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Lenox

Lenox

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Lenox
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  • What people don't account for when they make threads like this is that people can get bored of perks and might want to switch it up. Eventually, people will get around to trying and using other perks just because it's a new experience to them.

    I don't use NOED and historically haven't, but I plan to make some interesting builds around it some day.

    I didn't start using Dead Hard until about a year in. Just to switch it up from what I was previously using. Same goes for Balance Landing...been testing it out again.

  • @Lenox said:

    Survivors half-AFKing in front of me, pointing at their hook, kinda not trying, etc. I haven't experienced this with other killers. Have you seen the same?

    The only time I've seen similar behavior is when a rando submits an RPD offering. The other survivors also tend to AFK, etc. Even d/c. But that's a topic for another day.

    I posted something similar back in October. And recent stats suggested that he has the highest win rate among all killers. Meaning that he's probably the worst killer to go up against for solo survivors, despite not being a strong killer.

    Personally, he is one of my favorite killers to go up against, alongside Doctor and Deathslinger.

  • Pretty good list, but I disagree with you at flashlight clicking. Even though I don't do it, it's a distractionary method used to get heat on one teammate. Totally valid.


    @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799651#Comment_2799651

    I think it should be obvious when it’s used in a toxic way (after a pallet stun, at exit gates) and when it’s used for being nice (Tbagging with another survivor, tbagging after a killer does something nice such as giving them hatch or farming)

    Exactly.  If it's for no positive gameplay benefit, it's similar to taunting in sports.  And sports penalize you for that.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797633#Comment_2797633

    The Cloud ID is not necessary anymore.

    They will look for remaining cases for the rest of the week.

    I'm still missing mine as well, if that makes you feel better.

    That does make me feel better. Thanks for the update. Good customer service.

  • @Mandy said:

    I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.

    @Mandy said:

    Anyone still not got them...I will need your cloud ID's to check this

    Can you PM me? I can send you my cloud ID.

  • @zumer said:

    This is for developers. I have low mmr. Why, when I play as a killer, do they give me swf, with a high mmr? Why do I get a high mmr killer when playing as a survivor? What is interesting about a game that cannot be won? Fix it.

    They said on the Q&A that their matchmaking system gets thrown out the window when queue times go beyond a certain point.

    The only solutions are to significantly decrease the survivor player base, increase the killer player base, get yourself better at killer where SWFs won't matter, or get yourself better at survivor where Grade 1 killers won't matter. Crappy solutions, I know.

  • Still nothing for me. Anyone else still waiting?

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723554#Comment_2723554

    I'd have had a similar reply prior to trying out halo infinite the other day. Honestly the first time I've joined an online shooter that wasn't strictly pve in a long time.

    But yeah, 80% of the time games fine. Can suck, be frustrating and even a kick in the teeth... But I still like it most of the time to. Hands and feet above any other pvp game.

    Makes sense. For those of us looking for a non-shooter, non-racing, non-MOBA, and non-fighter, our options are limited. Enter DBD.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723383#Comment_2723383

    No, I'm talking about the overall hypocritical nature of the herd in this game and how it stalls out any real conversation.

    The game is a serious competitive game one post then a silly party game the next.

    Side A winning means side B was bullied. Side A shouldn't be so sweaty.

    Side B winning means side A was Bullied. Side A shouldn't be so sweaty.

    Neither side can win without somehow stealing somebody's fun. It's a reoccurring theme here. The second someone playing well means someone else loses, they were being toxic/lazy/hateful/inconsiderate. The second they win and someone else loses, well git gud scrub.

    Oh, yeah. I agree then. Human nature. Sux.

    I'm usually not like that. But that's because I like to steal my opponent's moves to work for me. 😂

    I'm in the minority in that I think this game is for the most part fine. Like 85-90%. Actually the best PvP game I've ever played.

  • @zarr said:

    I don't get what's hard to understand about a PVP game being balanced around a tie. That ensures more than any other balance approach that each player has as equal chances at succeeding as possible. Very basic stuff.

    Sure it could be attempted to balance the game around not being a competitive PVP format but instead a "cinematic" playing experience of having less chances to succeed as a survivor, but I'd wager the game would not be nearly as successful as it is if that were the case, in fact it would probably not be around anymore for anyone to play and complain about its balancing to begin with. And not just because your average player does not like losing most of the time, but because it would be more boring being favoured to win as well. I'm pretty sure many of the players professing they hate having to "sweat" as killer would grow bored of the game and stop playing it if they would comfortably win most of their matches.

