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Junylar

Junylar

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Junylar
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  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750852#Comment_3750852

    why is it whenever a killer decides to engage in the most antisocial behavior in the game that actively pushes people away from the community, it's the survivors fault for not picking perks that have a 98% chance to get no value, or even actively detract from their chances in most cases? why do survivors have the responsibility to throw just to earn the privilege of the killer not being toxic to them?

    killer decides to engage in the most antisocial behavior

    Killer is the one who kills people, and killing people is indeed a very antisocial behavior if you ask me.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751011#Comment_3751011

    Yes if its not a blight with 4 slowdown. So more gen rush perks is not okay and sable perk was indeed overbuffed (only 60 second for 7 bnp its to much)

    Well, at least someone can consistently win in soloQ.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750968#Comment_3750968

    Someone punched you.

    You punched me.

    Your reason is someone I dont even know punched you so you punched me in return.

    That's not an excuse. End of story.

    Well, you could call it "survivor sanctions" if you will. But you probably misunderstood, I wasn't talking about "excuses", I was explaining the reason behind such behavior, whether you agree with the moral part of it or not.

  • Are the gens flying in your soloQ games?

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750976#Comment_3750976

    poor unfortunate soul…

    Or not.

    That’s just excuses.
    not every swf plays on that level and not all spread toxicity. And plenty of killer players are being toxic without a meanie swf winning against them.


    have you considered that you are not that nice of a person as you say you are?

    I mean.. the fact you are intentionally ruining other people’s fun because completely independent players were assumedly toxic to you isn’t speaking for yourself

    I just gave an explanation why some (if not most) players do what they do. It's easy to blame everything on the final thing you physically perceive without trying to reason any further, so it's easy to come up with conclusions like "everyone who does a bad thing, does it just because they are bad people", but such a method won't get you far in understanding the actual situation in full.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750976#Comment_3750976

    You're just making things up, and in the process justifying toxicity. That just perpetuates the problem.

    Taking a break, stepping away from the game for a minute is both healthy and stops the cycle of toxicity. Stop blaming anything on some people being a complete toxic jerk to other people, there's no excuse for it.

    There's literally no evidence that '90%' of killers are being destroyed by SWF, especially since the most recent official stats have SWF escaping about 48% of the time. SWF is also currently losing more to killers, so this assertion is just completely false.

    Yeah, those stats that have no evidence to back them up, that basically just say "the game is balanced and the devs are doing a pretty good job so far", the stats that don't align with actual experience of any killer player, sure, those stats are an argument.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750968#Comment_3750968

    that’s just an assumption though. You do not know if this is true.

    I do not deny this doesn’t happen. But you can’t act like that’s the only possible reason for a killer player.


    by your logic, the SWF might do it just because a killer player was toxic to them. So maybe everything did start with killer players after all?

    Even if it's not the only reason, it's definitely the main one. Even I, being the nice person I am, feel the need bleedout survivors for several games after an unsuccessful game against SWF. SWFs can make any wholesome player into a toxic one. Although there might be a few killer players who are toxic just because they want to be, most of toxic killers become such once they learn what "playing nice" against SWF usually leads to.

    by your logic, the SWF might do it just because a killer player was
    toxic to them. So maybe everything did start with killer players after
    all?

    Not quite, SWFs have a huge advantage over killers. They are guaranteed to win against 90% of killers unless they intentionally goof around. It's the power role that has the stronger ability to start being toxic unprovoked, and the true power role in DbD is SWF.

  • @MikeyMyers666 said:

    It's clearly not ban-able as outlined in the rules, but something should be done to prevent it. Maybe you shouldn't be able to have more than 2 survivors in the dying state at a time. When a third one goes into the dying state, the first player downed can push a button to improve by one health state.

    Since the core source of all of this is SWF, something should be done about SWFs being able to obliterate and make any killer feel miserable. Anything else would be treating symptoms instead of the disease.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750946#Comment_3750946

    That’s not really justifying anything. It’s just trying to pin everything on SWFs when killers and soloq survivors can be just as toxic without reason.

