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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • I'm seeing a lot of comments here tying the statement to players bringing the strongest perks/add-ons for their side, and playing how they want, regardless of what experience it provides for the opposition.

    That has always been an issue with the game.


    The phrase "your fun isn't my priority" is becoming wildly popular right now because it has been adopted by self-serving survivors. Whether it is disconnecting, killing yourself on first hook, or outright refusing to progress the objective at any point in time, the phrase and mentality is being used to justify the actions of really poor teammates.

    Solo survivor has never been more difficult, yet "your fun isn't my priority" is now the rallying cry of survivors who would sooner queue into another game than help their fellow survivors make it out alive.

    Sportsmanship in DBD is dead.


    People have been turning a blind-eye to this attitude for years, and BHVR in-turn has facilitated changes that support the self-serving survivor. Now that it has been brought into the limelight, I hope BHVR and the community acknowledge how damaging it really is. If not, it will be the death of this game.

  • Before I uninstalled, I logged my last 20 solo survivor games. At least one player gave up in 7 of the 20 games.

    11 of the 20 games ended in 4ks.

    Waste of time playing something so hopeless and demoralizing.

  • Ruin doesn't really encourage thoughtful gameplay, and it only serves to make mobility Killers (who are already the strongest) stronger.

    I don't think it needs a buff, because it is effective on those whose kit can take advantage of it. If it becomes viable on non-mobility Killers, it becomes busted on mobility Killers.

  • Sounds like an MMR problem.

    If Killers are frequently abandoning chase against you, and you're still not escaping, it's because your teammates are the weak link.


    However, Distortion is likely contributing to this problem. The Killer can't find you with their aura reading, and they won't waste time looking for you, so you'll only find yourself in chase if your path accidentally crosses with the Killer.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411539#Comment_3411539

    Even if you meant "He has Lethal then he probably has C21" that doesn't make much more sense. Lethal+BBQ is extremely common on Blight regardless of add-ons and even though it "synergizes" with C21, other Blight add-ons are way more busted, that even if you would know for sure Blight has Lethal it would still be the more rational decision to assume C33.

    "Yoichi shouldn't even be looping Blight around main in the first place. [...] It was a doomed play from the beginning."

    EVERYTHING is doomed play against C33 Blight at this level. You can't drop pallets, you can't greed them, you can't loop, and you can't hold W. Blight has a solution to all those scenarios.

    The survivors are not expected to last long in chase at this level. Put this Blight against god loopers, they wouldn't last significant longer, unless they are extremely lucky with the 50/50s. ( @Sava18 this is also my reply to you by the way, I can't comment on Kaz being toxic as I haven't watched this series, but him losing 1v1 quickly does not say much about his skill, because it's the expected result).

    "I can confidently say that I've seen better survivors in pubs"

    Dan (the Yoichi) holds the record for the longest escape streak in pubs. That's 219 WINS IN A ROW (win = 3e or more).

    So no, you aren't facing better survivors in pubs, and if you would face Yoichi, you would be lucky to get 1k.

    I DM'd you, because I we're not really on-topic anymore.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411465#Comment_3411465

    ???

    Nobody thought xQc was the best tank in the world during his hey-day in OW. Well, maybe he did, but that's beside the point.

    Everybody who followed OWL knew there were FAR better players than him.

    He was, at the very least, the best Winston player. And in 2018, Winston and D.Va made up the strongest tank comp. This many years removed, I couldn't really comment on his ability to play other tanks--he was good at the ones that mattered. To count his other tank play against him would be like discrediting a Blight main, because they're not as good at Trapper.

    @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411465#Comment_3411465

    I did not exactly they are the best players in the world, I said that they are the best comp team, and that they won DBD League, both are facts.

    As you say though, that doesn't necessarily mean you can't criticize them.

    But it turns out that I find your analysis also extremely lackluster.

    I pick the window vault example because it's very telling. From my perspective, Yoichi goes for a 50/50 mindgame, but presses the vault a few frames early and the killer notices it thanks to insane reaction time, converting it to a 100/0. I feel like that's worth mentioning. And yet, you describe the whole situation as:

    "Yoichi just ran at the window and vaulted it. "

    I'm sorry, but that's just describing what happens on the screen, while leaving out key details.

    Then you say "If blight has found him within 3 sec of the start, then he likely has Lethal Pursuer, and then he most likely has Compound 33. He should not try to hide against Blight.". I'm sorry what? Will you make such bold deductions in real games - ie. where you're not able to see the perks on the screen in specator mode? C33 has nothing to do with Lethal. The killer picked Lethal because BBQ+Lethal are generally good perks on Blight.

    When Yoishi "hides" it's because the killer mindgamed again instead of following him. If Yoichi had held W, he would have lost him, but he didn't hold W because he's facing a Blight and that seems like a stupid thing to do, so again, good mindgame by the killer, notice it even confuses both commentators and yet again, you don't mention anything, simply saying:

    "Once he is found, he insta-drops an unsafe pallet. Another blunder. That pallet isn't safe unless he stuns Blight, so now he just gave Blight a free pallet and a down."

    ... do you have a magical way to predict whether a killer will get stunned by a pallet? Had Yoichi not dropped the pallet and took a hit, you would have said instead "this Yoichi made a huge blunder, greeding a pallet against a C33 Blight."

    I feel like you're picking random 50/50s that happened in the match. When the survivor wins it, you say it's obvious or you don't mention it, and when they lose the 50/50, you say they made a huge blunder.

    I over-simplified the Yoichi vault, because you tried to sell it to me as a mindgame, when it was in no way, shape, or form a mindgame. Yoichi telegraphed his vault from a mile away. We all saw it.

    I'm sorry what? Will you make such bold deductions in real games

    Yes. It's not really a bold deduction. It's no different than assuming a Killer running Enduring and Brutal will also have Spirit Fury. If you see a Bubba break two pallets with Enduring and Brutal, you are a fool for dropping the next pallet on his head.