    Beyond that, DbD has a unique balancing aspect where the asymmetry of objectives allows killers to snowball in a way survivors cannot. Repairing 3 gens does not make repairing the last 2 any easier, in fact the game dynamic is regularly such that the last two gens are the most difficult to complete. Anyway, killing even just 1 survivor on the other hand makes killing the remaining survivors tremendously more easy. And we don't even have to look at complex game scenarios to understand this, just imagine a situation in which only 2 survivors are left alive before all gens are done - it's incredibly easy for the killer to control this situation and turn it into a 4k. Not only that, but since killers can very reliably secure at least 1 kill in the end game, any scenario that ends with less than 3 survivors alive before all gens are done is already all but guaranteed to result in a killer victory. For that reason, a balancing approach around 2 kills total is basically necessary to prevent a sort of runaway imbalance of more and more games snowballing into 4 kills and 3 kills being all but guaranteed.

    Of course, changes to the game aren't unthinkable, and I for one do think the game would stand to benefit from being changed at least to concentrate more on hooks rather than kills, in its gameplay and balancing, such that games on average last longer and see more chasing and hooking and less camping and slugging. But either way, the current balancing approach is also sensible, and we if anything only have reason to assume that the current approach already does favour killers - global stats are above a 2-kill average across the board, good killer players win the majority of their matches decisively and almost never kill less than 2 survivors, tournaments trend toward kill rates slightly above 2. It can certainly be argued the game experience could be balanced better, but in terms of "fairness" the balancing is already pretty good, and favourable for playing killer. In fact, it does seem like BHVR balances for average kill rates of around 60% rather than 50, so it's seemingly already not strictly a 2K2E balancing approach.

    There are definitely still specific balance issues that should be addressed regardless of the overall balance approach and state of balance though, of course. SWF with voice comms and coordinated builds is a big one, from a killer perspective. I want there to be restrictions for SWFs to where every perk and item can only be equipped at most once among all SWF group members. There's also some balancing issues on the killer side, such as certain add-ons, or the effectiveness of camping, tunnelling and slugging against non-SWF/non-coordinated SWF survivors.

    Holy crap. This guy gets it. Brains on the forums!

    Balancing around 8-10 hooks makes more sense than 2Ks.

    Additionally, maybe they should have made this game more like Friday the 13th: The Game, and had more survivors. That game has 7. Maybe DBD could have done better with 5 (improved queue times also). It might have fixed some of the camping, tunneling, and killer snowball issues. And perhaps given the killer 3rd person camera for improved vision.


    @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722589#Comment_2722589

    I think you're taking my words out of context.

    My point was of course, little in life is guaranteed.

    However, you can stack the odds towards a certain outcome.

    And if that outcome is a 75% loss rate, then who would want to play that role? As killer, where is the challenge with a kill rate almost guaranteeing a 3k? Would that not get boring?

    And as you know with the law of averages, if great players are surviving 50% of the time, casuals would rarely be getting out.

    And like it or not, new killer characters bring in new killers, rarely do they bring in new survivors

    I would definitely get bored playing killer if most games ended in a 3K. No tension.


    @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722226#Comment_2722226

    You did great though, these people on the other hand, just want results tipping on their favor regardless of the means so they all just go for each others throat without in depth value or meaning,

    This game needs to balance out SWF and SoloQ first then buff the Killers so they can truly gauged the quality of every matches rather than focus from the results of low mmr potato survivors and bad killers who can't even chase and just camp kills.

    The devs couldn't even be bothered to make important features and they mostly only do it because the community is forcing them to do it.

    I play all 3, killer, soloQ, and SWF. And while I don't have a problem with any of the difficulties, mostly, I'd be fine with them bridging the gap between soloQ and SWF and improving killer QoL and/or power to reduce the need for cheese tactics like camping.


    @Alphasoul05 said:

    There's 4 survivors, 1 killer. The developers looked at their overall kill % statistics, counted the amount of survivors, and picked the easiest path to balance the game, statistically, on paper.

