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Journeywalker

Journeywalker

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Journeywalker
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  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035979#Comment_3035979

    honestly both sides are bad, unless you're with a good group of friends, and im not talking about being good at the game i mean laughing having fun not caring about a dang thing in the game. Survivors are becoming more toxic towards each other, and honestly I think its because they are bored, but it ruins the game for the other survivor, And killers right now (I know it may be a legit strat) but almost every game is either tunneling camping or slugging, i get at end game do whatyou gotta do. Or even when there is one gen left. But if there are 5 gens and you have everyone slugged on the ground where is the fun in that? Just because you could honestly. I try to play with the mind set of, How would I feel. Now those who like to be little twits and try to get me to chase them I mean if you want my full blown attention Ill give it to you lol.

    But for the most part Im a ash 3 killer, Im trying to learn without having to resort to tunneling and camping right off the bat, its hard not gonna lie. Makes me wanna quit sometime. I just honestly don't think some of the survivor mains actually ever play killer. Im a survivor main (because thats all i really play) but im trying to branch out and understand everything..after...3k hours :')

    I think it's important to try both roles.

    Context is important when discussing camping. I got called out for camping in end-game chat and cursed at. But if the survivors took a second to think about it, they would have realized that in end-game, defending the hook is often the only non-give-up option for killers. All the gens were powered, one of the gates was at 99%, there was one injured survivor and one on the hook. I didn't know where the injured survivor was. In this situation, it would have essentially been giving up if I had gone traipsing off into the fog looking for the injured survivor, leaving the hook unguarded. I wasn't even face camping, I was patrolling. But when you never play killer, you come to silly conclusions like, "All camping is bad."

  • No good deed goes unpunished...

    Here's a few rounds I had last night, all with 4-5x Flan (I always bring flan).

    First round of the night, I use yellow add-ons, I'm getting into the festivities, I like the vibe, I search for an invitation. BAM. Flashlights. BAM. Head On. BAM. DS. BAM. Dead Hard through bear trap. Result: 0K with a side of teabagging at both exits. GGEZ'd in chat.

    Ok, I guess I'll have to try harder...maybe some different add-ons.

    Leon goes down almost immediately, but everyone's body blocking and going for the save. I sweat it out for a 2K. End game chat: "What a tryhard. Every party needs a pooper."

    Ok, maybe I should try being altruistic. Switch to Doctor.

    0K, 0K, 0K. Those aren't "okay's" those are the number of kills I get as Doctor. Next round, I get my purple add-ons ready and go bravely into the dawn of war...and I am mashing potatoes. 2 sacrifices and one gen done. I recalibrate, start only using my non-lethal tools as Doctor. They eventually catch on that I'm just shocking them, and everyone remaining has a BP fest. They kindly leave their items before exiting the gates, and I wave goodbye to the only 2 decent people I meet all night.

    The rest of the night was awful, capped with one of the most bizarre rodeos at Dead Dog Saloon I've ever had. I'm playing Trapper, so early game is a bit quiet, but I get the notification from Tinkerer so I know it's go time. I eventually hook the Nea and go searching for the rest, expecting the next gen to pop any second...and it never comes. I'm all the way across the map and they don't even bother unhooking the Nea. This is weird. Where'd everyone go, bingo? I patrol the gens, expecting something to happen at any moment. Nope. But if they were AFK, there'd be crows, right? I'm running around the stage frantically looking for something, anything, anyone. And then I stub my toe on a survivor. I wouldn't have noticed his existence except that my movement was hindered as I walked through the bush in the shadows. I realize I've been hijacked by hide-and-seekers. I should have changed the brightness settings at that point, but hindsight is 20-20. It took roughly 45 minutes to track the rest down, and I admit that in my frustration, I probably looked like a fool swinging at every bush in sight. It was embarrassing. End game chat: GGEZ lol.

    TL;DR: There are specks of humanity in the fog, but there is also a giant void where the heart should be.

  • I consider Dead Hard through bear traps to be a bug. I don’t report people for exploiting the bug, but know that I am judging them harshly. Very harshly. I may or may not let them bleed out for a little bit when they’re the last one I catch.

  • Was DH through bear traps still a thing a year ago? I was hoping they'd fix it before 2023, but maybe I should lower my expectations.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771497#Comment_2771497

    I did answer the points you raised?

