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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @MikeStev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645034#Comment_3645034

    Because many players have a competitive spirit, they find it difficult to accept defeat because they feel that certain characters have an advantage in this new mode.

    by disable pips, this mode is just like a custom game so there's no need to be serious.

    Those people don't care about BP. They just care about getting a 4k with the least amount of effort to boost their tiny ego.

  • @tyantlmumagjiaonuha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644806#Comment_3644806

    Because there are no survivor clues. Even if you walk out to a distant gen after hooking it, you will not encounter a survivor if it is cloaked, and since there is no PoP or other delay perk, the benefit of walking out far in the first place is slim. The most efficient way to encounter a survivor is to proxy camp where you hit the survivor who will come to your rescue. In addition, if you are rescued, you can tunnel and cut down on the number of people, leading to a delay in Gen.This kind of play is affirmed more than usual in the new game mode, where both sides have no parks, no add-ons, and search and rescue by sight does not work.

    The killer who does not camp or tunnel, which you prefer in this game mode, is probably a superhuman who understands where the survivor is even in the dark and finishes the chase in an instant instead of having a delay perk, giving the survivor no time to work on his gen, or a player who misjudges or is holding back.

    I know how effective tunneling is.

    But you can't tell me that patrolling gens is difficult in a mode where survivors have no warning. Just.... Run around.

  • @Atom7k said:

    It is a refreshing game mode and I whish it would stay forever. DBD finally feels scary again BUT it also feels far less stressfull. No worries about pain res, dead mans switch or noed. No backround player, lithe, sprintburst or unbreakable. It really comes down to your skill and mindgames.

    On the other hand people are barehanded and realise, they rely on perks and add-ons way too much. So killers fall back to the only thing they can do. Camping and tunnling.

    Tunneling has become a bigger problem lately in dbd but lights out stripped killers from their beloved pain res, pop, the add ons and now they have to show how good they are with the bare killer power, their strategy and mindgames. So in result tunneling in lights out mode became a thing. And due to it's nature of killers having no terror radius, camping as well.

    I already can feel angry killer mains comming at me pretending it's a valid strategy and something like that, but this is lights out. Even swf's get lost on the maps a lot. They don't have perks or toolboxes for gen rushing, aura reading and such. The map pool is limited so you can already adapt to that when choosing the killer.

    Maybe they are frustrated because they realise that they do not have the skill they thought they had but maybe this is the wake up call then. A point to realise that you need to train the killer to master it's power.

    So far I think lights out is the coolest thing in a long time if not the best thing ever. Unfortunately people are sweating even more now because their beloved builds are gone.

    Same goes for some salty survivors. Without windows of oppurtunity, resiliance, lithe and adrenaline, some of these pt100 "look at my shiny skin" survivors didn't last for 10 seconds in chase.

    I think it is hilarious to see both sides sweat but unfortunately a tunneling killer will still ruin the game. Maybe not as much as in normal dbd but still making it far less fun.

    I know the game very well, but even for someone with 7k hrs it is very difficult to not get lost on a map I cannot see. I don't have much trouble to play without perks, as the only reason I use them in the first place is to mitigate some unfun killer tactics.

    But the tunneling and camping is getting out of hand in this mode. I don't know why killers still do this. I was perfectly able to get a 3-4k without that with different killers.

    I guess some players are just jerks. As always.

  • Nope, I could unhook myself 2x with it. You only get the sound of it activating.

  • @Zephinism said:

    Why?

    It's still there. I could unhook myself 2 against a camping Pig.

    You just don't see the progress bar.

  • @EvilSerje said:

    Update killer side:

    certain killers completely wipe survivors. They have infinite undetectable, when hillbilly pops out behind you, it's like gg instantly.

    I took Hag for a stroll, and she obliterated team effortlessly.

    So "Lights out" is basically SoloQ simulator for both sides.

    One the bright side 💡

    no one tunnel or camp as a killer, because no reason to) If that is a antitunneling mechanic, my respect :)

    Again, I'm very up for new modes or test cases, that could appear in this separate section menu. PTB is very "niche".

