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KatsuhxP

KatsuhxP

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  • No problem, I hope you get enough opinions to complete your video :D

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784891#Comment_3784891

    I mean it more like hard tunneling but not just a singular focus such as 1211 instead of 111 for an example. I'm not opining or discussing any judgments on it in this thread; I'm just curious to hear about the frequency. I don't know if that clarification changes the frequency for you or not.

    A little bit, it's more like 20% then I think. Most people usually don't hardtunnel in my games directly.

  • @katerbater said:

    Singularity stayed near my hook within range of anticamp, went into his biopods and stayed there for my entire first stage and the anticamp bar did not go up at all. So you take away the slowdown upon leaving the biopods near the hook because we have an anticamp system now, but that anticamp system doesn't work when he's in his biopods????? How is that okay?

    Are you sure that he just wasn't out of range? Because I don't think that's intended, it should be going up as far as I know.

  • @TheSubstitute said:

    Out of curiosity what percentage of games do you think tunneling occurs(defined as attempting to remove one survivor at the earliest opportunity) ?

    Based on my own games maybe around 1/3 of them.

    I have to say that I don't see anything wrong with playing like your definition, it doesn't mean to hardtunnel and come back to hook but just to choose and priotize the survivor closed to death. At least that's how I read it and I would say it would shock me even more if people actually just let me get away even tho I'm the best target. It would essentialy lose you the game at your own choosing.

  • I don't really see a reason to not trying to win, for what do I play a pvp-game if not to play against other people and try to be better than them. Of course I could use some builds that are fun for a few rounds, but in the end the fun comes from winning the matches for me.

  • @poujh said:

    Title. it still won't be meta and honestly i would just prefer removing the cooldown in its entirety but this is better than the current 20sec

    How about no? Do you know how insane the combo with iron will would be?! You're literally not making any sounds anymore and that's while being injured xD

  • @D3monic said:

    I've had constant/frequent games where I'd go against survivors in a party & they'd run flip flop/power struggle & would LITERALLY get down ina pallet while their partner is nearby with a flashlight so in BOTH instances whether I chase the person away nearby or not the one thats downed can drop the pallet on me JUST CAUSE I took forever to pick em up/If I pick em up too fast the person with the flashlight blinds me instead & I'm just sick/tired of the bs I have to deal with JUST to even score a kill in those types of lobbies overall because of all the perk combinations partied survivors will run JUST TO PISS you off for trying to kill them.

    I mean you can counter power struggle pretty often by just swinging out of the palette, there's only a line with one pixel in the middle of the palette it feels like where you can't just swing out of it. That being said that's of course brutaly annoying to do constantly, the best thing you can do is running lightborn if you know it's a swf with flashbangs or flashlights and literally instantly pick up as soon as you down the person.

  • @theonryo123 said:

    I am actually sick of killers getting away with a lot of stuff when it comes to endgame like if they can have blood warden terminus noed and no way out I feel Ike survivors should be able to use DS and off the record in endgame because killers need to learn how to earn their way for a kill not just handed to them because killer mains feel bad or some type of way that they can’t get a kill during endgame it’s stupid

    You know what the tradeoff for that gameplay at the end is? Ding ding ding, a horrible gameplay before because he plays without perks at all.

    People that actually use 4 of their perkslots to make an endgame build should be rewarded for that, there wouldn't be any point to play like that otherwise.

    Ps before I forget: Using ds and otr in the endgame to get out is also not "earned". He even played without tunneling because you still have ds and otr is such a long duration that it's a 100% escape even at the other side of the map on 90% of the killers. So you shouldn't speak about things like earning kills or escapes with that perk-combination.

  • @humanbeing1704 said:

    y’all noobs don’t remember the old preschool days where the hatch would basically spawn in the school basement 100% of the time

    Thank you for insulting me lol, I didn't play at that time so of course I can't. It's also questionable if that should make me feel sad, I'd say no xD

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783877#Comment_3783877

    I’ve always believed all offerings should be hidden and revealed only during the postgame screen. There’s really no reason for anyone to know beforehand what’s been played. It’s not like anything can be done about an offering when it has been played and revealing them before the trial just encourages unsportsmanlike conduct.