    I misspoke tho, which is probably your confusion here--that is on me. I meant to say Compound 21, the one that reveals aura off of slam. The Blight wasn't using Compound 21, but Yoichi should assume he is, until he can verify that Blight is running something else.


    Okay, so Yoichi goes under to the pallet. Lets say Blight followed him down the path Yoichi ran, instead of going through main. What do you think would have happened next? I'll tell you: the same exact result we saw in the video, because that pallet isn't safe.


    I tried to explain to you that Yoichi shouldn't even be looping Blight around main in the first place. It was an objectively bad place to take the Killer, based on experienced map knowledge and the limited information Yoichi had available. It was a doomed play from the beginning.


    I'm not picking 50/50s--the comp survivors are. They make these horrible macro decisions in chase, and then wind up in 50/50 plays, when they can put themselves in better positions that keep them alive much longer. If these survivors were actually any good, we wouldn't see so many 50/50s, because there are loops even Blight can't force into a coinflip.


    Am I speaking another language or something? The survivor gameplay in this video is unimpressive. So many avoidable mistakes. This is allegedly the best comp team in DBD, and I can confidently say that I've seen better survivors in pubs.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411423#Comment_3411423

    This is kind of puzzling, tbh.

    You have 3k hours at DBD and allow yourself to claim: "The only survivor who showed any competency was Zaka".

    You realize these "not very competent survivors", are Zaka's teammates in TEAM ETERNAL ie. they are literally the best comp team in the world?

    Not only do they each have 5x your number of hours, but they spent these hours practicing against other top players, while you probably spent most of yours against pubs.

    Now which scenario do you think is more likely to be true: either you are right and these players are not very competent compared to you (btw then you should enroll to DBDLeague ASAP because they are the ones who won it) or you are wrong and this is the literal definition of the Dunning–Kruger: you are make very dubious critics of experts, while not being an expert yourself.

    "Of course he noticed the medkit disappear", of course, that literally requires a few frames of reaction time btw, and even Otzdarva thought he would fake the window so you are better than Otz (15k hours btw) and the 2nd thing you are also missing is that if the survivor had waited a bit more to vault the window, then there wouldn't even be any medkit frame, so it would indeed be a 50/50. For someone who could "write a thesis on this game", I'm surprised you didn't mention that.

    You're operating under the false assumption that the "best team in the world" has the best players in the world.

    The two do not correlate, especially for a game in which many view the comp scene as a joke. Not everyone who is talented is going to be crawling towards comp DBD.

    Instead of dealing with hypotheticals, I can use xQc as a real world example here. He was unrefuted as the best tank in Overwatch. Not only was he not on the best team in OWL back in 2018, but he wasn't even in OWL after that year. You know what happened after he left? He became a millionaire.

    Why would the best players waste their time making pennies in comp DBD when they can make a living creating content?


    You think my opinion doesn't matter because I don't have accolades, while I'm breaking down the game theory to you.

    I don't need to play comp DBD to prove I know what I'm talking about. I can break the game down play-by-play and show you that I know what I'm talking about.


    Why are you hung up on Yoichi's window fake? I already told you he shouldn't have even put himself in that terrible position. There is no point talking about it, when a survivor with actual talent would have been smart enough to take chase elsewhere.

    You're picking the wrong hill to die on, my friend. Yoichi didn't make a single good play in that video.

  • It's neither here nor there. I don't care to convince anyone--just thought I'd share my 2 cents on the matter.

    @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411203#Comment_3411203

    What even does "Good decision making" mean when half of the game revolves around mindgames? For example, is greeding a pallet a good decision? Because that will buy you some time against most experienced killers; however chances are that it won't work against a total noob who doesn't even know what a pallet is...

    I think what you don't realize is that good killers win their chases rather quickly. So, if a survivor goes for what looks like the "good decision" to you, comp killers will have predicted that scenario and get a hit regardless. So comp survivors have adapted and do things that look suboptimal, which maybe make them look stupid to you when they fail it, but once in a while it works. I can guarantee your "Best pub loopers" would not last any longer in chase.

    I believe you are a victim of a serious Dunning Krueger effect, there are several weird things in your message... first there is actually an insane amount of mechanical speed and reaction time involved in DBD. One example, please watch this clip and tell me if you notice something: https://www.youtube.com/watch?v=t8Z8lP_gBJE&t=945s . Good mindgame, right? If you look carefully, there are a few frames where the medkit disappears before the survivor vaults the window, and so the killer dropped early because he knows the survivor doesn't fake it. Even Otz got caught...

    And another thing: a survivor with 500 hours is actually faster than one with 50 hours, because the one with 500 hours will be better at hugging walls and hence get more practical speed in a loop vs. one with 50.

    So comp survivors have adapted and do things that look suboptimal

    They also do things that are genuinely suboptimal. Comp teams don't need to be super efficient in chase, because they can complete the objective even when people are going down left and right.


    Maybe this needs to be said, maybe it doesn't... I've 3k hours in DBD.

    That entire game was plagued by terrible decision making on Yoichi's part, starting with going to main.

    First though, I'll address the 'mindgame.' It wasn't a mindgame. Yoichi just ran at the window and vaulted it. Of course a comp Killer is going to notice the medkit disappear. Yoichi shouldn't have even put himself in that situation, but since he did, his best course of action was to fake the vault, then medium vault when the killer commited towards the window.

    Now lets rewind.

    Yoichi spawns on corner of main and can see the back window is closed. That is his first hint that main building might not be a safe tile against Blight. What does he do? Goes there anyway--idk, maybe he was feeling lucky the other back window would be open.

    It's not, so he is forced to loop up to a window that is objectively unsafe. Unsurprisingly, he gives Blight a free healthstate.

    Now what does Yoichi do? He tries to hide around main.

    Blight found him in under 3 seconds at the start of the match--he can assume Blight has Lethal Persuer. If Blight has Lethal Persuer, there is a good chance he has Compound 33. Yoichi should not be trying to hide against Blight. Lets give him the benefit of the doubt tho, and assume he has already determined Blight had Blighted Crow.