    The reality is if, as a killer, you only walk away with a 2k, the likelyhood that it was a really, really difficult and stressful game, and for the survivors a more relaxed one, is very high. Because 4 equally skilled survivors will not feel the pressure from an equally skilled killer, at decent MMR levels, due to the balance of the game as a whole. You might see it complained about more if 95% of this playerbase didn't fall under the below average skill levels.

    Personally I think it's hilarious that escape rates are even as high as they are in a 1v4 asymmetrical game where there's a killer who should be killing everyone and escaping should be a large benefit. But of course my idea of balance is different than a lot of peoples and doesn't align with the current SOTG

    I don't really care about escape rates tbh. I'd be fine with a game where I make it to the end, die more often, but still get my bloodpoints. I just want the playtime to be significantly higher than queue time. Maybe they should increase exit gate opening time to 30 seconds or something. Since it's the most exciting part of the game.


    @Adjatha said:

    The 2 Escape design philosophy means that the Devs WANT all five gens to be finished every single game. Which means that killers are not supposed to get a kill until at least most of the gens are finished, then maybe the second kill in the end game mad dash for the gates.

    So: 1 survivor death over the course of 5 gens and 1 right at the very end.

    That sounds like an atrocious goal to have, but it sure explains why gen speeds are as fast as they are, and why the proliferation of second chance perks has gone on for so long.

    What's atrocious about it? This is exactly how I hope all of my killer games go. It's exciting. It also means that all 5 people got to play most of the time. Instead of sitting there spectating or playing queue simulator.

    I don't want to play matches where I get a 4K with 3 gens done. Very boring.


    @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721980#Comment_2721980

    What's intresting about your reply is simply the frequency in which killer is told they shouldn't care to get even 1k and that they should just have fun. This doesnt mean you personally say it but this contradiction by the herd, not the individual, is what causes so many issues with communication.

    Losing, as it is defined by the speaker, is never fun. But the listener winning, as defined by the speaker, should always be second to the speaker having a good time. Otherwise listener is selfish.

    This is pretty much.... 4/5 of the arguments about this game. Ever. It can make things stressful.

    The issue with your argument is that you're comparing winning and having a good time but forgetting the most important component - participating. A killer, whether a 0K or a 4K is able to play/participate in 100% of the game. A survivor that dies, especially ones that die early, only participates maybe 25-75% of the time. And then has to play queue simulator. Paying to play a game that you're only utilizing a non-full fraction of the time is horrible game design. So, that's why it's more acceptable, albeit bad feeling, to have a 0-1K as a killer than a camp or early death as a survivor.

    I would be fine with a game design change that significantly increases the chances of securing a kill at the end of the game than throughout the early-to-middle parts of the game. If as a survivor, I miss the last minute or two of the game, oh well. But I don't want to spectate for 10 minutes.

    Hierarchy:

    1) Participation

    2) Having fun

    3) Winning

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722237#Comment_2722237

    I know, right.

    Like killer would be so easy if it was "balanced" to give you a 3k from the start.

    Why would anyone want to play verses that?

    I mean, I get why you would want to play as it, with a guaranteed 3k.

    I wouldn't want to play games as killer with a 75% kill rate. I want to work for my kills. 2K feels good. 2K with 10 hooks and 2 injured survivors escaping is my ideal game.


    @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722236#Comment_2722236

    It was just some opening philosophy and opening debate.

    As I also wonder, if every killer main would go into “chill mod” how would buffs and nerfs variate between sides.

    So technically, the more one side (obvious one) tries to master/do optimal plays, the harder it gets - balancing

    What exactly is chill mod? I don't have any add-ons for my game, so I might not be familiar. I've only really seen cosmetic mods. Like for perks and such.


    @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722266#Comment_2722266

    https://forum.deadbydaylight.com/en/discussion/comment/2722268#Comment_2722268

    Balancing around a 3K/1E does not guarantee a 3K, just as balancing around a 2K/2E doesn't guarentee a 2K/2E.

    Survivors have more wiggle room as you put it on the basis there are 4 of them vs 1 killer. The team element creates their wiggle room.

    Killer wiggle room is born of being overall stronger than a single survivor. So 1v1 killer should come out on top majority of the time.

    We would expect a higher than avreage kill rate representing good balance, skewed by how coordinated the survivor team was.

    If the game is balanced we should see slight over performance of killers given the assymetric 4v1 nature of the game that's reliant on (potentially random) team coordination on the survivor side.