    No tunneling and camping? I get only tunneled and camped in this mode, because the killer knows you don't have anything to counter it.

    I am playing killer now to give survivors a nice experience in between the bad matches.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641564#Comment_3641564

    I'd say as a survivor, it's far more simple to always know the angle for a blind instead of never knowing where you need to position yourself due to every killer player having their own variable blind angle depending on their setting. If you want to make it simple, every blind angle should be the same.

    Exactly. Just make it, that regardless of my settings, I can see the person blinding me as it isn't the case right now.

    I am sick of people blinding me who I can't see.

  • Most people play him at the moment because he was trash for years and he was a beloved character.

  • @Foempticol said:

    You forgot Claire's classic outfit (RE2 1998). Chris and Claire Redfield should of been their own survivor, they have a lot of outfits

    I am not familiar with OG RE2, but I remember that the outfit was an alternative one in the remake.

    I think that the Devs really did not know that they would get another RE chapter or else 2 other ("minor") characters (like Rebecca or Carlos) would have been legendaries.

    The other Legendary cosmetics I wish to be added are Barry Burton (for the full STARS survivor team), Ashley, Mother Miranda (Plague) and maybe Sherry Birkin and Jake Muller. I would also like to have Krauser, but I don't know where he would fit

  • @eason said:

    Rebecca is just there because she is cute and they had nobody else to put into the game because they already wasted Chris as legendary.

    ————LapisInfernalis

    dude, it's exactly what I want to say.

    hope there gonna be more outfits for Chris. More cosmetics.

    many players make Chris 100p (not Leon)

    I am one of those who has Chris as 2nd main and not Leon. I'm also aiming for a P100.

    #Justice4Chris

  • I think it might be because the light of FBs comes from the ground.


    Idk

  • @AzshFayd said:

    It's funny we went from "I need to tunnel just to stand a chance" to "why wouldn't I tunnel someone out immediately and secure a landslide win?"

    The devs spent way too much time reaffirming the people who play like this instead of actually nipping it in the bud.

    But it's Ok though, they'll spaff out another mid skin collection and it'll all magically be ok again. Might not get to play the game anymore, but at least everyone's Feng will be pretty to look at while they sit in the queue all day

    The mindset of the community has changed over the years.

  • @ShinobuSK said:

    Where are my firecrackers BHVR

    I am asking that for the 3rd year firecracker for years.....

    I only have 3. On 3 different characters.

  • If it gives the killer a reason not to tunnel I am completely fine with GE.

  • @Emeal said:

    In this post I'm going to suggest the new problem of Proxy-Ranged-Face-Campers or Proximity Camping, which is when a Ranged Killer avoids the Anti-Face-Camp system because of the ranged Power, but is still able to get Survivors with ease that is comparable to Face-Camping.

    TLDR: I suggest an addition to the Anti-Face-Camp system's Camp Meter where Survivor builds up Hooked rate if the killer has line of sight in the direction of hook while within X radius of the hooked Survivor. Details follow below.

    So the anti-face-camping system has been out for a little while now and besides some people being confused about if the system was supposed to stop all kinds of camping, the only consistent complaint I have seen now is that certain ranged Killers can still camp as effectively as Face-Camping.

    It's simple really, Just walk out of range of the hooked Survivor, wait for another Survivor to come, approach the hook, shoot at the survivor who is trying to save the Hooked.

    Now we could have a discussion about if this strategy from those ranged Killers do or don't meet the literal definition of Face-Camping, but my argument is that Proxy-Ranged-Campers meet the definition of Face-Camping except that it is Ranged as well. Long argument in short I think fair minded Killers and especially Survivor can agree the strategy is as boring as Face-Camping, He is just standing there... menacingly!

    My point being, If we can agree that Face-Camping should be discouraged because its a strategy were the Killer becomes too focused on the Hooked Survivor and still standing meaning they are not walking and looking for others, if we agree that is a problem, then we certainly agree this Proxy-Ranged-Face-Camper strategy should also be discouraged.

