chasing their teammate after an unhook. If killers swing to hit BT, the blood wipe + speed boost give ample opportunity to gain lots of distance.

    It would effectively null out endgame for killer. If a survivor runs BT now, they use up a perk slot for the chance to make a clutch end game escape. If base kit the doors being opened means whoever is left in game immediately is guaranteed escape.

    BT is designed to be risk/reward. Base kit BT removes all risk and triples the reward regardless of time alloted to endurance status.

    Edit: It's not just toxic survivor either, you'd see a lot more slug build oriented killers 😑

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451091#Comment_2451091

    Is hearing breathing and grass move, a PC thing, or a headset thing? Because I can't hear either on PS4

    Yes it really is. 3k hours on PS4 and about 1.2k on PC now the differences are incredibly noticeable.

    PS4 blood pools are super easy to follow and scratches seem to be more confined. PC if a survivor runs a small circle inside an LT wall scratches appear EVERYWHERE in the tile so its nearly impossible to know where the survivor went.

    Blood pools also match the texture if you play on high/ultra settings of the ground and there are actual spots that look like blood pools that aren't really peppered throughout some map ground textures.

    Add to that maps like coldwind (alrdy a headache for killer pov since they can't see above the corn stalks) where the ground texture on ultra has scraps of corn that mimic scratches on high/ultra, if you dont turn on a specific color blind setting there is almost no way to tell them apart.

    Breathing (not grunts and moans) are essential to properly moonwalk juke as a decent killer but iron will completely removes that atm.

  • @OrangeJack said:

    I'm fairly sure gen rushing occurs when survivors are split off and independently doing gens not when they are bunched up together.

    Absolutely gen rushing won't stop just by addressing this issue. It does exacerbate it though. The worst experience I've had lately was playing Bubba on MacMillan. Lethal pursuer showed all 4 survivors on opposite side of map. By the time I reached the gen with 3 of them on it, it was alrdy popped. There was 0 counter play to it and no shrouds were burned, chalked it up to bad luck until I started to pay attention that it happened nearly every game.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450931#Comment_2450931

    To be fair Ive not paid attention to how close we could be. I've just always noticed we are not immediately together like when shroud offerings are given.

    Could this not be done in response to gen rushing though? I've noticed if you spawn together in pairs you tend to stay together to do the first gen you find. I know two survivors do gens quicker but it's still less gens being done so quickly as if 4 survivors spawn separately you will have 4 gens being done all at once.

    Breaking off a chase to halt a gen being done by 1 survivor is a lot more lenient on the killer. They made the choice to give up blood lust (possibly a down) to slow or stop a gen being done. 1 survivor working it means the progress will be significantly lower than if 2 or 3 are perched on a single gen immediately.

    It also removes a team mechanic from the survivor side. If you're solo working a gen without knowledge that a teammate is working on the one at the tile right near you, a 3 gen situation can be inadvertently created. If everyone spawns together they can pop a gen, skip the next one as a group and even without comms or bond/aftercare/empathy perks they can work as a cohesive unit to ensure a 3 gen never happens. If killer shows up, 1 survivor goes for a run and the rest just continue on with the knowledge they aren't in danger.

    At least in my opinion that makes the game stale. When I can shuffle across the map with a teammate or two and just keep popping gens without a care because the killer can in essence only chase one of us.

  • @jajay119 said:

    I've noticed in recent weeks that I've had killers appearing out nowhere with no terror radius. I know certain killers like Michael/Ghost face consistently can hide their terror radius but I'm talking about killers that haven't consistently had this happen at any point during the match previously and it only seems to happen randomly and never more than once.

    Is there a random perk/hex that fascilitate this or is it a glitch?

    They are likely running tinkerer perk. It removes red stain and terror radius when a gen hits 70% (might be off on %). While your gen might not be that complete it procs if you have teammates doing gens.

  • @jajay119 said:

    Out of the last handful of matches I've played most of them I've spawned alone. Im not sure what could lead to such a drastically different experience.

    I do agree if this is an issue though it should be fixed.