    "Players used to have a very concrete idea of whether they were making progress. Taking that sense of progress away was a mistake (unless BHVR wanted to induce stress and addiction in the player base)."

    What progress?? You're looking at the MMR as a ladder to climb. It's literally not. It's just a mechanism to match like-players with like! The progress is measured by grades which are clearly displayed, visible, and rewarded based on your actual progress. The MMR is not a progression system... it was never designed to be, it was never advertised as being so, it's just a confused minority of people who are fixated with the idea of reaching "top mmr", despite the fact that it's ultimately meaningless!

    "MMR systems were originally designed for zero-sum games where everyone has the same tools at the beginning of the match, like chess.

    ...

    On a meta level, making DbD "fun" involves complex social structures like answering questions about, "What is fair?" These are not zero-sum problems, and MMR is not equipped to deal with them."

    I hope you realise the implication of what you're saying is that it is by definition impossible to make a system that can match-make games in DBD to achieve any kind of balance... being as MMR (and thus your inference being any/all MMR systems, including ones yet to be designed, else it'd include the one designed here and now) aren't equipped to deal with the problem. The problem you have is explaining how the kill rates for killers across the board is now strongly centred around 50%, which is exactly what they were aiming for.

    "Some of these "cards" are behind pay walls, so there is an unpleasant pay-to-win mechanic in play."

    There are no cards behind pay walls... I think you've got the wrong game. We're talking about DBD here. The only things behind paywalls are certain characters (usage of those characters doesn't give an automatic win), and cosmetics... none of which I believe have any competitive advantage. I'd actually even say some have disadvantages because they expose the characters moreso than regular cosmetics.

    I think it’s a question of scope. If the scope of ELO systems is to match like with like, it does a decent job depending on queue times and backfilling. The problem is that the old transparent system was simultaneously a matchmaking system, progression system, and “fair play” reinforcer. Now there is a disconnect between these things. I’m not going to judge people for feeling validated by having a high MMR. The point is that the old system, and MMR systems in other games, provide something that the new system does not.


    When queue times are long, MMR windows are being widened, and lopsided games occur, an opaque system can leave a player confused. There’s no way to know whether the curb-stomping they received was due to wide MMR windows or poor play. You can reduce the scope of MMR and say that it’s not MMR’s job to help someone cope with losses, but ultimately developers do need to care about the experience of their players, not just the functionality of their code.

    Regarding “cards,” I was making the observation that, unlike chess, Dbd players do not start with the same “deck.” Dbd has “deck building” elements in the form of teachable perks and items. In this analogy, a “build” is a “hand” that the killer/survivor plays with during the trial. Some of these perks are hard counters to aspects of a survivor’s build, like Lightborn. Ideally, Dbd’s MMR system would take this into account by lowering starter MMR and low-BP-level killer MMR (for example, when a player prestiges a killer), so that the system doesn’t match a beginner killer against a bully squad. From what I understand, the devs are already looking at lowering base MMR, which I think is a good idea.

  • To the OP: thank you for your thorough explanation of MMR from a dev perspective. It covers a lot of things that are misunderstood about MMR systems. That said:

    HOW THE MMR DOESN'T WORK, AND WHY WHAT PATRICK SAID MAKES ABSOLUTELY NO SENSE (FROM A PLAYER POV)

    Now that the hyperbolic headline is out of the way, we can dig into the meat of the issue. There are at least three reasons why the current implementation of MMR doesn’t make sense to a lot of players. Oddly enough, I’m a baby killer main, but I’m going to argue that the current system is worse for survivors than it is for killers.

    Lack of Transparency (Obfuscation is not Emotional Security)

    A hidden MMR system leaves a silent answer to a fundamental question: “Am I making progress?” DbD went from a transparent, non-ELO system to an opaque ELO system. Players used to have a very concrete idea of whether they were making progress. Taking that sense of progress away was a mistake (unless BHVR wanted to induce stress and addiction in the player base). Sure, there’s pipping and grades, but grades reset each month. Pipping gets harder as MMR goes up, so the positive reinforcement actually gets less frequent. If we are all within the Entity's Skinner box, the current MMR implementation feels a bit like variable ratio scheduling. That is, the positive feedback (winning) resembles a black-box slot machine. While this conditions players to continue pressing the DbD lever, I think it leaves players feeling aimless and stressed.