    That wouldn't be fair in any way. It's fair how it is because rng gets taken away but as a tradeoff both sides know the location of the hatch. It only counts who reaches the hatch first then. (we won't discuss slugging so that the hatch can't spawn for now. If you're thinking about it then think about the fact the 3rd survivor can kill themself on hook to spawn it instantly first. So even that is more of less fair.)

  • @CountOfTheFog said:

    A Killer main that I follow can almost always predict where the hatch will spawn based on where the 3rd Survivor is sacrificed and the location of the final Survivor (assuming they know where they are on the map).

    They have explained really fast how they are able to know, but I don't understand the puzzle.

    Is the ability to know where the hatch will spawn intended?

    Can someone explain to me how to know where it will spawn without an offering?

    There is no logic behind it, but there are general places where it likes to spawn on every map. In general it's always a high chance on shack and mainbuilding other than that you have to learn them and even then it's rng.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782665#Comment_3782665

    I'm trying to get a general idea of different reasons people do this, because I want to make a video essay on the subject of camping/tunneling, and I wanted another perspective than my own.

    Ah well I just use it as punishment for bad places to go down, as excampel I won't go away if I'm between a few progressed gens and have the hook there. Other than that I camp to the next hookstate if the survivors give themself too much time for the save.

    In the endgame I also camp because there's nothing I could do anymore besides that.

  • @TheTom20 said:

    Downed someone walked to nearest possible hook near start of game physically can't get there they had no perks to slow me down so they get to wiggle off

    That's a problem for years sadly, that being said midwich looks a bit different with the release of dracula, maybe it's better then.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783557#Comment_3783557

    Yeah, I also usually skip it, unless I'm in the crazy mood to play Demo all day (once in a year).

    Makes sense xD

  • @fussy said:

    I love to play Demo, but this daily is just really tough. Not because Shred attack is something difficult, but because FULLY CHARGED Shred attack is not something you use a lot. On average I need 2-4 matches just to end up this daily (and i'm using Shred A LOT), when any other daily is just question of one match.
    Please consider to remove "fully charged" condition from it.

    You just remembered me that dailys are even a thing, I completely forgot them because the bloodpoints aren't worth it xD

  • @QuentinVelic said:

    Hi The killer Cannibal had camped me to full anti camp meter in basement on groaning storehouse 2 main building. And once I was trying to escape from there I was chainsawed from the anti camp endurance and vaulted the window and still went down because Cannibal has no slowing down when hitting a survivor meaning I went down to something completely out of my power. Could you please try to find a way to either rework the anti camping system or nerfing bubba so this doesn’t happen again? Thank you.
    P.S. would love a Quentin Smith outfit or Dead Space chapter

    I mean that's nothing new, he was always good at camping and many other killer could get something similiar, as excampel huntress, hillbilly or trickster. Besides that he even let you a chance to escape, he just could have stand on the top of the stairs and you'd be dead with no issues.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783383#Comment_3783383

    8 characters are added per year. I can see the grind getting very out of hand after a few more years.

    Bloodweb would still exist for items , addons, and prestige. You still do the bloodweb for characters over prestige 3, so I don't think it would make it boring. Also, queue times are around 1 minute, so there isn't much downtime to begin with. I see the Bloodweb as a chore rather than something I get excited over.

    I leveled sable to prestige 75 and have hundreds of any item, do you really see that as anything exiting to get for your bloodpoints? I personally don't and I could probably play for it feels a year straight without ever buying something new, it's really not that interessting xD

    That's why I said perks are more interesting, they are also usable for ages, but at least it really changes something to get them.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783396#Comment_3783396

    I never said the skulls are too good, or that Vecna is special. I don't even necessarily agree with the OP's sentiment. I'm pointing out that you dismissed the OP's complaints by saying they can just crouch, when it's that's not always possible.

