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LockerLurk

LockerLurk

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  • The ratios here are telling.

    It's unacceptable in 2025 to have aspects of a game where another player, either side, is forced to watch you humiliate them and can do little about it. We added an Abandon feature for Survivors to remove the pain of a 4 man bleed out while the Killer shuffles over each one. Being told to "just push them out" or ignore it while Survivors sit in the gates wasting time teabagging or noise spamming in the hopes you'll come give them an ego boost by watching them leave needs to have the same consideration. NOBODY likes being made to helplessly watch as people act like sore winners.

    A little bag or two after a stun is one thing. A silly bag or occasional single twirl as you down someone is one thing. Being made to watch as someone humptechs you on the ground or sits just at the edge of the gate as a Killer that 100% can't do anything about it is another. It's griefing and it's foul.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445226/retire-map-offerings-sacrificial-ward

    How am I supposed to get map-specific achievements without map offerings?

    Cross my fingers I get the one map I need, out of a pool of 40+ different maps?

    Because that's how many maps there are now. Some map offerings realms share many different maps in one, like the MacMillan's Phalanx Bone have 5 maps under it, so even if I am sent to the MacMillan Estate realm, there's only a 20% chance I'll get the specific map I need.

    Simple. We remove those luck based cheevos.

  • I am now at the point where I can tell when Survivors are clearly subtle speedhacking versus the limited though stackable Haste timer, it's not subtle. It's gaslighting. I have played since 2017, I know my Killers and their hitboxes well. I played through the MFT Meta as weak Killers. I KNOW when I time a swing and it JUST BARELY does not connect as the Survivor zips off with an extra 1-3% Haste, what subtle speedhacking looks like.

    It's constant and out of control. And I suspect if the anticheat crackdown really works like it should, we're getting another massive banwave - hopefully for good as movement validation, hit validation, and validating of aura and speed are added. We need at least that. And a replay system.

  • @danielmaster87 said:

    Tunneling didn't get called the strongest only after camping and tunneling were nerfed. Most have been saying it's the strongest since the very beginning. Because it is.

    And just based on how the game plays, I can't imagine it ever not being the best strategy. The devs will never reward the killer enough for them to play otherwise. All they do is punish, ironically affecting the more skillful/strategy-based players more (i.e. those who tunnel well).

    Can you win through random chases? Sure, sure. But that's a dice roll if ever there was one. The moment a decent survivor team capitalizes on that, you're done. And I guarantee you the people always saying "I don't ever tunnel, and constantly get 4ks" definitely do count hooks, most likely alternating between 2 survivors until death, like I do. They don't just go for random chases, because the best players in the world can't even do that and still win consistently.

    I couldn't have said it better myself, and I want to add - the fundamental issue is, we still have Killers in this game that can't keep up with mobility options now. They have to play super tactical like this and have to try and force someone out as soon as they can a lot of the time OR run heavier gen slowdown.

    Killers built for an older style of DBD would never be designed this way today. If the Pig were released in 2025, she would have a mobility option. If Ghostface were released in 2025, he'd have a mobility option - and my hope is 2v8 featuring him is a test drive for seeing if Haste in Night Shroud, similar to what Wraith gets, is a good idea for mobility (it is). If Trapper were made in 2025, he'd have all of his traps and have a mobility option besides just haste from setting a trap.

    The game does not account for this in modern DBD, and that just is not sustainable or fair for people who like, genuinely like and wish to main, these Killers. We are at a point now something HAS to be done with them. You can't keep shrinking maps, making mobility Killers, and nerfing perks to compensate forever, you have to do something to change Killers like these on a fundamental level.

  • @Jadelysta said:

    When i get a killer that's actually my MMR/skill level i have fun. But majority of the time i get killers who are like 15k hours in and play like their entire families lives depend on the 4k. And i also have fun when i get teammates that match my MMR as well, but again… majority of the time my teammates suck.

    It's not much better on Killer side I'm afraid. I have fun when I get a team that's evenly matched, but sometimes I get babies who don't know how to handle my Killer, or super strong teams coordinating, or people who just came to make my round as frustrating as possible assuming I'm a baby Killer, and then it's not fun - it's boring.

  • Actually that's perfect. :)

    @Twiggsy why don't they put the old quests IN tomes as a list of possible ones? So, new tomes but just a list of passive quests for the BP and Shards or any unlockables?

  • @Nazzzak said:

    I'm the same with flashlights. Actually brought one to every game today because after playing for over 4 years I figure it's time I learn. But regardless, we have until the Rift ends to complete these. They don't expire at the end of the week. They're passive challenges that I'm sure most of us can accomplish in the next 11 weeks, and I say that as a casual player myself who doesn't play every day.