    Proposed solutions:

    Show an indication of a player's MMR. If the Super Smash Brothers community is mature enough to know an indication of their MMR, I'd hope the DbD community could handle it. People will always try to bolster their standing by listing their credentials (number of hours played or guessed MMR). Giving an indication of one's MMR will only shine light on people's toxic elitism, where it can be called out for the insecurity that it is. It'll also bring any deficiencies in the matchmaking to light, such as backfilling and MMR window widening. Currently, there's no way to know whether a 0K/4K was due to particularly bad/good play or matchmaking struggling to prioritize queue times, backfilling, and MMR.

    If BHVR is dead-set on keeping MMR hidden, they should at least consider indicating MMR changes on a match-by-match and/or month-by-month basis. Apparently, the system is very good at predicting outcomes. Would it be too much to tell the killer after the match what the expected kill count was? It might provide a killer some much-needed copium after being bullied by a SWF if they knew that their 1K was actually outperforming what the game expected.

    Providing statistics would also scratch that progression itch. Allow survivors/killers to see a report of their survival/kill rates for the month, their longest chases, their deviousness rating, etc.

    An Imperfect Fit (It's Not Me, It's You)

    MMR systems were originally designed for zero-sum games where everyone has the same tools at the beginning of the match, like chess.

    DbD is not a zero-sum game, especially for survivors. Teamwork is required to complete the objective on the survivor side, and that means the best looper may be the first to be downed.

    On a meta level, making DbD "fun" involves complex social structures like answering questions about, "What is fair?" These are not zero-sum problems, and MMR is not equipped to deal with them.

    Dbd is not a blank-slate game like chess. It's more like a game of Magic where the perks/items are cards in a deck. A beginner player (or a recently-prestiged player) is literally at a disadvantage before the match starts, especially if it's a killer without Lightborn facing a quad-flashlight SWF. Some of these "cards" are behind pay walls, so there is an unpleasant pay-to-win mechanic in play.

    Proposed solutions: Acknowledge that MMR is not perfect. Work on making the grind less grindy. Try to make more perks viable so that "vital" perks aren't behind pay walls. Lower the starting MMR. Consider implementing a small MMR modifier based on BP level to help people after a prestige.

    Skill-Based Matchmaking (Under-promise and Overdeliver)

    As indirectly acknowledged, "Skill-Based Matchmaking" is a loaded term that didn't perfectly align with the implementation. After all, to boil it down to a zero-sum game, MMR can only look at something like kills/escapes, which is a proxy of skill, but is not skill itself. If we accept the hockey analogy, imagine if a player were payed solely based on whether their team won or lost. Or solely based on whether their goalie saved the most shots. That player would rightfully feel cheated. BHVR is hiding what each player "makes", but that doesn't make the evaluation process more fair on an individual basis. For survivors, losing means being put with worse teammates, adding insult to injury. It's why the "SoloQ MMR Black Hole" is a thing.

    Proposed solutions: Don't use the term SBMM.

  • DH through bear traps should not be a thing. Evan has been tormented enough.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762912#Comment_2762912

    It isn’t ego if it’s true. No argument can get around a players mmr if it is high. Hiding it only enables bad players to talk like they know what they’re talking about.

    One's egotism doesn't go away just because they're good at something. Excelling at something usually highlights a person's inner character.

    As it doesn't look like we'll see our MMR any time soon (which sucks), I'd like to humbly request some features to make MMR more transparent.

    1. Ability to sort my killers based on MMR.
    2. Ability to see MMR changes, even if it's just a rough indication.
    3. Ability to see expected number of kills after a trial. When I 0k/4k, I have no idea whether that was due to particularly bad/good play that round, or matchmaking struggling with dropouts/queue times.
    4. An indicator that a wide gap between survivor MMR exists (only visible to survivors before the match). It wouldn't indicate who is making the MMR imbalanced, but would help people duck a lobby that'll essentially be a 3v1. After all, team quality is as important as connection quality.
  • Or at least throw killers a bone and give them an extra offering slot when they’re playing SWFs.

  • BHVR thinks we’re less mature than the Super Smash Brothers community, and it is our job to prove them right.

  • "Bile" is nowhere near the word I would use to describe the act of waiting at the game. The game ends in two minutes, which is not a long time all things considered. If you force them out and they actually leave, the game ends sooner. It is that simple. I don't see why it's a matter of "dignity." You're not looking stupid by forcing them out, regardless of what the Survivors may think. Either you are pushing them out to end the game or you are doing something else. It isn't any more than that, really.