    Also you said that there is one way to make the skulls hit consistently, otherwise they are crappy, which isn't accurate. Injure a survivor and bait a vault and they are going down. By the time you get the survivor hooked and have closed distance on another survivor, it has recharged like half way. The skulls are a really strong option for Vecna. But like many killers with multiple options, his tools have specific applications.

    Of course you can't crouch them always, but I don't know many power that are easier and more often to dodge than this one. Animation locks are always an option to hit, that's why I didn't talk about that, it's just basic for a lot of killer powers. Besides that you misstime it a little to early and they crouch, you misstime it a little to late and they misstime it, so it's a lot more work to get them consistent even with animation locks (compared to other powers of course).

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783385#Comment_3783385

    If a survivor is on a slightly higher elevation than the killer, you can't actually duck them. So in many situations it's unavoidable. Crouching provides zero counterplay under those conditions.

    That's not the only way to hit the skulls consistently. If you bait a survivor into vaulting, you can score free hits pretty easily. It's the most consistent way to land the skulls.

    And you really think a higher elevation is unfair in any circumstances? There aren't many maps where this would be possible, I could think of haddonfield, swamp, midwich and garden of joy maybe, but this are 4 of it feels like 30 maps and only on specific places xD

    Besides that you still have gaps between them, so you can still react and dodge them (of course it gets easier to dodge the further they are placed away, but if he's close enough so there are basically no gaps you'd get m1'd anyways).

    And yes you can hit them while vaulting, but that is something every second anti-loop killer is able to it feels like, it doesn't make him special or stronger than anyone else. Besides that it has an ungodly cooldown in difference to other anti-loop killers.

  • @william95 said:

    has there been any discussions to coming up with alternate ways to escape? Like searching for keys, gas and a battery to start a vehicle.

    I don't think so, but to be honest I wouldn't want that in the basegame, it could be a special mode. Then we'd have one mode for killers specifically (2vs8) and one for survivors (different ways to escape I guess? Don't know how to name it).

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783337#Comment_3783337

    when on a map like Rpd there is no counterplay against the skulls.

    Did you try to just press strg to crouch lol?

    There is one way to make them hit consistently and that's by placing them directly into the survivor, even with that the survivor could crouch it if he predics it. The skeletons are really crappy if you just use them normaly because everyone with at least okay reactiontime should be able to crouch them in time.

  • @adsads123123123123 said:

    When a character is purchased, the Tier 3 perks should immediately be unlocked for all killers. This is the only way to fix the grind. There are currently 44 survivors and 37 killers for a total of 77 characters. Prestiging all of these characters to Prestige 3 would take years. The grind would only worsen over time as more characters are added. The grind is the worst and most boring part about the game. Spam clicking the Bloodweb and slowing waiting for it to fill out is not fun. People have limited time. Stop thinking people like to waste time on the Bloodweb.

    I mean "years" is a little bit dramtic especially because you won't prestige every single one of them to p3 because most of them don't have anything that useful. I'd rather have a quicker bloodweb but still to level than instantly getting the perks, that would make the game outside of matches a little bit numb because you wouldn't have anything you'd farm for.

    That being said they could make the bloodweb much quicker as excampel by letting me choose how many levels I want him to level for. They also have to skip or make the animation faster.

  • @Lixadonna said:

    Who do you think Killer would rather face? Why do you think SWF so complained about? Easy games.

    That's absolutely wrong, both teams can be strong as long as everyone knows what they are doing and when to do it.

    I hate swfs because they are mostly playing the most annoying or strongest things ever and then often even mock you for losing lol.

    Yes playing against 4 flashlights, flashbangs with background player and dh or some random perk that extends chases even further is totaly insane to win with, especially with a offering for eyrie of crows, garden of joy, mothers dwelling it's your choice. They now exactly you can't do much about it especially if they switch last second, you could argue that you just have to look at walls but first of all you get flashlightet from outside of your pov sometimes while looking at a wall and second of all they can and will just run into you while picking up and drop the flashbang exactly at your feet.

    That kind of swf is beatable if you just slug everyone and somehow no one of them has ub or exponential, and that's basically only if you play a killer that is able to do that. You'll never ever beat that with a pig if they got more than 3 braincells.