    I just don't like NEEDING to miss some challenges because some people can't do them. And these challenges may not expire at the end of the week, but they DO expire at the end of the rift apparently, which feels bad anyway.

    I'd rather way more passive challenges, not skillshot ones. Have a separate category for those or something, don't make them a requirement.

  • @radiantHero23 said:

    Top 3 worst map for any m1 oriented killer is Groaning storehouse. Main building has two extremely strong interconnected windows and chains into shack. The map has two outgrowths thext to shack, which almost always have gens. Trying to protect them means giving up the whole rest of the map (75+%) to the survivors to do gens.

    They should have kept the altered version and deleted the normal layout.

    More accpetable take?:
    - Gideon meat plant is the worst designed map in dbd. Most pallets only allow one-sided gameplay without much interaction. The map is way too small, making some killer and perks exponentially stronger than they should be (Sadako, Doctor, Surge).

    Groaning Storehouse can be bad yes, due to size and the way vaults are. It definitely needs something done with the windows.

    RE: Gideon - all the Meatplant needs is to be more navigable (getting lost is too easy), have WAY fewer strong/God pallets, and add some more tiles on the upper floor that allow for mindgames with vaults. You are not doing any mindgames on that upper floor, and as an M1 Killer if you lack mobility and most gens spawn topside, you're getting nowhere. That basement with the two God Pallets is a war crime for both sides, and the size of it ends up being, if we looked at it logically, about the same as something like Ormond if you think about the combo of both halves of it together. Pretty much only a handful of Killers have any fun on it, it's so cool and well designed thematically but in play it's simply awful.

    @Wiccamanplays said:

    Ormond Lake Mine is bad for everyone. It's not that big and has some unexpected dead zones, so Survivors often get caught out, and camouflage options are dreadful since it's all white with some pale blues that stand out massively. For Killer, the multiple disjointed floors, including the weird underground section, mean patrolling and chasing can be not so much difficult as really annoying, plus that ambient sound of tarps flapping in the wind that sound EXACTLY like Survivor footsteps is maddening because it's almost omnipresent, like having an oil drum fire in every tile. I don't think I've lost a Trial on that map yet as Killer but I hate it so much.

    Ormond Lake Mine does not need that entire basement section. It serves no purpose, remove it. No map needs THREE levels like this.

  • @Calebs_tobacco said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926999#Comment_3926999

    I personally feel that Dead Dog is terrible for M1 killers, specifically the main building as survivors can chain the upstairs window with the window on the balcony on the side of the building. That loop if played correctly can wast a lot of time that most M1 killers don’t have. But regardless of the main building, I do agree that Dead Dog is one of the better balanced maps for both sides.

    Aside from that main which can be bad, I mostly agree. However yoy really need to know what doors to break on it; if you break the wrong ones it's a nightmare. That main could definitely use a redesign blocking off some of those doors.

    And I think a few of the breakables on some loops, shack included, could just be deleted. Shack shouldn't be strong on a map with a fairly good Main like that.

    I think Haddonfield should be about the size of Dead Dawg, with more breakables. That entire middle street section needs to be made with a couple pallets and the outside loops by the bushes need strengthening. House of Pain is already a time sink, it needs ONE god pallet that is IT. The rest is fine.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926953#Comment_3926953

    yeah, why not?

    Knowing possible gen spawns helps during a match: which gens to focus on/protect etc., if its single/multiple surv gens, some spawns may even help/hinder in chase

    I mean I just look for where the most gens are, and keep extra close watch on those. I don't document all of the different spawn patterns for every map…

  • @I_Cant_Loop said:

    BHVR should never ban people for exploiting bugs. Instead, they should actually fix the bugs in a timely manner or at least killswitch if it’s related to a certain character/perk/item/add-on.

    I agree mostly.

    BHVR should not ban people for using bugged things, but if they repeatedly and KNOWINGLY use something bugged after it's reported as bugged and BHVR says it is bugged (but does not killswitch), and it gives them an unfair advantage, then they definitely need a punishment of some kind. Abusing exploits should be punished, that's cheating. Not a ban, but maybe a suspension for a day or so?

  • @PetTheDoggo said:

    I like it as someone who always play with cake anyway on both sides and I want to give reinforcement to survivors while playing killer.

    Fellow forever cakes enjoyer! :) I like to bring the party, but I stop the second Survivors or Killers get mean. If you wanna be little sweatlords, you're good enough you don't need my cake and I am not giving you it. :(

  • I really like knowing who to blame for map offerings, who gave me a cake, and who brought the hatch offering so I can thank my teammates in endgame chat.

  • The more I play at this rift system the more I am concerned about FOMO for casuals and for people who do not play every day, I do NOT like giving items or badges as a substitute for the tome entries you can do any time you want. Those should be permanent options, not time gated.