    So I propose that bHVR takes a deep look at what a Proxy-Ranged-Face-Camper (PRFC) does that is different a regular Proxy-Camper and then place some additions to the Anti-Face-Camp system that targets PRFCs specifically that does not impact regular Proxy-Camper.

    What I would like to do now is use my own experience as a Proxy-Camper to contrast myself against Proxy-Ranged-Face-Campers and talk about ways to discourage one more than the other so Killers still experience some freedom regarding guarding a hook or using it as bait and that the uncouth strategies are punished with Additional Charges to the Camp meter in the Anti-Face-Camp system.

    So the most consistent differences between the PRFC and regular proxy-camping is the lack of specific movement away and around the map and that Proxy-Ranged-Face-Camper strategy requires you to look in the direction of the hooked Survivor much much much more than regular Killer gameplay ever requires, not even Proxy Campers are required to observe the the Hooked Survivor so much. I believe we have a platform to discourage/punish this Proxy-Ranged-Face-Camper strategy here. So with that...

    1 . We can make a rule addition that says, if a Killer looks in the direction of the hook that incurs an addition to the Camp meter buildup, the actual values of how much and how long are up for bHVR to figure out.

    Mechanically, this is watching the Killer vision cone, if that meets the hook with a Survivor on it this rule applies.

    This won't harm regular Killer gameplay because we really don't look at the Survivor for that long and a small addition to the Camp Meter isn't a problem for Killers. Sure every Killer needs to take a look at the Hooked Survivor, but what we look for is 1. Another Survivor, 2. Scratch marks, it does not take a huge amount of time to make that observation. As you get better as a Killer the time you need to make that Observation gets shorter and shorter. This change COULD be harsh to new players because they may want to look at the hooked Survivor more than a veteran, however the Camp Meter can stomach some charges without penalizing an inexperienced Killer.

    But what this WOULD harm is the specifically Proxy-Ranged-Face-Camper, they would have to look away, that makes it much harder for anyone to do that strategy. Sure they can do quick peeks, but that would make it a lot more complicated and that discourages it. This could also discourage Killers who just straight up walk away to come running back the second they see the Survivor, "Wraith I'm looking at you. You've been a naughty boy, Wraith."

    It is my opinion that adding just a few more annoyances and complications to the strategies we want to discourage is probably the best solution we would ever get for this, because we must also respect the Killers having freedom to Guard the hook in some capacity. As a veteran Killer that freedom is paramount.

    Sure a very experienced veteran Killer could eliminate the penalties so much they might be able to still PRFC despite these changes, but a player of that caliber should easily be able to play the game without camping and if this does indeed become a big problem. The charges to the Camp Meter for looking at the hook could be increased for higher mmr players-

    2 . FURTHERMORE, We can also make a rule addition that incurs an addition to the Camp meter buildup to the Killer for not moving far or Moving at all while there is a Survivor on Hook, the actual values of how much and how long are up for bHVR to figure out.

    This is also a part of the strategy that both Face-Campers, Proxy-Ranged-Face-Campers and indeed the Proxy-Camping behavior that is bad like what Wraith does, silently watches from away and comes running when they see the other Survivor. What we want is the Killer to not be stationary, we want the Killer to be moving and looking in other directions. So if the Killer is just standing there... menacingly!, We can make that a penalty as well.

    It's also a penalty that does not harm regular gameplay as much, this will affect the Proxy-Ranged-Face-Campers, because they need to be in a specific point in the map to have a good clear shot at the Hooked Survivor.

    This will also affect Wraith Killers who run off and stealth and just sit and observe the hook, which I think is also problematic and unfair to the Survivors. It does not make that strategy completely impossible but it should discourage the strategy and encourage the strategy of constantly moving around and looking elsewhere which is what we are looking for.

    What is important when it comes to these two additions to the Camp Meter isn't that one will do all the work or that one will fully break the Killers' Experience of Freedom. But it IS that together they make the regular Killer gameplay which isn't problematic and unfair easier to execute than the ones we can agree on being bad.

