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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232380#Comment_3232380

    Or maybe survivors should just leave when they open the exit gate instead of taunting the killer.

    They often do. You just think they don’t because you had a handful of matches where they didn’t.

    This still doesn’t excuse the unsportsmanlike playstyle you chose to play. You are literally trying to blame the teammates you let die for the tbags the other players did. So in the end you are no better than the people who chose not to leave and tbagged.

  • Sure, because somehow players are suppose to be mind readers and know you are doing a challenge.

    Also, survivors have been playing selfishly since before the hatch challenge. So I guess now they can just use that as an excuse.

  • Oni…

    Just kidding. Although he is my least favorite killer and despise having to face him, I still tough it out.

    Me looking at all the bodies hit the floor as they are being slugged and wondering if I’m next:

    4DFA1660-A126-4164-98F4-37C4478298A1.gif


  • I still find it useful. Then again I usually like going in for saves so I get more use out of it than those who don’t. Pair it with BT so the killer will actually waste a lot of time should I have to trade hooks.

  • Ngl Lately Mikaelas have been letting me down.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230631#Comment_3230631

    By definition a buff is anything that makes something stronger / more viable. We are talking about QoL yeah, but SoloQ would become significantly stronger with a way to communicate implemented thus making it a buff.

    As I said before, a voice chat is not a good idea. It would mostly be used for toxicity, there would be a language barrier and some people may not feel like talking to complete strangers. A set variety of options to say things like "Look out.", "Killer is on me.", "Going for unhook.", "Gen nearly done." would deal with the issue better, though the option to mute someone might still be necessary as some people would only use it for spamming.

    I agree though that survivors should see each other's perks before the start of a match.

    I think the worst decision BHVR could make is to refrain from doing something simply because of speculation.

    Like, you are saying it would be used mostly for toxicity and I disagree with that. Yes there are going to be griefers as with every game. I don’t want players to miss out on a feature because of a hand ful of people worried about not having voice turned off and hearing what they don’t like.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230625#Comment_3230625

    Okay, I'll explain it to you simply.

    Giving a global indication of what each survivor is doing makes the team much more efficient as a whole. You don't need to waste time anymore going to a hook because you know one of the teammates is doing that. You don't need to play safely and can just run to gen and hold M1 because you know the teammate is in the chase. You don't need to go try and heal a survivor because you know one of your teammates is healing him.

    One guy can now go unhook, and 2 other guys can stick to gen. While without this information, it could be that 2 survivors try to go unhook while only 1 stays on gen. There are more use cases, but these are just some of them.

    Keyword - EFFICIENCY. Survivors have more information about their teammates - a more efficient team. More efficient team - a buff in my book.

    This is not a quality-of-life change, this is a massive buff by giving survivors loads of free information.

    Quality of life change would be making the blood web faster or making the struggle button a skill check instead of A-D mashing.

    You seem to focus a lot on the change itself, but don't look at the consequences of that change.

    Your logic doesn’t make sense. It isn’t a “massive buff” when Voice comms being a base feature in-game have 0 effect on SWF survivors.

    Solo Queue is missing what SWF already has and the devs acknowledge VC is within the rules and doesn’t change the game much.

    Are they (solos) going to be more efficient? Perhaps. Right now it’s been proven that you can bring Kindred, a perk that will literally be better than any kind of info you could get via another person’s voice and yet they still refuse to save, still refuse to get on a gen.

    I could understand if it was something like when someone is on hook all gens being worked on light up or something. Because then not even SWF have that.

    The problem is that you seem to be stuck in the year 2016 when voice comms really made the game easier for survivors considering what they had to work with back then. The game has evolved and it is no longer what it was.

  • It’s not because it’s already available just not intergrated into the game and the devs accept it as part of the game.

    If anything right now Solo queue is underdeveloped, not in a “nerfed” state because it’s missing a feature that the devs themselves acknowledge as being key part of the game. They encourage survivors to work together in MANY situations yet feature no tools to coordinate with.

