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List_of_concerns

List_of_concerns

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  • @DemonDaddy said:

    @List_of_concerns

    I'm not worried about any killer, stopped playing that awhile ago. I just don't think we need a perk to soak the status when active and smart play does just as well to limit its influence on the match.

    @DemonDaddy

    "I'm not worried about any killer, stopped playing that awhile ago."

    Oh, okay. I was just curious.

    "I just don't think we need a perk to soak the status when active and smart play does just as well to limit its influence on the match."

    While I do agree that active and smart play does limit the Exposed Status Effect's influence on a match, I don't don't think we shouldn't or couldn't have a Perk soak the Exposed Status Effect every so often.

    Thanks for the reply.

  • @Kiskashi said:

    @List_of_concerns when I said commit to a full chase, in terms of Michael his chase is stronger in ew3 due to the vaulting increase, chasing in tier 2 means you risk getting looped, sometimes you must consider if it’s worth the chase (safe zones or infinites) Getting a surprise exposed attack in is how his power is meant to be used, you charge it and wait strategically. Sometimes committing to a full chase isn’t smart I.e. when you know other survivors are rushing a gen w/ discordance, you can quit the chase you’re in and return with surprise ew3 to the problematic gen. Ew3 is a crucial part of Michael’s pressure, otherwise he’s a loopable, M1 killer like wraith or legion with no useful power.

    @Kiskashi

    "when I said commit to a full chase, in terms of Michael his chase is stronger in ew3 due to the vaulting increase, chasing in tier 2 means you risk getting looped, sometimes you must consider if it’s worth the chase (safe zones or infinites)"

    I think there should always be a risk and reward when it comes to how you choose to play a chase. I think the colloquial term for those choices is "Mind Games". Myers' Evil Within Tier 3 is undeniably stronger than Tier 2. I'm sure that is by design. Myers still vaults faster than most killers in Tier 2. I don't think Tier 3 (or the even faster vaulting speed) was intended to guarantee that Myers would never lose a chase or never get looped.

    "Getting a surprise exposed attack in is how his power is meant to be used, you charge it and wait strategically."

    I think this is a little too specific considering Myers isn't in Tier 3 for an entire match. I'd change it to: "Getting a surprise exposed attack in is how his power is meant to be used. You charge it and play strategically based on which Tier of Evil Within you are currently in."

    "Sometimes committing to a full chase isn’t smart I.e. when you know other survivors are rushing a gen w/ discordance, you can quit the chase you’re in and return with surprise ew3 to the problematic gen."

    Committing to a chase is decision every killer is faced with. Perks like Discordance can certainly help you make a more informed decision. Discordance could help any killer make the decision to quit a chase and return to a problematic gen. No killer that using Discordance is prevented from using their power (to the best of their ability) to deal with a problematic gen.

    I don't see how having a possible direct counter to the Exposed Status Effect would be preventing Myers from using his power. Myers has multiple potential advantages that can benefit from. Some of those benefits come from other Tiers besides Tier 3. Having the Exposed Status Effect portion of his power directly countered would not prevent him from benefiting from those other advantages.

    I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested.

    Now, I would like to share a few facts that I hope we could use going forward. Myers currently has three Tiers to his power. Currently, Myers' power does not consist only of a limited time Exposed Status Effect with no other benefits. If Myers didn't currently have varying Tiers of power, currently consisting of separate advantages, there currently wouldn't be Tiers. Myers does currently have Tiers, that are numbered, and each Tier is currently gives Myers different advantages from any other Tier.

    "Ew3 is a crucial part of Michael’s pressure, otherwise he’s a loopable, M1 killer like wraith or legion with no useful power."

    I don't know how crucial Myers' Tier 3 advantages are to his success. I have no irrefutable data or metric to determine how successful Myers can be with or without using Tier 3. Do you have that kind of irrefutable data? If you do, can you share it with me or us? Is Myers' Tier 3 power helpful? Sure. I'm not denying that Tier 3 could help any player that chooses to play as The Shape (Michael Myers). I'm also not responsible for the community views or opinions about The Wraith, The Legion, or any other "m1" killer seeming "loopable" or having a "useless" power. Those are other peoples' opinions. You may agree with those opinions. Just because they may be popular opinions, that you may agree with, that doesn't mean everyone agrees with those opinions.

    I made this post for a specific reason. (It wasn't to discuss The Shape. I haven't been unwilling to discuss The Shape or how a Perk might impact that killer.) I wanted to (and still want to) bring awareness to the fact that there are no Perks that directly counter the Exposed Status Effect. In doing so, I hope the developers might add such a Perk in the future.

    Thanks for the reply.

  • @DemonDaddy said:

    Between an icon and the warning sounds of some powers survivors already have early warning to start hiding. Stealth is the strongest counter available, especially so since most exposed effect have limited duration.

    @DemonDaddy

    "Between an icon and the warning sounds of some powers survivors already have early warning to start hiding."

    Some survivors have an early warning. Others, aren't so lucky and get one hit downed before they have time to react. I've had acquaintances ask me what happened to them only for them to notice the icon afterwards.

    "Stealth is the strongest counter available, especially so since most exposed effect have limited duration."

    Stealth isn't a Perk. Also, if Exposed Status Effects have such a limited duration, what are you worried about? Are you worried that one of your chosen killer Perks might get countered by a survivor Perk a handful of times?

    Thanks for the reply.

  • @Kiskashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/493527#Comment_493527

    Yeah I had to admit that line made me laugh a little, basically "just don't use your power" okay then, guess I've been told. The combinations on this are crazy, I can just imagine it with MoM, DS, DH or adrenaline, any of those plus ignoring an exposed hit. It's insanity. OP is correct, a Myers can be scary in tier 2 HOWEVER, going T3 helps an already slow build killer establish pressure/regain ground lost going from tier 1-2/stalking, tier 2 limiting means you must commit to full chases and waste time from protecting gens and is only exceptionally useful on a mirror build because you have an added power, on large maps might as well never play any killer but nurse. No thanks.

    If you don't believe this is a bad change get some friends or some competent survivors to play with MoM, DH, DS and adrenaline, and you play as only tier 2 myers on a large open map (where stealth can go to die sometimes) add a few classic survivor things like insta heals, flashlight saves and toolboxes for extra fun

    @Kiskashi

    "Yeah I had to admit that line made me laugh a little, basically "just don't use your power" okay then, guess I've been told."

    I'm glad someone is enjoying this thread, even if it was only for a few seconds. Guess you've seen it all now. 😂

    "The combinations on this are crazy, I can just imagine it with MoM, DS, DH or adrenaline, any of those plus ignoring an exposed hit. It's insanity. If you don't believe this is a bad change get some friends or some competent survivors to play with MoM, DH, DS and adrenaline, and you play as only tier 2 myers on a large open map (where stealth can go to die sometimes) add a few classic survivor things like insta heals, flashlight saves and toolboxes for extra fun"

    Maybe the developers could categorize Perks and then restrict Perk selection based on those categories. Ex: You'd only able to equip one Perk from each category. I don't know if that'd go over well, but I'd like to see it in action at least one time. Then, these "ridiculous survivor builds" could no longer exist. It's just a thought... I'm not particularly looking forward to the feedback I receive for having that thought. I'd assume it wouldn't be pleasant. 🤣

    "OP is correct, a Myers can be scary in tier 2 HOWEVER, going T3 helps an already slow build killer establish pressure/regain ground lost going from tier 1-2/stalking..."

    Not much to add to this. I agree. It's undeniable that Tier 3 helps Myers establish more pressure or regain ground lost in Tier 1.

    "tier 2 limiting means you must commit to full chases and waste time..."

    Whoa! Committing to full chases is a waste of time? What are all these killers doing? Is it one hit downs or End Task now? 🤯

    "... and is only exceptionally useful on a mirror build because you have an added power, on large maps might as well never play any killer but nurse. No thanks."

    The Nurse is quite good on larger maps. I'm not going to suggest you don't play as The Nurse in any forum. I don't need or want that kind of attention. 😅

    Thanks for the reply. Your reply and this follow up reply had me laughing a little too.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/64914/exposed-status-effect-isnt-directly-countered-by-perks

    The first perk has no counterplay to it other than playing a killer and running perks without exposed. Which wouldn't be an issue if not for the fact that one of the most loved and interesting killer is built around exposed. Three hex perks have exposed as their keynote effect. One obsession perk features it. You're placing a lot of builds and playstyles designed to counter the fact that survivors have become ridiculous durable right into the trash.

    The second perk as you've written it has the same problem as the first, but for some reason it also reveals the obsession. Which is weird because you don't ensure the perk switching the obsession to yourself before giving the aura reading. It's still left up to chance that you're not the obsession. You're putting your teammates at risk. Also the way you've written it makes the perk useless at tier 1 and undefined at tiers 2/3.

    The killer is supposed to be the power role and most consistent way to express that is what killers are is through Exposure Status. It is one of the reasons it already has a lot of hurdles to get it unless you're a killer that has it part of their kit. Even then it is on a strictly controlled time limit with the exception of one addon for Myers that makes going from T2 to T3 take much longer time than normal.

    @ReikoMori

    "The first perk has no counterplay to it other than playing a killer and running perks without exposed."

    True. It's just like Distortion and it's relationship with Aura reading. It doesn't last forever. You can't acquire more Tokens.

    "Which wouldn't be an issue if not for the fact that one of the most loved and interesting killer is built around exposed."

    I'm sure everyone loves different killers. The Hag is an interesting killer that is completely built around placing Traps and teleporting to them. She can have all of her Traps erased by a flashlight. You can Urban Evasion over her Traps without triggering them. One of those is a direct counter in the form of an Item. The other is a direct counter in the form of a Perk.

    "Three hex perks have exposed as their keynote effect. One obsession perk features it. You're placing a lot of builds and playstyles designed to counter the fact that survivors have become ridiculous durable right into the trash."

    I wasn't aware that Exposed Status Effects were designed to counter durable survivors. I thought the purpose of Exposed was to get one hit downs instead of two hit downs. I'm not trying to have player builds or playstyles thrown into the trash. I'm trying have some direct counters to the Exposed Status Effect implemented in the form of new Perks. Maybe it's wrong to try and look at new Perks in a vacuum. Surely, I don't know.