    3 . I hope bHVR considers these additions to the Anti-Face-Camp System to deal with Proxy-Ranged-Face-Campers, while sure PRFC Killers are pretty rare, when it happens it really ruins the experience for the Survivor and Dead by Daylight should certainly have the Killer be a threat but too much of those boring / too easy and unfair strategies just makes the Kettle boil over. bHVR you MUST be vigilant in regards to combating these small moments and experiences that are bad in the Killer/ Survivor gameplay, and I think Killers can easily take those two additions to the Camp Meter without suffering from lack of options on how to play.

    So I hope you don't rest on the laurels regarding how the Anti-Face-Camp system works atm, it's a success but it could use more additions if you wanna deal with these new annoying playstyles that pop up. I believe in you.

    Thanks a lot for reading the whole darn thing! Hope its been useful read.

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

    Why not just make the Anti-Face-Camp system's Camp Meter build up further away for Ranged Killers?

    Well while this idea would seem the most simple, it does also deeply affect any ranged Killer who just wishes to Proxy-Camp, but abides by doing all the right Killer things, like looking for other Survivors and not focusing on the Hooked Survivor. So I find this alternative to be bad because it's too broad.

    Biggest problem with this is still the Social Implication of the Anti-Face-Camp system.

    There is a problem which I have seen less and less of in regards to the Anti-Face-Camp System and changes to that system may cause that discussion to flare up again. That is that some people have interpreted that any buildup on the Camp Meter, means the Killer is Camping and therefore is a problem and bad. This isn't true, it just means the Killer is triggering those penalties with their current actions and its actually only when the Self-unhook when it is triggered, that I think you can concretely say, yeah the person was camping and it was a problem, it was a problem so much that bHVR decided to step in and direct the game. I think it's best to ignore that discussion really and focus on the problem of strategies that are really bad for the player experience instead.

    Laughts in Scratched Mirror Myers on Lèry's.

  • @Sava18 said:

    What's so busted about it?

    The flicks gained from the look-angle are always counterable and predictable.

    The 7 rushes give you an equivalent cd.

    The 5% speed is decent.

    It's one of his better add-ons now only because of the 7 rushes and that's it.

    Even if you combine it with ring it's just complete overkill. Wow instead of traversing the entire map I... traversed the entire map.

    Explain why it's busted please, it's not ruining your game your just scapegoating.

    Alternatively just restate your opinion without explanation behind it, I love having 0 conversation.

    I don't like this addon for one reason:

    7 Rushes.

    Blight should not have more than 5 Rushes, like Nurse should not have more than 2 blinks.

    It is by far not as bad as it was before the nerf, but it still gives me "Omega Blink" vibes.

    Also most blights only use 2-3 dashes anyway and the CD reduction is insane in that regard.

  • @Adaez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638923#Comment_3638923

    I rather have them create a viable anti tunneling mechanic but give survivors more objectives before they escape rather than this toxic for the game health tunneling and gen rush we have now.

    Also survivors rush gens no matter if they're tunneled or not, that's not an excuse for genrush

    What are survivors supposed to do if the killer does not interrupt them? Do totems? Chests? Standing in the open, meming with each other?

    They want to get out as much as the killer wants them dead.

    So of course they aren't unproductive if they are no SC gamer or have to do a stupid challenge.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638145#Comment_3638145

    The killer accessibility feature fov also comes with its own penalty - you're more suspectible to blinds if you use it.

    I hope this gets removed. Using an accessability option should not give you a penalty.

  • I played at least 15 matches yesterday and I only got out 2 times.

    Why? Because killers like tunneling those who try the adept as they know that those survivors don't have any fancy stuff.

    The gens did not get changed. Just all the ######### players returned.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638163#Comment_3638163

    Just got a P100 Billy that tunneled me straight off of hook twice.

    Won at 3 gens, love it.

    Are we talking about the same dude?

    I got also tunneled from the start by a P100 yesterday.