    -Voice chat

    -Ability to see perks in lobby.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230506#Comment_3230506

    Do you understand that you're adding this feature for ALL survivors? How many solos/randoms do communicate via Discord?

    It's as if you're suggesting that 4 random soloq players send a discord link in-game chat and talk. And adding in-game HUD indicators is just replacing Discord, except it's not.

    Again. You aren’t “buffing” SWF (Because they are already on comms), you aren’t “buffing” solo because it’s a quality of life feature that should have been in place already.

    So I ask again, what is the buff? I mean the “massive buff” that warrants more killer buffs than the ones you’ve already gotten.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230499#Comment_3230499

    Yes, its QoL change which results in a massive buff. Same as you'd give hook count per survivor for killers - QoL change into a buff.

    Lol a “massive buff”, how is adding voice chat a massive buff when you can already communicate on other platforms like discord etc?

    Explain that one.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230346#Comment_3230346

    "Doesn't need a buff"

    "Ability to coordinate like SWF"

    Are you reading what you wrote? How is this QoL change lmao?


    It is a QoL change because Solo Queue doesn’t have the ability to communicate. So by giving them comms they can and coordinate accordingly.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230375#Comment_3230375

    You're ignoring the simple fact that the killer has very little control over when main event is triggered. They activate it manually, but its buildup requires landing ranged hits, of which you need multiple to even do damage, and of which also heal naturally if a certain amount of time passes between hits. it also starts a timer of 30 seconds once filled, and the power must be used during that time or it is completely wasted and reset before even activating. All of this on a 110% with no mobility, which means they have a considerably harder time getting into a proper position to make use of it in the first place, especially since they are slowed during its active phase.

    If you are a survivor vs trickster you literally just have to play against him like a less effective huntress, all of the same looping and tile traversal tactics apply. It's called "main event" and yet most trickster players can go entire matches without ever getting a single opportunity to use it effectively, which is what needs to change considering its literally half of his power. As i compared earlier, even mikey at least has control over his power, and thats one that can outright grab and mori people with the right addons.

    I’m not ignoring anything, I am sticking the scenario OP presents. If you didn’t hit your knives when you should have that is on you. The survivor is equally punished for not finding LoS and giving him Main Event as a result.

    All I am saying with regards to what OP is talking about is the fact that once you do have Main Event, you shouldn’t expect it just to hit because you have it, you have to be smart about when you are using it. (I.E. open zones, survivor stuck in a long hallway etc)

  • I never use Main Event unless I am certain it will at least injure the survivor.

    There is also legit areas when a survivor literally cannot have enough time to react, so it’s fair to say that there should be scenarios where if the survivor plays smart Main Event shouldn’t be as powerful if you decide to use it right there and then.

  • @Blizwise said:

    Allowing them to speak only adds to SWF… you literally increase the bullying by a ten fold now..

    as someone that has done game balancing I can say this would 100% make things far much worse.

    swf a discording or using a third party to communicate as it is. All you would be doing is adding solos into swfs…

    then you gotta buff the killer to be almost unbeatable. Would have to be no more 3 hooks, no more 2 hits, every perk to take a extra hit would have to be gone, or remove any type of healing.

    It sounds good to stop but it actually becomes a balancing nightmare.

    best way I can think of would add .2ms to the killer for each survivor in a party and reduce the penalty for swing misses slightly, then go from there. It makes the killer slowly buffed per party member. But that is also a nightmare in itself

    How do you figure it would be a nightmare when SWF isn’t a nightmare to go against atm? And I’m not talking about High MMR which the majority of the DBD population isn’t even there.

    Also, bullying will happen regardless. It happens now in text chat and I don’t think they should stop from introducing a necessary feature because a handful of babies can’t keep their comments to themselves.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230172#Comment_3230172

    Especially at bleeding edge ELO in DbD. Bad comms vs good comms make or break survivors at the competitive level against that level of killer player (to use an extreme example). Players often frame the discussion around the assumption of absolute average killer play vs good survivors with added comms. Rarely does the discussion take into account high level killer play vs average/good survivors, or elite vs elite on both sides. You have to be able to manage hook states, spacing, and chase location against a great killer player with a stacked loadout. And it's just not good game design in my opinion to say "Well, since you're solo, you're going to be short 3 or 4 perks just to have any sort of information. Sucks to suck."

