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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • Changes don't effect me personally, but as a solo survivor, they absolutely effect the way my games play out.

    Too soon to have thoughts. I'm not having fun, but the update might not have anything to do with that.


    After 8 games, my escape rate is sitting at a big fat goose egg.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403675#Comment_3403675

    Killers have two objectives. Keep gens from turning on and murder the survivors. The devs are actively making the former harder and the latter easier. Including a new big old juicy carrot for tunneling, camping, and slugging in the form of never needing to deal with Dead Hard ever again.

    Why are you surprised that more killer players are picking up what the devs are putting down?

    It's not surprise so much as disappointment. I've been playing this game too long to be surprised by player behavior--doesn't really stop me from wanting more out of the community, tho.

    I'm also not convinced anyone needs to camp & tunnel to win their games. It's just low hanging fruit.


    Take the Bubba in my screenshot for example.. he hooked me with 5 gens left. I didn't even get a chase out of him, because Mikaela predropped 2 pallets and I was the lucky Survivor to learn he had Spirit Fury. 30 seconds into the game, and he was fed 2 pallets instantly with Spirit Fury. He did not need to camp me--Mikaela was willing to hand him perk value on a silver platter.

    5 gens left when he hooked me, yet had just one survivor brought Reassurance, he would have lost with 1k. You can't tell me the devs are pushing killers to camp and tunnel when it is the worst strategy on paper. It only works because Survivors don't want to take the game seriously.

  • I've been tunneled in every single game.

    Do Killers seriously not know how to create pressure without gen regression?

    Edit: Not going to pretend like this couldnt have all happened before the update, but... tunneled 4 games, and camped a 5th. Probably the least fun I've had playing DBD in a long time.

    image.png


  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403353#Comment_3403353

    There is a difference between not caring about other people's enjoyment and realizing that you aren't responsible for their enjoyment. I didn't say only killers shouldn't feel responsible I clearly said that goes both ways. Even so, no player is responsible for the enjoyment of another is the point. "its not the killer's job to satisfy the wants of the survivor player and vice versa." <- the original quote.

    Because what you find fun in game, others may not and that's ok. What they find fun you may not and that's ok too, these differences are what makes online gaming a varied and interesting experience.

    That's where we get back to why people rage quit... you gave the example of patience running out explaining why they quit and that patience runs out because they have built up resentment about negative game experience. This is because they didn't want to play a game they thought wasn't fun.

    "There are a lot of reasons a Survivor will instantly give up, but most of them stem from a lack of patience.

    Either they're always impatient, or they've already played out some games against scummy Killers, and their patience has run thin.

    Do you typically roam close to hook looking for any nearby Survivors, or just outright proxy camp?"

    This is a really lame reason to quit and not really an excuse, a mature person would understand that they are getting tilted or impatient and stop playing before queueing up for the next match... while an immature person gets angrier about not getting what they want from the game and rage quits halfway through.

    The fault lies purely with the person engaging in the quitting

    "OP was asking why people rage quit. If they're encountering it every game, there is a real possibility their in-game decisions are contributing to the frequency of rage quitters in their games." A possibility but the point I'm making is that, this shouldn't bother the OP, neither should the OP change up how they play if they find it fun, especially just to meet the demands of someone who rage quits because they didn't get what they wanted from the game.

    The example you are using to make your point is that players don't like some game elements and if you utilize those game elements people will quit, which is probably true but your emphasis is on the OP realizing this and kinda suggests they should change how they play. (Given your example of what you defined as "scummy" play)

    Whereas my point is just the opposite in which the OP shouldn't really worry about it and just play how they enjoy playing, quitters be damned.

    I agree, I don't think OP should worry about it. There are enough other comments in the thread echoing that sentiment--don't really feel like I needed to preach to the choir. OP would likely decide that on their own, regardless.

    It doesn't hurt to be aware of causality, tho.

    Additionally, unless BHVR can remedy the problem, players are obligated to take responsibility for their own actions.