    Dont try to find excuses for others.

    If you don't see the reason, it doesn't mean there is none. After a killer gets destroyed and BM'd by a 4man, they have a high motivation to do something like what happens in the OP. Survivors in that game might think the killer is doing it without reason, but the reason is right there and is pretty obvious once you know the context. Those survivors then might start being toxic to their next killers, and so on. And the source of all this spiral of toxicity were the SWF.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750934#Comment_3750934

    Considering they are on Midwich, it could easily be a Nurse who went to this Map.

    Some people are just like that. Even tho it would be better if they would just uninstall, because if the only reason to play is to make it as miserable as possible for the other side, they should play single player games.

    The killer might've been destroyed by a bully squad in the previous game, so it's understandable why they would do this. The source of all toxicity in DbD are SWFs.

  • The anniversary is not much special, playing soloQ survivor is unbearable in any mode. I stopped even caring and only queue up as a survivor when I want to complete survivor-specific challenges before going next. In the last few dozens of games I can't remember one where we were able to complete all gens.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750852#Comment_3750852

    Because when we do use Unbreakable the forums complain that Survivors only use the same 4 meta perks (and the only other viable one is honestly Plot Twist), and when we don't use the same 4 meta perks this happens with alarming consistency.

    He didn't say anything about Unbreakable, he was talking about No Mither. Why don't you pick No Mither every trial to counter this?

  • Where have you been when Trickster was released?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750260#Comment_3750260

    https://deadbydaylight.fandom.com/wiki/Skill-Based_Matchmaking_Rating

    Given that the wiki states that dying in the trial counts as a loss I would assume you are wrong there, it does not matter how you die, as long as you don't make it out through the gate (win) or hatch (tie) it is a loss for the survivor and a win for the killer...

    That would also be really stupid if the devs did not take that possibility into account.

    That's exactly what I'm saying, that this change would make no sense.

  • Get ez 4k against soloQ players.

    Make them bleed out while nodding and walking on them.

    You get 4k, but since bleedout doesn't count as win, your MMR decreases.

    Next game you get even weaker team, making rolling over them even ezier.

    Rinse and repeat.

  • Then they should also hide survivors for the killer in the lobby, to stop lobby dodging.

  • Still waiting for SpongeBob and Shrek chapters.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749681#Comment_3749681

    Except the cosmetics are the cash cow that keeps this game funded and those employees paid, so you actually have no point on top of being blatantly hyperbolic.

    Going into a thread to be No Fun Allowed and whinge about unrelated issues is a bad look.

    The point is right there, even if you refuse to acknowledge it. No amount of cool skins can soothe the pain the killer has to endure when his lunge magically turns into the short M1 and therefore steals a hit. No matter how fancy your cosmetic is, if you are descending into the depths of soloQ in it - you will still feel as horrible as if you wore default. And it's the way how BHVR distributed their resources why this all is happening. But you are completely right about the cosmetics being the cash cow for them: as long as players keep buying out all the new stuff in the store, the devs have 0 motivation to actually fix the game.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749618#Comment_3749618

    You realize comments like this are pointless, yes? The design team and the art team are completely different beasts. They don't take resources from each other and a drought of content on one side would not contribute to more content on the other. The people working on the art team do not have the skillset for bugfixing, and vice versa, the people on the balance team would probably give you stick drawings if you asked them to come up with a new cosmetic for Trapper.

    And cosmetics pay for the rest of the game, so there's really no need to get all No Fun Allowed about it.

    They do. They have 1000 people in the art department and 1 lonely guy in the software engineering department, who keeps leaving on vacations, while they could've instead hired 1000 engineers for the same funds.

  • I would love to see a skin that would fix that year-old bug that forces a short M1 when you are trying to lunge. Skins fixing soloQ would also be welcome.