    That's the more annoying one.

    Then there are the swfs that just have 4 bnps, hyperfocus and it feels like every other perk you can use to do gens as fast as possible and then send you on eyrie of crows, garden of joy or mothers dwelling. It's awful to play against something like this if they are just slightly able to loop, you probably won't win that without the right build and killer.

    Well that being said, I don't have a problem with people playing normally that just don't straight up plan to win by using everything you can to annoy the killer xD

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782689#Comment_3782689

    You realize every time this happens, the Survivor dodged it right?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782621#Comment_3782621

    I mean the only time I got verified is when I played 2v8 with a friend far far away. I haven't had it happen as Killer that I can recall in the past 2 years. That tells me you are either in SEA worst server region, or you are admitting to frequent VPNing. I've been playing frequently against people VPNing against an ocean, so I know that it can be done for a 'lagvantage' with normal hits, let alone Huntress.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782617#Comment_3782617

    I don't have enough knowledge to confirm, but then wouldn't we move Ghosty's stalk back to client side, to prevent server checks for lean locations? Skillchecks are server checked, because it doesn't progress instantly unless you have a perfect connection. There are a lot of things that makes your claim appear false on its face, so I simply can't believe you on this part unless you have like a behind the scenes 'this is how we network games' video to source your claims from (or something similar).

    As far as the pallet DH checks, yeah I highly doubt they work. properly. The first week that patch came out, it was working, then it seemed like they rolled the patch back, because I kept getting hits I shouldn't get as Killer, and DH animationed against Nurse and still getting downed. Either they rolled that back to 200+ latency, or they pretty much removed it entirely.

    As far as replays are concerned, both UE4 and UE5 have it basekit, and we just upgraded to UE5 recently. I am 100% on board with replays for a bunch of reasons, like cheaters easier to report, learning how someone outplayed you, finding rat locations, etc. I sadly think we won't get replays though, since we probably would have had them much sooner if we were going to get them.

    They don't even move to the side afterwards so the game didn't reconize it at all and they got straight up hit, so I don't care. Ether they syncronize it right so that it at least shows me that it didn't hit or they let it stay exactly like it is.

  • @ChainsLogic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782765#Comment_3782765

    I find most of his buffs reasonable enough, but now with his chase potential made much easier to achieve, I do find getting this info given to his basekit unnecessary, and just a bit of a buff overload.

    It's easier to archive because of that instinct, the only thing they could do is taking away the instinct if it jumps over so that you only get it while marking. But to be honest I don't see a reason for that xD

  • @ChainsLogic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782560#Comment_3782560

    I said it makes him ever so slightly stronger, meaning a minor buff, not a major buff like you seem to imply is what I said. He has enough buffs that this is really unnecessary.

    "It makes him ever so slightly stronger than he needs to be" means he's overbuffed because of the killer instinct, at least that's how most people including me would probably read that.

    I don't think it makes him really stronger but just takes away things you have to think about and it give a little bit of information that doesn't really matter that much.

    Besides that he was buffed a little bit yes (at least for most people, singularity mains aren't that happy about the changes as far as I've seen xD), but the point they wanted to reach was mainly to make him playable for more people. Many people playing him were just constantly confused because of the different pov's you have to switch quickly around, the killer instict just makes it so that you instantly know where you marked him and you don't have to be so good at orientating after getting out of the camera.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777654#Comment_3777654

    I mean both Riot and Blizzard are using massive FPS games with automatic weaponry and far far far more effects (like flashbangs/smokes/powers). DBD only needs to check one time per 2s at the most frequent (with back to back STBFL/hatchet hits). I think checking 10 600rpm guns being fired simultaneously would necessitate those higher level checks and servers, but DBD is nowhere near that.