    If someone is doing something blatantly unenjoyable to their opponent, they shouldn't be surprised when their opponent refuses to participate in normal play.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393160#Comment_3393160

    "No one loads up DBD to sit on hook for 2 minutes, or to be run down off hook before they have a chance to establish a safe loop."... Well they should because its part of the game and could happen, its not an excuse to quit just because they didn't get exactly what they wanted from a game, where the mechanics are well known and clearly defined.

    If someone queues up for a game of DBD with the expectation that they won't potentially hang on hook for 2 mins or be caught again after being unhooked then... well, and I say this as un-apologetically as possible, they're a fool... these things are part of gameplay and have been for a very long time.

    "If you're slow to leave an area, a Survivor is going to assume you'll come right back to hook when they get saved." Again its not the killer's job to satisfy the wants of the survivor player and vice versa. It can be a very smart play if you aren't occupied by something else to return to the hook after an unhook, there are 2x survivors nearby one of whom is injured.

    Defining someone else as scummy because they don't play to an individual's personal game preference is a really bad mindset to have and doesn't excuse the quitting player's so called impatience.

    Its just poor sportsmanship, rage quitters have a million excuses that always seem to absolve them of any wrong doing and justify their rage quitting. The inability to move on after a previously disappointing game is a big one.

    The last point is about how mechanics interact and that's always open for discussion and refinement but again its still not an excuse to quit.

    If a player is signing up to a game with the expectation that it'll play out the way they want it to and anything else is unfun or annoying then maybe its time for a break, if that scenario is wearing their patience thin, then its really time for a break.

    It's not really a question of whether or not something is a part of gameplay, nor is it a question of whether or not it is a smart play.

    People play video games because they are enjoyable. When the game stops becoming enjoyable, people stop playing.

    It's really that simple.


    I didn't comment looking to debate the ethics of rage quitters--there's no question they're detrimental to everyone else's experience.

    OP was asking why people rage quit. If they're encountering it every game, there is a real possibility their in-game decisions are contributing to the frequency of rage quitters in their games.

    Whether or not OP wants to change their in-game behavior to minimize the occurence is up to them. They're no more or less responsible for everyone else's enjoyment as the other players in their game. If you're going to make the argument that Killers are not responsible for the Survivors' fun, you should recognize that ragequitters hold the same exact opinion about the other players in their lobby. They'll continue to rage quit, because they need only care about whether or not they are enjoying the game.

  • If Survivors weren't so "it's my game, I can play how I want," a counter-measure would have already become common practice.


    If a Survivor is on the hook with 1 gen left, the final gen needs to be 99'd. After going in for save, return to pop the last gen so long as the recently hooked Survivor is not downed.

    There are multiple benefits to 99ing the last gen:

    1) Allow an opportunity for Survivor to use DS and/or OTR

    2) Avoid getting downed with NOED during save attempt

    3) Insta-heal any health states lost during rescue, with Adrenaline

    4) Opportunity for safe unhook, if Killer believes they can stop the last gen from popping

  • @Meathammer said:

    Your mmr must be really low

    Your comment must be really useless

  • Tinkerer/Trail of Torment Billy with double iri add-ons

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399728#Comment_3399728

    That second build is a joke lmao, trail of torment literally alerts survivors you are using it, so even if they somehow get surprised by it it should work a max of 4 times if everyone is on soloq, new overcharge doesn't even have any decent regression so leaving the gen to regress is not a high risk really, just work on another gen while the killer waits like a bozo, any half decent team should literally eat alive any killer running that build ( if they aren't blight or nurse).

    But I do understand builds that are easy af to counter is whats considered fun for both sides so yesh it could be fun as really none of those perks are a threat.

    I've run the second build a number of times to much success.

    ...but I could also go perkless and still be fine, so I can't really say how much value I get out of any one build. It gets me thinking about the game differently, and thats all I could really ask for

  • These add-ons are the only way I'll play Nurse.

    I don't find anything exciting about how easily Nurse stomps pubs. It's not worth slaughtering a thousand lamb, just to find the few lions that'll put up a fight.

  • I find I perform best as Survivor when I play reactive rather than proactive.