    Maybe it s some sort of revenge for many survivors laughing in Billy's face for years.

  • @KateMain86 said:

    Alone these perks are overpowered enough as it is and both need to be changed. Using these 2 perks together is beyond overkill. If the killer has max tokens for both of these perks and you're the last survivor then its game over. Not only do you have to wait 60 seconds for No Way Out to deactivate (all the while letting the killer know exactly which exit gate you're at) but you then also have 24 extra seconds added onto the exit gate bar. This is just a huge slap in the face to survivors when we have to go up against this crap. These 2 perks should not even be allowed to be used together. Besides that, this build on the trapper gives him complete control over the end game. If he traps the exit gates you're done. You're already done from the perk combination but being able to trap the exit gate levers alongside these perks just gives the killer more reason to laugh at you. I had a trapper do this with this build and he didn't even bother trying to hook me knowing that there was no way I would get the exit gate open.

    These perks give way too much power to the killer. They are problematic on their own and extremely problematic used together. No Way Out should not block both exit gate switches. It should also not notify the killer when you interact with the exit gate. That part alone gives the killer the match because once they see the notification of which gate you're at then there are only so many places they need to look to find you. These perks at the very least should scale based on how many survivors are alive once the exit gates are powered. If there is only 1 survivor left, neither of these perks should even activate. There is way too much imbalance in this game with certain perk combinations for killers that favor them completely in 1v1 situations. Survivors have nothing on the same level as this. Our perks for the most part are a joke compared to the power killers gain from sometimes even just 1 of their perks.

    Are we playing the same game?

    Unless you are the last survivor those perks are far from op.

    Or did you encounter me by any chance when I used the "No-Exit-Gate-Build" on Trapper a while ago?

  • Yes please. I didn't grind all survivors to P3 back then so I don't have to look at suisse cheese, for you to mess it up now.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633821#Comment_3633821

    I don't believe the two are equivalent. If P100 reward is FOMO then the P100 status itself is FOMO.

    Why should anyone want to be P100 if you get only tunneled, camped or harassed in end game chat? Because this is what you get. If I want a normal match I can't play my main.

    Tbh you are not missing out on anything important if you are not going for P100. Unless you want to suffer.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633235#Comment_3633235

    Regardless, my comment was more towards those that complain about the seasonal cosmetics. If you want to complain about the Prime stuff have at it.

    I don't really care about seasonal stuff. If it is something I really want, I get it. If not, I don't.

    My argument was that the Devs are hypocrites. They stated that "we don't want exclusive cosmetics anymore", but only a few months later they added prime cosmetics in which case nobody knows if we will ever see them in the store, as there hasn't been any statement on them.

    And then the Devs say that they don't want to add P100 Rewards because of FOMO, while capitalizing on the same tactic for prime, seasonal cosmetics and the deep rift.

    The only difference between P100 Rewards and prime/store cosmetics is money. And that is just sad.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632785#Comment_3632785

    The recolored knockoffs? Sure you can be upset about those.

    They are not. At least not the early ones:

    This Article provides an overview of the Amazon Prime Gaming rewards. From 10 December 2021 to 10 June 2022 and 15 June 2022 to May 2023, Dead by Daylight collaborated with Amazon Prime Gaming in a cross-promotion, which offered exclusive in-game Loot in the form of Cosmetic Sets or Charms for Prime Members. Each month featured a new Reward, which could be claimed between the 10th day of the original and the proceeding month.

    We still have no information if we ever see those in the shop.

    Additionally there are some single or double piece cosmetics which were part of the early rifts which were also never added to the store.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631061#Comment_3631061

    The cosmetics maybe time locked but not forever. There is a difference that is often repercentative that they are gone forever. Worst case, you wait a year and figured you really didn't want those cosmetics in the first place and spend your money elsewhere.

    And what about the prime cosmetics?

  • @KoreWaPantsu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631259#Comment_3631259

    And that's why I said "it's their right". c: For this legit right, 1 of 5 people didn't actually play, didn't enjoy the game and quitted a little while later. This game, like everything in life, have it's problems. As a player (and a killer) I think is my responsability to play fairly as much as I can to let people have fun and play the game too.