    I suggest running bond if you play survivor for your next few games. You might appear alone but the other 3 will be within 24 meters of you. Last night 10 survivor games no shrouds played and with bond I spawned next to a teammate every game, spawned all 4 together around 80% of the games.

    I do remember a year or 2 back they addressed the issue because some survivors were spawning within LOS of the killer which is understandably not acceptable.

  • @MeltingPenguins said:

    Lately I've seen more and more absolutely absurd spawns:

    multiple totems and gens spawning on directly adjacent tiles or even in the same room, everything spawning on the same side of the map or on the same side on the same floor. (just had a match on midwich with literally the sole two hooks on the upper floor spawning right next to each other)

    This is getting beyond absurd by now.

    Literally had a game in Coal Tower MacMillan early that spawned 6 LT walls (no other generic tile spawns), the main building, and killer shack. 5 of the 7 gens spawned inside the LT walls and of the 6 total, 2 pairs were adjacent to each other and another two were adjacent to the killer shack and main building respectively.

    This made the map unplayable as the killer because every corner was a window that lead to another window so the entity never blocked anything and there was no possible way to stop the looping. I've noticed this is getting a bit stupid lately (since they disabled multiple maps) where gens are spawning in packs of 4 and 3 across the map and even with purple offerings to reduce distance between hooks there are gigantic dead zones for hooks.

    Here is a reference photo, the red circles are the amount of windows just around the main building alone.

    Screenshot (11).png


  • I love the adepts for a challenge and don't mind achievements being the only reward. I've been on a grind to adept all my killers after adepting all owned survivors. Honestly before any reward gets talked about the system needs to be fixed. Ive scored 31700 BP on Demo and gotten Ruthless killer (made a thread about it). I've played Bubba since release (first killer I P3'd) and cant get adept on him because either I get insanely good survivors who know how to play or the game ends so quickly I get brutal killer at 17k BP while all survivors are around 10k.

    Adept needs to be fixed for killer to allow 3 iri 1 gold to reach adept before rewards come into the conversation.

  • @jacindazs said:

    Can smb describe how exactly penalty for FC works? I thought killer should got less points, if he is staying 1m from hook (literally hard facecamp).

    But 28 900 points is not penalty!!! It is ridiculous.

    In this game, killer face camped all of us. Sometimes more than 30seconds. So this mean about 6x 20 sec. So 2 minutes of facecamping? And still got 28 900?

    https://us.v-cdn.net/6030815/uploads/AAMHSYMCJNNC/dtrdtrdt.jpg

    If he scored 28k+ bloodpoints he didn't hard face camp. The killer might have face camped you at the end to get a 1/4 kill just out of frustration or you looped him well enough that he wanted to punish you. Unfortunately there is nothing that can be done about this because by the metrics he played what BHVR would see as a mid-level/good base game experience with the bloodpoints he earned (max BP per game is 32k).

  • This isn't some 'you just don't know' but honestly if people didn't play with the 80% SC speed before the nerf then they don't understand how utterly broken the perk can be.

    Medkits are powerful but a killer can see pre-game and bring counters like Franklin's, Caulophobia, or Sloppy. SC is a random shot in the dark where a killer can waste a perk slot for something that doesn't quite impact healing done by other survivors.

    SC can be used effectively well, it is in a good place because it gives a survivor a free option to heal (regardless of teammates left), and it needs to be slower because when it wasn't a good looping survivor could tap heal while running a killer.

    Not to mention the absolutely disgusting days of dead hard/SC where good loopers would purposefully get hit at pallets, stun killer with a drop, run to next pallet and start SC only to be a single tap away from full health making them immortal in a sense unless the killer purposefully ran away.

  • I seriously had a newer player (a killer) that wanted to report a bug he/she recorded. I was on survivor and the only non-console player besides the killer. Post game we had a decent talk about the bug (literally have words like "rock" getting censored) then I almost died laughing when I told him/her to edit the game he/she recorded down to the bug he/she was purposefully replicating and email to bhvr bug reporting. They literally censored the word email. Had to add the other on steam to actually assist him/her whatever. They need to turn this censorship nonsense off and just let people enable/disable post game chat.