    "The second perk as you've written it has the same problem as the first, but for some reason it also reveals the obsession. Which is weird because you don't ensure the perk switching the obsession to yourself before giving the aura reading. It's still left up to chance that you're not the obsession. You're putting your teammates at risk. Also the way you've written it makes the perk useless at tier 1 and undefined at tiers 2/3."

    You're right. This perk wouldn't guarantee you are the Obsession, and for good reason. I changed the player that would be getting revealed to the Obsession. I did this to nerf the Perk believe it or not. I assumed you wouldn't want the player using this Perk to be the first player to start acquiring Tokens. I thought it'd be a nice twist to put your teammates at risk, similar to Object of Obsession Perk (provided you are near your fellow survivors when you reveal your Aura to the killer), if you chose to use this Perk. The decision to make the Perk useless with 1 Token was also an intentional nerf. I assumed you wouldn't want this Perk to be active extremely often. I think I'd make the perk weaker (increase time to acquire a Token or increase Token cost) if you aren't the Obsession. When playing against this Perk, it' be similar to the Save The Best For Last Perk. You wouldn't want to chase the Obsession.

    "The killer is supposed to be the power role and most consistent way to express that is what killers are is through Exposure Status. It is one of the reasons it already has a lot of hurdles to get it unless you're a killer that has it part of their kit. Even then it is on a strictly controlled time limit with the exception of one addon for Myers that makes going from T2 to T3 take much longer time than normal."

    I'd argue that the most consistent way for the killer to express their power role would be to hook survivors twelve times and/or confirm four sacrifices. You don't need the Exposed Status Effect to win games as the killer. Having access to a Status Effect that has no direct counter, in the form of a Perk, could certainly make winning a lot easier. (Ex: Myers triggers Tier 3 within 4m to 8m of you because his supposedly nonfunctional power isn't preventing you from hearing his Terror Radius. Keep in mind, his Terror Radius is 16m and he moves at 4.6m per second.)

    Thanks for the reply.

  • @Panduh

    I hope they will consider buffing Vigil one day. It's a Status recovery Perk that doesn't do anything for two of the strongest Status Effects in Dead by Daylight (Broken and Exposed).

    Thanks for the reply.

  • @Panduh said:

    *Longingly sighs at the thought of Vigil including exposed timers like MYC, H:HG, IM*

    @Panduh

    To be clear, are you for or against buffing Vigil to include the Exposed Status Effect timers?

    Thanks for the reply.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/493843#Comment_493843

    You can only hit them with m1 so eat the loops and lose to most survivors with 2 cell brains

    @DarkGGhost

    I think by definition, being a m1 killer means that your power doesn't help you win chases or reduce the time that you spend in loops. As far as losing to survivors goes, would you rather outplay survivors with 2 cell brains or outplay average to above average survivors?

    Thanks for the reply.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/493998#Comment_493998

    Sorry, this post was more directed @Huntar than anyone else. I say solo survivors have a hard time judging the situation to see if they should save because often times nobody knows what anyone else is doing especially if no one has Bond or Empathy. Are other people going for the save? Are we trying to finish the last generator before saving? What's the plan? I've had too many games where survivors don't have that awareness, can't plan, rush in for the save just before the survivor on the hook reaches second state, only to have a killer return and deny the save.

    I agree that killers should not see the progression of the hook timer, just like not seeing the progression of the Deep Wounds timer, but solo survivors need that information. Otherwise, less last second solo saves would happen to prevent the two or one hook scenarios.

    @Kind_Lemon

    "Sorry, this post was more directed @Huntar than anyone else."

    I'm sorry too. I've been getting a little overzealous when I'm trying to debate within a thread I started. I try to reply to everyone in the thread (even if they weren't replying to me directly.) Sometimes, I worry if people mean exactly what they write in their posts. For that reason, I've tried to be very careful with how I've worded my posts. I don't want others to be confused or angry about something I didn't type. I don't want them to feel the need to read between the lines.

    "I say solo survivors have a hard time judging the situation to see if they should save because often times nobody knows what anyone else is doing especially if no one has Bond or Empathy. Are other people going for the save? Are we trying to finish the last generator before saving? What's the plan? I've had too many games where survivors don't have that awareness, can't plan, rush in for the save just before the survivor on the hook reaches second state, only to have a killer return and deny the save."

    If only we could choose our entire groups Perk loadout... I'd get rid of everyone's Adrenaline. 🤣

    On a more serious note, I would urge all four survivors to use Aura reading perks. If having more information about your group or the killer (what the survivors are currently up to and what the killer is currently up to), is something you feel would impactful to you or your group's success, I would make all four Perks mandatory Aura reading Perks. Sure, you could get countered by the Blindness Status Effect. For every second you weren't afflicted with the Blindness Status Effect, you'd be receiving so much more useful information during your matches. Also, it couldn't hurt to run the Perk Open-Handed. Your Aura reading would be even stronger with Open-Handed.

    I don't like talking about SWF, but here I go. In my opinion, (this may be proven factual some day) with enough Aura reading Perks being used by your group, you'd be quickly approaching the same level of information that is gathered by your typically complained about SWF group.

    "I agree that killers should not see the progression of the hook timer, just like not seeing the progression of the Deep Wounds timer, but solo survivors need that information. Otherwise, less last second solo saves would happen to prevent the two or one hook scenarios."

    Solo survivors may or may not need that information. I'd be willing to make the change for both survivors and killers, especially if it meant camping would be reduced. If the timers were removed, only time would tell if survivors needed or just wanted to see the timer.

    Thanks for the reply.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/493812#Comment_493812

    Have you played as a myers a lot? His t3 is a very important part of his kit and without it you wont do too much against good survivors.

    Also the idea of perk that single handedly counters exposed status effect is bad. Why? Because of how exposed status effect is actually working his way in the game.

    What do i mean? This perk will completely nullifies any reason to do totems and so survivors wont care about them and will focus gens because noed will be no danger anymore... yeah, you will get a speed boost of 6%... good luck with that against the adrenaline.

    What's more, it will also completely destroy make your choice, rancor, haunted ground, devour hope and readhead's pinky finger.

    All these perks have an actual counter and adding this perk will put them all in a bad spot.

    When it comes to a second perk its still bad especially if you combine it with the adrenaline , which will make it again, a direct counter to noed, rancor and what's more: billy, leatherface, myers.

    @Boosted_Dwight

    "Have you played as a myers a lot? His t3 is a very important part of his kit and without it you wont do too much against good survivors."

    I've seen plenty of Myers sacrifice entire groups without ever activating Tier 3. In your opinion, Tier 3 might be the most important part of his kit. I think part of his kit that serves him well, is the extremely small terror radius combined with the 115% movement speed. When you have limited visibility, because you're indoors or surrounded by mixed height obstacles, Myers reduced Terror Radius is very powerful. In those situations, you have no warning that Myers is approaching unless you have specific Perks. Even then, some of those Perks won't activate if Myers is in Tier 1.

    "Also the idea of perk that single handedly counters exposed status effect is bad. Why? Because of how exposed status effect is actually working his way in the game."

    I disagree. I think having direct counters, no matter how weak or strong, is important. Currently, there is no Perk that counters the Exposed Status Effect directly. I based my Perk idea off of the Distortion Perk. Distortion doesn't single handedly counter any Aura reading Perks. It only counters them if you have Tokens remaining. Once you're out off Tokens, it's business as usual. Also, if you're playing a killer that doesn't use an Exposed Status Effect (during that particular match), the survivor would be essentially be playing with three Perks (instead of four).

    "What do i mean? This perk will completely nullifies any reason to do totems and so survivors wont care about them and will focus gens because noed will be no danger anymore... yeah, you will get a speed boost of 6%... good luck with that against the adrenaline."

    The Perk won't nullify anything if you don't have Tokens. Also, you're assuming that every single survivor will use these Perks. There are dozens of Perks and some survivors have Perks they are unwilling to play without. I doubt every survivor would immediately move this Perk into their "Top 4". If there were even one survivor, in a group that wasn't running this Perk, they'd still want to and/or need to search for any Hex Totem that applies the Exposed Status Effect. The Perk wouldn't counter Exposed for the entire group. I simply wish there was at least one Perk that would directly counter the Exposed Status Effect. It'd be nice if that were an option.

    Adrenaline is a one time use Perk that does nothing for the survivor if five generators are never finished. If a killer is doing well, Adrenaline may never get used. I know Adrenaline ignores the Exhaustion Status Effect, but at least the Exhaustion Status Effect has a direct counter. The direct counter is a Perk called Vigil.

    "What's more, it will also completely destroy make your choice, rancor, haunted ground, devour hope and readhead's pinky finger."

    Those Perks wouldn't be completely destroyed countered. Some of those Perks would be less valuable. If you're successfully countering one of those Perks, they would be less valuable. That's kind of how countering works. Having Tokens early on may completely counter those perks for a limited time. Once you're out of Tokens, you're no longer countering those Perks or Add-on(s).

    "All these perks have an actual counter and adding this perk will put them all in a bad spot."

    Actually, they don't all have counters. Make Your Choice doesn't have a Perk counter. Rancor doesn't have a Perk counter (Distortion blocks the Aura reading but not the Exposed Status Effect.) Redhead's Pinky Finger might be countered by Dead Hard at least one time per survivor.

    Haunted Ground has a Perk counter. Small Game could unreliably help you determine just how many Hex Totems are active. Even if you do determine that Haunted Ground is in play, any other survivor could unknowingly activated the Exposed Status Effect for his/her entire group. Is it a counter? Sure, but it's extremely weak. I'd say that your chances of successfully countering Haunted Ground, with Small Game, is somewhere between 0% and 10%. If you're trying to score in every category, there just isn't enough time to find every single Totem (by yourself) before someone else likely takes the decision to counter Haunted Ground out of your hands.

    Out of all the Perks you listed, Hex: Devour Hope is the only one that has a reliable Perk counter. Hex: Devour Hope has the same Perk counter as Haunted Ground. I'd say that your chances of successfully countering Devour Hope with Small Game are actually extremely high (>50%). If you used Small Game to search for Totems, while leaving Dull Totems intact, you would probably find Hex: Devour Hope very quickly. In the case of Hex: Devour Hope, attempting the cleanse the wrong Hex Totem won't apply the Exposed Status Effect to the entire group.