    Once he is found, he insta-drops an unsafe pallet. Another blunder. That pallet isn't safe unless he stuns Blight, so now he just gave Blight a free pallet and a down.

    Later in the video, Yoichi finishes the gen on main, receives multiple notifications that he is hindered, and can't put 2-and-2 together that Blight knows he is hiding nearby. Again, he hands Blight a free healthstate (two, actually).


    The only survivor in that entire video that showed any competency was Zaka.

    I could write a thesis on all the major blunders the rest of them made in these games.


    Don't go around diagnosing people of the Dunning Krueger effect when you don't know anything about them. You can debate me on my logic, but you can't just claim I've cognitive bias and I'm actually a novice, when you haven't heard my thought process.


    *Edited for brevity.

  • Far from it.

    As @HugTechLover started getting into, comp has a different demand than pub games. Are comp Survivors harder to beat that pub Survivors? Absolutely. Are they better than pub Survivors? Not that I've seen. They just have one very important element that pub games lack--teamwork.

    Comp doesn't demand that Survivors be the greatest loopers, because they already have the numbers and resource advantage. They can all go down instantly in every chase, and still 3-4 escape, so long as they play the macro game correctly.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410966#Comment_3410966

    It's important to remember that you can throw a dart at any comp match and find better matchmaking than the average pub. Those survivors might look average against a comp killer, or vice versa. Just like the how worst team in the NFL looks awful against other NFL teams but would beat the best college team by 70.

    It's really tough to compare DBD to any physical sport, when the game lacks so much mechanical skill.

    To become a professional athlete in any sport, you need to surpass certain benchmarks of success, because they are considered "average" at the highest level of play. These benchmarks include things such as speed, strength, dexterity, reaction time, etc.

    DBD doesn't have any of that. A Survivor with 0hrs runs just as fast as a Survivor with 5k hours. A Survivor with 50hrs does a generator just as fast as a Survivor with 500hrs.

    All of your skill as a Survivor in DBD is demonstrated in your decision making, which is observable regardless of a Killer's skill.

    And the decision making I see in comp, outside of the macro game, is abysmal--at least with respect to displaying individual skill.


    This isn't to say that comp Survivors couldn't prove themselves to be some of the best loopers in the game. They're just not being challenged in the competitive scene to demonstrate any of that skill, and thus the Killers in comp aren't required to be the best in chase...which I believe is where you demonstrate how good you are with a chase killer like Blight.

  • @crogers271 said:

    Competitive games need win conditions otherwise there is lack of clarity on how to balance/develop the game. The win condition could be something different than kills, but a game needs something.

    ^This.


    Regardless of whether or not you believe DBD should be "competitive." It is a Player vs. Player game, which by its very nature is a competition. There must be a win condition, in order for players to know their goals. Without goals, the game serves only as a sandbox for whatever hedonistic acts one can think up in a world in which defenseless humans can be attacked and thrown on a meathook by creatures of pure evil.

    The community should be encouraging people to "win," because that is the objective of a PvP game.

    If there is an issue with winning, than it lies in the game's design, not with the players themselves.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410179#Comment_3410179

    Literally any comp Blight.

    I don't think Lilith does tournaments. He's probably the best pub Blight player.

    I don't know any comp Blights, but I've a hard time believing their success in comp puts them any rung above Lilith Omen. Most survivors I've seen in comp are slightly above average, at best. Obviously they're more coordinated, and thus require the Killer to manage their time really well, but the macro game is a universal skill all Killers need to learn.

    The top tier loopers you find in pubs are a better test of a Killer's skill than the comp players who go down in 30s.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410253#Comment_3410253

    Did you cuss Kate? And praise that Thalita? Because my god she Gen jockied the hell out of that game. She was determined to escape.

    Everyone else in the lobby was cross-platform, so I think I was just shouting into the void post-game

  • If you're a solo survivor, the sad reality is that the game is over the moment any of your teammates believe it to be over.

    You can absolutely win a 2v1, but only if no one goes down. You and the last remaining survivor need to be flawless in chase, and you need to keep chase away from the gen being worked. In a 2v1, neither of you can afford to heal. Every second matters, and it needs to be spent working on gens, because the resources left on the map are effectively a sand timer--when they run out, the game ends.


    Just yesterday I played a game that was 3v1 with 4 gens left. I took up chase with Legion, and the Kate decided to spectate my chase instead of work on gens. The Thalita completed 3 full gens by the time I went down, and I only went down because the Kate body blocked me on accident.

    I was livid. Not only did I loop the Legion long enough for all 4 gens to be complete, but the survivor who didn't do anything for what... 6-7 minutes, was also the direct cause of my death.

    That was only my first hook, but the damage had been done. The Legion 4k'd and my efforts were met with a smug Legion repeatedly M1ing me on hook.


    I really wish this community wasn't plagued with a defeatist attitude. I typically blame hatch for my end game woes, but this recent update has shown me that my teammates will give up simply because they lack the desire to overcome adversity.

    "Clutch or Kick" is a popular phrase that is thrown around in competitive online games. It's a jovial challenge for a teammate to rise above their current predicament, and help win the game for the team. While mostly an empty threat, the sentiment is an admirable one. In DBD, the popular phrase is "gg, go next." It's really sad.

  • @UnluckyDucky said:

    I feel like yall just kinda skimmed--

    Giving me a rundown of perks you think aren't "that good" or "kinda meh" and specifying how gens are now 10s longer--which isn't anything to snuff considering how much can happen in 10s--doesn't do anything to my original point---what can I, the survivor, do to survive this tunnel meta?

    Because as "meh" as you say perks like Jolt/Pop/etc are--the end fact is out of my last 10ish hours of playing, out of my ENTIRE TEAM, we've had 2-3 escapes, the majority of these games being tunnel/campers. These escapes weren't even the whole team, usually just ONE of us was left and we managed to find hatch due to a shack offering.

    As a survivor, is there anything I can do against a tunneler? Or is it just "gg, do gens/find hatch?"