    I'm not sure if you're intentionally gaslighting or not, but it comes off that way. I clearly described "facing people that are trying to humiliate you" as "bile." Most people would agree, but you try to spin it as, "just waiting at the gate." Right, just waiting at the gate. That's all they're doing. No malicious intent whatsoever. It's really on the killer for taking it personally.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760585#Comment_2760585

    I asked you for the downside of pushing out Survivors waiting at the gate.

    You're asking a leading question, but I'll bite. When it comes to being forced to choose between facing a group of people that are trying to humiliate you or just afking for 2 minutes, a lot of people choose to afk because nobody needs that kind of bile in their life, let alone the part of their life that involves escaping the stresses of life. I care more about my time than my dignity, so I chase survivors out every game. What bothers me is when survivors needlessly extend this humiliation ritual by going back into the trial to loop me some more, or to look for the hatch, or to hide in order to waste my time.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760277#Comment_2760277

    I don't buy it. What is the downside to ending it yourself?

    The downside is that not all killers CAN end it themselves (without disconnecting). If survivors are determined to make a game last indefinitely, they can stop at 4 gens and start messing with the overmatched killer. At least with EGC there’s a 2 min. time limit, during which survivors go to opposite gates, flashlight stun for the last survivor to go look for hatch, or otherwise needlessly prolong the trial.

  • @TAG said:

    "and the justification that 'the killer can end it when they want to' just simply doesn't work when some killers don't want to deal with needless toxicity."

    Why doesn't it work? This sounds like an issue of ego more than anything.

    As stated above, it’s not about ego, it’s about being forced to do something to stop someone from wasting your time. The BM is just the pickle on the ######### sandwich.

  • Dead Hard, but not for the usual reason. I like playing Trapper and being able to DH through bear traps is a bug as far as I’m concerned.

    NOED. No reason.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760076#Comment_2760076

    I have literally never experience such sheer coordination from the survivors just to make sure you can't just push them out within the two minutes. If they were just waiting at different gates, you could absolutely push them out in under two minutes. If they tried to make it take longer, they'd have to put themselves in danger and you can still at least try.

    But yeah-- time wasting you can't speed up sucks and is awful. Even if it's infrequent.

    Like being bled out.

    That's what I was saying.

    I agree bleeding out sucks, and the time wasted should be mitigated. Unfortunately, DS encourages killers to wait a minute before picking up survivors, during which you could hypothetically use Unbreakable.


    There’s also the issue about whether it’s worse to just sit there or be forced to do something to stop someone from wasting your time. You can actually do something else irl during bleed-out. If you want the match to end as killer, you can’t do anything to get the survivors to fix all the gens. Bonus points if you’re so overmatched due to kill-based match making so that the survivors can literally run circles around you.

    So, before dealing with the BM in my previous post, imagine having to stand in a corner getting nodded at, pointed at, tea-bagged, clickety-clicked, and flashlight stunned for several minutes before they graciously decided they’ve had their fun and want to BM at the gates.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760042#Comment_2760042

    I'm not the one who brought it up, i'm the one telling the guy downplaying how much it sucks that he at least has options. They're both trash.

    And i've experienced multiple bleedouts, personally. But even if it was 100 butt dance parties per 1 quad bleedout, it would still absolutely blow for all the poor bastards who absolutely don't have it coming, and the fact that there's absolutely nothing you can do to speed up that 4 minute timer is a disgrace. The perks that could help can either only be used once, rely on the killer bringing a perk of their own or is a polite way of throwing the game for your team.

    And there is a perk to counter survivors wasting time at the exit gates.

    It's called M1.

    You can l i t e r a l l y just hit them out. It will work every time, without fail. You don't have to wait the entire 2 minutes, there's nothing stopping you! Yes, you have to expose yourself to the butt dance and strobe party, but you at least have the option.

    Nope. That only works on the bog standard delaying tactics. When the survivors are determined, they will usually go to gates at opposite ends of the map just to make you deal with two BM parties. If you’re lucky, they’ll have fireworks to blind you in time for one survivor to get past you and search for the hatch, where they will kindly wait for you to escort them through. This has happened multiple times to me. It’s almost to the point where survivors get an undeserved “thank you” when they DON’T waste time at the exit gates.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759674#Comment_2759674

    The tbags don't project an impenetrable force field, dude. You don't have to wait the full 2 minutes, you're fully capable of hitting them out.