    If you rush (and justify rushing) you're justifying the killers that tunnels, slugs and 3 gens from the start, 'cause you're doing the exact same things, I already said that. Of course it's your right to use a map badly designed (three times in a row) against the killer, doesn't mean it's healthy for the game or fair for the other player (the killer) in the same measure as it's not right to tunnel a survivor right from the start and not letting them have fun at all.

    Even if we play against each other, we play together. That's what I'm saying from the start. If the game lacks of balance, you can intervene as a player, playing with and for the others. But, as I said before, if you fight fire with gasoline... You got toxic games with toxic people and toxic matches. c: That's it, and that's all.

    GLHF!

    I am basically with you in that regard. The amount of times I got some bs answers like "Because survivors only rush gens" or "because I get tunneled too" to my question "Why did you tunnel at 5 gens?" is just sad.

    I think that we all should be fair to each other, but I can understand players wanting to win.

    For example: what am I supposed to do if I start the match right at a Gen? Go away and waste time by "looking around"? That would be dumb. So I do the Gen. If the killer does not interrupt me, that Gen will be finished. The killer can only chase 1 person and as nobody is hooked, 3 people do gens. Worst case: 3 gens are done after 90s into the match.

    How is the killer supposed to win after that? Believe me it is really difficult to do so, especially when on a bad map or against good survivors. If the killer wants to win, they have to remove a player asap, but usually it's too late for that at that point. (you can still manage 2 or 3k very well but that is not enough for some people and it's very exhausting to do often) So they start tunneling at 5 gens, even if the team does not sit on gens that efficiently, resulting in an unfun match for that survivor. I am not against tunneling at 2 or less gens (especially if they were completed fast) or camping if someone is nearby.

    I usually try my best while being fair, as long as the other side is. Then I don't care anymore. Same goes for survivor too.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631186#Comment_3631186

    True, but this makes it worse. Like, if you could be blinded when the light is 10% out of your view, now it could be 15% or something.

    Survivors have to know first.

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631106#Comment_3631106

    I feel you, but if your perk is still active at end game, it should still work. Cheap or not, you brought the perk and managed to survive until endgame without using DS or saving it. Perks should be strong

    The problem is, that if you don't tunnel as killer (which is a valid counterplay to DS), you get punished for that during the EGC, when the exit is open and they either crawl out or you pick them up, get DSed, have to watch them t-bag and then leave. There was literally nothing you could do.

    The most dumbest escapes i managed was with Deliverance, SB and DS. I was at the complete opposite side of the map and still got out because of DS. You can guess how salty the killer was.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630175#Comment_3630175

    The deva did say using the fov slider will come at a cost. You'll be more susceptible to blinds. So it's a basekit buff, but there's a cost involved that might dissuade some killers from even using it.

    You could be blinded without shadowborn from outside of your fov too, so Idk why this is a big deal.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631003#Comment_3631003

    Maybe you're just a good killer. I don't tunnel (well, not on purpose) and I win about 20% of the time against players who are at my skill level. I judge if they are ay my skill if they play like I play as survivor. The issue with me is the game pairs me regularly with survivors that seem very green to the game. I find that boring so I end up playing friendly. The game needs to be better at matching players.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631006#Comment_3631006

    I don't think anyone needs to last 5 minutes in chase. If every team member can last at least 1 minute in chase that should be enough to get gens done.

    You have to thank all those killers who dodged the lobby beforehand if you get unfair matches. One way or another.

    I see this often but from the survivor point of view. I get dodged a lot because of either high playtime, playing a P100 or both. In the end I either end up against a try hard, or someone who either doesn't or can't check my profile or doesn't care at all. And often those refills are a lot less experienced than I am. Resulting in a match were the killer gets stomped and I feel bad.

  • Ah OK, deny survivors leaving the lobby, but killers should be able to continue lobby shopping?