    All I'm saying is to check with the server on hits like the picture shown below. We currently use the Killer's Screen. Also I'm not advocating for something as extreme as the Survivor's Screen. Just what the server 'sees' at the time of the hit.

    https://us.v-cdn.net/6030815/uploads/7RZRCJ355N4E/servervalidation.png

    Also again, I'm merely proposing Endurance for these hits, so a Deep Wounded Survivor still goes down with one of these lag hits, even if they get the server validated Endurance. Or a laggy Huntress could land 3 hits on a healthy Surv and down someone, even if all hits were lag shots. All it does is add a single extra hatchet needed in the worst case scenario (Injured Surv), and in 2/3 scenarios lag shots are still fully effective (Healthy/Deep Wounded).

    How about no? At least as long as the screen are so badly syncroniced, I already get enough hits that just get rejected, I don't need more of them lol xD

  • @TheSingleQuentinMain said:

    I'm a killer main, so please don't interpret this as some angry survivors rant about how unfair that last bubba camp was. I'm trying to figure out, why do people do camp builds and such? I personally have never really bothered with it because I don't think it's fun to fight, or to do, and I realize some people just do it for the meme or to tick people off. However, I want to know if anyone actually finds it fun, and if so, do you want behavior to make it more viable or give killers new camping options?

    Do you mean camping as a tactic to win, endgame camps or people literally just camping in the basement without any reason just to annoy survivors? xD

  • @ChainsLogic said:

    They should remove killer instinct notification when a survivor is slipstreamed. It's really not necessary info for him, and it only makes him ever so slightly stronger than he needs to be.

    It doesn't even make him stronger really, in chase it's just a thing you don't have to micro-manage for once and outside it's okay information but nowhere near to strong xD

  • I mostly take who I find, but that doesn't mean I won't tunnel. If I have to choose between 2 survivors and one of the them is the tunnel-out I will choose the tunneling, same with auras if I see the tunnel-out on BBQ I will go there as long as it's in a reasonable location.

    I don't see anything wrong with tunneling and I personally don't care if I'm getting tunneled I just have my fun annoying the killer by stealing him as much time as possible xD

  • @kosaba11 said:

    Either make it possible to give up or add the ability to pick yourself up to the survivor's base kit. I'm so sick and tired of crap killers being allowed to slug an entire lobby just because they think getting a 4K means anything. It's not fun, it's not fair, it should be bannable and there needs to be something that makes it no longer a strategy they can go for.

    Bleeding out is something else, but I've never understood what the problem with 4 man slugs is?!

    I slugged a entire team with trickster before because they were all in one place and thought I'm no threat apparently, I won't let you punish me for downing all of them if they're so overconfident.

  • @GolbezGarlandGabrant said:

    Plunderer's Instinct says it considerably increases the odds of high rarity items.

    I don't really log stats or anything and this is purely observation from experience but I did several games with the perk, with purple coins and sometimes people using anniversary cake to add another chest and I noticed a great majority of the chests I opened were still brown items.

    Not sure if just bad RNG or considerably isn't much in terms of %.

    Good question, that is one of the only perks that still have the old cryptic descriptions so Idk xD

  • 2vs8 was a lot of fun, but it doesn't satiesfy me really, it just doesn't feel like I have to play good to get good results.

    So if I wanted to have fun and chill for a while I'd prefer 2vs8, but I'd play 1vs4 at any other point because that's the only mode that feels like it matters.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781826#Comment_3781826

    Notice the part in my post where i said this?

    But really anyone know how blight is supposed to actually use his power when it is so easy to dodge?

    So i would kindly ask that you refrain from being toxic and insulting me, and instead offering assistance and answering the question. I'm trying to learn here what i might be doing wrong as blight since his nerfs have made his power very weak in chase and he just feels like an m1 killer to me at this point with quick map traversal.

    It's not as easy to dodge, you just have to use shoulder flicks:

    That means you rush into the survivor so that you slide ether to his right or left and then you simply flick to the side where he at and instantly press attack at the same moment. Because his hitbox is much bigger at the start of the attack it hits then guaranteed if you did it right, sometimes you don't even see them on the screen anymore and it still hits xD

  • @Hex_Ignored said:

    Weird. I was always told that "hug tech" is exclusively used for "fun" and "doesn't offer any competitive advantage" and that "blight will be a lot stronger when people have to use bump logic"

    I mean if you actually go ahead and learn him to play only with bump-logic he is much more consistent for most people. I personally wouldn't do that because I find it increadible boring.