    You just don't want to.

    You have to wait the full 4 minutes of a bleedout.

    Bringing up bleed-outs is whataboutism. One form of BM doesn't excuse another. There's also the vast difference in frequency. How often do bleed-outs occur? If the killer is slugging, there's always Unbreakable. There's no perk to counter survivors intentionally wasting time, whether it be at the exit gate or on the last gen.

  • as a minor nerf, it would be nice if a survivor couldn’t DH through bear traps. It doesn’t make sense and Trapper needs all the help he can get.

  • I “entered the fog” after kbmm (kill-based matchmaking) was introduced, so I have nothing the compare it to. But from what I’ve played (about 200 hrs as killer) I think there’s now a disconnect between grade (what’s visible) and MMR (what’s invisible). The game gives you no way to know if you’re progressing in skill or just facing more potatoes. You don’t even know which killer you’re best with. When you get a 0k/4k, you don’t know whether you played that trial particularly poorly/well or whether matchmaking was widening a survivor’s MMR window due to queue times. I like the game, but would love to see MMR be more transparent.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758005#Comment_2758005

    It does seem backwards, but if you imagine you are the best survivor in the world with the highest MMR and a new killer is released. You wouldn't even get to play against the new killer if everyone's MMR on that killer was set low as all the new killers MMRs would be out of your range.

    It’s nice that they think about high-end survivors not being able to face (ill-equipped) new killers, but I imagine that leads to some pretty lopsided matches. This degrades the killer experience and the perceived value of the new killer. Don’t other PvP games make it a weighted average of the other played characters?

  • So you are basically admitting to trolling. Congratulations, you win the internet.

  • @Colton147147 said:

    There are a lack of survivors and an abundant of killers.

    Whitney_Houston_show_me _the_receipts.gif

  • @SweetbutaPsycho said:

    Good news guys by now I've finally reached the 40 wins without killing anyone in this game even though I used sweaty builds and tried my hardest. Before my break I was Iri 1 btw but apparently now I'm just a dumb noob that doesnt get the game anymore.Thanks DBD it was fun for the 2 weeks that u lasted on my hard drive. See u in 2023

    Welp, at least the devs are working on this very problem, so it shouldn't be as big of an uphill climb for the next person that takes a break from DBD and wants to come back. MMR will decay with lack of play, which will help ease returning players back into the game. Right now, matchmaking probably has a lot of data on you, so it's very certain that you belong with the sweat squads like you were in 2020ish.

  • @Veinslay said:

    If BHVR truly cared about new player retention, they would make it so that a multi-thousand hour SWF could never be matched against a killer player that has no hope of competing, queue times be damned

    That's an interesting hypothetical. If only the worst killer in the world and the best SWF in the world were available, should the matchmaking system ever let them play the game? I would hedge toward "Yes."

    For the OP, I feel your pain. Take heart in the knowledge that any other available killer matched against those teams would be even more one-sided. If your MMR really is too high across the board, flipping between killers will actually extend the process of lowering your MMR (because MMR for killers is per character).

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755368#Comment_2755368

    Could be an idea for the next Q&A to also release a FAQ with the answers so you can say questions in the FAQ won't be in the Q&A

    Yes, something like "FAQs (TWCA)" or "FAQs (TATWISTM). That is, Frequently Asked Questions (That We Can't Answer) and Frequently Asked Questions (The Answer To Which Is Soon TM).

  • @NoOneKnowsNova said:

    Just mentioning this, unlike killers, all survivors share MMR meaning point 2 on the survivor side is invalid.

    Thanks, edited the OP.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754915#Comment_2754915

    Other games solve this by showing you how your rating changes. Big positive rating change = you were outmatched and won a hard match, big negative rating change = the enemy was outmatched and you lost an easy match, and so on.

    Of course we are not allowed to see our rating, or how it changes, because of reasons.

    Yes, and it works well for other games. I would hope that if the player base of Super Smash Brothers could handle knowing an indication of their ELO, so could DBD's. I was trying to think of ways to make MMR more transparent without explicitly telling the player their MMR.

  • It takes queue times into effect, no? I would think it gradually expands as someone waits? In the extreme case when only the best killer in the world and the worst survivors in the world were available, you’d want them to play eventually, right?