  • @Demogorgeouse said:

    As killer, you pretty much need gen regression perks because the speeds are too fast. Alot of the time, two gens pop in first chase. Not to mention how survivors spawn right next to gens 8/10 of the time. So my idea is to make it to where it takes about 2x the time it would normally take right now to do a gen. Stuff like brand new parts are also in the game, making gen defense bad without perks. The average chase is about 30 seconds, and thats the same amount of time kt takes to do a gen with 3 people.

    As a killer main with way to many hours in this game on PC and PS4 gen speeds are a tricky subject. They don't necessarily go to fast since a single survivor on a gen is close to around 3 mins. The issues arise with perks like Prove Thyself, Leader, Jill perk (blanking on name), and Flash Bang encouraging gen rushing at the expense of other survivors.


    The only 2 viable solutions I know of would be BHVR recoding tiles so that max survivors on gen would be 2 not 3. This reigns in some of the troublesome meta perks and would regulate speed fairly well.

    The other would be a second end game objective such as, when all five generators are completed 2 chest spawn in the map, these chest contain keys to unlock the exit gates. If gives survivors something to do, killers could be blind to the chest so they would have to run around as well and it gives options. The only downside is the trolling survivors of SoloQ grabbing a key and golding a game hostage. That puts the impetus on BHVR to actually investigate their reporting system, which I doubt they want to do, need that money for licensed killers!

  • @[Deleted User] said:

    You'll never get adept with less than 4k, even prior to emblem system it was 4k. Now it's just 4k plus.. 2/3 hooks on everyone basically.

    Not trying to be a dick, I got adept on Nemesis, Nurse, and Trapper all without a 4k. 10 hooks, no camping + 30k or more BP should be a merciless rating. Kind of an addendum to the OP with pictures. The only reason it's 10 hooks and not 11 is that the survivor with 10k BP let himself die on the hook before anyone could get to him when he was hooked for 2/3.

  • I've noticed this same bug every time I play survivor. I only do Solo Q and it only happens if I run with no items. If I have an item at loading screen I get no sound notification. If I don't it starts the game all survivors names red and makes franklin sound before reverting names to white.

  • @IrishRedCap said:

    This has happened on 2 different killers today. Demogorgon, Trickster (twice).

    The issue that is happening is inconsistent. After breaking some pallets or getting pallet stunned the forward movement (including lunge from holding M1) is locked in position. This requires movement to be only strafing side to side or backwards to have any motion.

    So far it has happened twice to trickster being pallet stunned and 1 time with demo when I was pallet stunned then broke pallet. The only resolution for this that I can find is to go into settings mid-match, unbind the W key for forward movement, save settings, go back into settings and rebind W key for forward movement.

    With Trickster this worked 1 time but the second time the lock never left so the survivors just ran carte-blanche throughout the rest of the game. With Demogorgon it worked for a few seconds and then locked again until I got bored and spun in circles for about 2 minutes after which it randomly unlocked and allowed forward movement again.

    Slight edit if it might be map specific (quit playing killer today after this happened multiple times). For Trickster the first map was Coal Tower, Macmillan estate; Mt. Ormond for second time it happened. For Demogorgon the bug happened Lampkin Lane, Haddonfield.

    Update, ran across another killer (I was playing survivor) who claimed he could not move after breaking pallets on Hawkins with Nemesis. It was visibly noticeable that he would break a pallet, stand still for a second, then move backwards/sideways before finally moving forward again.

  • @InnCognito said:

    PC platform.

    I've been trying different flashlights in the game with Various bulbs, grips, batteries and Yellow, Purple and Green Flashlights. When I use the flashlight in game. I get the "killer blinded" notification sound effect after using the flashlight, but nothing happens now to the survivor being carried.

    Each time I look to see if the killer has Lightborn after the match, and nothing. So I have no clue what is up.

    Thank you!

    It is likely as others have said a timing issue. I haven't had issues blinding for flashlight saves for fellow survivors but I have noticed both killer sided and survivor sided that console players tend to start the flashlight a little bit early. The blind happens mid-animation of the pick up which won't cause the killer to drop a survivor. They have to have the ability to move (not in animation) for the save to work.