    "When it comes to a second perk its still bad especially if you combine it with the adrenaline , which will make it again, a direct counter to noed, rancor and what's more: billy, leatherface, myers."

    What does Adrenaline have to do with the Exposed Status Effect? I don't see the correlation. Any Perk combination can be used by anyone that's taken the time to unlocked them. I don't understand how combining Perks should stop any Perk from existing. If it's unbalanced, rework it or balance it. Don't delete it. Have they deleted any Perks so far? 🤔

    The Hillbilly and The Cannibal wouldn't be affected by these Perks that I've suggested. Those two killers don't apply the Exposed Status Effect with their powers. Myers, to some extent, would be temporarily countered while he is in Tier 3. You've made that clear and I agree. I don't think it'd be as bad as you're worried it would be.

    Thanks for the reply.

  • @Bravo0413 said:

    This again....

    If you're the last a live the situation should be next to impossible to overcome......... it's a 4v1...... meaning when it gets to a 1v1 situation its supposed to be a pressure time for the survivor..... this is the entity's and the entity wants the survivors dead.... why on earth should anything be done to the exits to make them safe?

    @Bravo0413

    Maybe changes should be made since the Exit Gates are supposed to be your one and only threshold to reach safety. The hatch is more of an intervention to The Entity's will than the Exit Gates are, in my opinion. The hatch can closed by the killer now. Closing the hatch redirects survivor(s) to their original threshold of reaching safety. I'd imagine that using the Exit Gates is more in line with The Entity's will.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/493928#Comment_493928

    The reason we come back and check is because we KNOW someone will be coming to unhook. Survivors rather stay on gens (gen rush) then get them sooner. If they want to wait to the last few seconds, we earned that second phase by leaving initially. Doing so can ensure a second phase and maybe another down so if they do get swapped, you got pressure and if we catch the other person again, thats a sacrifice and immediate pressure.

    @AStupidMonkeyy

    "The reason we come back and check is because we KNOW someone will be coming to unhook. Doing so can ensure a second phase... thats a sacrifice and immediate pressure."

    Yikes. This is exactly what I've been talking about. This scenario disgusts me. I do agree that both the survivors and the killer are to blame for these scenarios. I believe these scenarios would be less common if there were no hooked survivor timers. The survivors couldn't wait until the last second because they'd have no idea when it's too late. The killer couldn't check in the last seconds because, they too, would have no idea as to how much time is left.

    " If they want to wait to the last few seconds, we earned that second phase by leaving initially."

    This is a perfect example of the survivors sharing in the blame. I don't know if another survivor failing to do an altruistic action early is equal to a killer earning a free hook on a survivor that didn't make a mistake. Did you really earn it? I believe it was handed to you if you looked at or used the hooked survivor timers. I'd much rather see the survivor that made the mistake pay for the mistake (not someone else in the group).

    Thanks for the reply.

  • @Kind_Lemon said:

    😧 It's already hard enough for solo survivors to know when to leave their gens and go save even with the timer. Why would you suggest things to make the solo survivor experience even worse?? It's incredibly punishing if a survivor is less than 3-hooked, especially in stealth games. Not having that timer would severely increase the detestable gap between solo and swf players.

    @Kind_Lemon

    I've included a TLDR.

    "It's already hard enough for solo survivors to know when to leave their gens and go save even with the timer. "

    It shouldn't be difficult for survivors to judge when they should leave their generator (in the live version) and go save. Any time a survivor is currently on a hook, the amount of time that is left, is quite accurately shown via the timer/progression bar. Being able to tell time isn't a requirement to play Dead by Daylight. There are many icons that will appear or disappear to let you know something has happened. You don't need a timer, in my opinion. Also, there are Notifications and Auras (Dying State) that will allow you to play in very similar fashion to the way we play now (live version).

    "Why would you suggest things to make the solo survivor experience even worse?? It's incredibly punishing if a survivor is less than 3-hooked, especially in stealth games."

    You've answered your own question. In my opinion, it often times feels punishing if a survivor is less than 3-hooked due to camping. It feels especially unfair if it were based on the results of a killer abusing the timers to camp.

    "Not having that timer would severely increase the detestable gap between solo and swf players."

    People seem to keep defending their ideas and opinions based on the current perceived balance for the Survive With Friends mode (and not based on the majority of players that are playing the Solo mode). Also, name dropping Survive With Friends doesn't mean the developers should stop making any changes to Dead by Daylight. I don't understand this logic. In my opinion, Survive With Friends isn't unbalanced because of game design.

    The Survive With Friends game mode can be and/or is being abused by players who choose to use live (real time) voice communication programs to discuss current match information in Dead by Daylight. Allowing third party software that can be used to communicate with your voice and your group (in real time) is the only thing that makes Survive With Friends unbalanced. If you couldn't use any third party software, the forms of communication built into the game are limited to emotes, gestures and crouching repeatedly. You might be able to signal someone with a flashlight too.

    Discord and similar programs could be removed from the allowed programs list (whitelist) on Easy Anti-Cheat. When it comes to player population, I feel that removing voice communication programs would do more harm than good. For example, just because you're using a voice communication program, it doesn't mean you're using that program to discuss Dead by Daylight. Eventually, players interested in abusing Survive With Friends would probably resort to using the integrated Steam Voice if it were the only voice comm still allowed.

    This is my current stance on the Survive With Friends game mode (and I wish I knew how to clip it to every post I make going forward): I don't hate the Survive With Friends mode. I don't wish to see the Survive With friends mode removed. I wouldn't want less people to play Dead by Daylight just because they couldn't play with their friends or acquaintances any longer.

    TLDR; I didn't intend to give you a ridiculously long response, but I hope you still take the time to read it. I just wanted to be absolutely clear on the topic of Survive With Friends as it pertains to making future balance changes. I don't think Survive With Friends should motivate or prevent balance changes. If it's balanced for one, it's balanced for all.

    Thanks for the reply.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/493386#Comment_493386

    They got 2 types of insta-heals, they got perks that increase the speeds of gen time, they got toolboxes to increase gen time, takes us 2 and half seconds to kick then takes 2 and a half seconds before it even regresses but takes them a split second to stop it by tapping, a lot of good pallet loops and the perks themselves. DS can't be stopped when endgame happens, I also forgot about Unbreakable, I've been DS'd at the very end because you can't always stop everyone near a gate once everyone blocks and even had games where a survivor would unhook and for some reason, It would hit the unhooked instead and waste a complete hit. I've talked about increasing gen time before not to what it use to be (2 minutes each) but to 1 minute and 50 seconds and that would still be fair. Don't give us a perk that increases gen timer because that's just stupid. That means it'll never be balanced in the long run. No more band-aid fixes. Everyone says add a second objective. Why do that if it's not mandatory? Why make secondary objectives if its just gonna be ignored by survivors unless they have already won then they'll do it for points? Make 5 or 6 objectives takes 30 seconds to complete for bonus points is stupid as hell. That doesn't help us? Increase totem times from 15 seconds to 25 seconds. There is a lot that devs can do but the survivor base would just review bomb them like Freddy. I rather know that 3 gens won't pop instantly after 40 seconds because of 3 toolboxes (It's if they all have BNPs and Purple Toolboxes by themselves). Survivors don't like it when they get mori'd but we always seem to get shafted? We've been asking for gen time increases for over 2 years now. The devs response: Survivors won't like that so we'll add secondary objectives". Really? 2 years and butkiss. And it won't be mandatory ones, either. I play both sides and I'll tell you right now, it's easier to play survivor when the team is decent at Rank 1 then Killer at Rank 1 with decent survivors.

    (Final note) My point is, this game use to be balanced. 80 second hook timers all together (40 seconds per stage) and gens took 2 minutes. Then Killers started camping because of infinites. Then the hook sabo meta so killers slugged. Then they fixed infinites, added BT and nerfed gen and hook times so camping came back. Then nothing but nerfs to combat camping. Some people will camp just because its what they want to do but sometimes, I camp because I can't do anything else. I already know I lost so I might as well try to get at least 2 people and usually end up with 3k to 4k because of altruistic survivors. I don't like doing it but when someone is pushed against a wall.. you gotta do what you gotta do to win.

    @AStupidMonkeyy

    "They got 2 types of insta-heals, they got perks that increase the speeds of gen time, they got toolboxes to increase gen time, takes us 2 and half seconds to kick then takes 2 and a half seconds before it even regresses but takes them a split second to stop it by tapping, a lot of good pallet loops and the perks themselves."

    Maybe they could reduce the time it takes to kick the generators down to around 1 second. They would have to remove the second kick from the animation, which I suspect, they'd rather not do. I don't see why they couldn't shorten the animation to just one kick, though. Maybe then, killers could even kick generators and still have a very high chance to maintain a chase. I like this idea of evening out how long it takes to tap and/or kick a generator regardless of whether or not it's a survivor or a killer. 😁

    "DS can't be stopped when endgame happens... I've been DS'd at the very end because you can't always stop everyone near a gate once everyone blocks..."

    This is probably the strongest or most opportune time to use Decisive Strike and it really just comes down to luck, in my opinion. I don't think I'd like to see it be stopped simply because the survivor got lucky. For example, if they were unhooked and put into the Dying State again while also being close to a fully power gate (during End Game Collapse), that's a very specific (lucky) scenario. Also, I'm not completely sure, but I think a survivor can only use Decisive Strike once per game. Maybe they can use it twice. I've only used it a few times since it was reworked and I truly can't recall.

    "I've talked about increasing gen time before not to what it use to be (2 minutes each) but to 1 minute and 50 seconds and that would still be fair. Don't give us a perk that increases gen timer because that's just stupid. That means it'll never be balanced in the long run. No more band-aid fixes. I rather know that 3 gens won't pop instantly after 40 seconds because of 3 toolboxes (It's if they all have BNPs and Purple Toolboxes by themselves). Survivors don't like it when they get mori'd but we always seem to get shafted? We've been asking for gen time increases for over 2 years now. The devs response: Survivors won't like that so we'll add secondary objectives". Really? 2 years and butkiss. And it won't be mandatory ones, either."