    Exactly. Which is why I have never understood the notion that Allowing QoL changes to Solo Queue= Buffing. When in reality Solo queue being at a disadvantage doesn’t mean they need to be buffed nor that SWF is somehow OP. It just means that solo has become a half way baked idea without necessary features to play the game.

  • Killers don’t need any buffs because of SWF.

    Solo queue doesn’t need a “buff” it needs QoL changes. As in things that give them ability to coordinate like SWF. Period.

  • @[Deleted User] said:

    I'd be fine with adding it. The community gets really goofy about this subject and debates it as if no other online game has ever had voice comms. Yes, language barriers might exist. They exist in literally every other game too. Players work around it, use a chat wheel, or turn VC off.

    If players don't want to use comms, they turn them off. Again, I'm not sure why this community talks about VC as if it's some sort of unsolved mystery in gaming. Not everyone would use it or be required to use it.

    You'd probably see more use of it in higher MMR, and that's literally what SBMM is supposed to address. Killer players that don't rely on disorganized solo queue play would be at the MMR level of those utilizing voice comms, and it would theoretically be a non-issue if matchmaking was tuned accordingly. If a killer simply can't handle playing against survivors that communicate, their MMR would adjust to a level where survivors typically don't utilize comms effectively.

    I agree with you, I think it’s weird that people act like voice comms is foreign to gaming. It’s literally in modern gaming. I remember the days when you had to use teamspeak because games didn’t have intergrated VC yet.

    I play Evil Dead also and they have VC and a ping system. Same with VHS and I am pretty sure TCM won’t be an exception.

    DBD isn’t what it once was in 2016 so to be the game has evolved enough that voice comms isn’t a big deal. It’s actually needed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230105#Comment_3230105

    Oh is it?? i guess this wont be proof enough for the like of you right??

    https://us.v-cdn.net/6030815/uploads/H5DA6BRD06BW/image.png

    But you are kinda funny, claiming the survivor side have to use MUCH MORE skill by holding M1 and succeding a skill check once in a while.

    While that the campings killer just have to stand still and do nothing when they camp.

    And in the next post you litterly complain that i left out the skillchecks in my comparrison, just like you left out a whole lot in yours, as i adressed in the post you refuse to reply to, because it proves your complains wrong.

    An image of your tome is suppose to prove something? Lol

    I never said survivor’s objective requires more skill. YOU brought that up buddy. You know… when you tried to dismiss my comment by claiming “well what about…survivor’s skill” 😉

    I don’t think you are picking up what I am putting down. You literally (in an attempt to be funny) claim you can put a rubber band around your controller and complete the survivor’s objective completely forgetting that there are skill checks so your whole “rubber band” scenario is bogus at best.

    You seem to be missing the point because you keep attempting to dismiss the main point, which is that by definition standing idle at the hook isn’t only not skillful but also not good game design. But go ahead and pop off 🙌

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230020#Comment_3230020

    And you think holding M1 requires skill?

    I can put a rubber band on my controller to do that for me.

    But since its the small things that apprently are skillful by your standards, then camping does require you to keep an eye out for survivors and and move around to keep a better view, and correctly time a grab, within all the fake unhooks.

    Also its kinda funny that you only choose to answer the first line of everything i wrote.

    Again not even going to entertain the comparison because it isn’t the same thing.

    The simple fact is that we aren’t talking about one requiring more skill than the other. Your whatboutism argument doesn’t justify the absurdity that standing in one place while gaining pressure is.

    Yes I chose to only answer the first line because the rest was not worth responding to. It’s clear you don’t play survivor so I’m just going to assume you think the rubber band on the controller is going to hit every skill check, merciless storm skill checks etc. That is how misinformed you are.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220732#Comment_3220732

    But rushing gens takes a lot of skill, i see...