    No thank you

  • I can also sweat with a P3 or even a P1. I don't need a P100 for that.

    Same goes for killer BTW. I haven't changed my playstyle or the amount of matches I played, but once I reached high prestige on Wesker people started accusing me of "playing try hard because high prestige" and it has become more frequently when I hit P100 on Halloween.

    Go figure

  • @Nos37 said:

    Your proposed changes would make Distortion weaker for mid-mmr survivors who rely on stealth and need the help, and make Object of Obsession easier for high-mmr survivors who already excel at being chased and don't need any help?

    These changes would put me in perma-low-mmr hell, and I'd have to spend more time hiding in lockers. 😔

    Sorry to say that, but if you need stealth perks to be ok at the game, then you should learn how to loop instead.

    I don't understand how you don't want to be stuck in low mmr, but refuse to get better in the first place.

    One of my friends is OK in chase but likes the stealth. It would make no difference for her because she gets chased at some point. The only people who'd need to get out of their comfort zone are those who only hide, don't interact with the killer at all and let their team die just to get hatch.

    Object is still high-risk high-reward, even with some of the buffs as the killer gets more information off you for free. I mainly use the perk for the information and because I get tunneled anyway. Sure it gives more value to those who know how to use it, but that is the same with SB. A new player will just walk or Urban Evading around to "save" it, but the experienced player will 99 it perfectly and know how to use it.

    It is fine that some perks only shine when used by experienced players. Like some perks are new player friendly like Technician.

    Edit: Also many high MMR killers complain that all they see are the same perks, so getting Object up to be a bit better could make for some nice changes in some loadouts.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631103#Comment_3631103

    Myers is D tier unless tombstone. You know that obviously.

    Even with TS he is low B at best. Lockers exist and most survivors know to spam actions or sit on a Gen not to get mori'd.

  • @humanbeing1704 said:

    For me this is nurse and wesker

    New Billy. No questions asked.

    I am decent at both Nurse and Huntress, so those are out and even though I am bad with Blight, I don't enjoy him, because he feels weird to me.

  • @Clee said:

    I think it is universally agreed that camping at end game is acceptable, however I think OTR and DS should still work. I get that camping endgame is accepted to secure a kill, but you should have a chance to get value out of your perks. They are perks, you only get 4, so everyone is fine with end game builds, should be the same with builds that give you a good chance to escape at end game.

    DS was a free escape during EGC. It always felt cheap.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631058#Comment_3631058

    Sadly this will not work. You would need to implement something which is so stupid strong that it would be highly imbalanced. Because removing someone as early as possible is the best and easiest way for the Killer to win. A 3v1 with anything more than 1 Gen left is a win for the Killer. At this point, they can just farm points, go for Hooks and do whatever, they won.

    Even during Eruption-Meta Killers were tunneling and there you actually had to try to lose a game as Killer if you ran Eruption/CoB/Overcharge.

    Tunneling is just too beneficial and giving rewards for not tunneling will not work out, unless it is way too strong.

    Maybe MMR is the root of the evil. Because with "fairer" matches you always need to do your best unless you want to get BMed. While when MMR was not a thing, tunneling (also often with a Mori) was still there but it didn't happen as often, because it was not necessary to do to stay at rank 1.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631083#Comment_3631083

    Oh I did. Ts myers does need to go.

    Just because that terrible killers goes up 500%+ in power level due to an add-on doesn't mean it's ok.

    But that misses your point in your op. You said survivors are only complaining about A+ tier Killers, not D tier Killers.

    Unless you think that Myers is A tier.

  • @burt0r said:

    It's funny and ironic that more than half of the suggestions against this unfun playstyle is another unfun playstyle that already gets regularly complained about.

    I have no shame to use an unfun playstyle if the other side is also playing in a not fun manner.

    I will usually not initiate it myself though.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403018/i-faced-a-bully-squad-for-the-first-time

    Welcome! You're officially inducted as a DBD killer now! 😁

    It is very frustrating, as @LapisInfernalis and @mikewelk said, all you can really do is slug, defend the slug, and keep slugging until they're all bled out and dead.