    The matchmaker seems rather unreliable lately, which makes it quite difficult to anticipate if I'll be playing against Killers who respect pallets or just swing right thru them. Latency be damned, I've stopped trying to anticipate the Killers' next move, and make all of my decisions as late as possible.

  • @Ayodam said:

    So are the killer mains lamenting survivors not “giving” Myers this achievement giving survivors Left Behind? It’s the one where you need to be the last survivor, finish all remaining gens (meaning killer cannot close hatch), open the gates, then escape through the gates.

    A year or two ago I really grinded this achievement with Wake Up! & Spine Chill. I let so many teammates die, with the last gen at 99%, just so I could take a shot at escaping through the exit gates.

    A couple days after I got the achievement, my friend and I ran into a Legion who wanted to farm after killing the other two survivors. I pointed at hook for Legion to kill me, and my friend got the achievement with zero effort. I was so mad hahahaha


    Edit: But to answer your question... When I play killer and there is one Survivor left, who continues working on a generator when I come over, I always let them continue working on gens for the achievement. Most of the time, they take hatch after completing the last gen and I yell at them in post-game for missing the achievement.

  • I believe the design theory is that gen regression builds should not exist. Full stop.

    Gen regression perks should be a means to an ends, and should be chosen based on the Killer you are playing, not by the strength of the perk itself.


    Let's look at the following 2 examples:

    1) Overcharge, Call of Brine, Pain Res, & Eruption

    This build asks absolutely nothing of the Killer, except that they kick a gen anytime they see one. It doesn't care what Killer you are playing, just that you down a survivor at least once a minute. There is no counterplay or interaction on the Survivors' part--they just have to hope that they and their teammates are decent loopers.

    2) Overcharge, Trail of Torment, Insidious, Hex: Face the Darkness

    This build asks the Killer to lie in wait and ambush Survivors that are eager to stop Overcharge's regression. It requires insta-down killers for maximum value, and it trades constant moderate pressure for less frequent, but greater pressure. Survivors are invited to call the Killers bluff, risk taking the bait, or abandon their progress altogether.


    Between these two builds, the latter introduces more varied gameplay to DBD. It's not a build that will work on every Killer, but it is absolutely viable on a select few. It requires more interaction between the Killer and Survivors, and is generally more fulfilling to play as and against.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399571#Comment_3399571

    I don't think they are entitled to anything unless they can catch me. I don't care if it's designed in the game, that's what this discussion is about whether we THINK it should be in the game or not. And I don't think killers need Bloodlust. Isn't that what a game is about? Skill differences? Not everyone has the same skill level so if the survivor is better than the killer, yes the killer deserves to have their time taken up.

    Bloodlust won't help killers get naturally better in chases since I'm sure that's what people rely on is Bloodlust to catch people. That's why I don't think killers should complain about survivor's second chance perks, they've got the biggest crutch of them all and that's Bloodlust, for when their chase skills are bad.

    Once again, this is my opinion, that's what opinions are for.

    Ideally, people should be forming their opinions after careful assessment of all available knowledge.

    If your opinion is grounded in reason, then it shouldn't waver when I bring forth a logical argument. Of course, when your opinion is tested against new information it is okay reassess your position--you don't need to double down for the sake of being right.

    I won't postulate on whether I even provided a convincing argument, I just think it's disingenuous that you would respond with the equivalent of "I made up my mind, so it doesn't matter what you have to say."


    It sounds to me like you're looking at Bloodlust all wrong.

    You see it as a crutch for Killers, when there is enough evidence to suggest it's no less a part of the game than pallets and jungle gyms. BHVR ran a test without Bloodlust and found the game is more balanced WITH it than WITHOUT. Meaning, if they were to remove Bloodlust, they would need to redesign map tiles accordingly. Unsurpisingly, they chose to keep Bloodlust, as that required the least amount of work for the dev team.

  • With regards to Trapper, you need only experience a few instances in which Trapper boxes himself in with a Survivor to see why he shouldn't be allowed to casually waltz through his traps. He'd become the new king of camping with Bloody Coil and Secondary Coll.

  • This is not usually an area I hold opinions on, but...

    From a purely narrative POV, I think it'd be most effective to take a character whose gender we already assume/confirmed, and have them transition/start transitioning with a future tome.