    Anyway, if you think skill is so important in a computer game, you might want to try something else than dbd.

    There are plenty of counterplay, Flashlights, Saboteur, Breakdown, DS, BT, Kinship, Kindred, Flashbang(s), Guardian, OTR, Overcome, Reasurrance so please stop taking the victim role here and try to adapt.

    Are your team running full genrush builds, well then its on them, not the killer.

    Im running a specific build to try and counter some of that, also approaching the hook from different sides 1 stays hidden and 1 takes aggro from the killer works wonders against a lot of the campers.

    I play both sides and i defo. understand why some killers do camp, if 3-4 gens pop and they just have 1 hook, well that means that they hardly will have time to get another down, and it dosnt mean that they are bad killers, but gens fly really fast.. Yup i know that gen times got a total of 50s extra time, but have you seen all ther perks thats is added or changed that makes it even faster to fix gens?

    Not that it’s in any way comparable (which is the actual funny part) but at least with gen rushing you are required to hold M1, Camping doesn’t even require you to touch your mouse/controller.

  • I don’t think SWF needs to be balanced considering that there are way too many perks put the killer is a completely different level than survivor, perks like aura reading perks that not only get rid of immersion, not to mention they just gave you a huge buff with regards to gen progression.

    I really don’t understand how some of these suggestions seem to be stuck in 2016 when yes things were not entirely balanced and there were comms adding to that. It’s 2022 things aren’t the same in DBD and SWF is no longer the issue anymore.

    Also, I’ll say this again even though it has already been said countless of times. Just because someone is in a SWF doesn’t magically make them a better looper or restrain them or force them to do a generator. Those are things that someone who is reliable does. The fact is many if not most solos act as if it’s a single player game. Not taking hits for each other, not saving people, barely doing gens when they should… the list goes on.

  • I play both and enjoy both. :)

  • Take care of yourself

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228995#Comment_3228995

    But SWFs are almost always done by people who share at least one language and comunication is what counters Eruption, not aura reading seeing your companion auras doesnt alert you when someone is going to get downed unless you are also seeing the Killer aura, you see someone hurt but you dont know how close is the Killer, he may be 20 meters away or swinging for the down.

    There would be a language barrier in more cases than not, Europe and Asia have more players than USA and even then USA can get paired with Mexico and the rest of central America, then there is middle east, Iranians and Israelis dont speak arab and the arab speaking world doesnt speak yiddish or persian, as far as I know Australia is paired with East Asia. You cant adjust the servers for Europe nor Asia because that would reduce the pool of players enormously in some countries.

    Hell even at certain times Ive got japanese people on my lobbies with full japanese bios on their profiles and speaking japanese kanjis on chat so Im 99,99% sure they were real japanese and not weaboos trying to put an act.

    I mean we have voice comms on Evil Dead the game and it’s not a problem there. This is the case in many other games as well. This isn’t anything new.

    I don’t know where you are located but I barely get anyone in my lobbies that doesn’t understand English, that’s not to say it doesn’t happen but like I said they could make servers based on whatever region they are in.

    How would you know to what extent it would be reduced? As far as I’m concerned the problem is the number of servers they have. VPN doesn’t count because they shouldn’t be accessing servers that way anyway.

  • @Laluzi said:

    That's a neat thought, because yeah, you really could go ham with those symbols of power. I don't have too much of an issue with how Hag currently plays, but if they were ever to limit her ability to camp hooks, something like this could be a great way to compensate her by giving her more power in other areas. I like the idea of tree roots, because her existing power is already based on mud and the power of the swamps, and something like strangling roots or quicksand would suit her well. Pyrokinesis, I think I'd rather give another killer, because that always struck me as an untapped full power idea and I expect to get a fire killer someday.

    On the other hand, while slowdown/you-get-stuck traps sound really cool and thematic... I can't think of many situations where I'd want to use those over an "I can teleport to this spot" trap instead, assuming both were available to me.