  • I really. REALLY. Hate Ormond Resort. I cannot stand that map. I genuinely do not enjoy the map either side. I don't understand the appeal. It's so big and so bright and too easy to navigate with too many things that trip up anyone with collision, stealth, low mobility, or who aren't ranged. It's also terrible for my Main, Dredge.

    I don't think Greenville is too big, I think it's actually fine in regards to gen spread and pretty fair. I do think it may have a few too many pallets.

    I think Dead Dawg is a fair map for both sides, as long as the Killer is M1 and low mobility. I think it's less fair if the Killer's M2.

    The new map in the Eyrie realm sucks for both sides.

    I also enjoy all the Indoor maps. All of them. Both sides. I think they're great and pretty well balanced. I like them.

    Ghostface's weak maps are not as simple as saying "he sucks on large outdoor maps", those are actually OK sometimes if you're careful. It's actually maps that are bright and/or wide open that give him trouble and there's a limited number of those. His only truly awful maps are the Coldwind realm, Eyrie, Dead Sands, Ormond Resort, and any maps that already suck for everyone like GoJ. If you can't figure out how to use the darkness to your advantage on maps like MacMillan's or Greenville as a stealth Killer of all Killers, you simply are not that good at Ghostface - and he's really easy to comprehend so I'm not sure what that says about you.

    Similarly, a lack of lockers isn't quite always a problem on Dredge, if your M1 fundamentals are good. It does hamper mobility somewhat, but good enough gamesense and tactical movement can mitigate that. It's also helpful to know that breaking locks on these limited lockers limits what Survivors can do to stop you as well, meaning if you see it you can stop it ahead of time. All you need to do to succeed as Dredge on maps like these is play tactically.

    Most M1 Killers, even low mobility ones, are actually fine on bigger or outdoor maps as long as you have good fundamentals and try a bit harder.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921995#Comment_3921995

    And that's been proved a lie. The engine has an easily implementable Replay API officially supported since version 4.20, and many other games using Unreal Engine did it way after their release (Fortnite, Rocket League, Tekken 7…).

    I'm not saying they don't have their reasons to not do it, but "having to recode the whole game" is not one of them.

    And it's something we absolutely need. I just last night got a Chucky using not only Speedhacks, but hacking in extra perks - in his case, Grim Embrace AND Thrilling Tremors despite running only Trail of Torment, BBQ, FTTE, and Lethal. Yep, nearly full aura read, and he was blocking gens somehow. This Chucky was running six perks and speedhacks on top of that. There aren't any Chucky addons that block gens, so that couldn't have been it. We didn't get a game, all dead in under 3 minutes, it was not subtle, it was the most RIDICULOUS thing I'd ever seen in my entire life. But I didn't catch on until I had left the lobby, because I was tired and it was 11 at night, so I never got to report. Nor was I recording, so I didn't have evidence.

    We absolutely need match replay. Absolutely.

  • @Marc_123 said:

    Was there a date anywhere when the 2v8 starts?

    It should be in May but when?

    May 15. :)

  • IT'S TIME TO SHINE, MY MIRROR SHARD STEALTH MYERS AND FULL AURA DREDGE!

  • I would like to point out to everyone a statistical curiosity about randomness and how it works.

    Most people would assume that "random" means "different result every time" but that actually is not true. Truly random draws can in fact pick the same result multiple times in a row, just by pure chance, if all odds are weighted equally.

    If indeed Chaos Shuffle is giving us an equal chance of getting ANY perk out of a set of four without repeats (so it's a pick where results are mutually exclusive and the order does not matter), then yes. Your odds of getting specifically a certain perk may increase as the pool of perks dwindle, and we might see repeated picks of things like No Mither or Beast of Prey. This would mean that indeed, the draw truly is random! That means there is no weight, making the draw fair.

  • I will cuss and complain about the unfairness of it the whole time, but yes. I do have fun. :)

  • @Mandy said:

    I am going to throw a potential spanner in the works on this - please no hating me, but I do believe there's a bug attached with this perk that means killers who have vault in their power - so Wesker, Legion in Frenzy etc, are benefitting from it when they shouldn't be. So think of it working in a similar way to Bamboozle in that respect.

    It's truthfully so damn sad that the Devs of all people feel the need to start a post in this community with "please don't hate me" because the community is that finicky and picky and childish about what its wants. I'm sorry we're like this, Mandy. I wish we were better.

  • Unbound has always been a hella fun perk and I'm super happy to see it buffed!

  • @Rokku_Rorru said:

    If people want specific maps, could just have a community voted event queue thats only one map like the FNAF chapter.

    offerings only make people mad.