    Please dont tell me killer perk details--im aware of what they all do.

    As a survivor, is there anything I can do against a tunneler?

    You've got a few options, depending on your playstyle. All rely on perks, which is horrible design imo.

    1) Decisive Strike, Head On, Windows of Opportunity, Kindred

    The hope with this build is that the Killer is willing to throw away their entire game for 1 kill, so they camp the locker and wait out the DS timer. Then you Head On them to extend the duration. WoO is there so you can pick a locker close to a safe pallet or window--because Head On gives you little to no distance. Kindred is there so your team knows to stay on gens.

    2) Off the Record, Lithe, Lucky Break, Kindred

    Most killers will hit the unhooker, rather than the unhookee, even if they plan on tunneling, because it prevents future opportunities for body blocking. You use the haste from being unhooked to find the nearest vault, and you want to lose LOS on the killer as fast as possible. IMO, if you don't have enough time left on Lucky Break to lose the killer after an unhook, it means your first chase was really good. In that case, you dying by being tunneled out is your teammates' fault, not the killers.

    3) Reassurance, Deliverance, Off the Record, Kindred

    Use this build if you're rarely the one going down first. Deliverance is there, because you're inveitably going to get camped and tunneled as well--you just want to make the killer look like a fool trying it. If you're on PC, I recommend letting your teammates know you have Deliverance pre-game.


    @penguino said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409426#Comment_3409426

    If I see another teammate getting tunneled I'll take protection hit for them and even a free down just to shift the Killer's attention to me instead of my teammate who is getting tunneled

    9 times out of 10 this just leads to 2 slugs on the ground instead of 1.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409620#Comment_3409620

    Show me, ask good survivors to team up in a private match against Wesker and record it, show me how you perform :)

    Is that an admission of sound advice? Because I don’t see a rebuttal in your response.


    I got my adept on Oni while Iri 1, when the only way to pull that off was with a 12-hook M1-only. I haven’t played Wesker since I got his adept, but I’m confident you don’t want me calling your bluff.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409598#Comment_3409598

    Corrupt intervention has been nerfed to the ground, it is now useless to my mind.

    PR i have tried, clearly not strong enough in the current state.

    Enduring, i never take pallet in the face, i mean it's rare so i don't really need it.

    Brutal, i have tried it, doesn't do anything.

    Survivors see their gen time being reduce by 50 seconds in some circumstances but a killer see a gain of 0,4 seconds for breaking pallets with Brutal.

    So if you break 20 pallets you gain 10 seconds while survivors can improve the speed of a gen by 50 seconds.

    I mean don't these devs see how unbalanced all this is ?

    -----------------------------------------

    4 vs 1

    90 seconds to do a gen solo - 360 seconds to regress it

    30 to 1 min to get the first hit - 8 to 16 seconds to be healed

    Gens to do only - have to patrol gens, break pallets, break walls etc...

    4 survivors with 3 states that can extend chases to 1 minute each - just have less than 3 minutes of time to pressure the survivors or else the game is dead

    ######### is this ?

    I’m sorry, but how has Corrupt Intervention been “nerfed into the ground” when you can’t even down someone before 3 gens pop? Effectively nothing has changed for you.


    Also, run enduring and take more pallets to the face. If you’re not eating pallet stuns, you’re either respecting pallets too much or you’re up against bots.

    It sounds like survivors are walking all over you in chase because you let them extract the maximum value out of a pallet.

  • The one where I uninstall the game from my computer

  • @solidhex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407410#Comment_3407410

    Normal solo squad, it gets bad If survivors combine actual skill with those items but if not then those items do nothing except maybe the survs are dying at 1-2 gens left instead of 3-4

    My thoughts as well. It looks like overkill, but for 4 solo survivors who are effectively gambling on the skill of their teammates, it feels like a necessary handicap.

  • As a SB + Vigil user, I've always been of the mind that Fearmonger is a Sprint Burst buff.

  • @Nazzzak said:

    I would imagine that if you are losing often (what do you consider losing though - there are some players who consider anything less than a 4k a "loss") then eventually you *should* realistically settle somewhere comfortable MMR wise. There would still be outlier games, such as when other killers dodge teams and queue times prioritise chucking someone less experienced in as backfill, but that shouldn't be happening all the time. This is what one of the devs said regarding how MMR works in the game, if it helps!

    https://us.v-cdn.net/6030815/uploads/D6TLJUMCWXWM/screenshot-20230418-110255-chrome.jpg

    Unfortunately for Peanits, it often feels like the matchmaker is giving one side an easy win every game.

    DBD is very stomp or get stomped. This is partially due to how quickly a game can snowball--one moment everything can be going well for Survivors, the next they have 2 on a hook side-by-side--but it's also a side effect of MMR's heavy bias towards low queue times.

    In OP's case, it appears the MMR is giving his opponents free wins.

    It is entirely possible OP has been getting queued with players 2-3x better than them, because the matchmaker is trying to reduce their queue time. That's not exactly OP's fault, and they likely won't see any form of "plateau" in their MMR until greater value is placed on player skill.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408429#Comment_3408429

    oh yes, balance around bad players with low coordination. riveting argument.

    You can drop the sarcasm, if you want to have a constructive conversation.

    No one will take you seriously if you act like everyone with a differing opinion is inferior to you.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407577#Comment_3407577

    disagree. its not stalemate after the perk adjustments. first of all, there is no reason disable her drones in a 3 gen at base-kit because exposed status effect does absolutely nothing because skull merchant has a normal terror radius of 32 meters. what this means that you can hold-w around 15-20 meters ahead on skull merchant meaning that skull merchant has to catch-up if she wishes to chase a survivor. it does not matter that you are exposed because expose means nothing if killer cannot confirm hits. I am not entirely sure what to call this, but you are holding-w pre-chase and having good positioning. Otz tend to call this technique yoyoing generators because survivor is standing at perfect distance where they will get to a pallet if killer commits to chase but is able to come in reach of a generator if killer moves away. All you need to do is stand 15 meters away as skull merchant places drone and keep gen-tapping the gen until you finish gen. You avoid taking any hits to avoid wasting time healing. The killer kick regression is laughable without perks. you can beat killer regression by gen-tapping and yoyoing generators. The skull merchant drones are nothing more then distraction. you can entirely ignore their existence. The only time i would say disabling drone is good is when skull merchant commits to a chase and there multiple survivors the drone area, you can disable drone to decrease m/s bonus while you push the generators.