  • It would be a decent idea, but Hens already made a video about soloQ misery being 100% fault of the survivors themselves, and using some creative cherry picking he "proved" that "if all survivors played nice, the escape rate would be 65%!". And since the devs already acknowledged that video, the official BHVR standing on soloQ is something like "soloQ is fine, those who suffer there deserve to suffer there". So no soloQ buffs should be expected in the following years.

    in Kindred Comment by Junylar
  • I made an experiment recently, as a Nurse I intentionally spread hooks as wide as possible, even dropping chases with survivors who were dead on hook. And you know what happened? As soon as the gens were done, they start flashlight spamming and tbagging at the gates, as if they won because they are good, and not because I let them. The funniest thing is that during the actual trial not a single one of them dares to tbag the Nurse, but only when they are sure they can get away with it. So yeah, even if survivors don't BM you off the bat, doesn't mean they are decent people and won't do it when they win, so preventive tunnel and slug is always justified.

  • It's always nice to know that instead of fixing year-old bugs, SWF balance or soloQ hopelessness, they spend their resources on adding Lara Croft into the game!

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748213#Comment_3748213

    They both need to be overhauled already. Well, SM is a lost cause so they just should nerf her and move on away from her. Permanentlely.

    Nurse has the lowest kill rate in the game, while SM has the highest. So no, they are nothing alike.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748870#Comment_3748870

    Themes and everything have to do with the license holder. Bhvr didn't want voicelines back then thinking voicelines didn't fit the game, I'm not saying later = better I'm saying if they came later they might've had voicelines.

    Voicelines also have to do with the license holders. Just remember what Pinhead used to do once you opened his box.

  • Pig didn't even get her theme, while Myers, the first licensed killer, has his theme. So no, later=better logic does not apply to BHVR.

  • 4 perks just to vault a little bit faster once in a while (while still being hit from a mile away, of course), that is one strong perk combo.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748697#Comment_3748697

    When you queue as killer, you accept that survivors may be running perks or items that you don't like to play against.

    When you queue as survivor, you accept that the killers may be running killers or perks that you don't like to play against.

    If you are unable to even attempt to play out games against Skull Merchant and resort to rage quitting, then you should be the one looking for custom games where you don't have to play against her.

    But since it's clear you would rather throw a fit instead of getting good, there's nothing more I have to say to you.

    When you queue as killer, you accept that survivors may be running perks or items that you don't like to play against.

    Except you can just dodge any lobby you don't like, while survivors don't have that luxury.

    If you are unable to even attempt to play out games against Skull
    Merchant and resort to rage quitting, then you should be the one looking
    for custom games where you don't have to play against her.

    There are far more killers who are NOT SM, and there are far more survivors who don't want to play against SM. If the 4% strat happens in literally every SM game, and not in most other games with other killers, then probably the problem is in SM.

    But since it's clear you would rather throw a fit instead of getting good, there's nothing more I have to say to you.

    But since it's clear you would rather repeat the same strawman catches and ignore all counter-arguments in order to explain why people have to waste their time on something that is generally hated, there's nothing more I have to say to you.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748681#Comment_3748681

    That's just normal killer queue.

    If you queue up as survivor, you accept to play against any killer. If you don't want that responsibility then go play customs.

    People agree to play against her in the normal queue, they just use the special competitive 4% strat against her. If you don't like how people counter her - then seek players for your custom games you have been repeatedly telling about.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748673#Comment_3748673

    If you don't want to play against skull merchant find a group to play customs with who all agree to not play skull merchant.

    I you want to play as skull merchant you can find a group to play customs with who all agree to play against skull merchant.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748626#Comment_3748626

    A survivor glues himself to a gen and refuses to move an inch, while failing every skillcheck, until he is grabbed and hooked. After unhook he proceeds to do the same. Your move, mr. Iron Curtainer? Will you now report players for doing gens?