    His new bumps that glue me to every single wall even if I just want to hit around something are annoying as hell and as if that wasn't enough I find more and more situation were I still slide off of objects and lose hits because of that. Of course I could fix that and learn him with that playstyle, but at the end he will be less fun for me even tho he's more consistent.

  • @Rigbeta said:

    Simple. Survivors have their profiles opened to the killers for… whatever reason? It's bizarre that information like that is allowed and has lead to fervent bming if the Killer deems the survivors worthy of toxicity or they'll dodge out of fear from the amount of hours a player has.
    Why is this even available information to the killer? Anonymous mode could be used, but a lot of people LIKE adding each other and giving kudos and whatnot, so why does the killer only get to benefit from total cloaking of information till the end?
    Just make Survivors have their profiles unavailable at the start, with no names. AT the end of the game, the names and profiles can be available.
    I literally had the same killer 3 different times, and for two of those times, she prepped based on prior knowledge specifically to BM me because in the first match, I had done very well against her. It was excessively frustrating, but even more frustrating is that this is almost encouraged with the available information of a profile, name and hours.
    "Just hide your profile with Anon mode" is not a good solution because it isolates you from your comrades in the event you all do well, have fun and decide to become friends or something. Same goes for a killer that wants to reach out to a survivor cuz they had fun. Anonymous ruins any form of solidarity for those that are forced to use it to remove prying eyes at the start of the lobby.

    I mean I only use it to find out if I play against a swf probably and therefore change my builds slightly. looking at the hours is more like of a fun thing to do for me, I won't dodge teams with 3 people with 5k hours and 1 person with 11k or something, I just think to myself "Well I should probably play serious or I lose horrendously, well probably I still lose with 2,4k" xD

    Of course you could argue that I play more serious on people with more hours and that that's unfair against them and therefore should be removed, but it's ether this or I play serious all the time because I can't tell against what kind of people I play and I have to be better save than sorry because I can't generate enough preassure if I wait and see how good they are.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781636#Comment_3781636

    I think at this point it is clear when you just use common sense. And it is better to use common sense than expecting the Devs to make it super-clear, because if you have it clear and strict, you WILL have people who abuse it.

    Like - "not touching a Gen for 10 minutes as Survivor is holding the game hostage" would result in Survivors not touching Gens for 9 minutes.

    "Bodyblocking a Survivor for more than 8 minutes in a corner is holding them hostage" would lead to Killers (and other Survivors) blocking players for less than 8 minutes.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781219#Comment_3781219

    The killer just protection only 3 gens the entire round and dragging it 40 minutes like this is not holding hostage because he's still protecting gens, it's annoying to do and counter, but normal gameplay.

    This is incorrect. It can indeed be considered as holding the game hostage if the Killer decides to only protect their 3-Gen without any intention to go into an actual chase at some point.

    Games reach the point where both sides have to try to fulfill their objective (repairing Gens, killing Survivors), which means that Survivors will have to try to repair Gens even if that means that they might die and Killers will have to commit to a chase even if it means they might lose a Gen. This has also been confirmed on the Forums.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781210#Comment_3781210

    At least some situations would be fixed with this (Survivors not repairing Gens would be one example where this would not fix anything). But I would agree, it is crazy that this is not implemented yet that a Survivor loses collision once they have crows.

    You're incorrect aswell, no old skullmerchant or knight could ever be reported even if they didn't plan to actually commit to a chase outside of the three-gen. Bhvr awnsered that problem with reducing the time the server takes to automatically shut down to 1 hour from 2 hours.

    So nope it's not reportable and just a super annoying way to play this game.

  • @abcdef said:

    On the official game rules page it is stated that "holding the game hostage" falls into "griefing" category and is subject to a temporary ban but the definition of "holding the game hostage" is provided nowhere on that page. Moreover, sometimes players refer to "bodyblocking" as "holding the game hostage" but "bodyblocking" falls into "do not report" category.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules

    Is there an official statement from BHVR that precisely defines "holding the game hostage"?