  • I think a lot of people are mistaking a safety pip for a rank up pip. As a killer main im actually taking OP side here. There are some games where the skill difference is.... glaringly obvious... If the game has gone 1 gen with 2 deaths and im on the tail of the 3rd survivor then when I catch them there isn't much left for the last survivor to do.

    Escaping through hatch regardless of amount of objectives/survival/untouched/altruism left or achieved should give at least the black safety pip of 0+/-.

    Could it be abused by survivors who refuse to pull their weight and hide in corners. Yes, but realistically their rank will stay low/median for their level of skill.

  • @str8upampd said:

    this is just an idea of my rework of the trapped.....let me know what y’all think

    1) trapper should start off with 8-10 trapper which will eliminate having to search the map for traps and will make it so much easier to trap up a particular area you want

    2) the trapper should be able to trap one generator, one hex totem or dual totem, one locker and one chest...let me explain

    generator- so if the trapper traps a generator if this generator is completely repaired by a survivor it won’t count as a completed generator so pretty much the trapped generator is designed to waste the survivors time

    Totems- if a survivor cleanses a dual or hex totem that is trapped the survivor is placed either in an injured state if healthy or a dying state if injured

    lockers- if a survivor enters a trapped locker the survivor is placed either in an injured state if healthy or a dying state if injured upon exiting

    chest- if a survivor opens a trapped chest the survivor is placed either in an injured state if healthy or a dying state if injured after opening the chest

    now only one generator, chest, locker, and totem can be trapped per match

    Rather than the gen not being completed there have been multiple people over the years suggesting that Trapper be able to place 1-2 traps INSIDE gens. This way when a survivor interacts with the generator they get their arms trapped and must struggle or be freed like usual.

    Could even throw a CD on it say... "the same generator cannot be trapped again within 120 seconds of a previous trap being activated on the generator". This prevents ungodly 3 gen strats keeps Trapper pretty mundane but gives him some map control and gen pressure, the two things he is overwhelmingly lacking in.

  • "Second of all, one of the HUGE underlying weaknesses of demo is the fact that he gives audio cues for almost anything he does. The fact that you can hear his footsteps from a mile away and that they are pinpoint trackable makes him extremely easy to loop and completely negates any stealth ability from portals or perks. He also screams everytime he lunges, hits a survivor, hits a gen, breaks a pallet or destroys a well, which can give huge amounts of unnescasery information to the survivors especially in early game when the killer is unknown."


    I want to add one global sound a lot of people don't notice but gives away demo position and provides insane safety for survivors. When you charge shred (aka open demo mouth) all survivors can hear the Tssss-click-click-click until its released or demo shreds. This can even be heard WHILE destroying a portal basically informing anyone near a portal that demo just saw you with Killer Instinct. So that side of his portal power is entirely moot as if you.listen for it you.know when to get away and hide from any nearby active portals.

  • 2 things.

    1) Have Trapper either start with all traps possible on map (then restrict it to 1 carry after they've been placed) OR have all traps start in an open position so even if they spawn bad trapper isn't required to run the entire map to use his power.

    2) Make uniform collision hitboxes across all killers and survivors so loops become a skill.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767847#Comment_1767847

    There is no doubt that shack is a really strong tile with or without blood lust. It would be okay when loops like that would be a rare ressource on every map.

    I think we have your answer when you play pc only. Most streamers play with crossplay too. Most bad pc players have crossplay activated, so you get mostly good player.

    And against this good players nobody has a chance not even players like Otz when they use low tier killer.

    But i dont understand the people who camp bc they cannot handle good players when they could instead turn crossplay on. ( i dont mean you)

    My problem with bloodlust is still the same i have with ruin/undying. Unfair maps are not okay bc you have bloodlust to counter it. Fast gens are not okay bc you can use ruin/undying.

    But yh it could be that they remove bloodlust without changing some maps. I mean it seems they think the god bus and the normal bus are the same strong tile.

    In the end only a good MMR-system could show the devs how strong survivors are. But would they balance around high level? How would you balance it without making the game unplayable for noob survivor?

    I think we only disagree about BL. High skilled PC players BL plays an integral role in actually allowing ALL killers to stand a chance not just meta killers.