    Again, this isn't really a topic I'm equipped to speak on, but I'd imagine people would find a character more relatable if they were transitioning in-game in real time. A character who comes into the game already transitioned wouldn't pack the same punch.


    Similarly, I'd be way more interested in seeing a character exploring their sexuality during a tome, only to later decide where they stand.


    I'm not big into the game's lore, so none of it really effects me. I'm a Yui main tho, and was surprised to see so many people here talking about her being lesbain--I never thought about her sexuality. It would be really intriguing for me to see that sexuality explored from it's early stages, rather than immediately jumping to confirming one way or another.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398796#Comment_3398796

    I agree with you on that one.

    The devs are pretty much saying "Even though the killer is already naturally faster than you, they're obligated to get free hits out of you just because".

    Like if you have the skill to catch me, good you deserve to catch me. If not, then you don't get to down me just because you're getting naturally faster and faster for not being able to smart me in a chase.

    Killers are designed to catch you. By nature of the game, they are entitled to hit you.

    A Survivor should not be able to 1v1 a Killer for a considerable amount of time, unless there is a major skill disparity between the two (which matchmaking should be trying to avoid).


    A better way to look at it is that Bloodlust Tier I is the Killer's natural movement speed. Rather than receiving a buff after struggling to catch you, they've been given a nerf to help Survivors extend a chase.

    Ultimately, the goal is to have each survivor eat 1/4th of the Killer's time. But because the map elements are all static, there's nothing really stopping Survivors from taking a Killer on the equivalent of 4 chases. Bloodlust adds a dynamic element to the game that allows tiles to play differently, at different stages of a chase, even though nothing has fundamentally changed about them.

  • If BHVR can maintain it's current numbers, I'd recommend they make DBD free-to-play for the 10th anniversary and integrate workshop support.

  • This achievement is eye-opening to just how little good will exists within the community.

    Survivors would sooner have you bleed them out on the ground than give you the satisfaction of completing your achievement.


    If you are seriously struggling to complete it, run PWYF & Agitation, then take the Survivors to Glenvale. Leave the Obsession for last, and if they give you a hard time you carry them to the corner behind gallows. Unless you get the unlucky back corner locker spawn, you should be able to carry them far enough away from a locker, and PWYF will allow you to catch up to them.

    Also think about running Iron Maiden, in case they want to hide at the end of the game.

  • Asking strangers to uphold the "spirit of the game" in an online video game is a pipe dream.

    People take advantage of your kindness, or don't even recognize that you are giving them a chance to catch up.


    Not to mention that it is significantly easier to show mercy as a Killer than as a Survivor.


    The "us vs them" mindset stems from this game's ability to be used as a bully simulator. There'd be far less complaints if people didn't feel victimized every time they played this game.

  • @Bot_Salvo88 said:

    To make it fair, killer should be able to equip a fifth perk but it has to be a universal one

    I think everyone would choose Sloppy...but I still like that trade-off.

  • I find her insufferable to face as a solo survivor.

    Was actually worried this change would make Hag more viable, but I'll be more than happy to hear it plays out as a nerf.


    As with many killers now, the "I'll place this here, then you need to leave the loop or give me a free hit" style of play is dull and unengaging. I wish they would rework Hag

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398384#Comment_3398384

    That's not how matchmakers work. Once the system determines you are going into the lobby, there is only 1 option. Having the check after the matchmaker puts you into a lobby does nothing.

    At some point, the matchmaker needs to decide where you are going. It doesn't just throw you into lobbies.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398373#Comment_3398373

    Except you aren't the only survivor in queue. This breaks down once you realize that other survivors can fill those spots before the system decides to throw you in whatever options are available, because it'll still prioritize other survivors getting lobbies against killers they haven't faced yet.

    That isn't any different than the matchmaker giving priority to a Survivor who is closer in MMR to the Killer than you are.

    The server wouldn't be auctioning you to multiple lobbies with the possibility of not being placed in a lobby at all.