    I think for me she feels boring because she feels one dimensional. Teleportation is cool but I would Love to see more out of her. I think she would have a higher pick rate and be more fun to verse too.

    I think the slowdown roots power would be something more for her chase potential. Sort of like a way to shut down a loop or slow down a survivor while in chase. She is currently the only “Witch” character we have in the game, so really she should shine when it comes to her abilities.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228835#Comment_3228835

    No it wouldnt, what about different languages? A chinese, korean, japanese and far east russian or an USA citicen, a haitian and a mexican.

    Technically yes it is. Unless I am mistaken SWF does not have aura reading abilities at base. Which is why is mostly asked for solo.

    Sure, there would be a language barrier in some cases, but they could implement adjustments to servers so that someone from Mexico isn’t playing against someone from Canada. It shouldn’t be a thing anyway considering that many times lag is at stake and how much it creates ping issues where hits that shouldn’t happen, which makes for a miserable match.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228835#Comment_3228835

    take that away, and i would bet the game goes silent in weeks

    I mean, technically all SWF that solo doesn’t is voice comms. So not only it would say this specific issue but also other ones as well.

  • The Chucky limited time alternate skin 😈

  • For me it’s the opposite effect. I play just like I would with my friends and take hits for them etc. so then they feel more inclined to do the same for me.

    Solo teammates on the other hand will leave me to die while rubbing it in my face. Yesterday I had a Mikaela that was not being chased and the killer was nowhere near the hook, only other person is being chased so she decides she wants to heal at my boon that I set up rather than come to save me… I die so it wasn’t enough to fully heal her so she takes my medkit at the hook where she let me die at and fully heals. Meanwhile let’s the other person die and I find out she has Clairvoyance and takes hatch. This is my usual experience with them, selfish plays while also letting me die.

  • Voice comms in solo queue would solve the issue.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228281#Comment_3228281

    Associating names with either side specifically is equal parts their bias being relevant, and you assuming bias. Either way, it makes both parties look like fools. Even people who post in favor of one side more than the other usually have reasons, and dismissing their opinion specifically because of a perceived bias is an even bigger fallacy itself. We all just have to learn to sift through opinions for insight.

    Some opinions are biased though, that is just a fact. Some people on here provide opinions with their side in mind first, before even attempting to look for a line down the middle.

    Nobody is dismissing their opinions as they are still intact. However, I am also allowed to agree with another forum member should they point out something that is obvious. May not be obvious to you or anybody else, but that's the beauty of opinion, you don't have to agree with it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228285#Comment_3228285

    The incidence rate has definitely increased.

    Before 6.1 I saw it in maybe 20% of games, now its around or maybe more than 50%.

    That's not my experience at all. I see it but its the same as before.

    It's only killer specific, like Nurse as an example. Many people dc against her, but I am not getting Nurses every single match either.

  • Sorry to burst your bubble but DCs and giving up on hook aren’t what make 6.1.0 a bad patch.

    Dcing and quitting a match were ALREADY a problem before 6.1.0 so I don’t know where you are getting that it was any different before.

  • @legacycolt said:

    Oh damn the nurse mains were already here…

    Anyways. Yeah I’m asking myself the same question every day. She’s super unfun to play against.

    👏Rework 👏The 👏Nurse 👏Already

    When you know the names… you know the names. 🤣

  • @Dwight_Fairfield said:

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

    Really captures the atmosphere of the original Halloween movie.

    This is the best trailer hands down IMO.

  • IMO The community is the way it is because often times they don’t have an ounce of empathy for the other side.

    I have been on both ends and I am also at fault sometimes for saying stuff that I regret later, especially when the match was frustrating as hell. In the end there are things that are more important than “winning” like actually having a fun match.

    I played Clown all night yesterday and guess what? I got really unlucky with. the maps I got, but still I decided to make it more fun for me and for survivors. So I won some and lost some… I had more fun than if I had gone in thinking I would win every match.

  • The png texture on Plague’s weapon 🤣

  • It’s what happens when “content creators” put out videos and gets people rattled about something that isn’t even seen that much.