    I think the Perks that increases generator repair speed (Resilience, Prove Thyself, and Spine Chill) are in a good place balance wise. Resilience forces you to stay Injured. Prove Thyself requires an survivor to work with you on the same generator. Prove Thyself is also heavily countered by Discordance. Spine Chill has the lowest speed increase of the three. Maybe they could remove the speed increase from Spine Chill.

    As far as balancing the time required to complete generators goes, I'd rather see nerfs to Items and Add-ons. Teachable Perks take significantly more effort to unlock than purchasing one Tool Box or one Brand New Part, in the blood web.

    "Everyone says add a second objective. Why do that if it's not mandatory? Why make secondary objectives if its just gonna be ignored by survivors unless they have already won then they'll do it for points? Make 5 or 6 objectives takes 30 seconds to complete for bonus points is stupid as hell. That doesn't help us? Increase totem times from 15 seconds to 25 seconds."

    I agree that some of the secondary objectives aren't even recognized or completed for any reason other than extra points. That doesn't make much sense to me. While I do think changing the time it takes to break and/or disable a (hex) totem could be adjusted, I hope that change wouldn't make Perks like Hex: Thrill of the Hunt useless.

    "There is a lot that devs can do but the survivor base would just review bomb them like Freddy."

    There are a lot things the developers could try or test, but there is always going to be at least one person that doesn't like the changes or change in general. It's hard to tell the two groups apart a lot of the time. I've only just started posting again, here on the forums, recently. I'm not a developer and it's difficult for me decide if someone truly hates my idea, they simply hate change, or they hate ideas that could inspire a change.

    "I play both sides and I'll tell you right now, it's easier to play survivor when the team is decent at Rank 1 then Killer at Rank 1 with decent survivors."

    Maybe BHVR hasn't found the perfect balance just yet. I do think that the skill ceiling for survivors, as a whole, will always be higher than the ceiling for killers. We're talking about four player's combined skill compared to one player's skill. It might just be the case that killers are hitting their ceiling way too early compared to survivors. They could definitely try to raise the ceiling for killers.

    "(Final note) My point is, this game use to be balanced. 80 second hook timers all together (40 seconds per stage) and gens took 2 minutes. Then Killers started camping because of infinites. Then the hook sabo meta so killers slugged. Then they fixed infinites, added BT and nerfed gen and hook times so camping came back. Then nothing but nerfs to combat camping."

    I just hope that the developers at BHVR don't give up when it comes to combating camping behaviors. It's not always easy to keep pressing forward if and when it feels like you're not making any progress towards your goal.

    "Some people will camp just because its what they want to do but sometimes, I camp because I can't do anything else. I already know I lost so I might as well try to get at least 2 people and usually end up with 3k to 4k because of altruistic survivors. I don't like doing it but when someone is pushed against a wall.. you gotta do what you gotta do to win."

    I don't mind when killers make the decision to camp out of a sense of desperation. If they pull it off because the survivors kept being overly altruistic, good for them. What I don't like is when killers try to get an extra free hook by patrolling a hooked survivor moments before they reach a phase transition. I feel like the hooked survivor timers make this style of camping ridiculously easy. I'm sure plenty of us have tons of experience when it comes to being on time for an event. The phase transitions, in certain situations, (nobody has even moved in your direction with the intent to unhook you yet), are extremely likely events.

    Thanks for the reply.


  • @DarkGGhost

    They get bullied? Do you mean to say that it's more difficult to play as a M1 killer? Are you saying they experience, on average, lower win rates? I'm not sure what you mean. Could you be more specific, please?

    Thanks for the reply.

  • @Boosted_Dwight said:

    This would murder Michael and basically delete his power if a survivor uses it.

    @Boosted_Dwight

    These perks wouldn't murder Michael. Survivors can't kill killers. That'd be crazy to see, though. Don't you agree? 😆

    Also, these Perks wouldn't basically delete his power when a survivor chooses to use them. Michael would still be benefiting from Tier 1 (immune to to detection perks) and Tier 2 (115% movement, small terror radius, and faster vaulting). In other words, Michael would still be benefiting from two thirds of his power. Tier 3 would be the only part of his power that is getting countered by these Perks.

    Thanks for the reply.

  • @anarchy753 said:

    But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong. There are builds that do well around T1 but not every Michael shouldn't be cornered into a mirror build every match because a perk with basically no downsides deletes the MAIN benefit of his power.

    Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power.

    @anarchy753

    "But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong."

    First of all, not every killer can take advantage of their power in every situation. Michael is no exception. He is a stealth based killer in all Tiers aside from Tier 3. Michael starts "weakened" in Tier 1. Upon reaching Tier 2, Michael never goes back to Tier 1 (not even after Tier 3 expires). Technically, Michael would still be starting out in a weakened Tier 1 and reaching a point where he is noticeably stronger (Tier 2). That wouldn't be going away because of a Perk.

    "Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power."

    Yes, it is. It's a power that exists in Dead by Daylight, right now. Sight and sound are the only default ways to know if a killer is nearby. Having a small Terror Radius is a direct counter to detecting a killer via sound. Countering one of two possible senses, at all times, is extremely powerful. I won't be convinced that countering 50% of default killer detection is not powerful.

    Also, what's wrong with being a basic M1 killer? M1 killers are still part of the game, still receive balance changes, and are still capable of winning games.

    Thanks for the reply.


  • @anarchy753 said:

    Maybe Michael just shouldn't go tier 3. Yeah great, let's just remove a killer's entire power with a perk that would probably be top tier, and that should be fine for balance.

    @anarchy753

    Is there any benefit to Tier 3 besides slightly increased lunge, a whole 0.4 seconds faster vaulting speed, and the Exposed Status Effect? Michael seems to do fine in Tier 2. These Perks wouldn't be removing his entire power either. In Tier 1, Michael is immune to detection Perks and has one of the smallest Terror Radii in the game. In Tier 2, he still has one the smallest Terror Radii in the game, while also having 115% movement speed.

    Thanks for the reply.

  • @anarchy753

    "I dislike these ideas. The first has a lot of the issues of free second chance perks at the moment like MoM, there's no requirement. You just basically get 3 extra hits in a match if the killer has exposed effects."

    You did say, "... if the killer has exposed effects." That sounds like a requirement to me. There are requirements or limitations to the proposed Perks. You might get three extra hits in a match, but only if the killer has Exposed Effects. It's the same as Distortion. You may choose to use Distortion against a killer that isn't using any Aura reading Perks. In that match, you wouldn't be gaining any advantage by using Distortion. It would be exactly the same thing for Perk I outlined.

    "It's also wildly varying between killers. Most exposed statuses come from perks..."

    I'd imagine it varies wildly because not all killers use the same four Perks.

    "... but killers like Michael whose ENTIRE power is applying exposed would get ######### on this so hard by essentially needing to land 12 extra hits in a match."

    Let's try to agree, based on recent data gathered in April (2019), that the Perk Self-Care is the most commonly used survivor Perk in the entire game (regardless of Rank or Platform). Based on this, Sloppy Butcher and A Nurse's Calling would be direct counters the most commonly used survivor Perk. Where I'm going with is, survivors are expected to realize they are being countered and play accordingly. Maybe Michael could do the same thing and not use Tier 3. Alternatively, if he suspects multiple survivors are using Hypervigilance it might be beneficial use up the survivors Tokens as early as possible.

    As far as a killer's ENTIRE power being countered goes, just look at The Hag and the way her Traps interact with Flashlights and the Urban Evasion Perk. I think her ENTIRE power is getting countered by those two things. My proposed Perks wouldn't last the entire match the same way Urban Evasion and Flashlights can.

    "Then you have things like Billy..."

    I've always thought, thematically, that the decision to make chainsaws one hit downs was a brilliant idea. I don't think the proposed Perks should prevent chainsaws from inflicting one shot downs.

    "Also how would this work against effects like NOED and Devour Hope that apply an endless exposed effect until the hexes are removed, do you just get to ignore those perks entirely (or gain 3 bonus hits under their effects) for bringing what is basically a passive perk? DH needs a lot of time and tactics to build up, and NOED is meant to encourage doing something other than racing through gens, so why should they just be deleted by a perk that takes basically nothing to work?"

    It would work the way you expected it to work. If you have Tokens remaining or you've escaped enough chases without starting a new chase within 15 seconds, you would not be afflicted with the Exposed Status Effect for the corresponding amount of time. You wouldn't be ignoring those Perks entirely, especially if you're out of Tokens and NOED or Devour Hope are still applying their endless Exposed Status Effect. There are many passive Perks. To name a few: Lightweight, Iron Will, Distortion, Prove Thyself, Bond, Empathy, Wake Up!, A Nurse's Calling, No One Escapes Death, Discordance, Plunderer's Instinct, Hex: Ruin and many more... I'm failing to see your point.

    "Escaping a chase sounds nice as a requirement, but then you can literally just run in front of the killer whenever they pick someone up and easily gain stacks as they're doing something else while you're considered "escaping."

    Maybe the time requirement to receive a Token could simply be adjusted to make it more difficult.

    Thanks for the reply.

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/64914/exposed-status-effect-isnt-directly-countered-by-perks

    Here is your counter to exposed/broken.

    Hide, if the killer can’t find you he can’t hit you to get effect out of exposed. If you are talking about NOED it already has counters besides just hiding.

    @Zagrid

    Hiding is a counter to many things. One example is being time efficient.

    Hiding isn't a Perk, though. I want to know why there are no Perks that directly counter the Exposed Status Effect. If the killer can't find survivors, they can't do their intended primary objective. I'm not explicitly talking about No One Escapes Death, but I am aware that it already has counters besides just hiding. I'm also aware that No One Escapes Death applies the Exposed Status Effect to all the remaining survivors. Did you know there are other instances of the Exposed Status Effect besides those applied by No One Escapes Death?