    At the point in which Killer Repeat Prevention kicks in, the server has already decided you're going into a lobby--it just wants to know which.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398339#Comment_3398339

    Because there's never a balanced amount of survivors and killers in queue at once. Not to mention killers have their own mmr pool as well. Regardless of the priority, it wouldn't be unheard of for a player who had played against a popular killer having trouble finding a match in a normal amount of time, because the system gives out matches they could have been matched in to other players due to the priority of not playing the same killer twice.

    This also hurts solo players more, because now you have 4 killers you are less likely to get matched with.

    On the killer end, new chapter drops and everyone is playing the new killer. Have fun waiting for the system to eventually sort of 4 survivors for you.

    This idea will never work, because killers queue up as the killer whereas the map can be selected after everyone has matched with each other.

    When a Survivor queues up for a game, the server searches for a Killer of equal or approximate MMR to match with the survivor. If multiple Killers of approximate MMR are available, the server needs to decide which Killer to match with the Survivor.


    When this happens, Killer Repeat Prevention steps in and says "has this Survivor played against either of these Killers before?" If the answer is no, it queues the Survivor normally. If the answer is yes, it chooses the Killer the Survivor has not faced.

    There are no more steps the matchmaker needs to go through--it's just replacing the last mile matchmaking when the server needs to choose between multiple viable options.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398313#Comment_3398313

    You're adding another condition to the matchmaking. It's going to cause longer queues for everyone.

    How does that add longer queues for everyone if it's conditional to having multiple Killers available for a lobby?

  • @Chocolate_Cosmos said:

    You can't force Killers to play killers that they don't want to play.

    Do you realise this could make que times for BOTH sides much longer, right?

    You want to see other killers... Well you should ask for mid-lower tier killers to get some serious buffs instead. Then you will see more variation.

    You can't force Killers to play killers that they don't want to play.

    Obviously.

    It wouldn't effect queue times if it was implemented as a low priority feature.

    Whenever the system identifies multiple Killers it could match a survivor against, it should take a quick look at that survivor's match history, then put it in the lobby that gives it the most gameplay variety (within a certain MMR range).


    Presently, it seldom feels like I'm being matched with anyone close to my MMR. If the game is going to open up the search to a larger MMR pool, it should also be looking at play history.

  • @SuperMunchkin95 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371908/i-need-killer-repeat-prevention

    I can understand that's annoying but there's really nothing to do about that... If a lot of people want to play Wesker, then that's what they'll play

    I suppose I'm not convinced they are as popular as my games would suggest.

    If BHVR released stats showing that Wesker and Nemesis have a cumulative pick rate of 50%, then I'd say "fair play, nothing to be done." But NightLight puts Wesker at a 7.70% pickrate and Nemesis at 4.35%, for a total pick rate of 12%.

    Maybe my MMR is just prime Wesker & Nemi territory--they seem to have very similar kill rates.

  • If I walk over to you with a medkit, tap you for a second, then run away...pls look at the bottom right of your screen before you continue to stand there healing yourself.

  • @Aceislife said:

    I dont get the complaints around slugging. Slugging is a worse strategy than just hooking survs, unless you have a build around slugging. I usually slug as killer if I think I can get another hit/down before the downed person is picked up.

    I think people respond so viscerally to being slugged because they know that it's inferior to being hooked.

    Survivors instantly feel like there is this 'race against the clock' to get picked up before the Killer comes back to throw them on a hook. Occassionally you get a teammate that comes over to you once you've recovered, but then hides behind the rock next to you, because they hear the Killer's terror radius. There is plenty of time for your teammate to pick you up, but ultimately they stay behind that rock and watch the Killer come back to throw you on a hook--it's agonizing, really.

    Also, the hook timer forces some urgency into your team. Most of the time you can rest assured that you'll be back in the action within a minute. When you're on the ground, your team might leave you there for 2 minutes AND THEN the Killer throws you on hook and you spend another full minute out of the game.

    People have a pretty good idea of what happens next, when they are on a hook. When left on the ground, there is a lot more ambiguity about the Killer's next move, as well as your teammates', and I think that makes people uncomfortable.

  • Isn't there a setting to hide other players' names?