    When I play killer I barely even see this perk.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223283#Comment_3223283

    That's fine, I won't agree with someone who thinks that situation is not fine, but popping 3 gens in the first chase is.

    I never once said that 3 gens popping in one chase is ok, you brought that up. I simply said I don't agree with it's comparison to Camping and Tunneling at 5 gens. Because the killer makes that choice (according to you) in the interest that they will use it as a tactic when necessary, and I said its not only used when necessary and that's where the problem lies.

    I don't agree with your comparisons because they aren't remotely the same thing.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223265#Comment_3223265

    Overcommitting is a mistake sure. But tunneling efficiently isn't. That's the whole reason why its the most viable tactic, because it a mistake not to do it.

    "you can choose as killer not to over-commit and actually go for another survivor."

    You can choose as a survivor to leave that gen and go find a new one the same way you're asking the kilter to leave their kill at 33% and start a new one. If you say otherwise you're being a hypocrite. A killer doesn't have a say on the other 3 teammates doing gens while he chases 1 of them. He can't chase 4 people at once.

    "The survivors don't/can't choose YOUR actions."

    The killer can't choose survivors either. I'm sure a lot would slow down gens and not tunnel, because neither side wants these tactics to be the best. Killers just want something to replace it to be a good strategy, not punishing killers for trying to win efficiently while survivors can do it for free.

    Something being easy to do doesn't make it bad design. It's the effects the action has. Nurse is the hardest killer to play, not very accessible, that does not make her well designed. Looping is very accessible as well, that does not make it bad design.

    There is a situation to enforce it, wanting to win. This is how the game is set up to give you your best shot at winning, you should tunnel someone out. the game itself enforces tunneling due to how hooks and death works. That's why core gameplay changes are needed.

    I don't agree at all, so I'll just agree to disagree.

    I can't agree with someone who thinks Camping at 5 gens is ok, simply because that killer wants to "win". Completely ignoring what is wrong with that whole scenario.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223022#Comment_3223022

    It is bad design but not for the reason you listed.

    That's like saying because the survivors decided to pop 3 gens when the killer only had 1 hook that that means that gens are bad design.

    No gens are badly designed because the survivors objective shouldn't go faster than the killer's when they have half the number to do and they're extremely uninteractive. Not because they decided to do their objective efficiently.

    Tunneling and camping are bad design because it removes a players agency too much.

    Players deciding to use something doesn't make it bad design or not. You can decide to use it or not, but that doesn't change the design.

    Its not the even comparably the same thing, because you can choose as killer not to over-commit and actually go for another survivor. As a survivor you don't have a say on the matter of Camping or Tunneling. The survivors don't/can't choose YOUR actions. That is the very thing I am trying to tell you... the accessibility to these so called 'tactics' bare little to no skill and are available without there needing to be a situation to enforce it.

    I never once said "players deciding to use it is bad design" I said "The accessibility" meaning how easy it is to do it is bad design.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220722#Comment_3220722

    Everyone who understands how the game works with good players in the match knows that tunneling and camping are very often necessary to win in the current state of the game. Outside of playing Nurse and maybe Blight.

    Even players like Otz do it when they need to.

    It's not unbalanced when only 2/29 killers in the game are considered viable while having these strategies available. Unfun and should be changed sure, unbalanced no. Also something just being easy to do doesn't make it unbalanced.

    Buff killers who don't tunnel, then we can punish those who do. Change base mechanics to actually make splitting pressure a viable strategy.

    Coming from someone who doesn't tunnel or camp.

    Except that because of how easily accessible it is even killers who don't find the necessity to do it, do it. This in and of itself is bad design.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221251#Comment_3221251

    I'll eat my words if I'm wrong, but right now all the puzzle pieces are leading to a very worrying picture. BHVR's potential reasons to want to do this, recent shop decisions, recent and increasingly specific survey topics - these are not shedding an innocent light on what's coming next, especially if we extrapolate from the last survey that BHVR wants to do this on every holiday and event. Or do we believe that BHVR just axed its cosmetic revenue out of sheer confidence and the goodness of their hearts?