    Holding the game hostage is not progressing the game without a timer:

    so bleedouts are not holding hostage because you die in 4 minutes, bodyblocking someone in the corner for an entire match is indeed holding the person hostage. Survivors hiding for ages without any reason and just dragging the game to 40 minutes because they don't do anything is also holding the game hostage.

    The killer just protection only 3 gens the entire round and dragging it 40 minutes like this is not holding hostage because he's still protecting gens, it's annoying to do and counter, but normal gameplay.

    Well that being said, outside of cheaters and bugs there isn't truly holding hostage without a timer because the server always shuts down after exactly 1 hour.

  • @Gorik said:

    He needs to be 4.4 like the other ranged killers.

    And why? He needs to hit 8 knifes and he's still bad even with 4.6, there's literally no reason to make him 4.4 xD

  • @AzimRx said:

    Plain and Simple, bro should not be able to teleport directly you as many time as he wants in a chase and avoid breaking every pallet on the map by just teleporting on you as soon as you drop it.

    Good that this isn't the case if the survivors play good xD

    No seriously, he is not different to other movement killers. Most of them can ignore palette-breaking if you just run for it, if you actually stay singularity can't ignore them. Besides that singularity isn't meant to be an killer you can withstand long and even less alone, he's meant to be a killer countered by teamwork and he's also meant to be a powerhouse in chase without slowdown.

  • @turfking said:

    Title says it all. Honest fair question that you owe an answer to.

    What do you even mean?

    Cheaters: so things like 30 second stuns, flying, infinite health and so on? In which case I can guarantee you they don't support them, encountered around 4-5 and I think 3 got banned (the other ones I didn't report because I was tired).

    Or people using things like 180s with oni as excampel or lopro-flicks with billy? In which case the awnser would be that it's just not cheating in any way, that's how their power works at the moment and bhvr can't and won't ban anyone for using it like this.

  • @zLoqzx said:

    i need you to explain ur point more clearly

    KatsuhxP

    Even before grades came the rank wasn't a flex at all, you got rank one eventually at some point and the only thing it meant was that you get matched with other people at rank one (potentially the best people).

    My point is: Only because you got matched with them it didn't mean you could flex with that, only a win is a real flex. So if you lost you were still not better than them and you have nothing to flex with.

    (That being said it's a really broken down version of a mindset because of builds, map rng, team and so on... so of course you could be still better with losing to them, but I wouldn't ever say the grade/rank itself could be used to flex)

    (I hope everything is understandable, I'm german so some things might sound weird because of different gramatics xD oh and next time tag me with an "@" please so I can see it)

  • @gilthfc said:

    Is it me or does the huntress need to be removed from the 2v8.

    Limit their hatchets to 3 or an idea like the same killer cant be picked every game. Literally 10 games in a row ive come across the huntress and counting. So boring

    Well she's fun to play what can I say? It's in the nature of the mode that you get a lot of cool shots, so I feel like she's increadible fun to play on 2vs8. She doesn't feel to strong ether if the map is okay and the people actually try too loop, for some reason most people are just running from loop to loop and get sniped on the way there and that's for sure not on me.

  • @LordGlint said:

    Just a thought I had that I was hoping for your thoughts on. It has nothing to do with balance or anything but... Do you feel like it's just a less stressful experience on 2v8 for killers? Like if you lose in 2v8, it just feels easier to shrug it off than a lose in 1v4 IMO. Does anyone else feel the same?

    Maybe it is because I played together with someone I like, but I don't really care if I lose in 2vs8. Feels a lot less punishing because I know it was actually on me and not on perks or items or other things I can't control normally.

  • @executedshadow83 said:

    Why does the report player button do NOTHING? This game is so toxic and it's absolutely encouraged when you have an option to report a player and it does nothing. I literally just had a 3 minute match because all the killer did was camp just outside the range of the hook timer and as soon as I'm pulled off I get immediately downed again. How is that supposed to make this game fun when I don't even have time to enjoy it? This issue is never addressed but whatever. The only way to get rid of this toxic element is to make a mechanic that doesn't allow back to back hooks. This way it forces the killer to go after someone other than the person who was just pulled from hook. I know this will never happen because it makes too much sense. Whatever.