    A nice little trick on Trapper is if you want to bait out people hiding nearby, down the target and then start to place a trap on top of the survivor and cancel. It looks like you're picking them up, which might make it easier for you to spot and slug others nearby.

    Same goes for Hag, Demo, Pig and Ghostie.

    It even work with Wesker. Believe me, 180ing into a survivor rushing to a save is gold.

  • Then you didn't see the "TS Myers needs to go" posts...

  • @humanbeing1704 said:

    you probably wanna be in the middle road of mmr otherwise low low mmr you’ll get stuck in rank hell

    Yes. High MMR is try harding and low MMR is a hellhole of bad teammates.

  • @CountOfTheFog said:

    I turned the game off after the match because it bothered me so much.

    I have gone against friends playing together to win, which is challenging, but this was just no fun at all.

    All Survivors used Boil Over, Breakout, Unbreakable and each had one other perk like Circle of Healing.

    30 minutes into the game and not a single generator is completed. All they wanted to do was have me chase them, then deny me the hook.

    I was able to kill one because he stepped in my trap by the basement.

    After that, I just went and stood at the exit gate so they finally did the generators after I had maxed out my Hunting, Deviousness and Brutality categories. The match lasted approximately 45 minutes.

    How do you deal with this?

    It's one thing to be doing the generators but they ignored them for a half hour to taunt me.

    What I would do: down them, eat through their Unbreakables then let them bleed out and get a coffee.

  • @Mr_K said:

    Were you expecting something? Were you lied to? Was it not your choice to do? Want a cookie?

    No.

    But them saying it would be FOMO if they did it, and then continue selling time exclusive AC only cosmetics changed my mind. I hate hypocrisy.

  • Adding DS is only making it worse.

    Better make not tunneling more rewarding than tunneling. Then we would not need any "anti tunnel mechanic" in the first place.

  • @Xyvielia said:

    “And maybe even one of the Devs finds this post enlightening”

    Enlightening post, indeed…

    Maybe Devs will be so enlightened they’ll even consider adding these two helpfully wonderful perks to the list of those being nerfed directly into the ground🙃

    Do agree, these are two very useful perks that are still worthwhile and haven’t been completely butchered, yet. Object was skinned alive, and still holds relevance.

    I shouldn't have said that. I shouldn't have said that.....

  • @sizzlingmario4 said:

    The Distortion idea might be good, it definitely needs to be changed somehow. The current token system isn’t limiting enough (as in, in most matches you never run out) and it discourages interaction with the killer too much.

    I mostly disagree with changing Object though. Deactivating it for the last survivor would be a good change, but other than that I like the perk the way it is. It’s a risk/reward perk that lets you keep tabs on the killer very often as well as figuring out parts of their build, and I feel like it should have the inherent risk factor that it does. I think giving the survivor more control over when the aura reading activates would take out too much of its inherent risk.

    One other thing I also want to point out: Neither perk is ever wasted or useless, even if the killer has no aura reading. Knowing that the killer does not have certain perks or addons and knowing you don’t have to worry about them is also valuable information (and especially if you can relay that info to your teammates) that those perks give you even if they don’t activate a single time.

    My problem with current object is, that for some reason I always get the short end of the stick if someone else uses DS, MoM, FTP or worse: Sole Survivor. All those perks work at 100% regardless of you being the obsession or not. Object does not work at 100% if you are not the obsession, which is completely out of your control.

    The way the obsession is chosen is also a bit weird. If you have 2 people using Object/DS the chance is 50% to be the obsession. But if someone has a perk/addon that makes your chance smaller to be the obsession, it seems to just give a multiplicator to everyone else as suddenly you are not guaranteed to be the obsession with Object.

    I don't exactly know how it works but it is very annoying....

    This is why I would like a buff that just makes the CD longer if you are not the obsession. Even without you being able to trigger the aura reading yourself.

    I guess I could live without the reveal change but that is something that is very annoying at some point.

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