    At best, this is unnecessarily gating content and making things less accessible to newbies, players on breaks, and players with bad financial situations. At worst, it's a highly manipulative marketing tactic meant to induce panic buying.

    You don't really seem to have any reason for this other than "you're all screaming at nothing, shut up", which... okay, if you want to go around stirring the pot, that's your prerogative.

    https://forum.deadbydaylight.com/en/discussion/comment/3221347#Comment_3221347

    If they bring in FOMO, it's not going to be Halloween only. Might start that way, but it becomes constant, because there's no reason for them not to do it when it makes more short-term money. Again, the last survey gave a big checklist of events and said "when do you want your limited cosmetic sets?" I genuinely cannot envision them taking anything other than 'all of them' as an answer, because... why wouldn't they? They already release cosmetics for all of them.

    I'm also not convinced that cosmetics being in the same set means anything, because most Amazon Prime exclusives were pulled from sets - everlasting frost Blight, Valentines Dwight, Lunar New Year Jake, spring Meg, insect Jeff. There are other outfits that belong to sets that are primarily shop-based but ended up in the Rift - see Greek Ace and Mikaela, or waterfront Feng and Kate.

    https://forum.deadbydaylight.com/en/discussion/comment/3221457#Comment_3221457

    This. While it's possible the mods never asked for clarification or haven't gotten an answer yet, the fact that nobody's corrected what would otherwise be mass fearmongering kinda implies that the answer isn't one that would pacify the masses.

    Believe me, I'd be overjoyed to be wrong about all of this.

    You are basically drowning in a cup of water.

    The devs haven't even given clarity to whether they mean the timeframe is going to be on rotation or not. How is it that you are telling me I am stirring the pot but you're out here claiming false claims against them for things that haven't even happened not stirring the pot? Please... Funny how you are claiming FOMO and yet you are acting as an alarmist doing the same thing.

    At least complain when they ACTUALLY pull whatever you claim they are trying to do. By the way, my reason for defending them is because these devs as much as I don't agree with everything they do (see my feedback on patch 6.1.0) I understand that they are a company. I see no issue in selling exclusives when we have so many cosmetics in game ALREADY. Like I main Dwight, and if I happen to not be able to buy this outfit, trust, it is not going to kill me. I have plenty of other outfits that I can rock.

  • @BarnesFlam said:

    @Johnny_XMan: "As you yourself aren't even sure what the "Available for a limited time only" really means (based on your previous comments), yet proceed to lash against it as if you did."

    From the blogpost:

    https://us.v-cdn.net/6030815/uploads/S4G8SRIIVZET/fezw8m4xoaejbe3.jpg

    Do you even know what I meant when I alluded to the fact that they themselves didn’t know? Or are you simply trying to intervene when you aren’t aware of the context?

    Also, I’ll respond to your second post seeing as you tagged me twice in two different posts.

    Yes, people with anxiety DO avoid things that trigger anxiety. It isn’t uncommon, nor is it limited to one thing. Games can be induced with anxiety triggers so people tend to avoid them.

  • @GiveMeTheBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221197#Comment_3221197

    It's not impactful for you and me, but it's impactful for someone. But why should we care, yeah?

    And suggesting people not play the game because it might prey on their anxieties is an awful, gatekeeping method of thinking. Very abhorrent.

    There is a lot of things that people with anxiety avoid.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220660#Comment_3220660

    Aw, thank you. ❤️

    https://forum.deadbydaylight.com/en/discussion/comment/3220459#Comment_3220459

    We don't know for sure. Most of the concern isn't just from the limited banner; people who pay attention to the player satisfaction surveys have been concerned about FOMO for a few months now, because it keeps cropping up there with more and more definite terms, and people have taken this as the flag that they're finally debuting it. I'm... pretty sure that the shop outfits going away permanently was mentioned in one of the surveys? The second last one.

    https://forum.deadbydaylight.com/en/discussion/comment/3221197#Comment_3221197

    I really question why you're so ardent to defend this decision. You've been white knighting it on most the recent threads about FOMO, but I haven't actually seen you give a reason for why this is a good thing, and when told why it's a bad thing, you deflect and pull whataboutism or you just belittle the given reasons (as if this isn't one of the most virulent and disliked tactics in webgame marketing.) What's your horse in this race? If most people don't want it, why do you think BHVR should do it? And no, "you shouldn't care about this because it's not a big deal" isn't a reason to do it.