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397497#Comment_3397497

    Not that much easier. There are 5 perks that give Blindness and 5 perks that give Undetectable.

    Pretty much all of the perks for Undetectable just give you the status passively in relation to a very common situation the most difficult one to use is Dark Devotion as it requires the obsession.

    There are a ton of Add-Ons that give Blindness, but are never used because a Killer doesn't benefit from a Survivor being blind during chase.

  • It's matchmaking-sided.

    Nothing matters, your game is predetermined by the matchmaker.

  • Personally i'm beyond sick of being matched with survivors that have no idea what so ever what they are doing making the game pointless, what is the MMR system doing? is there even one being used now because it doesn't seem like it.

    Welcome to BHVR's Babysitting Service

  • Last week I looped a Demo on Grim Pantry for all 5 gens. I only used 2 pallets to do so. I could tell Demo had NOED, but fortunately I had Hope. ...unfortunately, I grazed a column under the Pantry, and medium vaulted a window into a down.

    One mistake. The Demo ended that game with 3 kills.


    It's really hard to seriously consider any comment about which side this game is balanced towards, when the truth of the matter is that matchmaking is abysmal. Not only was I playing in a lobby in which it took a Killer over 5 minutes to catch me, but I was playing in a lobby in which it took that same Killer less than 15 seconds to catch my teammates.

    That isn't a skill gap. That's a freaking canyon.

    I didn't belong in a lobby with any of them, and the end result says absolutely nothing about my skill as a survivor.


    How are we supposed to balance the game when we don't even know what an evenly matched game looks like?

  • Sometimes I think y'all over-inflate this game's balance issues.

    Things you've listed as 'complaints' are design constraints. Constraints are GOOD for the game.


    The community isn't at fault for this game's balance issues.

    Either someone at BHVR is stifling the developers' creativity, or their design team has struggled to think outside the box. Historically, this game's balance patches have been very reserved. This game won't be balanced, simply because BHVR refuses to take the necessary action to get there.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396908#Comment_3396908

    Show me a game of you beating 5k hour swf without tunneling or camping.The game simply isn't balanced around having 4 survivors for over half the match,and keep in mind generators can reasonably be repaired in 5 minutes,so you absolutely need to tunnel someone out of the game if you want to win.The only exception is playing blight/nurse and being matched against terrible players that lose the chase in 5 seconds.(even the BEST wraith in the world,controlled by an AI if you will that plays perfectly will not be able to 12 hook a remotely DECENT team on Garden of Joy for example)

    In my experience, tunneling/camping veteran survivors (who are very clearly playing to win) is the least effective strategy. Sure, there might be moments in the game where it is strategically advantageous to do so, but good players will punish you if you rely on it for your win condition.

    The only way to beat a talented team is to perpetually keep them in a state of damage control. This means multiple survivors downed/hooked and injured.

  • @Yippiekiyah said:

    Nerf blindness i've heard it all now.

    Was this meant to be condescending? Because it's pretty ignorant of you to make such a comment.

    Most in this thread are interested in either adding an additional effect to Blindness, or replacing it with something else. What seems to be a popular suggestion here would probably be seen by most as a buff.

  • @Pulsar said:

    I liked the idea where it hides the Killer's Red Stain.

    This stops it from being disproportionally effective against Solo Q and being useless against SWF's.

    I'm a big fan of this suggestion. It wouldn't feel terribly oppressive to Survivors, and it'd suddenly make every Killer Add-On that causes Blindness an appealing option.

  • @Sonzaishinai said:

    I honestly feel blindness is very underrated.

    Take a moment in your next couple of games to see how many aura perks the survivors are using. Especially windows addicts get screwed by blindness.

    Also helps with slugging which is the key to pressure

    The thing with blindness is that you don't really see the affect yourself.

    When you down a survivor that could have made it to a pallet if they saw it with windows you typically won't know it.

    I agree with you, I definitely think it is underrated.

    As you said, people underestimate how many aura perks are being used. Additionally, people overestimate how often Survivors are playing in a 4-man SWF, AND how often those SWF are providing detailed comms to their team.