    When they post stats they kinda show this in raw kill counts. However its always used as a negative to argue for killer nerfs

    The more they try to shift that number to a 50/50 result the more they have to buff survivors 1v1 making the game less assymetric survival horror and more e-sports loopy chase.

    The very argument that "no one would want to play a game where they had a 75% chance loss" is the very kind of thinking I'm talking about valuing winning over game experience.

    In an assymetric survival horror you should expect it to be hard to survive and easy to die otherwise its not survival horror its just blood tag with points farming and everybody gets a trophy day. I'm sorry but that's a mediocre game experience that flies in the face of the game's very theme.

    I was mostly in agreement with you until your last statement.

    It is hard to survive. It is easy to die. And I think it's a great experience.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722236#Comment_2722236

    It depends. I feel more stressed playing survivor, actually. Fighting for my survival with survivor mains as my only help is akin to literal torture.

    How new are you? I just hit 1,000 hours on PC Steam, for example.

    The hierarchy IMO is:

    New survivor is harder than new killer, which is harder than experienced killer, which is harder than experienced survivor?

    In other words, the hardest thing to be is a new survivor (extreme stress with heart pumping the whole match), but the easiest thing to be is an experienced survivor.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721942#Comment_2721942

    Is this sarcasm?

    Because no one wants to play a game where you lose 75% of the time.

    I can't tell if it's sarcasm either. But it's one of the worst ideas I've read on these forums.

  • @Smuk said:

    I honestly with this balancing do not underastand how much effort, stress, sweating or any other term is BHVR expecting from players to invest into the match - especially with the MMR.

    As if we look at “equal” matches with state of the art plays on both sides, the killer has to really sweat a lot to achieve the balanced 2K/2E.

    I am not saying that playing survivor does not take any sweat or pressure. It does, you can really have bad luck on skill checks where you regress more then progress, you do have to be able to held chases for more then 10secs, saves can be cruical etc.

    But survivor is much more “chilled” role as the pressure has its peak moments in specific scenarios and once you are hooked or escaped the chase, your stress level goes back to normal. But “100 people 100 miracles” I do believe there are alot of veterans, who dont even flinch while being chased.

    Kinda think this is the main reason, why a lot of players decide to take a break from rageus quitus and join the other side.

    I don't fully understand if you're asking something, but I absolutely agree that survivor play can often be a relaxing experience. Lots of ups and downs in one match. While the killer experience is not chill at all and is stressful the entire match. But they have fast queues, unique powers, and more bloodpoints. Pros and cons.

  • @ChurchofPig said:

    So 2 nights ago I got the Mors Ambitio (Kill 1 survivor by your hand using x killer if you didn't know) for Hag and I was like, "Oh, this won't be awful." I thought that mainly because of Devour Hope and this is a newer account because it's on my playstation that I got on Chirstmas. Little did I know, the game decided to catch up with all my kills finally and Devour Hope all of a sudden was not all that pleasant of an idea. It's either in a really horrible horrible spot (like most hexes) and gets broken immediately, or it breaks as soon as I reveal I have Devour Hope at Stack 3.

    This isn't really a rant and I'm not saying I want to go back to base mmr because that just felt mean. I just want a mori for my Hag so I don't need to solely depend on Devour for this ritual. (She was Level 10 when I got the ritual, not Level 21 and still no mori)

    I feel like Hex: Devour Hope is especially difficult to get a kill with on on Hag because it's her base kit perk. I don't really have a solution for you, except that I would probably re-roll that daily on Hag and Spirit (Rancor) or commit to playing a lot of games. Surprising survivors with moris has worked better for me. Survivors will be on very high alert when playing against Hag if they see the exposed status mid-game.

  • @AngyKiller said:

    I heard this just yesterday or so.

    It's this mindset from Survivors that Killers are toxic if they play to win. Or toxic they don't let the last Survivor go.

    It's this mindset that Killers are supposed to think of Survivor fun, and play accordingly.

    It's this mindset that Killers are to be shamed (called 'sweaty' and, of course 'toxic') if they don't put Survivors, THEIR OPPONENTS, first.

    But you know what? It never works in reverse. I've never seen someone say 'You don't NEED a 4E!'.

    I've never seen Survivors give the Killer a kill if they're all going to escape.