    Overcharge and call of brine were only perks that made 3 gens difficult to break. they could stall out the game if the survivor make a mistake and take unnecessary hits in 3 gens. As the survivor spends time healing, the two perks would regress generators potentially leading to stalemates especially against high-tier mobility killers that counter shift-w and yoyoing tactics from survivors.. Higher-tier could use these perks to stall out the game and kill survivors while low tier killers like skull merchant could stall out the game for 60 minutes if the survivor was incompetent at defeating 3 gen-lock. As a result of killer taking game hostage, they weakened the perks to make them less obnoxious to go against.

    If your struggling to beat 3 gen's post-update, I would say its skill issue from survivor side. Not a problem with the game balance.

    All of what you are saying is well and fine if MMR actually did something, so that Survivor lobbies weren't a mix bag of 40hrs, 300hrs, 1k hrs, and 6k hrs.

    What you're describing is coordination--on a level you see in competitive FPS games like CS:GO and Overwatch. I don't know anyone who queues into pubs looking to execute that level of coordination. There is a human element attached to all the number crunching that asks DBD to either create better matchmaking or design Killers with forgiving counterplay.

    The "best strategy" often requires mutual understanding of the plan. When I can't make assumptions about the experience and skill level of my teammates, I cannot reliably make the best decisions for our team.

    Too many times I've been in a situation where there is one gen left, I'm injured and on death hook, and my 3 full health teammates discover a phobia of generators. Splitting pressure is the best strategy with 1 gen left, but if my teammates aren't going to do that, I'm just a sitting duck trying to get my team out the exit gates.

    We can't look at game balance in a bubble.

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408180#Comment_3408180

    Thanks and good luck to you too.

    To answer your question about what specific category I’m interested in. Well I would have to say Illustrations. I really enjoy making comic book type art. I also really love just sketching with a regular pencil and paper in general.

    Wow that’s very interesting and cool. I kind of gotten some offers to buy my art. It’s just that well on Deviantart they have to point system that helps pays for nft protection other then using real money. In other words they were just trying to get free art. I mean I appreciate some of the point offer but again I just went a head and gave the art away for free at the time. Another offer I got were wedding invitation design spams. Luckily I figure it out with the help of my family. I studied computer science and animation online. It was a pain to get through after that I managed to get my 2 year degree.

    Also yeah I’m trying to comment more on art related topics anywhere I go. It’s just that I tend to stay within my shell sometimes. But I’m I think I’m making some progress of being more open to people cause that’s important especially in the art world. I also met some nice people on deviantart. So yeah I kind of form a circle on there in way. But really it’s just fans like fan art and also sharing what we made. I also forgot to mention is that my audience on deviantart is mainly a mixed of adults and kids. So that why I got I bunch of fan art cause they really like that stuff. I mean everyone likes that anyway.

    I mean that’s what circles are anyway. But I probably should create a different circle like on Twitter but instead it focuses more on fine art. But again I don’t know I may just stick with what I got. Probably for the best the anyway, so anyway again we will see what the future holds.

    Have you heard of the Oatley Academy?

    Chris Oatley's podcasts were a huge inspiration for me as I started learning about entertainment design & animation. Back in 2016-17 it seemed like it was the corner of the internet for artists to be--I made some really close friends who'd all meet up in virtual hangouts to do art together. All-in-all, it was very motivating and kept me really focused on my art.

    I drifted away from that community for a year, and when I came back it felt like a ghost town.

    I get a email newsletter like once a year from Chris, but I can't tell if the business is still kickin.

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407883#Comment_3407883

    Thank you for the advice and feedback. I greatly appreciated it. For my art I mainly did Fanart for the most part. Also the portfolio part you mentioned I do somewhat have one on ArtStation which another art website somewhat similar to Deviantart. I’ve also been somewhat working on putting another portfolio but with different mediums of art. Like more for a example landscape art, anatomy, object studies and other original artwork. I’m also trying to work more with using color pencils, alcohol markers, and gouache paints, etc. I’m still practicing more with the materials and studies I mention. Especially anatomy and landscape. Both of which are difficult to master. But I do what I need to do. And the best way to learn in study more pictures and videos on the subjects.

    I will also say that’s it’s definitely hard to get your self out there for sure. Which reminds me, I had to make a couple posts on Deviantart. One was warning about spammers and whatnot. The other was as me deciding to have people buy my art. It was a shame it had to come to that. But I had to do what I needed to do so that no one could take advantage of me or anyone else. So anyway maybe in the near future I may change mind my on the charging my art.I just again did it to protect myself from spammers to say the least. I will also agree that giving free art is also the best thing I could do and keep doing. But like I said I have to stop it for a while for now at least. Well I just want to say thank you again for the advice and feedback, I appreciate it.

    Best of luck to you!

    Is there a specific category of art you are most interested in?


    I will also note that people will surprise you with what they are awed by, and how much they are willing to pay. My sophomore year of college I created a poster-sized charcoal design sketch for one of my architecture assignments. I didn't think much of it, but I had it pinned on the wall next to my desk. A few days or weeks go by, and I was eventually approached by a grad student who couldn't stop appreciating it as he walked by every day. I believe he offered me upwards of $200. I gave it to him for $20 XD

    Also, if you are working towards making art for a living, and no one has given you this advice... Commenting on other artists' work, and interacting with them, is just as valuable as putting out work yourself. You should be genuine about it--don't just go through every artist you can find and tell them "oh my god you're so good, I love your art!"--and if you can make it a part of your routine you'll not only grow your artist brain but your audience. Over time you'll develop a circle of artists who are personally invested in your development and may even be your foot in the door to a career in the future.