    Another one: a survivor gets into killer's sight and predrops every pallet before moving to the next one, dying when there are no more pallets left to waste. Your move? Report for "low looping skill"? This one is even more dangerous, as not only you lose a teammate, but half of the pallets as well. But of course it's none of your concern, since you only look at the situation from the killer's perspective.

    Come to think of it, NOT failing the skillchecks while focusing the gens would actually be even better, since now the killer has to choose between either putting the survivor out of their misery or letting them win. No chase points either way.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748637#Comment_3748637

    If you're going out of your way to blew up the gen at every skill check, you are hardly "doing a gen". If you are simply griefing.

    If you really can't handle facing skull merchant, then play customs with people who agree to not play her.

    You dodged the questions. Will you now report players for literally doing gen? Or how else do you expect your "just remove kobe" stop the sentiment? And please, stop this strawman, Skull Merchant is not the only killer in the game.

  • All major content creators praise this event, so they now believe the community is 100% happy about it. They will probably throw in a few remote moris and remote gen kicks in the next one, too, while making the bleedout timer 16 minutes.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748622#Comment_3748622

    I'm really not going to shed a tear if survivors who throw matches, because they don't like something in a video game get banned.

    A survivor glues himself to a gen and refuses to move an inch, while failing every skillcheck, until he is grabbed and hooked. After unhook he proceeds to do the same. Your move? Will you now report players for doing gens?

    Another one: a survivor gets into killer's sight and predrops every pallet before moving to the next one, dying when there are no more pallets left to waste. Your move? Report for "low looping skill"? This one is even more dangerous, as not only you lose a teammate, but half of the pallets as well. But of course it's none of your concern, since you only look at the situation from the killer's perspective.

  • @Crowman said:

    BHVR just needs to remove the ability for survivors to kill themselves on hook. The downsides of it existing far exceed any benefits.

    Yup, and then all those who don't want to play against her will suddenly start engaging in fun gameplay! It's not like there could be any other way to die early in this game other than kobeing. This "just ban this and block that" mentality always works well and fixes every problem it has ever been applied to, after all!

  • @BurnedTerrormisu said:

    Personally, I'm not a fan of anonymous mode. However, I don't think that removing it would change anything.

    I would be more in favor of rewarding players for positive behavior. For example, if you are rated positively in the tally screen, you receive a 5% bonus for each positive rating until the next rank reset. If you are rated well 20 times during the month, you will receive a bonus of 100% on every bloodpoint earned.

    SWF circle upvote meta

  • In my soloQ games, toxic teammates who cooperate with the killer are in 95% of cases console players with open names. I've yet to encounter a memorable troll survivor with anon mode.

  • No Mither, Invocation, Distortion, Left Behind.

  • @a105 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747591#Comment_3747591

    the weave franklin's build is strong in a different sense of what is considered strong for dbd, it just offers so many effects, both perks have double effects so in essence its like running 4 different perks while only using 2 slots, its like how old mft was 2 perks in 1

    By that logic Dramaturgy must be top meta, because it's like 5 different perks in one!

  • Bringing the offerings does not stop SWFs from slamming gens, pallet- and flashlight saving, saboing and tbagging at the gates, and I mean when the survivors themselves bring the offerings. So why should it change how the killer plays?

  • @Halloulle said:

    I get that it can be maddening - especially when some perks are in play. But we also know that just because something is maddening at times a) doesn't mean it has to go b) it's always that way. Anytime survs play for pallet and other saves, that's at least (!) two survs off the gens. Usually, one also hovers and touches a gen that's somewhat close but also always leaves it to jump in as back up if it looks like they're needed. That means you have effectively 1 person on gens, and one or two gens that get occasionally touched. That's tons of time, usually enough to bleed out the ever-saved surv with 2-ish gens left. The key is patience. Keep injuring the hovering surv(s), listen carefully, look at bushes, look at crows. If they then change tac and get gen efficient, it's still a somewhat hard match but pretty do-able if your chase times are good. If they're also really good in chase then I'm sorry to tell you: going down in a pallet isn't what makes the match hard.