    I've never seen Survivors shamed for playing for a 4E, or not thinking of Killers feelings.

    It's a BS double-standard that underlies a large part of the community: That Killers are responsible for Survivor fun. That Killers can try 'too hard'. That Killers are supposed to give up Kills (and thus BP), because Survivors demand it.

    You can see it in anti-camping threads; Whatever valid points there are, there is ALSO this reasoning of 'This person is being removed from the game, and that's unfair'. Except...The Killer's whole goal is to remove people from the game? That's the risk in a PvP game with no respawning?

    This is the ONLY PvP game I've ever seen where people say it's unfair if they lose too fast.

    You don't see people in a battle royale saying 'I died too fast because everyone found a gun first! So unfair! The last people to find guns should be immune to damage so they can have fun!'

    Now, I'm not saying camping is not an issue. I'm saying that one line of reasoning is flawed, and based on this double-standard thought of 'Killers are being mean/unfair if they do their goal before I want to lose'.

    Let me run over a few matches that show just why I'm very nearly burned out with this game and this double-standard. These are games I have actually had:

    Example 1:

    I try to 3 hook everyone. Hell, I don't really try to kill so much as I just play to have fun and get BP.

    Survivors twerk at pallets. Clicky-click flashlights. Twerk at the exit gates.

    End game chat: GGEZ noob! You suck! Baby killer! Uninstall scrub!

    Example 2 (Before Hatch changes):

    I play to 2 hook people. Turns out; 2 Solo's and a 2-man SWF. SWF does not save solos. Solos die pretty quick.

    I hook 1 of the SWF. His buddy says 'I found hatch.' SWF 1 dies on hook ASAP while I'm looking for SWF 2, just jumps into hatch the picosecond it opens.

    SWF 1 & 2: Noob scrub! Could not get a 4K! Why are you playing?

    Me: You only got away due to sitting on the hatch.

    SWF 2: So? That's because you suck! Uninstall, scrub!

    Example 3:

    I just try to kill. Not facecamping, but I stay near a hook if I know someone is nearby. I'm not giving any quarter. I get a 4K.

    Survivors: Freaking sweat harder! We got 2 gens done! Scrub! Ever hear of giving hatch!? I was not struggling because I expected you to carry me to the hatch! Sweatlord!

    It's this raging flood of toxicity. Try too little? Insults. Try too hard? Insults, coupled with this feeling of being entitled to an escape because 'something, something, fair play'.

    But that fair play only goes one direction. And gets treated like a golden rule.

    Many Survivors EXPECT this preferential treatment, and combust if they don't get it. Hell, I was playing in an SWF with a friend once, and we were insulting each other if we got hit, and even lying about where the Killer was to prank each other. We were not trying, at all.

    My friend STILL exploded when he was the last kill, and the Killer did not give him hatch. Not in chat; he just started swearing over the mic. It was just built into him to expect it. I don't think it ever occurred to him that he would NOT get the hatch. Like, he seemed to think it was his reward for being the last Survivor.

    I guess, what my point is (I'm bad at communicating), is that there's this flood of toxic thought in this game. And yes; it goes both ways. I'm not saying it does not. I'm not saying it's this 'us vs them' problem.

    But it's compounded with this almost casual idea baked into many people now that Killers are supposed to cater to Survivors:

    Don't kill too fast; that's not fair!

    Don't camp; that's mean!

    Be a good sport & don't go for that 4K; that's being a tryhard!

    Don't play Killers we think are OP/toxic! (Known on the forums as 'I Disconnect when I see <x Killer>')

    It's never:

    Stop popping gens; the Killer only has 1 hook!

    Don't 4E; that's being a tryhard!

    Don't bring 16 meta perks; that's mean!

    Sometimes, I want to just tell my friends that I'd rather stick toothpicks under my fingernails instead of play anymore. The toxicity just eats away at any goodwill either side attempts.

    But you know what? It never works in reverse. I've never seen someone say 'You don't NEED a 4E!'.

    I've never seen Survivors give the Killer a kill if they're all going to escape.

    I've never seen Survivors shamed for playing for a 4E, or not thinking of Killers feelings.

    I've seen all of these things. What are you talking about?

    1) 4 escape sucks, unless it's 8 hooks. It means the game was unbalanced and was probably bad matchmaking. And plenty of people sacrifice themselves when they feel bad for killers.