  • @Nos37 said:

    It's like standing outside the bowling alley with pickets, protesting, because the owners removed the gutter guards from their bowling lanes and now you have to learn to bowl instead of relying on cructhes...

    I like your analogy, but the bumpers aren't the only thing removed from my bowling alley.

    The local gang also realized the cops don't patrol this part of town, and have started popping up en masse to the alley. Despite paying money at the door, thugs are pushing me out of my lane and taking every bowling ball that fits my hand.

    I heard there's a bowling alley on the other side of town that makes sure I get my money's worth. I think I'll go there instead.

  • I don't see how it would solve any problems.

    This is a QoL change, because grades mean nothing.

    Maybe I'm built different, but I haven't paid attention to pips since 2019, and I hit Iri 1 any time I play at least 7 days of the month. I don't even think anyone should consider that bragging, because it's so insignificant.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406486#Comment_3406486

    it doesn't happen anywhere near as much vs other killers as it does with blight and nurse.... you're kidding yourself if you think otherwise.

    This may have been true a few months ago.

    Right now, players will rage quit over just about anything.

  • Catching this post late, so I'll share some thoughts despite the conclusion you've already drawn.


    I'm not sure what stage you are at with your art journey, but I typically don't recommend working pro bono for strangers, unless it is for a charity/organization or the like that you wish to support. Some people might try to sell you on the "experience" but you'll grow much faster as an artist by doing studies and exercises that target your weaknesses.

    At some point you'll want your portfolio to stop looking like student work, and it when you are at that level you can definitely justify charging people for commissions. Then you'll be making money and building your portfolio--best of both worlds.

  • This may have been over a year ago.

    BHVR had to disable the matchmaking ban at one point, because they didn't have an immediate fix for streamers. That eventually led to Fog Whisperers being granted matchmaking ban immunity. Hackers then took to holding games hostage, which eventually led to BHVR instituting a 60-minute match timer.

  • If you only disconnected twice, last I heard that was something hackers were doing to streamers. Never saw report of it happening to non-streamers, but I don't see why it couldn't.

  • Thank you for reminding me that I should update my Steam review to match my current opinion about the game.

    Game is currently on sale for $8. It'll speak volumes back at HQ if they can't sell the game at this price.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407159#Comment_3407159

    The thing is that i mention facts that goes for every match, you present an example from a single match that went bad for you.

    • You are not entitled to win every match.

    How often do you meet killers with the CoB and Overcharge combo? its very rare that i see it. Also CoB is really bad, it have a 60 sec CD. (Repairing a gen with out any perks or toolboxes) is 90 secs. (can be down to 45 secs with toolboxes and perks, even faster with PE).

    Also, you should not punish or blame the killers for the faults your team does, thats on them alone.

    I cant remeber what PR stands for, you have to write the perk name. (sorry but there is a lot of perks and i havent really played killer for a long time)

    PR = Scourge Hook: Pain Res


    This isn’t about winning every game. It’s about increasing our chance of success—particularly in solo queue.

    Because solo queue lacks comms, the best way to make sure everyone is focusing the same objective is to let SM 3-gen and attack it together.


    With my specific example, it isn’t something that happens every once in a while. It would happen every time the Killer runs full gen regression—which last patch was VERY frequent.


    This patch, we’ll see. I’ll probably have more success tearing thru the middle gen. I played against a Myers yesterday who lost their game making sure my gen never got done. I hopped on in it the first 15s of the match, was hooked once, and all 5 gens popped before I could finish mine.

    He lost the game defending my gen, which is why I like to work on the mid gen. But it’s usually pretty easy for Killers to make sure I work on one gen the entire game.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407092#Comment_3407092

    Then you are seriously doing something wrong.

    Here are some facts for you.

    • A Generator requires 90 charges to be completed, with the standard Repair speed set at 1 c/s: (this is without perks and items)
    • This means 90 secs repair time, in total.
    • Kicking a Generator is causing it to immediately lose -2.5 % Progression and to start the Regression process.
    • Generators regress at a default rate of 0.25 c/s, taking a maximum of ~360 seconds to regress from 99.9... to 0 %.

    So you loose 2,5 secs on a kick, and then 1 sec of repair time for every 4 secs after that.

    So for each second the killer stays at one gen after kicking it, they looses 4 seconds on the other gen.

    This means that the killer have to stay at this gen or walk all over the map to the next one, this should take what? 15-20 secs at least. If you picked gens correctly.

    So this should add 15 % repair at least, to one of the gens. and again you only loose 2,5% on a kick.

    So you gained 12,5%, if the killer moved from one gen to the next (this goes for both gens, assuming you are only 2 left and are working on the gens)

    So if the killer commits to a chase, it gives even more progress to the other gen.

    All info i provided can be confirmed here - https://deadbydaylight.fandom.com/wiki/Generators

    Here are some facts for you...

    I get a generator in the middle of the map to 90% progress, after PR has popped it 3 times.

    The killer meanwhile has been chasing my teammates, who have gotten very little progress done as they juggle healing, unhooking, and looping the killer.

    At 90% progress, the killer comes over to me, kicks my gen with CoB and Overcharge, then commits to a chase on me. My teammates don't go tap my gen while I'm in chase.

    I take the killer on a minute long chase before they give up and go back to chasing the bots they can down in 15 seconds.

    I return to my gen and it is back to 0% progress.


    I work on the generator again.

    I get the generator back up to 90% progress, after 3 more PR proccs.

    The killer comes back over to me and forces me off my generator, then commits to another minute long chase with me.

    I get back to my gen and it is back at zero, because for some reason my teammates all prefer to start on brand new gens instead of finding the one I had at 90% progress.


    That is how the game plays out.

    You can crunch the numbers all you want, but you fail to account for the 3 other survivors in my game who can't hold chase for longer than 30s.