    That's not an bannable offence so they won't do anything in that situation. The only real things you can report are taking the game hostage (slugging and bleeding out doesn't count because it has a timer), cheats and insults (tbagging doesn't count as well as hitting on the hook, humping not sure about that one). Everything else you can do is completely fine, you can slug, camp and tunnel as much as you want as well as genrush, flashlight, flashbang and stun the killer.

  • @GoingToGetDwight said:

    I feel like dbd is not worth playing due to the hackers

    Well I don't have any evidence if she was hacking so obviously don't know if it was that or anything else related to pathing, your character or perks.

    That being said I play against hackers super rarely so I wouldn't say there are many xD

  • @ChucksterMainin said:

    definitely not using it to annoy killers with Scene Partner…

    FOR SCIENCE!

    There are people that are annoyed by screams? I just find it funny and kill them normally xD

  • @Tamo said:

    I just realised this actually got put in the game, after the last update hooks that a survivor is sacrificed on get brought back.

    I hated this idea then & hate it just as much now, this isn't fair at all. Survivors struggle to wiggle off anyway (for good & obvious reasons) it shouldn't be easy but a swf or just a toolbox - let's be honest - will make it that much worse. My problem is for 1, Breakdown actually removes the hook for longer. What!? 2, we argue about play styles & skill level, if you make a dead zone by not strategically or just in general thinking about hook placement for a survivor you down I can't stress enough how that's then on you. Plus saying that you can counter said problem by slug-ing if you need to.

    It was something entirely avoidable & didn't need to be implemented, the fact it made it past the PTB is shocking to me. It doesn't tend to be a problem (dead zone of no hooks), it's occasional. So just the same I bet it didn't seem to matter to anyone that the change happened but now that I've seen it in the game I was just in I can't stress how humerous to me it was how quick it came back & how silly I think it is they actually added it to the game or how bad it could end up being. For something so situational it wasn't necessary & I really do hope this gets changed back. Maybe it is just me, but I'd like to think others can see the issue & also understand the argument that where other things we blame on playstyles this somehow wasn't just seen as player error before.

    The statement that this is on the killer is simply wrong, survivors have more than enough ways to manipulate where they get hooked if it's even possible at all. If someone runs into comp-corner and I don't have agitation chances are big that I only have one hook to hook if even possible. Another example would be midwich that just deadzones you regulary by playing (maybe after the rework not as much? Don't know, didn't play it yet).

    Slugging is btw NOT a fix for the problem because it doesn't advance the game at all and just waisted my time then lol.

    Well that being said a wiggle-out is usually impossible without others helping anyways and more or less just existing to make hooking in the basement harder. I don't even care about it when I'm playing survivor and didn't see anyone else that cares about it so I think you're the only one annoyed by it xD

  • @zLoqzx said:

    BRO why is it all about bloodpoints when it comes to the ranking!!?? it should be harder to reach iridesent rank in some way and make it so you can flex with your rank and FIX THE MMR

    For what? You have absolute dominance if you won ether as survivor by escaping or as killer by killing 3 to 4 players. It's completely irrelevant what rank you are if you lost xD

  • @kosaba11 said:

    He's way too powerful. Anyone who thinks he's weak is just lying because they want him to remain strong.

    He's too fast, has almost no cooldown on his chainsaw to the point he can just spam it, and doesn't have to try to get one hit downs. Not to mention the fact the chainsaw lasts too long with him taking no noticeable decrease in speed to make up for it.

    You're straight up wrong if you think an average bubba is too strong. He doesn't have any way at all to surprice you if he doesn't have immense skill (regarded to flicking), that's why you can loop him for ages even at normaly weak palettes, not to mention average or stronger windows where he's just useless without bamboozle.

    if he is really good and flicks good and therefore downs you with his power consistently it's perfectly fine, he's just better than most bubba-players and you.

    Bubba is one of the easiest killers to loop that I know of and it's not even funny xD

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