    I prefer to stay off crossplay personally since when I turn it on it makes the game boring. Yes I can 4k a group of consoles within 7 mins of the game starting but thats... no fun and feels like I'm picking on players.

    Personally I think Devs need to focus more on tiles as a whole. Dead zones shouldn't exist but Ormond shouldn't have 3 pallets spawn on 3 adjacent tiles. Breakable walls served no purpose besides turning some buildings into death traps (if killer doesn't break) or recreated infinites unless killer devotes time.

    The shrinking of maps is exacerbating the problems that were there. I am not arguing for BL 2 or 3 to stay as I think they are detrimental for newer killers just trying to learn to chase and mind game. BL 1 though serves its purpose and makes survivors drop the stupid amount of pallets that spawn on some tile sets.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766865#Comment_1766865

    Survivor games were better for me then with bloodlust. Leaving the Loop creates so much distance and on some maps there is no risk because there are not many deadzones. But as survivor i get a lot of bad killer.

    I lost against a really good huntress, but the game was hopeless anyway. One first down dc and two urban survivor. And a trapper who camped the basement got 2 kills.

    10+ times shouldnt happen when the killer is doing everything right. I know one place where deathslinger cant catch up but hes 110%.

    Killer Shack was not that bad. And i played with Myers, Pig and Wraith. The vault outside then inside mindgame is difficult now. But the door fake to force a slow vault or the pallet drop is fine. When you fake the door fake you get still a hit after the survivor vaulted. But the part outside of shack without the window got stronger. You can just stay there and see the position of the killer and mirrow him.

    But i never used bloodlust to get a hith in shack anyway. When a killer wastes time with bloodlust the survivor can force a pallet break. Its too much time wasted. The best way to deal with shack is to run it the right way around and force the pallet.

    I won every game except with demo. I need to play him more. But there was only one decent swf with head-on. I got them two times in a row and the second time i played legion and got free downs bc i knew to respect a locker. In the other matches was atleast one weak link.

    Seriously i dont know whether i am getting worse players then you or you struggle against the same survivor i have. Do you have a video etc?

    Do you play on pc? With crossplay on/off?

    I play PC with crossplay turned off majority of the time. I turn it on to make the game simplistic to finish Tomes otherwise the skill gap between PC and console (especially switch players) is disgustingly apparant.

    From currently a day and a half of blood lust removal I've seen a large uptick in camping/tunneling which is a detriment to the game and going to lead to more bitching from survivors.

    Killer shack has become more difficult, not impossible, but difficult to either get a greedy hit (survivor staying to long) or baiting the pallet quickly. If you stay around shack and aren't concerned with dropping the God pallet its not difficult on survivor side to run loop a few times (this is door AND window) take a hit and stay. Then throw pallet the moment you get killer in shack and just bolt away like its nothing. No fear in keeping the chase active after 1 hit when you are guaranteed to make it to safety.

    The biggest issue I have seen is for 110% killers that dont do well with good survivors (hag particularly) I've been almost forced to play PWYF to get w/e little boost I can without having to turn pub mode and turn MWD on. Huntress has always been an iffy killer to nail down. The range makes her excellent, the hum makes her obvious, the speed makes her frustrating. 110% killers (sans huntress and deathslinger [1 game each]) have been non-existent in my games this weekend. So the already dwindling acceptable killer list is shrinking even more.

    @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/207496/if-bhvr-is-so-intent-on-remove-bloodlust-again

    Stop relying on bloodlust and outsmart survivors during loops and jungle gyms. You should not rely on speed boosts to catch a surv. Rely on mind games just as survs have to. Aka, get good.

    Yah join the conversation when you have more to input over a primary school response. There is a difference in RELYING on blood lust and having it as a backup when you have a survivor with 2k+ hours that would probably run a pleb for 5 gens that doesn't know how to break off. Someone who can run loops + chain loops is balanced out by the existence of BL1.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765425#Comment_1765425

    It seems my long comment is gone after i edited it. Maybe i cant see it, i dont know how this forum works. So again:

    Then im a top 5% player (im clearly better than most, i see so many mistakes in their gameplay)

    I think MMR could be active, (hard matches with hag) but has nothing to do with winstreak maybe playtime with the killer

    I play all killers so maybe i have not so much playtime on one killer like people who main one

    I play against many red ranks (but i have no statistics, maybe i start counting)

    Im a better killer then a survivor but 4 survivor on my skill level would beat me.