    But we also know that just because something is maddening at times a) doesn't mean it has to go

    It reminds me of someone here telling their story of a month without DbD, playing other multiplayer games. They found out that a game making you mad and miserable is not something that generally happens in games, it's just a unique feature of DbD. Other games try to be fun, DbD is the only one that purposefully tries to enrage the players. So yeah, if something in a game is maddening, it's a good enough reason to remove or rework it, unless it's DbD.

  • Yesterday, when SWFs kept using Plot Twist under pallets, I had to give up that game. Something must be done to address it, at least make it impossible to Plot Twist in proximity to pallets, and preferably remove pallet saves altogether as an outdated mechanic only utilizable by SWFs.

  • @Xxjwaynexx said:

    I don't know I really think that mmr is either really lax or off in the event queue. I've had sweat squads to people under 200 hours, for reference I have 2.5k hours

    Same here, potatoes with 150 hours and sweatlords with 4-5k hours in two games back to back. I'm just above 1k. MMR doesn't work and that's a well known fact.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746932#Comment_3746932

    Dramatic, aren't you? Survivors that don't even try being the main problem of DbD's solo experience doesn't mean that there isn't still work to do, other problems to solve, and features to add that those SoloQ players that really want to try and do good need, like I said multiple times in this thread and in the past. One thing doesn't contradict the other, and suggesting the devs don't know that by now is silly (to put it lightly…).

    With this said, I only hope we don't really have to wait years to see those happen.

    The main take of your post was "there is nothing to fix, it's just the players who are bad and they deserve it all", and it is the only post among MILLIONS of other complaints about soloQ being unbearable that was actually noticed by someone from BHVR. Yours is the only one out there. So while all the complaints were completely ignored (and will continue to be such), your only take about "just let them suffer, they deserve it" will be the only thing taken into account. So because of it, they now will do nothing to fix soloQ, leaving it in the abyss of hopelessness forever, and now they even have a justification for this, because "hey, the community itself agrees with it!"

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417970/the-state-of-solo-survivor-is-reaching-a-breaking-point

    The main reason why SoloQ is in that state is because of survivors themselves. Not matchmaking, not balancing, not how killers play, just themselves.

    Average survivors with low game sense (specially not making the right decision at the right time) and not playing as a team (including bringing perks that only benefit them and not even help progressing the true objective, that is doing gens) is what make most SoloQ games a true hell to play. Then, instead of trying to get and do better, they complain about the "40% average escape rate" and how the game is killer sided without understanding what an average means or that they are most likely in the lower half of it.

    Coincidentally, Hens just uploaded a video today about the topic:

    https://www.youtube.com/watch?v=Je3AQGuG2C8&ab_channel=Hens

    Who would have thought that if you are good at the game, have good game sense, and try to play as a team (which is the main strength of survivors, being 4 vs 1) would make you and your team mates win more games even in SoloQ?

    Thank you very much. Because of this post, that got noticed by Mandy, the devs now won't do anything to help soloQ. Since they now believe it's only soloQ players' fault, and nothing else, not even matchmaking. Thank you, dear, thank you very much.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746606#Comment_3746606

    Again, it's measuring across hundreds of games. The handful of games someone hides and still escapes is going to be statistical noise in a system that is taking all games into account. MMR gains are weighted as well. A single gate escape is a smaller MMR gain than getting multiple people out of the gate. Even if Sole Survivor player had the same escape rate as a great looper, their MMR will be lower based on team escape rate.

    When I played with the Sole Survivor build, I managed to escape more than a half of my soloQ games. I stopped using it because I grew tired of 1v1v1 standoffs, but with enough determination one could use it to consistently reach high MMR.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746484#Comment_3746484

    Doesn't matter, even if you create it by chase time and average gen progression or something. I wouldn't want precise match making, if it means increased queue times.

    The old rank-based matchmaking did a pretty good job, at least compared to what we have now. At least it took some skill to reach red ranks before rank reset.

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