    Thanks for the reply.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/493082#Comment_493082

    Taking away a strategy for a killer while buffing survivors and giving them more and more second chance perks on top of insta-heals and BNPs makes 3-hooking someone unbearable and gens use to be 2 minutes. They reduced them. Hooked survivors also use to be 1 minute 20 seconds so survivors had to choose to either unhook after 25 seconds or risk the second stage. They buffed it to 2 minutes. 40 seconds extra for a survivor to just chill and helping other survivors pop gens in your face. Every update, they just seem to increase something for survivor and lower another for killer. 30 seconds and a 5% gen regression upon kick would make this a much better game as killer. If I had that and didn't feel rushed every chase, it would be a much more enjoyable experience. I do apologize earlier. I was getting hostile because I'm sick of killers getting nerfs and punishments for just trying to reduce the gen rush but survivors get more and more second chance perks. Like come on. Really? This just makes camping better. Why let him off the hook and risk, BT, Dead Hard, DS, MOM, insta-heal, deliverance and possibly adrenaline if its near the end of the match? When you can camp him, probably get some easy interrupts and have a chance at ANOTHER hook if someone is unlucky and gets down next to the hooked. The risk vs the reward is much different. Don't give us bloodpoints. Make it so if we LEAVE, the guy dies faster. That would make a survivor rush, less gen time and a happier killer. Add 30 seconds to gens to make it a little easier and 5% regression upon a kick so no gen tappers during a chase. Wa-la. See how small buffs compared to getting random crap shoved down your throat is much different? I do appreciate you being civil so I'll be civil. We camp because sometimes we are helpless to do anything else. Why risk getting shot in the foot when you can guarantee a kill and maybe more? Small buffs like this. MYC doesn't stop gen rush, you got a timer to FIND the correct person and if they hide, you're just wasting time searching while gens are getting completed still. It's like a lose/lose situation. Sometimes you get lucky but most of the time, you blow 35 seconds with nothing to show for it. I also voted up your last one because I did like the responses and you was being civil, which I'm not use to seeing most of the time on this forum.

    @AStupidMonkeyy

    "Taking away a strategy for a killer while buffing survivors and giving them more and more second chance perks on top of insta-heals and BNPs makes 3-hooking someone unbearable and gens use to be 2 minutes. They reduced them. Hooked survivors also use to be 1 minute 20 seconds so survivors had to choose to either unhook after 25 seconds or risk the second stage. They buffed it to 2 minutes. 40 seconds extra for a survivor to just chill and helping other survivors pop gens in your face. Every update, they just seem to increase something for survivor and lower another for killer."

    That is a lot of nerfs when it comes to being a time efficient killer. I'm not sure if everyone would agree, but I'm really glad they are trying and have possibly succeeded in fixing the dreaded end game phase for killers (End Game Collapse). If the developers believe the end game phase (End Game Collapse; 2 minute cap after being triggered) is an acceptable amount of time, maybe they can use that hard cap (that didn't exist before) to tweak all of the timers again. I sincerely hope they'll take another look someday.

    "30 seconds and a 5% gen regression upon kick would make this a much better game as killer. If I had that and didn't feel rushed every chase, it would be a much more enjoyable experience. Add 30 seconds to gens to make it a little easier and 5% regression upon a kick so no gen tappers during a chase. Wa-la. Small buffs like this. See how small buffs compared to getting random crap shoved down your throat is much different?"

    I agree that small buffs are usually better than huge nerfs. I think changing the time it takes to complete generators might be easier to adjust since they've implemented the End Game Collapse. Knowing that matches can't potentially drag on forever should help narrow down exactly how long they think a match should be. A 5% gen regression would be a really nice quality of life change for killers. That's a good idea, in my opinion.

    "I do apologize earlier. I was getting hostile because I'm sick of killers getting nerfs and punishments for just trying to reduce the gen rush but survivors get more and more second chance perks. Like come on. Really?"

    Apology accepted.

    "I do appreciate you being civil so I'll be civil. I also voted up your last one because I did like the responses and you was being civil, which I'm not use to seeing most of the time on this forum."

    Thank you! Maybe we can set a new example for forum behavior. 😁

    "This just makes camping better. Why let him off the hook and risk, BT, Dead Hard, DS, MOM, insta-heal, deliverance and possibly adrenaline if its near the end of the match?"

    I would say Borrowed Time is fairly balanced considering it doesn't work against certain killers. Borrowed Time, when used in response to camping (within 16m or so) often times results in one survivor trading places with the other.

    When it comes to exhaustion perks, like Dead Hard, I think removing the exhaustion reset after being hooked would help alleviate some killer frustration. They could just pause the exhaustion timer while you're hooked. Then, it would function the same way it does while you are sprinting.

    I think the new Decisive Strike is far less rewarding than it used to be. You can't decide when to trigger DS anymore. I think we were able to delay wiggling until the most opportune time. Basically, we didn't have to use DS unless we chose to. If it's active now, the skill check is triggered immediately.

    It sounded like Mettle of Man might be getting changed soon. They mentioned it in one of the live streams.

    I don't know if it'd be fair to remove insta-heal(s). Isn't it fairly expensive? I think it's the same cost as a four player Mori, right?

    Also, I think Deliverance is fairly balanced because you can only use it the first time you are hooked. You also receive the broken status (one of my least favorite) for quite some time.

    I could see Adrenaline being extremely annoying. Even I find it fairly annoying that my teammates would assume we're going to get all five generators completed. Also, I don't know if it's worth it to essentially play with one less perk until end game. I've had teammates refuse to heal me before completing the last generator simply because they assumed I'd being using Adrenaline too.

    "MYC doesn't stop gen rush, you got a timer to FIND the correct person and if they hide, you're just wasting time searching while gens are getting completed still. It's like a lose/lose situation. Sometimes you get lucky but most of the time, you blow 35 seconds with nothing to show for it."

    Hmmm. I wonder if they might consider adding a few seconds of seeing the Make Your Choice target's aura. I don't know if that would be over buffing the Perk or not. That would certainly make it easier to get some value out of it.

    Thanks for the reply.

  • @Traslogan

    "spectating players delay isn't going to fix anything."

    A delay for spectating players isn't going to fix anything everything.

    "The core advantages of SWF stem from what you can do whilst alive. You can tell other players if the killer comes for them when they leave you on the hook, if they orbit the hook, which generators they're checking, you can tell people to pick up your almost-done generators as you lead the killer away, you can ensure people are in wait so you intentionally go down on pallets with survivors waiting nearby to drop them. In short, so many things that solo survivors would literally never or almost never have the info to do."

    I completely agree that most of the advantages, while playing the Survive With Friends mode (specifically with voice comms), stem from what that group can accomplish while they are still alive.

    The idea to add a delay for spectating survivors would prevent intentional sacrifices and disconnects from allowing those players to share up-to-date information with anyone (in their group) that is still alive. I know that idea wouldn't prevent all of the advantages of using voice comms, but I hope that now you might agree that it would help in certain situations. In my experience, those situations do still exist. For example, a Survive With Friends group that only consists of two players couldn't share reliable (up-to-date) information that they gathered while spectating anymore. If one of them were to be sacrificed, killed, or disconnected any information they share, beyond that point, would be almost completely useless.

    "I don't have friends with DBD (and in the current SWF-haven state, I'd never recommend it to them)"

    It makes me sad to see you post this. If could, I'd force my friends to give this game a chance.

    "I have to play solo survivor and be weak as the balance intended, or I have to deal with permanent SWF issues as a killer"

    I'm not sure if you've considered this or not, but if Survive With Friends groups are as common as you say, wouldn't it be fairly likely that you get matched with partial Survive With Friends groups often?

    "I can't change to a new killer since i never have enough bloodpoints to get them to a level where they won't be guaranteed to lose due to no perks and no items."

    Given enough time played, you will eventually be able to change to a new killer and have tons of perks and items. Don't get me wrong, it's going to or will take quite some time.

    Side note: I'm not saying I never try different add-ons, but I don't like to use add-ons when I'm playing as a killer. I don't know why exactly. Maybe it's an extra challenge that I end up placing on myself (for no good reason) or I just like using the base kits. I'm not really sure. 😅

    "... have an official pinned thread saying where to go to actually stand a chance at being heard."

    I think having more reminders to come and share your thoughts and feelings about the current state of Dead by Daylight (on the official forums), outside of posts concerning PTB testing information and new content, would be quite nice to have. Keep in mind, you can't force people to participate despite how many times you encourage them to do so.

    "You already merge lobbies into one where the killer is host, which is why the game has issues with retaining SWF after a game, so surely you can tell the lobby if it's bringing in multiple clients..."

    This is really interesting. Maybe this is something BHVR could tweak after they implement the dedicated servers and all goes well on that front.

  • @Traslogan

    "The only reason I'm here is because their steam suggestions( which is more active than this forum) is 100% ignored. They get more feedback there than anywhere else and it is 100% ignored, no one gets any responses at all. It looks like it was put up to draw flak. And the in-game match-review is pointless since there's no criteria for why you thought a game was good or bad, so once again it just looks like it draws flak."

    If this is true, I'm truly sorry to anyone who feels their Steam suggestion(s) have been ignored. If you still frequent the steam suggestions area, I would like to encourage you post any of your future feedback on the official Dead by Daylight forums. I'd also like you to encourage others to do the same. We can't have discussions like these if we never receive any replies to our posts, comments, or feedback. I don't want anyone's post to be 100% ignored.

    "Well if opting out of SWF isn't a good fix, tell me what is. I can't learn any new killers because I just end up going against rank 8-10 SWF and there's no non-ranked / practise for me to learn anything else."

    I don't know how to fix Survive With Friends in a way that would prevent voice comms from allowing players to gain an advantage. In my opinion, one of the better ideas I've had, is to add a delay to what spectating players see. If there was a delay, the information that they would be sharing over voice comms wouldn't match up with what was currently happening for the survivors that are still alive. The first idea I had wouldn't work because, like you said, players would find another voice comm and use that as a loophole.

    I think you're on to something here, though. I really like your ideas to add either a more in-depth practice mode (aside from the short tutorials) or even an unranked mode. Kill Your Friends could be used as a practice mode, but that would require five players (that are friends or friends of friends on steam) to play like the current ranked mode is being played. BHVR would just have to be careful with how many modes exist because you can't play multiple modes at the same time. Since you can't be in two matches at the same time, additional modes would decrease player population in all the other modes.

  • @Traslogan

    "if you ban one, they just find another. Eventually you would have teams using steam voice chat on a steam game."

    You're probably right when it comes to banning voice communication programs. Eventually, players interested in abusing Survive With Friends would probably resort to using the integrated Steam Voice if it were the only voice comm still allowed.