    Generally tho, I don't think Blindness is removing information the Survivors aren't already capable of playing without. If anything, it feels like a cheap shot at casuals who rather react to their environment than assess and plan every single move.

  • Me loading into my next match... 👀

    image.png


    Edit: The Killer brought Fearmonger 😣

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395261#Comment_3395261

    It is, but there can be unlucky instances where a guard can hit you before you unhook.

    Does the guard despawn on unhook, or simply beginning the animation?

    Because if the Knight is camping WITH a guard, it just sounds like an auto L. He might as well be playing Bubba

  • @Cassiopeiae said:

    Huhhh I don't think your teammates needed help, touching the hook despawns the guards.

    Is this true?

    Survivors can just commit to unhook without fear of guard hitting them while in animation lock?


    I took a break during the Knight's release, so I don't know any of his idiosyncrasies. I assumed this was some BS abusable thing where I'd need to notify the Killer I was going for unhook, loop the guard until his Standard was capturable, and then go for an unsafe unhook as the Knight returns to hook.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394323#Comment_3394323

    I strongly disagree. Their skill ceiling should be nowhere near the killers, because the killer is SUPPOSED to dominate in chase. If the survivors could match the skill ceiling of, say blight, survivors would have ZERO challenge.

    Notice I said SURVIVORS'

    In DBD, 4 = 1. When talking about the SURVIVORS' skill ceiling, I am talking about what they're cumulatively capable of. They share one skill ceiling.

    You don't disagree with me, you misread. Unless you don't think that 4 Survivors should equal 1 Killer, in which case you would disagree. I think the devs disagree with me--at least it appears that way, with their target kill rate. They want the Killers to be slightly stronger than Survivors, so that on average there are more 4ks than 0ks.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394271#Comment_3394271

    So you’re saying to nerf killers based on the performance of the top individuals playing that killer? What sense does that make? Where is the logic in that? You literally just said that people lose with him all the time. The stats show. Should we nerf onryo because she has a higher kill rate than blight?

    Come on dude, make it make sense. You’re heavily contradicting yourself right now.

    The issue with high-skill Killers in DBD is that Survivors do not have an equivalent. Every Survivor shares the same skill ceiling, and if the game is to be balanced, their ceiling should match that of the high-skill Killers.

    So in theory, yes, Killers should be nerfed according to the performance of top individuals, if it becomes clear that their skill ceiling is higher than that of the Survivors'.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394155#Comment_3394155

    Blights? Really? They have to be new. Blight’s kit is highly encouraging to NOT camp.

    The tunneling Blights I've come across seem to do it for the power trip--same with a tunneling Nurse. They both go the extra mile to rub your face in the dirt.

  • I was under the impression they did something about this already?

    In the last month, I've probably hopped off a gen 5-6 different times in which I promptly received the skill check audio queue. A skill check never appeared on screen and nothing happened to the gen. On one occassion, I even felt as though I hopped off the gen several fractions of a second after the skill check sounded, and I still had no issues.

  • Buckle Up.

    I think this perk should either...

    A) Prevent the Killer from being able to immediately pick a survivor up

    B) Work like Breakout, but it slows the Killer's carrying speed


    Either iteration would synergize well with one of Ash's other perks, and the main theme across the board is saving your mates. If people were concerned about this being busted in SWF, it could have conditional use exclusive to survivors on death hook.

  • @VirtuaTyKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393160#Comment_3393160

    Dude people DC just because they got downed.

    Anyway if you condone DC for other reasons then by rights a killer should DC when getting gen rushed!

    When I play soloq and someone DC it makes me more angry than any killer could ever make me.

    Dude people DC just because they got downed.

    It's not that straight forward. People can cope with going down and being on a hook.

    CSGO is the most popular PvP game rn, and it has people doing nothing for upwards of 1.5min several times over in a single game, without disconnecting.


    Killers do d/c when they get gen rushed. They also d/c when you loop them for 3 gens, and they haven't even managed to take a healthstate.

  • Proportionally, everything looks the same to me. They just crouched the model, because it'd look awkward af if left upright.

    A shame they couldn't be bothered to leave the tail loose and give it physics or an animation cycle.

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