  • @[Deleted User] said:

    SM gets Genrushed if she do too long chases. The issue is the short gen timers combined with SMs long chase times.

    So SM needs to drone camp some gens and keep them safe.

    I often feel like bashing my head into the table when i see my fellow survivors start by doing the gens in the far edges of the map, and we are as a result getting forced into a small area with the later gens.

    Many survivors would benefit from engaging in self-reflection and taking responsibility for their actions rather than consistently blaming others all the time.

    The counter, and this is where i see a lof of survivors fail. Is that people individuals should endeavor to employ a degree of strategy on what order they do gens.

    Start by doing the center gens and work the way out, so that the killer will have as much distance as possible to patrol for the last 3 gens in the map. I thought that was logical, yet evidently, it is not.

    As @edgarpoop said, it doesn't matter what order you do gens when the killer comes in looking to play around the 3 gen.

    I'm notorious for working on the same generator for an entire game, because I pick the middle-of-the-map gen that every killer comes back to kick during and after every chase. I learned pretty quickly that trying to break up the 3-gen alone, against a killer playing into it, is futile.

    Survivors are much better off doing all the gens Skull Merchant will give them for free, and then making a coordinated effort attacking the 3-gen, when there is nothing left to do but the last gen.

    A single survivor will waste a lot of time--and potentially hand SM free pressure with a down or injury--trying to play in her territory alone.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406972#Comment_3406972

    Sure you can go on a 10 game losing streak and it not be a skill issue, but how is losing 30 not? If they are losing that much then they clearly are doing things wrong which even with them losing that many games are still not enough to win games yet. Like if I was winning games before by running broken things and not my skill then the devs nerfing those things would result into losing a bunch of games after the patch. Literally see this in other PVP games where players abuse broken things and go on massive losing streaks once those things are adjusted.

    I would say if someone is losing that much after the patch then it would make sense that they were ELO boosted. The change this patch was to remove some of the handholding that was in the game where players would win games by bringing certain perk/items. I struggle to see how someone was winning games prior to this patch based on their skill all of a sudden lose that many games.

    When MMR was introduced to the game, it was made apparent that all the system will attempt to do is make sure you win every once and a while. It doesn't care about what you do in the game, it will look at your match history and throw you in matches that give you the best chance of success after a string of losses.

    Clearly that isn't working.

    Either there is a glaring issue with matchmaking, a plague of players abstaining from even participating in a match they for some reason chose to queue into, or a skill curve canyon between Killers and Survivors of equal MMR. I'm not about to comment on what I believe is happening, but OP shouldn't be losing 30 games in a row unless they are intentionally throwing.

    Something more is at play than "skill issue"

  • @Trollinmon said:

    The only consistent thing with all those losses is you. Going on a losing streak because of bad teams isn't uncommon for soloq but losing that much in a row means you are the issue.

    It doesn't matter if they are the common denominator.

    Matchmaking is designed to help you escape every few games.


    You can't write off 30 straight deaths as "skill issue," when a system has been put in place to accomodate skill issues. I went on a 10 game losing streak immediately after the update. You can't tell me that is a skill issue, when I took multiple killers on 3 gen chases in those games, and just last week I looped a Deathslinger for 10 minutes.

    Skill is completely irrelevant in the outcome of anyone's matches, whether you are Killer or Survivor. It reflects badly on you that you'd come in here trying to put someone down when they're clearly having a rough go of it already.

  • There are 2 directions I feel they should take her kit, to make her more enjoyable to play as and against.

    1) Make her a Twins variant

    Her kit works exactly the way it does now, except she does not cause exposed--instead, a Survivor with max scan becomes Marked. Additionally, she can take control of a drone and fly around with it to Mark Survivors.

    A Survivor is Marked for 30 seconds, during which time their aura is revealed and they become Hindered.


    2) Make her a Nemesis variant

    Her drones circle around an area selected by the Skull Merchant, using her Scanner--think COD Killstreaks, where you open a map and select where to drop an airstrike.

    When a drone detects a Survivor it will follow them around and attempt to Mark them. As with above, Marked Survivors have their aura revealed and become Hindered.

    Rather than running into a drone to deactivate it, the Skull Merchant spawns Stone Piles across the map. A Survivor needs to rummage through a Stone Pile to pick up a rock, which can be thrown at a drone to destroy it, triggering a loud noise notification.

  • Kill rates are probably thru the roof, because 1 in 4 survivors decide to throw a fit every game.


    I'm walking away from DBD. Survivors' selfish adolescence are ruining more than 75% of my games, and Killers' callous response makes it incredibly difficult to find a silver lining. I've no reason to return until BHVR takes decisive action to address this pattern of behavior in the future.

  • I don't want to play DbD for the duration of this tome

    Yepp, that is about where I'm at right now.

  • @ratcoffee said:

    combination of negativity bias and how game progress works in general. you're going to notice the notifications for the other side progressing their goal more than the ones for you progressing yours, because your brain is hard wired to notice "bad" things more than good ones, and because you have far more control over your own objective so you're anticipating when your own notifications come up. when the other side's does, it's a surprise and feels like it's out of your control.

    also, the fact that those notifications happen at all contributes to it. it's hard to notice when gens are not being popped as a killer. you get a notification when a gen is popped, you don't have like constant notifications saying "hey by the way survivors haven't popped a gen in the last second" or whatever. likewise, it's hard to notice when teammates are not getting hooked as a survivor. you don't get constant notifications that "everyone is fine right now".

    basically, within a game you're going to remember setbacks more than you remember successes, and you're going to remember games that had more setbacks more than ones that had more successes.

    This gets me thinking that an omnipresent bell toll (kind of like the one on Midwich) every minute could be a good audio queue for players to reference their progress. It is very easy to lose sense of time and urgency when things get hectic

  • @Beatricks said:

    The answer is pretty simple.

    SWF.

    If you are playing SoloQ, then it's basically a free win for the killer. What's the current global escape rate? 10%?

    If you are playing killer and you go up against a good SWF, it's basically a free win for them (unless of course you are a good Nurse,Blight,Spirit main). You can play both sides and have a miserable time no problem.