    "The bare minimum they could do is let us opt out of SWF. If it really is so rare, just let us opt out. Worry about incentivizing its ludicrous gameplay for killers after that quickfix."

    I'm not sure that giving players an option to opt out of playing against a Survive With Friends group would be considered a bare minimum change. I think that change would be one of their final considerations, if not the final consideration. Also, I don't think redirecting killer players away from Survive With Friends groups, provided they can even confirm whether or not voice comms are being used, would be considered a quick fix. I don't know much about networking. So, I can't be sure.

    Keep in mind, you're asking BHVR to essentially abandon a percentage of their players, no matter how big or small that percentage may be. If Survive With Friends queue times were to dramatically increase because of an opt out system implemented by BHVR, I feel like that would result in one of two outcomes. In the first scenario, the majority of those players would quit playing and supporting Dead by Daylight. In the second scenario, those players would stick around and complain for as long as their interest in reversing that change persists. Once their interest dwindles or they feel ignored, they would join those players from first scenario. They would quit too.

    I'd like to add that removing the Survive With Friends game mode would be very similar to, if not exactly the same as, banning or removing a killer and/or survivor. Survive With Friends is a unique way to play Dead by Daylight. Playing as different killers and survivors are also unique ways to play Dead by Daylight. If your favorite way to play Dead by Daylight is removed, are you more likely to play a different way or to quit playing entirely? I really want to know the answer to this question. It's not intended to be rhetorical.

    If I were a developer for Dead by Daylight, I'd be approaching an opt out system with extreme caution. Less players equals less opportunity for income and growth. If I were them, I wouldn't be wishing for less opportunities for growth on a game I currently play or support. Why would they willingly harm a project, without careful consideration and implementation, by which they are employed?

    "Not that they read feedback forums anyway..."

    I don't know how often you check your profile, but if it check right now, you'd see that BHVR has read this post (in the Balance Feedback category).

  • @AStupidMonkeyy said:

    Increase gen times by 30 seconds and that would make camping a lot less meaningful unless they want to be #########. I use to ignore unhooks and get gen rushed non-stop. It's not based upon killer skill, but the mistakes of survivors and how many they make. Increasing gen time would make it not as necessary to have to remove someone quickly and would make it easier to kick a gen but they need to make it so kicking a gen reduces it by 5% so gen tapping in a chase will stop. Do those and I bet the only ones who camp are just people who like camping. I camp if I finally caught 1 person, 3 gens have popped and Ruin is gone. The game is technically over. You ruin my game, I ruin yours. Camping is fair. You don't like it, tough titties. Camping is a valid strategy most of the time unless you camp immediately catching someone after 5 seconds of the match starting but even then, it still removes 1 person out of the match and guarantees a 3-man if skilled. Camping will never go away and if they change something again to "punish" campers for just trying to secure a kill with DS, MOM and Dead Hard being a thing, I'll camp everyone. I'll do as long as I play this game just to be an #########. You ruin my fun, I ruin yours. I get gen rushed but nothing is done to survivors but killers get punished every time? Nah, Bro. I'll camp just to be an ######### every match because I can't even enjoy chasing without 5 gens popping in 3 minutes.

    @AStupidMonkeyy

    This is going to be a long reply or response because of how many topics were touched on. I'll include a TLDR at the end.

    "Increase gen times by 30 seconds and that would make camping a lot less meaningful unless they want to be [BAD WORD]s. Increasing gen time would make it not as necessary to have to remove someone quickly and would make it easier to kick a gen but they need to make it so kicking a gen reduces it by 5% so gen tapping in a chase will stop. Do those and I bet the only ones who camp are just people who like camping."

    If increasing the time it takes to complete a generator would reduce camping, I'm all for it. By all means, change the time it takes to complete a generator.

    "I use to ignore unhooks and get gen rushed non-stop. I camp if I finally caught 1 person, 3 gens have popped and Ruin is gone."

    In these scenarios, you are making the decision to camp based on how many times you've hooked survivors and how many generators still need to be completed. I don't think making the decision to camp a hooked survivor, after the End Game Collapse is triggered, is wrong. I think making the decision to camp a survivor because you looked at a timer, saw they were about to experience a phase transition, and prevented them from being unhooked is wrong.

    "It's not based upon killer skill, but the mistakes of survivors and how many they make. You ruin my game, I ruin yours."

    Is a game ruined because your skill level, experience as a killer, and/or luck didn't allow you to win that game? You said it's not based upon a killer's skill, but I disagree. A killer's skill is, in part, a measure of how often they can capitalize on a survivor's mistake.

    I do not agree that the correct response to being outplayed, or feeling you've been defeated early, is to ruin someone's game or camp them. You might say: "Isn't it ruining the game for the killer if survivors are outplaying the killer?" I don't think so. The survivor(s) are either playing well, making very few mistakes, or simply not being hit (or hooked) by the killer when they make a mistake. Completing generators is, first and foremost, the primary objective for survivors. A killer can use Perks that give survivors secondary objectives (ie, cleansing hex totems and healing "slugged" survivors). The killer's primary objective is to either hook each survivor three times, have them bleed out in the dying state, or kill them with a Mori. Camping isn't a primary objective for the killer. If the killer isn't successfully preventing survivors from doing their primary objective (generators), the killer should lose that game.

    "Camping is fair. You don't like it, tough... Camping is a valid strategy most of the time unless you camp immediately catching someone after 5 seconds of the match starting..."

    I couldn't wait to respond to this part of your post. Camping is a valid strategy sometimes. In my opinion, camping immediately is actually one of those times. I don't like it, but it's still valid. If you camp immediately, you aren't using a timer to decide when you should start camping. Most likely, you already made that decision before the match even started.

    "...but even then, it still removes 1 person out of the match and guarantees a 3-man if skilled."

    Camping immediately does have a very high chance of removing one person from the match before it's over. I wouldn't say that camping requires much skill. A camping player certainly isn't required to have as much skill as a player who is hooking the survivors twelve times (four sacrifices) without camping at all. Also, if a player is using a lower skill cap strategy, like camping, I would be surprised if they can guarantee any outcome other than camping a survivor until they have been sacrificed.

    "Camping will never go away."

    I've said either the exact same thing or something very similar in many of the replies in this thread/post. My goal isn't to have camping eradicated. My goal is to decrease predictable game play when it comes to unhooking and preventing a survivor from being unhooked. In my opinion, preventing a survivor from being unhooked at or near phase transitions because you can watch a timer, is camping. The timer is making camping, as a play style, too easy and/or unskillful.

    "... and if they change something again to "punish" campers for just trying to secure a kill with DS, MOM and Dead Hard being a thing, I'll camp everyone. I'll do as long as I play this game just to be an [BAD WORD]. Nah, Bro. I'll camp just to be an [BAD WORD] every match because I can't even enjoy chasing without 5 gens popping in 3 minutes."

    So, if the developers decide to add new perks that aid survivors (Survivor Perks 😉), which I'm sure they plan on doing at some point, you're going to retaliate by acting like or becoming an [BAD WORD]? I'm not really sure how to respond to you sharing your plan to become an [BAD WORD]... I'm not feeling good about it and I hope you change your mind.

    " I get gen rushed but nothing is done to survivors but killers get punished every time?"

    I fail to see how survivors efficiently completing their primary objective is somehow a form of punishment for killers. Do you think losing a game or match is a form of punishment? Winning isn't a reward and losing isn't a punishment. When it comes to winning and losing, they are just words to signify which person (or group of people) succeeded and which person (or group of people) failed. By definition, to lose is to be defeated. To be defeated is to have have been beaten. If we're still talking about gaming, being beaten in a game or contest of skill is not a form of punishment. If we're talking about our physical bodies, here on the planet Earth, being physically wounded and/or beaten is often a form of punishment. If you're referring to balance changes (buffs and nerfs), both survivors and killers receive balance changes regularly.

    Thanks for the reply.

    TLDR; I am interested to see if your idea (changing the amount of time required to complete a generator) would help reduce camping. Unfortunately, it sounds like for every game or match that you lose, it is your intent to ruin a game for four other players. I sincerely hope you don't follow through with your plan to become an [BAD WORD]. I'd hate for the world to find you unrecognizable in an ever growing sea of [BAD WORD]s.

  • @Traslogan

    "We all know SWF is completely overriding the balance of the game. There's no fun in being a killer against teams that can report your every move so they're always 2-3 steps ahead of you no matter what. Mind-games can't beat a Discord server."

    Survive With Friends isn't unbalanced because of game design.

    The Survive With Friends game mode can be/is being abused by players who choose to use live (real time) voice communication programs. You've given an example of one such program (Discord). Discord and similar programs could be removed from the allowed programs list (whitelist) on Easy Anti-Cheat. When it comes to player population, I feel that removing voice communication programs would do more harm than good. For example, just because you're using a voice communication program, it doesn't mean you're using that program to discuss Dead by Daylight.

    In my opinion, a much less drastic change, would be a change to how players spectate other players. Watching/Spectating other survivors, after you've been sacrificed or killed, needs to have a delay added. They delay would keep any information gathered and shared (over a voice communication program) from being up-to-date or reliable information.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/490668#Comment_490668

    What you're not seeing what I'm saying. You want SWFs to be even more of a thing? Do this. Why play solo when you can get a friend and tell them when to unhook? That's my point. It would make SWF's even more powerful and with that, make it even more likely that survivors team up with friends to make an already unbalanced game even more unbalanced. I also forgot to MENTION, they even made a way so if I killer is near the hooked, the timer stopped. You know what happened? Survivors abused it. After all these fixes, camping exists. It's not camping is a problem, punish the killers. It's, "the game goes too fast because its too easy to do gens but lets punish the killers for trying to slow the game down by getting rid of 1 person quickly." So still, no thank you.

    @AStupidMonkeyy

    "What you're not seeing what I'm saying. You want SWFs to be even more of a thing? Do this. Why play solo when you can get a friend and tell them when to unhook? That's my point."

    I read what you posted and saw your concerns. I'm trying to tell you that many real world things, such as location, time zones, and responsibilities dictate whether or not players can play the Survive With Friends game mode. Those things impact the Survive With Friends population or percentages more than balance changes ever could.

    "It would make SWF's even more powerful and with that, make it even more likely that survivors team up with friends to make an already unbalanced game even more unbalanced."