    Due to the nature of matchmaking, where there’s always going to be a difference in MMR, it would be nice if the game at least told the killer what the expected number of kills was for the match. If they get 0K/4K, they can at least know whether it was a particularly bad/good match for them or just matchmaking trying to shorten their queue time.

  • By the internet law of unaccountability, everyone is an #########, so killers have to go up against more ######### at once. Furthermore, killers have been put in this terrible place where their most effective tools are shamed and labeled “toxic.” Meanwhile, survivors’ bullying and needlessly prolonging a game are things “you just have to get used to.”

  • If you were to do that, the game would need to force you to use it immediately in order to stop the needless stalling that already plagues killer QoL. As others have said, it’s a pretty fringe case.

  • I’d agree with Otz’ take on it, with the added comment that it’s unfortunate that the most effective tools in the killer toolkit (tunneling, camping, and slugging) are deemed “unsportsmanlike.” You put killers in a terrible situation by having to deal with gameplay as well as social pressure to fail and deal with the BM that is seen as something that just requires thicker skin. It’s a pretty wild swing between sadism and masochism.

  • With an ideal skill-based matchmaking system, numbers of hours wouldn’t matter. Someone that can press w and m1 at the right times, loop well, and has the “right” perks is going to hold their own regardless of time played. There is the problem that it takes a certain number of hours to get the “right” perks, but an ideal matchmaking system would evaluate a build and adjust accordingly. This kind of build adjustment would also be helpful for people that prestige.


    The only solution I can think of when you have a large gap in MMR on the survivor side would be to take a weighted average that heavily weighs the low outlier.

  • It’s not so easy to punish facecamping without punishing proxy camping, which most people see as a legitimate strategy. There’s also the problem that whatever you do to “punish” facecamping has to taper off as the trial goes on, because camping of some kind is the only non-give-up option in many end-game scenarios.


    There’s already the pipping punishment, but I suppose you’re looking for something in-trial.


    If I were BHVR, I would consider adding an “adrenaline” bar that builds up points based on how close the killer is to a hooked survivor. Whatever function they choose should be a smooth one to avoid exploiting it. When it fills up, the hooked survivor gets a free BT, DH, or unhook (still playing with the idea). As stated above, the adrenaline growth would scale down as the trial progresses.


    Furthermore, adrenaline would carry over to the next trial in order to give people that were facecamped early an extra boost. Adrenaline regression could also be built into the system during the EGC to discourage survivors from intentionally wasting the killer’s time.


    the problem with this is that there is already a shortage of killers, and this effectively buffs survivors. Playing killer right now is a pretty masochistic experience. You’d have to slow gen progression and buff generator kicking substantially to keep the game from getting even more survivor-sided.

  • Disclaimer: I’m a baby killer main, so I’m familiar with harassment.

    Right now, facecamping (especially with Bubba) early in the game is a boring but apparently effective way to both harass someone AND play to meet the objective. There are counterplays (do gens, totems, BT), but survivors seem to think that doing gens and totems is “boring.”


    The idea would be to decouple harassment from playing to win, so it’s obvious which is which. The current killer experience isn’t sustainable, so I’d hate to give survivors a free buff, but maybe a global slowdown of gens would balance it out.


    If I were BHVR, and I felt that something needed to be done about early facecamping, I’d consider something like an “adrenaline meter” that goes up based on how close the killer is to the hooked survivor. It would have to be a smooth function so killers can’t easily exploit it. Once fully charged, the survivor would get a free BT, DH, or unhook (still playing with the idea).


    What’s critical is that the speed of this buildup would decrease over the course of the trial, to the point where facecamping during the EGC doesn’t build the meter at all. In some end-game scenarios, facecamping is the only non-give-up option.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743907#Comment_2743907

    Every camping Bubba would be getting 4ks and 4 hooks, because they would all be at the lowest levels of MMR. Never going up in MMR, terrorizing new players until the new players quit.

    MMR based on hook is a TERRIBLE idea.

    Good point. What about hook states or blood points (pre-bonuses, of course)

  • Individual hooks. Disincentivize early camping, reduce the blood point penalty for late camping. Late game, camping is sometimes the only non-give-up option.

    Incentivize exceptionally non-toxic, non-boring play with the ability to “rescue” an offering from the Entity.