    In my experience its easier to reach a good enough level as survivor (you dont need fancy stuff like techs), but for some unknown reason most survivor fail to reach this level. Maybe it was easier for me bc of my killer experience?

    Its easier to play survivor if you play killer constantly. Knowing POV sight helps tremendously. BL removal for day 1 btw. 25 games today (classic killer fk over test since killer queues were 5 seconds long).

    20 games survivor all vs red rank killer all solo Q. (I main killer and hate survivor btw I think its resoundingly boring to hold m1 and press space). 19 escapes only 1 death due to a face camping freddy that had to be salty he got 5 gen'd before downing 1 person. Unhooked them he downs me camps face team leaves. Every other game 2-3 people per game escaping. Killers obviously struggling with getting downs. Abused quite a few (including a plague) on long loops where I could run the loop 10+ times before having to drop pallet.

    5 killer games. 2ks every game. The feeling of BL gone was noticeable especially around killer shack. No more mind gaming allowed at that loop and the 1 game i got of McMillan was a joke of a game. Start a chase they all bolt to main building and use stairs to escape thx to a single open window.

    I hope devs see the ######### show they unleashed and quickly reverse this crap and not do live testing again.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764586#Comment_1764586

    Its normal to 3k + hatch almost every time. Just watch most streamers. Otz plays EU and he gets 50 win streaks. Crossplay enabled could make it easier. Or playing on console without Crossplay.

    Does that mean you win most oft the time against swf death squads? No but you almost never meet them.

    Picking Otz as an example is a bad choice. 95% of players aren't on his level or understand the game as mechanically as he does.

    Yes you run across swf constantly at red rank and if you want to pull the streamer card go watch FunGoose. Extremely skilled streamer like Otz and just as mechanically knowledgeable. He plays survivor its always either duo or full swf. Watch Puppers play survivor and loop red rank killers for minutes on end. High ranked players skew the stats so much from their amount of time played. If you're 3k + hatch every single red rank game then it's a farce. You're probably dealing with purple rank survivors because no matter how much BHVR wants to claim its out MMR still affects games. If I play Myers or Bubba (my two main killers) its always 4 red ranks, usual game is 1-2k because they don't give a rats ass about teammates or totems. They plant on gens and by hook 3 they have finished 4 gens while properly splitting up for the 5th.

    If I swap to Blight or Trapper (2nd most played pair) the ranks I play drop to a mixture of red/purple. If I go Nurse or Billy (arguably 2 of the strongest killers) the ranks are all purple some mix of greens occasionally.

    There is an easily observable skill gap in survivors who KNOW when to drop pallets or take a hit to position themselves. Or pre-drop a pallet to help them set up. BL 1 is the catalyst for them to learn these skills. Without it the game is going to revert to find killer shack and be safe in an infinite, all the time killer spent chasing me is wasted now haha!

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763573#Comment_1763573

    You are playing since before bloodlust and still struggle against average red ranks? Nobody should depend on BL for that. BL helps only to secure one safe kill. Against the rare 5% survivor-team who isnt braindead, BL is useless too.

    I want this noob mechanic gone and instead good maps and fair loops. No Cowshed, Haddonfield or Ormond. No house of pain.

    Personally I would rather they focus on map and tile placements before touching BL. The small maps have caused random double and triple pallet spawns. Ungodly LT walls spawning right next to each other (not just on McMillan). The problem, their solution was breakable walls... Which means killers have to invest time or give up a chase to cut down a strong loop.


    @ScoopsAhoyBoy said:

    Bloodlust is useless it’s a 0.2 m movement speed boost after 15 seconds which hinders more than helps. If you’re chasing a single survivor for 15-45 seconds without breaking pallets or hitting them...You need to reevaluate, you’re literally giving the other 3 survs way too much time to heal, repair, and cleanse. Go for them, if they have sprint burst leave them, DO NOT CHASE, it’s pointless and you won’t catch them. Don’t fear pallets, bait or if you suck at doing so use enduring. It’s not hard, I 4k consistently at rank 1 even against teams on mics, it’s all about map pressure, mind games, and awareness, not chasing, speed boosting, and “op” perks.