    I'm not currently interested in how Survive With Friends, as a game mode, would impact the decision to remove hooked survivor timers. Survive With Friends, as a game mode, isn't unbalanced in my opinion. Allowing third party software that can be used to communicate with your voice and your team (in real time) is the only thing that makes Survive With Friends unbalanced. If you couldn't use any third party software, the forms of communication built into the game are limited to emotes/gestures and crouching repeatedly. You might be able to signal someone with a flashlight too.

    "I also forgot to MENTION, they even made a way so if I killer is near the hooked, the timer stopped. You know what happened? Survivors abused it. After all these fixes, camping exists."

    I'm glad they tested an idea to help reduce camping. It may or may not be common knowledge, but just because you fail at something doesn't mean you should stop trying or give up. Camping isn't going anywhere. I just don't think camping should be made easier by watching a timer.

    "It's not camping is a problem, punish the killers."

    Camping is a problem in many player versus player games. Camping can't be completely eliminated. Changes can made to help prevent camping. The Dead by Daylight developers have tried many changes. I hope they continue to do so.

    "... punish the killers. It's, the game goes too fast because its too easy to do gens but lets punish the killers for trying to slow the game down by getting rid of 1 person quickly."

    As far as dishing out punishment, survivors don't have much of a reason prevent another survivor from being unhooked. Having more survivors off hooks and still alive should almost always be beneficial to the survivors. On the other hand, killers have plenty of motive to prevent a survivor from being unhooked. You've outlined that motive perfectly in your post. The killer would stand to benefit greatly by getting rid of one person quickly.

    Thanks for the reply.

  • @ReikoMori said:

    This is going nowhere.

    We're two pages into this thread with the majority of players disagreeing with the OP. Same with their other thread on the same topic in general discussion. Now, granted the OP has been pretty civil in their responses, but enough is enough. This isn't a good idea when put forth to the board. You've got maybe 6 people on the forum who agree with this sort of idea. You're also constantly trying to shut out any relevant discussion points that aren't exactly about the timer. A discussion tactic that isn't going to win over any of those who may potentially agree if the discussion was allowed to lean more towards similar fields they actually care about.

    Can we just put this to bed already?

    @ReikoMori

    "This is going nowhere."

    This may be true, but I'd like to keep this discussion going and and I will continue to reply to a many replies as I can. I didn't make a post on the forums with the intent of never responding to any of the replies I received.

    "We're two pages into this thread with the majority of players disagreeing with the OP."

    Yes, we are two pages into this thread now. Also, I'm not preventing players from disagreeing with my original post. I don't have the authority to disable their ability to down vote my posts nor would I exercise that authority even if I had access to it.

    "Now, granted the OP has been pretty civil in their responses..."

    I've tried to be civil. I'll take that as a compliment. Thank you.

    "... but enough is enough."

    Is deciding when enough of my posts and/or replies are enough within the scope of your authority on the forums? I'd like to find out.

    "This isn't a good idea when put forth to the board. You've got maybe 6 people on the forum who agree with this sort of idea."

    I don't need anyone to agree my idea. If even one person replies, I can reply to them and we can discuss the idea further.

    "You're also constantly trying to shut out any relevant discussion points that aren't exactly about the timer."

    I'm trying to stay on topic while also encouraging other people to stay on topic. What someone else finds relevant to the discussion, anyone else could find irrelevant. That is the nature of opinions. I shouldn't have to apologize if, in my opinion, I find a discussion point irrelevant and/or off topic. It's just my opinion.

    "A discussion tactic that isn't going to win over any of those who may potentially agree if the discussion was allowed to lean more towards similar fields they actually care about."

    I'm asking for something rather specific. I'm not saying that I don't care about the way this proposed change to timers relates to other fields, but I'm also not trying to lead people into other fields. I'm trying to stay on topic. I have had replies lean on other fields and I will make changes to my proposal. For instance, I no longer think that the timers should only be removed from killers. I think it would be beneficial for survivors and killers if neither could see the timers.

    "Can we just put this to bed already?"

    We can't. I suppose a moderator could. I could also stop responding to people who took the time to reply. I don't intend to stop replying. I do intend to try and make contact with a moderator @MandyTalk to find out if your request is justified or if you are simply trying to have my posts and replies silenced.

    Unfortunately, I don't feel the need to thank you for your reply this time. I hope you have a nice day.

  • @Milo

    "From the spikes you can judge your remaining.time to the 2nd phase (not 100% accurate fair enough)"

    Players being required to judge the time remaining on their own is exactly what I'm asking for. When there is no longer a measure of time remaining, unhooking survivors would become less predictable. If the killer can't predict when a survivor is going to be unhooked, they can't return to the hooked survivor just in time to prevent a survivor from being unhooked.

    "Why only remove the timer for killer?"

    I still need to edit my original post, but I've since changed my mind about who should see the timer. I don't think anyone should see the timer. I think the timers should be removed for the survivors and the killer.

    "If the killer is patrolling around the hook this wouldnt matter"

    If there were no hooked survivor timers, patrolling around the hook would be a choice the killer has to make based on little to no information. They'd be making a conscious decision to stay in close proximity to the hooked survivor. At the very least, the killer wouldn't be making that decision based on information being provided and tracked for them by an existing element in the User Interface/Heads Up Display.

    "If a killer is getting looped near hooked wont matter THAT much. (Again spikes)"

    If a killer is getting looped near a hooked survivor, the killer would simply be reacting to a survivor's decision to allow the next chase take place in such close proximity to the hooked survivor. The killer would be making the decision to chase the nearest target (survivor). I'd think the killer would be trying their best to be time efficient. In this case, the survivor that isn't hooked and is currently in a chase with the killer should try to put as much distance between themselves and the hooked survivor as possible.

    Thanks for the reply.

  • @Milo

    "Oh yeah because you totally couldn't "see the timer" with the entity spikes appearing..."

    Technically, you aren't seeing the timer with the entity spikes appearing. The spikes appearing represents a phase transition or something akin to a change in a survivors hook health state. In other words, the spikes appearing represents a survivor losing one of the three times that they needed to be hooked before they are sacrificed to The Entity. The spikes, appearing after a survivor has been hooked for a second time, represent how many times that survivor can still be hooked without being sacrificed to The Entity. The spikes do not show you how much time is left before a phase transition is going to happen.

    "Also i srsly don't see what this would bring."

    I'm not sure how many of the replies you've read in this discussion. I've tried to reply to everyone. In doing so, I've tried to outline and refine what removing the hooked survivor timers would bring to Dead by Daylight. You may not have read those replies. In that case, I could understand why you don't see what this would or could bring. It's my hope that removing the hooked survivor timers would help reduce the number of times survivors are prevented from being unhooked and being camped. Even if the removal of the timers didn't reduce the number of cases where hooked survivors are being purposefully camped, I'd still appreciate the change if the intent behind the change is made perfectly clear. It's not about bringing an end to camping once and for all. It's about removing a timer in the User Interface/Heads Up Display that I believe can be and is being abused to make camping, as a play style, too easy and/or unskillful.

    Thanks for the reply.

  • @holywhitetrash

    "they could also take the timer away from the hooked person, not like they really need it other than to show new players trying to jump off the hook is bad"

    I agree. The timers aren't doing much in the way of promoting positive outcomes. In my opinion, never getting off the hook and camping aren't positive things to have happening in Dead by Daylight.

    Thanks for the reply.

  • @mcNuggets

    "Camping wouldnt be a problem if killers were capable of winning the game by playing fair."

    What certain players consider winning conditions varies from player to player. This is probably because some players play for rank, some play for kills, and some play just to have fun. Also, what is considered fair play may not align with what players consider to be fair. Rules can made, changed, or removed if the majority agree that a rule or lack of a rule results in unfairness.

    "... if killers were capable of winning the game..."

    If a player were to consider their kill count a reflection on whether or not they are winning, only three killers across all platforms have a lower than 50% kill rate according to data collected in April 2019. Here is a link to that information: https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests

    In the above case, it could argued that almost all killers are capable of winning the game the majority of the time.

    Thanks for the reply.

  • @Haku

    "Majority of the players are solo so we should care about the solo. SFWs are just a minor thing. If you have missed the statistics just google it.

    It is factual, as of April 2019, that the majority of players are playing Dead by Daylight solo. For anyone that's interested, here's a link to a direct quote regarding Solo vs Survive with Friends percentages: https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests

    Here is the quote for those of you that may not want to click on a link: "This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches."

    "We should really focus on what the solo players can do and not the SFWs"

    The recent data collected in April would suggest that it might be wiser to balance around solo play. Since it's often times more effective to balance while leaning towards the majority, I don't see why the players only using the Survive with Friends mode would be the first demographic considered when making balance changes in Dead by Daylight.

    Thanks for the reply.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/489415#Comment_489415

    No. This would make SWFs even stronger than before. Why go as solo when you can get a friend to help you out and tell you their timer and then ######### that the killer is camping because he doesn't know when the timer is about to change so he stays longer? Yeah. No thank you. The timer use to be 45 seconds per stage. Its now a minute. They added swivel hooks to make it possible to unhook. They gave invulnerability frames and borrowed time that doesn't go in terror radius. Now you want to take this away also? So SWFs can be even better? Again, no thank you.

    @AStupidMonkeyy

    "No. This would make SWFs even stronger than before. Why go as solo when you can get a friend to help you out. So SWFs can be even better? Again, no thank you."

    This post isn't about SWF in any way, shape, or form. Since you bring up SWFs, I will say this: Not everyone has friends. Even if they do have friends, those friends may not play video games. Even if their friends do play video games, those friends may not play horror games. Even if their friends do play horror games, those friends may not have compatible play time schedules. What I'm getting at is, not everyone (and definitely not the the majority of players) is playing with a friend and/or acquaintance.

    Furthermore, I don't need you to take my word for it that solo survivors are the majority. Here is a direct quote from recent data (April 2019) posted on the Dead by Daylight official forums: "This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches."

    "...and then ######### that the killer is camping because he doesn't know when the timer is about to change so he stays longer? Yeah. No thank you."