    2) Sweaty survivors. Toxic Nea. Are you joking me? People say this stuff all the time.

    3) Plenty of shame going around against survivors. What are you talking about?

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721860#Comment_2721860

    What I mean is that Victor is stunned for like 5 seconds right? If you start the kick at like the 4th second are you supposed to be able to finish kicking him, or is that too late?

    Idk how to phrase it exactly, I think I have COVID so I've got some brain fog lol

    You could be onto something. I guess I'm just not that advanced. Lol.

  • @brokedownpalace said:

    To clarify, if you press the button while the prompt is there are you supposed to be locked into finishing the kick? Or if it's late does the killer have time to avoid the kick?

    I'm not sure on this. Not sure if I've ever cancelled the crush early. And what do you mean by late?

  • @xxshyguyxx said:

    Been playing twins the past 6 matches and yeah, when I miss a leap, a survivor tries to kick me and it glitches if it's close to the end timer of being able to.

    Like the kick animation prompts, but nothing happens, and then I as Victor get to dry hump the survivor who kicked me.

    Fun stuff.

    Interesting. This is slightly different than what I'm talking about, where there's no prompt at all. Maybe a stealth change was deployed?

  • His box is strong when one or more survivor dies. That promotes tunneling. That playstyle does not feel good.

    Additionally, his hooks (which require the most skill) don't do much when they land. They should probably function a bit like Trickster's knives.

  • @sizzlingmario4 said:

    It could use a buff, but not ranged unhooking.

    I would just make it activate when the last generator is done, rather than when the exit is opened. Then also make the bonus bloodpoints awarded post-trial (so you can go over the cap like you can with WGLF and BBQ).

    Awesome. You wrote almost the same that Seiko300 did. Might make a new poll for that.

  • @Seiko300 said:

    No way he just suggested "ranged unhooking" bruh that sounds like the most unbalanced broken suggestion I ever heard lmao.

    On a serious note there are many ways you could make the perk better, such as changing the activation requirement from an open exit gate to when the final generator is completed. That way you can get use out of the perk earlier in the endgame match, but without initiating the endgame collapse that creates a time restriction on the plays survivors can accomplish. But the line is definitely drawn well before we get to the point that survivors can use magical telekinesis powers to unhook other survivors from a distance.

    You're absolutely right. After making this post, I used the perk a lot over the week. Adding ranged un-hooking, while overpowered sounding (lmao) would be useless anyway. The meta is to 99% exit gate switches, which makes the perk useless in most altruistic scenarios. Your idea, which is the same conclusion I came to after equipping it for about a week, might fix that issue.

  • @idc said:

    I'll mash when I'm panicking but other than that I just press it once

    Kinda surprised how split the community is. 😂

  • I guess it depends on your definition. I use it to mean a minor, so a teen would be a child.

    I prefer to play as crusty, crotchety old survivors like Bill. 😁


    child

    /CHīld/

    noun

    a young human being below the age of puberty or below the legal age of majority.

  • I'm on PC (Steam).

    This has been happening to my friend Xbox (on Game Pass) since we started playing in December 2020.

    Someone I recently started grouping with also has the issue. They're on PC (Game Pass).

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666025#Comment_2666025

    Therefore, if this perk is buffed, then the main reason for the discontent will be partially solved - Face Camping

    Just make it a teammate aura

    All the same, the perk will be useless against normal killers, but it will just punish camping animals

    I agree. I think your suggestion is fantastic. It's not like camping happens every match. But it happens once per hour. That's 1/3 of my survivor playtime wasted.

  • @tenoresax said:

    Lethal is beautifully efficient on killers with mobility like Blight, it's so good for immediately putting survivors under pressure and slowing early game gen progress.

    Also it shows you afk survivors to get out of the way quickly.

    Hey, if the killer went afk then survivors ain't gonna stop doing gens, why should I not hook a survivor if they go afk?

    AFK survivor crows really throw me off. Sucks. Gotta hook em.

  • Yes. Excited. Looks like good stuff on both ends.

  • @TransverseCaster said:

    Confess your DBD sins here.