    You don't have to question it, it's not like I am out here trying to change your mind. I am simply not in agreement, and especially when people like the comment I responded to bring Mental Health into the mix. At this point they are reaching and as I already explained the game is riddled with anxiety inducing issues. I question the legitimacy of that kind of concern when if we start to decipher the game and it's content as a whole.

    Why do you care about what my horse is doing in this race, when you're not bothering to put yours before your cart? As you yourself aren't even sure what the "Available for a limited time only" really means (based on your previous comments), yet proceed to lash against it as if you did.

  • @GiveMeTheBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220346#Comment_3220346

    Nobody is pressuring you into reading post game chat. A message thrown at you saying "If you don't waste 20 bucks on this right now" when you boot up the game can easily be used to manipulate those with anxiety issues or spending addictions. I myself deal with these issues, I know how it works.

    In regards to post game chat, while post game abuse is a very real issue that needs acknowledging, you can simply turn it off. There's no pressure to leave it on. BHVR isn't pushing a "turn the chat on or miss out" message at you.

    Once more, exclusivity isn't the issue. Underhanded business tactics that only exist to squeeze money out of the more vulnerable players are.

    I’m only giving you one example. Also, going back to the “turning off chat” we could say the same and suggest that those people you talk about just not play the game. Why would anyone with bad anxiety want to play an anxiety ridden game?

    You are trying to squeeze every bit of an excuse into something that really isn’t that impactful, when you think about the rest of the things the game has which could also jeopardize one’s mental health. Not to mention the fact that the Battlepass is already doing this.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220732#Comment_3220732

    How would solve camping / tunneling? However, the catch is you can't punish the killer for guarding the hook when there are survivors nearby.

    I heard ideas such as stunning the killer for 5 seconds or disabling their power, but that seems a bit overkill and could backfire if the killer needs to use those strategies.

    How would I solve it? To give you a fair answer I would probably have to think about what would be appropriate and fair.

    I know I wouldn't 'punish' killers, but I would also not make it so its easily accessible to where they can just cheese Camping/Tunneling.

    I think for one hooks in a way should work similar to how PH's cages work. At least the portion where if the killer remains in a specific radius without any other survivor in that same radius for a period of time, the entity takes that survivor and places them on a different hook on the map as far away from the killer as possible.

    Obviously I am just throwing an idea out there, so it could be tweaked should it create other problems. I wouldn't even include this in end-game because at that point the killer has lost most of their pressure and there is nothing else to pressure. So it could be something that only happens while generators are still up.

  • Get ready to get a default skin as a prime reward.

    Untitled Image


  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220722#Comment_3220722

    How are they unbalanced? Specifically explain how they are unbalanced?

    Survivors get basekit BT for 10 seconds with 10% haste. OTR makes this 80 seconds, minus the speed, but you get Iron Will and Aura Immunity.

    Reassurance is in the game, which pauses hook timer for 30 seconds at T3.

    There's actually a lot that can be done against these. Not sure how they are unbalanced.

    In solo queue, I agree, but generally speaking, if the team knows what they are doing. It's fine.

    They are unbalanced because they require 0 skill and are too easily accessible. The fact that we now have to rely on basekit semi-counters that act as simply a band-aid says it all.

    If a killer has an insta-down ability good luck getting to save that teammate. You won't be able to trade hooks because you'll be on the floor next to their hook.

    There are too many instances where these two playstyles have no counterplay. I'm strictly speaking from a high MMR standpoint, because sure if the killer is less than smart you might be able to pull your teammate.

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