    The killer doesn't need to stay near the hooked survivor. It's quite the opposite, in fact. If the killer wants to win, they should be applying as much pressure as they can on multiple survivors and multiple areas of the map. I know the killer can't be everywhere at the same time. Staying near the hooked survivor longer would mean that the killer is choosing to camp instead of pursuing another survivor or patrolling other areas. The choice to camp wouldn't be getting removed. User Interface/Heads Up Display elements (timers and progression bars) would be what's getting removed. The timers often lead to predictable events and behaviors. Among those events and behaviors is the act of camping or the prevention of unhooking a survivor.

    Thanks for the reply.

  • @UkilledLegion

    "I think u troll."

    What? How?

    "Survivors cooperate with other survivors"

    I would hope so. The survivors do share a common goal. It'd be a lot easier to reach that goal if they worked together.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/488444#Comment_488444

    I'm explaining to you common reasons for camping. Camping isn't based solely on because we can see the timer. The timer doesn't mean anything. We all know its a two minute timer that is broken into two phases. Removing the ability to see it doesn't fix a issue that existed before we had timers to see. I've play the game on and off for most of its lifespan. I've seen the changes, read the notes, and been in multiple ptbs. I've played during every instance where they tried to make a change to killers to prevent camping and every single one failed. You hyper focused on timers when they aren't the issue. Everyone else whose been on this game can understand that. I have no idea why you feel that would make a difference when people have been camping before before the game even came out of beta.

    @ReikoMori

    "I'm explaining to you common reasons for camping."

    Should there be a reason to camp? If you like the great outdoors, by all means, enjoy. It's just not my cup of tea.

    "Camping isn't based solely on because we can see the timer. The timer doesn't mean anything. We all know its a two minute timer that is broken into two phases. Removing the ability to see it doesn't fix a issue that existed before we had timers to see."

    I disagree that timer doesn't mean anything. I never said camping or tunneling were based solely on the timer. Preventing all camping and tunneling is a near impossible feat. My intent is to try and mitigate (to make less severe and/or painful) camping and tunneling behavior.

    "I've play the game on and off for most of its lifespan. I've seen the changes, read the notes, and been in multiple ptbs. I've played during every instance where they tried to make a change to killers to prevent camping and every single one failed."

    Camping and/or tunneling will never stop, but that doesn't mean we/they should stop trying to prevent it from happening.

    "You hyper focused on timers when they aren't the issue. Everyone else whose been on this game can understand that. I have no idea why you feel that would make a difference when people have been camping before before the game even came out of beta."

    I'm hyper focused on the timers because I feel removing them would be an easier and quicker tool to change compared to some of the more drastic changes that could be made. Aim small, miss small. I feel it would make a difference, even if only slightly, to tactics used and the predictability that follows. People having been camping in video games since it was found to be a viable, and in some cases (like this one) unpunishable act. That doesn't make it a desirable game play strategy, especially when you're the person on the receiving end.

    Thanks for the reply.


  • @UkilledLegion said:

    @list_of_concems 1 question

    Who cooperate with entity?Survivors?I think survivors shouldn't see hook timer because survivors not cooperate with entity.This will allow give opportunity to test survivor's memory.

    @UkilledLegion

    To answer your questions, the killer cooperates with The Entity. Survivors do not cooperate with The Entity.

    I wouldn't mind if survivors couldn't see the hook timer. By all means, remove the timer for everyone. I don't know how cooperating with The Entity has anything to do with camping. Also, I agree that the removal of the timers would test the survivor's memory.

    Thanks for the reply.

  • @holywhitetrash said:

    https://forum.deadbydaylight.com/en/discussion/comment/488298#Comment_488298

    this same thought can be applied to survivors seeing the hook timer as well.

    knowing how much time you can devote to other things before the rescue is a skill

    so unless you want to take the timer away from both sides then i can't agree with this change

    @holywhitetrash

    I'm not against removing the timer for both survivors and killers. Deciding when to patrol a hooked survivor or when to unhook a survivor should not be determined by a timer. As you said, it should be determined by skill.

    Thanks for the reply.

  • @Raptorrotas

    "... personally dont like the trend of adding information for survivors while removing it from killers."

    This must be another clarity issue on my part. I don't want the developers to add information for survivors. I do want the developers to remove the hook timers from killers. I wouldn't mind if the hook timers were removed for both sides because they hurt both sides. The timers can and do create a predictable event for both sides when it comes to unhooking.

    "If a killer checks at 60% and 10% in your example, it's the other's survivors fault they didnt rescue any earlier, but were risking doing it that late."

    This is good case for why neither side should see the hook timers. There would be no visible sense of too late. It would change the decision making process. Instead of saving last minute, you'd save simply because you want to or because you feel you should. If there were no timer warning survivors and killers of the approaching phase transition, the unhooking event would be less predictable.

    "Actually the killer was right to check those times because survivors are more likely to rescue at those two moments."

    Again, unhooking, as an event, is too predictable.

    "And another funny definition of camping...."

    What would you call it? If you could never be unhooked without either being hooked again in less than fifteen seconds or simply trade one survivor on the hook for another, what would that be called? I'd love to use the correct terminology.


    Thanks for the reply.

  • @DemonDaddy said:

    You can take the timer from both sides. It won't change killer behavior cause they are either leaving for a new target or patrolling for rescuers. The main reasons for killers checking at phase intervals is that's the favored tactic with survivors and ensuring one less hook. Its highly predictable to focus on gens and a do last second saves.

    @DemonDaddy

    "It won't change killer behavior..."

    I think it would change killer behavior because they wouldn't know when the phase interval/transition is even about to occur, unless they are mentally counting down or keeping track. Counting down or keeping track would be a test of memory or multitasking efficiency.

    "The main reasons for killers checking at phase intervals is that's the favored tactic with survivors and ensuring one less hook."

    Again, if the timer were to be removed, the killer wouldn't know when a phase interval/transition is about to occur. It is more time efficient for survivors to accomplish last second saves. So, of course, that would help make it the favored tactic.

    "Its highly predictable..."

    This is the part that needs to change.


    Thanks for the reply.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/64286/hooked-survivors-timer-killer

    This won't help with camping. Camping isn't happening because we can see the timer as if it were only related to that then why bother doing it anyway? The reason people camp can be that the game state has forced their hand into feeling they need to secure a kill at any cost. They could just be jerks who want to be "that person". Yet again, the camping could be the result of a perceived slight from survivor towards the killer. It could also be a calculated strategy in the case of killers like LF.

    None of this would change just because the time went away. The only way camping stops is if the core gameplay loop is redesigned to not be focused on static things like hooking to get the kill. You only stop campers by placing them in a game that doesn't have any way to camp. Also it goes without saying that while considered not the greatest thing to do camping isn't a punishable offense. Its not an offense at all in fact.

    @ReikoMori First of all, I don't think anyone knows if the removal of the hooked survivor timer would help prevent camping. It hasn't been tested, as far as I know. It is my hope that the removal of the timer, from either the killer's view, or the view of both sides, would discourage camping.

    Also, I'm not suggesting that this change to the visibility of timers would stop camping from ever happening again. I think it'd be a step in the right direction towards changing one aspect of camping behavior. I never said changing timer visibility would be the final or ultimate change that would prevent camping from existing in Dead by Daylight.

    "This won't help with camping." "None of this would change just because the time went away."

    Not sure how you could possibly know, without a doubt, that removing the timer would have no impact on camping behavior.

    "Also it goes without saying that while considered not the greatest thing to do camping isn't a punishable offense. Its not an offense at all in fact."

    While camping is not a punishable offense, even you can agree it's not ideal. I don't mean to misinterpret what you said, but it sounds like what you meant to say is that camping is not fun or meaningful.

    "The reason people camp can be that the game state has forced their hand into feeling they need to secure a kill at any cost. They could just be jerks who want to be "that person". Yet again, the camping could be the result of a perceived slight from survivor towards the killer. It could also be a calculated strategy in the case of killers like LF."

    The scenarios you present here aren't related to the timer itself or the prevention of unhooking at or near phase transitions. Those scenarios are conscious decisions made by the killer regardless of how much time is remaining to unhook the survivor. I've failed to see the point you're trying to make in regards to the removal of hook timers.

  • @DemonDaddy

    "the killer often checks at the intervals"

    I agree. The killer is more likely to check at the intervals. If they couldn't see the intervals, they would have to keep track of the time in their mind. Multitasking is considered a skill.

    "they'd likely be less predictable in regards to timing"

    Being less predictable, in an effort to stop camping behavior, is the whole point of removing the timer. Why should there be an extreme likelihood of confrontation at every phase transition unhooking? Preventing a survivor from being unhooked is something that the killer should have to actively try to do. Preventing an unhook is not something the killer should be able to plan ahead of time just because they know the phase transition is going to happen in the next ten to fifteen seconds. These confrontations are too predictable for meaningful game play on either side.

  • @UkilledLegion said:

    ok but need return and give to legion see timer deep cut.. I think it's unfair to killers that a survivors could simply check information about hex .I think it's unfair to killers when survivors using voice programs.I think it's unfair when EGC timer slow when survivor on hook.and when deep cut timer always stop.

    Lul.

    I'm sure not how any of these statements are related to the original post. The word camping isn't even in your post. I just don't understand how you got so off topic.

  • @Huntar I guess I should have tagged this as a camping related suggestion/possible solution. Maybe I didn't make that a clear as possible in my original post.

    Anyways, I'm not sure how your idea would discourage camping or change player behavior related to camping... Survivors don't need to see the timer to make a save. They could remove the timer for both sides (killer and survivors). That would be better than the live version. Unfortunately, the timer does promote staying in close proximity to a hooked survivor to prevent a save close to a phase transition (also known as camping). The timer also gives survivors a weaker sense of urgency. Often they think they have more than enough time, but they end up waiting until it's too late. I guess what I'm trying to say is the timer hurts both sides more than it helps. Clearly, the timer helps the killer more and it probably should, but it leads to camping which is frowned upon in most player versus player games. Feedback is feedback and I thank you for it.

  • My gut tells me that Distortion was created specifically to counter BBQ & Chili and Bitter Murmur. It arrived with Jeff and Legion, but it doesn't counter being detected by Legion's power. I'm guessing it was made to help counter the most common aura detection perks, which are BBQ & Chili and Bitter Murmur. In other words, I think it's working as intended when it comes to soft countering (so few tokens) BBQ & Chili.

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