    What's the current global escape rate? 10%?

    Is that a guess, or did you see that somewhere? I'm quite looking forward to the devs sharing kill rates during this year's anniversary stream.

  • @RpTheHotrod said:

    My main is Ghostface, so it's pretty terrible for me. Gens just fly, and there's literally no way for me to get a gen back down to a manageable level. I essentially absolutely must run around like a madman putting as much pressure as possible with hits which means less time actually doing stealthy plays. That means constantly chasing people off gens without stealth. Ghostie just simply can't keep running back and forth at gens in a stealthy manner, now. PR was his saving grace since it allowed him to actually leave generators and still have some protection on them. He's too weak in chases, but before, at least once you finished a loop, you could use PR to recover some of that chase time. Not now. Now he has to 3 gen camp, and it really sucks. His winning option is to hit and run constantly now which really takes away from his fun stealth factor. It's essentially a race of hooks vs speed generators with no room for the fun stealthy and spooky plays (which while less effective, were still mangeable). No more wiggle room. Now it's just a race.

    I played 10 games of GF last night with PWYF, Nemesis, Hex: Face the Darkness, & Grim Embrace, + Cinch Straps & Olsen's Wallet. I managed to procc Grim Embrace every single game before the third gen was complete, and I triple mori'd survivors in every game until I started bringing the Ivory Mori.

    I'm really out of touch with this idea that gens are being completed too quickly, and stealth/hit n' run isn't viable.


    Ghost Face is incredibly strong in this meta. You shouldn't be chasing anyone, and you should be leaving survivors almost immediately after taking a health state. If Survivors aren't handing you free hits, you're playing way too predictably.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405915#Comment_3405915

    Bandages + Yellow Medkits were a pretty common combination, actually. Plus it left room for an addon with a different effect if you wanted.

    You mean before the update? Sure.

    They're not useless now, tho.

  • Why would anyone run only one add-on?

  • Right, but you said 'the other charge addons don't do anything by themselves.'

    Bandages + Syringe on a common medkit has always been an amazing combo--it is now the best medkit combo AND the cheapest double self-heal.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405820#Comment_3405820

    I mean yeah, some Ultra Rares could do with a buff, but Ultra Rares are generally really good addons. A lot of the best addons in the game are Ultra Rare. MDR, C33, etc.

    It's kinda funny how you said they've been "garbage for years" and then proceeded to use killers released in the last year for every single example.

    Ideally the majority of addons should have a tangible effect on their own. I don't think anyone would really be opposed to buffing the addons you mentioned either.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405790#Comment_3405790

    Even if Gel Dressings added 24 Charges, there's nothing else you could stack it with that would give you 3 heals. If it even was an issue (which it isn't), then Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.

    Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.

    image.png


  • I no longer understand why we have 4 medkit rarities.

    There is so little difference between them.


    I'd really rather they cut them down to 2 rarities, or give the medkits unique features based on rarity. e.g. Very Rare reduces grunts of pain and sounds caused while healing by 50%; healing speed while in the Killer's terror radius is increased by X%. Rare for each other Survivor still alive, grant a X% bonus to healing speed. Uncommon reveals your aura to other survivors while healing. Common reveals the aura of the nearest gen after healing a Survivor.

  • @sizzlingmario4 said:

    Doctor’s Static Blast is the one exception to the “Oblivious survivors aren’t in the terror radius” rule. It uses the terror radius for its range, but you don’t actually have to be in the terror radius to receive the shock. It’s intentional.

    As for the second clip, it isn’t supposed to affect Chris when you injured Ace. The effect is applied only to injured survivors (including the one you just injured). It doesn’t affect healthy survivors. So in that specific clip, it would’ve only affected Ace.

    Also, it’s only when they actually go into the injured state. If you instadown with Billy, Hysteria does nothing.

    Somehow I never knew that Hysteria only effected injured Survivors.

    Not quite as strong a perk as I believed it to be. Damn shame.

  • In case I don't understand how Doctor's Static Blast interacts with the Oblivious condition, here is a second clip:

    https://clips.twitch.tv/RelentlessViscousPheasantOSkomodo-HBkaaK9VJZcEnLPt

    I was running Hysteria in this game--injured the Ace at the beginning of the clip, yet the Survivor here was not made Oblivious.

    image.png

    P.S. This streamer is super chill and I highly recommend anyone seeing this checks him out!

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403662#Comment_3403662

    Sure it doesn't hurt to be aware of why people may quit but you can't apply causality to those assumptions. People quit even when you aren't engaging in play others might consider scummy. Correlation doesn't equal causation.

    Players are obligated to take responsibility for their own actions regardless of what BHVR do. But they don't have any obligations toward another player's fun because other players may not share their version of fun.

    Define blatantly unenjoyable, It's just as likely the reason for players quitting is when their prospects of winning diminish, moreso than perceived unfun play. "Unfun play" usually gets used as a convenient excuse to justify quitting over loss and bolster the ego against having lost.

    This goes doubly for people who just assume they'll be camped or tunneled because the killer doesn't immediately start leaving the hook.

    Furthermore the term proxy camping is a such a ridiculous concept because making the hooked survivor part of your new gen patrol is a good idea, because if you don't find another survivor on a gen you're likely to find on near the hook, yet it also gets thrown into the "scummy play" excuse bag with the rest.

    I'd go as far to say its just as valid a reason that people start to see more quitters simply because they get better at the game and start getting more downs which makes people quit more.

    People quit even when you aren't engaging in play others might consider scummy.

    Hence why my initial comment faulted the Survivors' lack of patience as the reason, rather than the Killer's specific actions.

    It was only after telling OP why survivors ragequit, that I proceeded to inquire about specific behavior they do that might be adding fuel to the fire.


    I can't tell if you believe I'm trying to justify certain Survivor behaviors, or if you actually know where I stand on this topic and you're just taking the opportunity to vent and/or express an opinion you feel needs to be expounded upon.

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