    I'll start: I've been queue dodging solo survivors so I can beat up on SWFs as revenge for one team that humiliated me recently. They got three flashlight saves, it must have been a dozen pallet slams, two DS hits, multi-minute loops, and three (or was it four?) BT body blocks on me, and dead harded throughout. I'm new to Pig so it was painful trying to learn.

    https://us.v-cdn.net/6030815/uploads/QSGFP4YG9BX5/evil-priest.jpg

    How do you tell when a lobby is solo survivors? Teach me!

    I play Agitation / Iron Grasp Basement builds and like it. No camping, tunneling, or slugging though. But people get mad at that perk setup.

  • When I play as Pinhead, the box is disproportionally more helpful when one survivor is dead. It feels too easy. Whereas when all 4 survivors are alive, Pinhead feels weak to play as. This could promote tunneling.

    Increase the box timer based on survivors remaining in the match. Buff the rest of his kit (hooks?).

    Currently:

    Chain Hunt Charge time: 90 seconds

    Proposed:

    3 survivors remaining: 95 seconds

    2 survivors remaining: 100 seconds

    1 survivor remaining: 105 seconds

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654641#Comment_2654641

    For now, this perk is trash

    Therefore, it needs to be turned into an aura for the whole team.

    That she would act as an aura on teammates and on herself

    This will be balanced because the perk will be useless against normal assassins but will work against camping animals.

    I hate calling perks trash or useless, but I equipped it as a test for 10 or so matches and it got use once. That's not good value.

  • It's a shame we can't see how many people voted. I should have chosen a public poll. It's cool to see the community split somewhat evenly on this.

  • I think the question should have been 4 of you vs 1 of you, not 1 v 1.

    My killer side would win. My looping isn't great. My strength is complementing my teammates.

  • @Trwth said:

    I’ve literally been saying this since the perk was released and nobody cared. But I’m glad it’s finally being noticed.

    It should absolutely have an icon appear next to your name when it activates, and it should also be able to be used on other Survivors too (ex. you walk towards someone on hook, and their timer gets paused). It’s 2021. The HUD NEEDS more information on it. It’s so bare bones the way it is right now. Giving it some unique interactions with perks and powers every so often wouldn’t kill anyone.

    All good points. People probably care more now because of the Stranger Things sale and / or the perk becoming a general perk. I didn't own Steve until recently. Soon, I'd expect most people to have the perk and be able to test out its usefulness, or rather lack thereof.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/292974/kinship-a-k-a-camaraderie-needs-this-buff-as-do-survivors-who-are-being-face-camped

    I think it should also regress your hook timer by a few seconds when you get hit, for memes.

    honestly, I had trouble getting this perk to work in a SWF. (granted, two of the players were super new)

    side note: why does unhooking grant so many more BP than the "safe unhook" part???

    Score Events are used to award Players with Bloodpoints in Dead by Daylight . They are triggered through various (inter-)actions the Player can make during the course of a Trial. Score Events are awarded in 8 Categories, 4 per side: For Survivors : Objectives Survival Altruism Boldness For Killers : Brutality Deviousness Hunter Sacrifice Additionally, there is a special Category reserved for Score Events that can only be triggered by interacting with Special Event Props. Triggering a Score Event


    Not sure what you mean about safe hook rescues being worth less. Hook rescues are worth 1,000 / 1,500 / 2,000 depending on the type. And if it's safe, you get an extra 500.


  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633284#Comment_2633284

    TBH if the Killer is intent on having you bleed out, standing over you to the point that the endurance effect actually has any use, better just come up with a method to speed up the bleedout process. (If you're the last alive, they'll likely go and search for hatch within that 1m30s time limit, and if you're not last alive, you could still crawl away from one another and he can't camp both at the same time)

    I'd rather have a middle-ground where a Killer can comfortably leave you slugged, but won't reap absolute benefit from it, but the Survivors are still incentivized to go and pickup another Survivor (bc Broken)

    I would love if there were a way to speed up your own bleed-out, similar to how the 2nd hook (struggle phase) can be sped up by not hitting skill checks.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645689#Comment_2645689

    This perk would make sense after such a change and not useless garbage that is at the moment

    To make an aura out of it that acts on teammates is the best solution just super

    Also, a balance will appear in this, since it will be useless against normal killers who do not camp like animals

    Agreed. Seems like good stuff. And a buff would do Steve proud.

  • No. Playing as a child is very unappealing to me. But I will still try VHS. I don't think it will kill DBD but it will be OK competition.