    Dude I dont really care about your anecdotal "I constantly 4k at red ranks". You are either lying or playing some obscure server that isn't NA or EU. 3k+ hours in this game on PC and console combined and I've seen enough people claim the perfect every game even against swf. Stats don't lie and if you honestly think BL 1 is irrelevant then I can undoubtedly know your full of it. Good killers dont always bait pallets or break them. Mindgames exist for a reason, a 15-20 second chase against a good, and I mean actually good, survivor is optimal.

    BL 2 and 3 might be crutches but also abusable if you chase some soloQ that lead you directly to a gen being worked on. Easy pressure but thay doesn't always happen. Safe pallets should be broken but an unsafe pallet that a derpy survivor tries to hang around gets punished hard by BL 1 and lunge as it should. It keeps the small loops playable and lets killers catch survivors who venture into dead zones without having to work around tile terrain collision and get frustrated at a slight angle off getting you stuck.

  • Its laughable seeing all the entitled survivor mains drool over BL removal. They don't look at actual times and just REEEE about being downed.

    88 seconds for solo generator. 1 killer 4 survivors. Split up and with a half-competent survivor they can loop minimum 35 seconds. This is them falling for any killer mind games and not understanding tiles. The first hit already gives you ample time to reset yourself. 3 seconds of blood wipe + a speed boost makes killers 115% a joke. Then with optimal time and frankly dumb survivors not counting any pallets you are looking at a minimum 12 seconds of blood wipe. 2 seconds of picking up animation and a crippled speed of the killer while carrying to hook survivor.

    By this time 2 if not 3 gens can be completed if not 80%+ finished. Regression is an absolute joke mechanic without PGW and tapping makes it irrelevant if you don't waste a perk slot.

    Congrats 1 hook in you've completed 3/5ths of the game on your end...

    If you're even half decent 4 gens goes by the time you get 2nd or 3rd hook because you can't chase and pressure multiple gens at the same time.

    BL 1 is a necessity to stop abusing of chain loops and greedy survivors who don't want to drop pallets knowing they have st least 2 hooks prior to death.

  • yes you are correct I missed ebony moris. I personally nvr use them unless I get the kill by hand dailies so it slipped my mind. nice catch

  • Shorter loops on new maps are moot without BL. Drop 1 pallet run to next short loop and with positioning you can make it easy to abuse before having to drop pallet or mess with aim assist to screw with killer.

    Long loops are going to turn back into semi-infinites with proper positioning and practice. If survivors can't keep a timer in their head then the devs literally removed the last skill cap survivors have.

    BHVR bending the knee to the almighty $. They can sell more skins for survivors and get a player base if they cater to the 4 over the 1.

  • @FrootLoops said:

    funny enough, being at green rarity means that they have a 1 in 35 chance to appear in a survivor's bloodweb in one of the green slots (1 in 27 for killer). I think the most green I've seen is 5, so that makes it 1 in 7 chance per bloodweb to get BPS

    Pink rarity may only get 1 slot per bloodweb, but moving BPS into pink rarity would actually give it a 1 in 4 chance to appear, as well as reduce the chance of getting "busted" add ons and offerings (anti-hemoragic, BNP, Mori, etc)

    Any objections?

    Here's the one issue here... You conflate addons with offerings and they aren't the same. There are no pink offerings available in the game anymore (dlc characters being the only exception but they have been disabled).

  • Personally an easy quick fix for wraith inho would be this change to his power.

    Allow wraith to swing 1 time from his stealth/invisible mode. Regardless of if this swing hits a survivor or not wraith becomes uncloaked during the blood wipe/down time if you miss. If wraith is uncloaked in this manner he is unable to use his killer power for 20 seconds.

    This means wraith keeps his built in hit and run mechanic. It gives him a slight buff to be sneaky and jump scare people without pushing him into that threshold of hit-invis-hit repeatedly.

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