  • Killer has been the most fun I've ever had. But I also play almost every killer. I've heard SBMM made it hard for those who focus on their favorites. Boons are fun to go against. I like side-objectives, longer matches, and more chases. Def not bored with killer. Been playing it more.

    Survivor is bad because of the queue times. Boons made it more interesting though. So, a little bored here.

  • @Erak said:

    Almost 5500hrs and 745 Million Bloodpoints took it to get every Charakter to Prestige 3 with all perks.

    And the completion of all characters is getting more difficult with every new chapter that gets released. Because you have to level 2 new characters and equip everyone else with the new perks.

    I don't even want to know how it must be for a player who just started this game recently. It is almost impossible to get the perks you want on the character you want to play. Especially for newer killer players that rely on good perks it is really difficult to learn a new killer and enjoy that learning when you can't get proper perks to have even the slightest chance in competing with full loadout survivors.

    I know it is not necessary to prestige and it is also not necessary at all to level every survivor. But I'm also not the "general" player. And the grind-problem for newer players is not that enormous but still insanely big.

    You get more BP now with the tome and other events and codes, but it's also the leveling prcess alone that probably took 50 hours or even way more for a player like me.

    I don't understand why we aren't getting rid of the different Perk Tiers, the differences between the tiera are already almost not noticeable after many perk changes.

    https://us.v-cdn.net/6030815/uploads/05GCKI1YJAJY/dbd-characters01.png

    First of all, congrats. And I just posted earlier today that perk tiers need to go. Yellow-Green-Purple...not fun. Just have them all be purple tiers. Nerf bloodwebs.

  • Absolutely. Reasons below:

    1) Because it can be a group PvP game or not

    2) Primarily melee

    3) adult theme

    4) dark graphics

    5) good for hanging out with people

    6) slow-paced, not twitchy-reaction most of the time

  • Nah. It's cuz I like interacting with humans and meeting people. And lobby queue times are good for chatting. If I wanted to play a solo game, I'll play Skyrim/Fallout or killer. When I play solo survivor, I get matched accordingly, so the difficulty is actually fine there too.

  • I would remove tiered perks. And just have perks have the purple values. Less of a bloodpoint grind. Nerf bloodwebs.

  • @Ussu said:

    Please stop. It does no good if we end up back on the hook this time at struggle phase or worse. Half the time you also get injured or downed in the process. You're much better off to either find a gen to repair, or to try and lure the killer far enough away so another survivor can unhook.

    Thanks.

    If done before the struggle phase, you trade and get extra time. Worth.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643939#Comment_2643939

    Itll be like bt, where YOU have to do the thing, not someone else

    I see. So, switching it from me to the other 3? Your change would be better than the current setup.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/295245/mash-or-time

    if the hook's getting swarmed, I'll mash, but usually, I'll just time.

    Good answer.

  • @TeabaggingGhostface said:

    Tbh all it needs to do, in addition to what its does normally, its give its effects to any hooked survivor the user comes within range of

    If you, TeaBagGF, have the perk, and survivor 2 goes to rescue survivor 3, should the struggle timer still pause? IMO, yes. But I think you're saying no? What you're suggesting is almost like Aftercare where the perk affects both the perk holder and one person, but not the full team?

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639316#Comment_2639316

    It's as you said - Up the Ante is like that because it IS bad. You could buff it and it still wouldn't be that good unless it gave you like a 50% chance to escape or something crazy, lol.

    94 seconds is a long time to camp someone to death, even if that survivor doesn't get saved. It's not meant to prevent camping, it just disincentivizes it and gives the killer an extra punishment if they do it anyway. It's the same with DS, unless you use it in endgame and escape right after it doesn't prevent the killer from just going for you again after using it, it just adds a cost for doing so/makes them have to chase you a second time if they really want that hook.

    To clarify, I'm not saying it should stack. 94 seconds is too much. If I have Kinship (used to be Camaraderie), and others are in range, my struggle timer stops for 34 seconds. But if my team is being camped, my perk does nothing. All I'm suggesting is that the perk should do something in that situation too. The altruistic survivor is already having to make a sacrifice by not doing a gen and camping the hook with the killer, to decide on a save. So, it's still a drawback to use this playstyle. But if I myself don't get hooked, the perk doesn't get utilized. Feels bad.


    While you are on the Hook - now

    While anyone is on a hook - suggestion

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