    If people want specific maps, they should play in Customs. If people want to actually play the game and not try to do everything in their power to tilt every possible variable in their favor for the CHANCE of one-upping the other side, they can play normal queue.

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926930#Comment_3926930

    But you never see people complain about it. 100% of Forum mention Eyrie, Badham, etc when complaining about Map Offerings. Even OP just did.

    IDK, I get pretty offended when I see Killers bring me to Haddonfield or Coldwind to abuse the fact the maps are small or have limited pallets or whatever. That's not fun either. It's definitely NOT just Survivors trying to anger Killers by bringing them and this level of us vs. them is frankly, unnecessary.

    The truth is map offering suck. While they do affect Killer a lot more, they actually cause a negative effect on the game for everyone. They're used to weight a randomized game in the advantage of one side because "it's good for my Killer" or "I know the tiles here and can break the Killer's ankles" or "My build ONLY works on this map." Maps are not well balanced in this game and it shows, it's unfair to Survivors, unfair to weaker and many M1 Killers especially, and heinously unfun. Both sides suffer with map offerings cluttering the web and the expectation of needing to use another offering to halt this behavior is just inexcusable, why do I need to bring an offering to counter another possibly being there?

    The only useful and good offerings in this game ARE the bloodpoint ones, and frankly they, moris, and the hatch/basement offerings should be the only ones in the game IMHO. Luck offerings do jackall, Fog thickness offerings don't do much, Shroud addons have been outdate for years and don't do anything anymore with the coming Survivor spawn change, the offerings that alter hook distances are pretty much just used to annoy low mobility M1 and baby Killers while Survivors try to sabo or flashlight squad while doing NOTHING to M2s (and the equivalent for Killer doesn't matter when hooks are already spread out fine as they are), and map offerings ONLY are used to tilt the game towards always going to your preferred map thus skewing the balance, especially in SWFs or on some Killers that can excel with some aspects of a given map (stealth Killers especially). The game needs to have MORE randomness than these offerings provide to make it truly fair and balanced.

    There's a reason map offerings are being changed. I would rather see them removed entirely and all the cheevos related to doing certain gens on certain maps removed than have them continue to be in the game.

  • @Garboface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444878/let-s-talk-about-the-upcoming-anti-slug-anti-camp-anti-tunnel-changes

    These changes must be implemented first to see how gameplay is a effected. I am quite certain that if the numbers heavily favor survivor, the devs will work something out. I think it is perfect right now with killer kill rate at 60%. I think the desire to quit at all will be diminished for survivors.

    I'm in the same boat, I really do not think this is gonna make Survivors much stronger than before if it only impacts the worst forms of these things. If it impacts more, there's going to be problems. But if that's what's needed, and it makes Killers weaker than before, then those Killers WILL need adjusting. In either case we probably see more buffs for weaker Killers and a QoL improvement for both sides. I don't even like feleing like I need to tunnel or slug to get results and sometimes, it feels like I have to on some Killers. Removing the option entirely and just fixing stuff has to be the solution here, they have TRIED everything else.

  • The more I think about this, the more I don't like the quest system being limited. When Rifts end, could we have a list of these quests being completable in the quest list even if we don't finish, so we don't have FOMO again? Can these quests just… remain in the list forever as "old quests" or something?

  • Y'all are keeping track of different gen spawns now?

  • @theblimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926156#Comment_3926156

    Hooks is a good idea, please don't let them make cleansing totems a milestone. If they make cleansing a milestone survivors will never win another match.

    How about a daily then?

    What WOULD be a better replacement milestone for Survivors besides escapes?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926488#Comment_3926488

    As someone who has been exactly where you are, sometimes you just gotta leap in.

    I jumped headfirst into it with the Community Cups and it was a wonderful experience for me.

    I agree! I've scrimmed a bit here and there out of curiosity when I was more serious about this game, the Community for it is lovely and respectful even to those who play the lower tiers. It also really does wonders for sharpening your gameplay in pubs, I learned many of my best M1 chase tricks and looping both sides from it. But it's still not the majority of the community. The majority is average joes who play pubs and aren't all that good, make mistakes, aren't perfect. People just are not on average seeing these super strong teams and Comp players that often.

    That means "But X Killer is weak and struggles against strong teams!" fundamentally means nothing.

    Those average down times also track for the majority of public matches on average too, about a minute is the AVERAGE chase time. If you're sub one minute on any Killer consistently, especially on an M1 without a lot of chase stuff, you're doing phenomenal.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926148#Comment_3926148

    Yeah I mean I don't like Nurse due to her hit detection being very iffy but Singularity just feels dull since if you face him it's just nothing but seeing pods at gens which makes sense but he has a lot of potential.

    To be fair that seems to be his intended playstyle, it's fine not to like it but it's not really fair to be angry that people are playing a Killer the intended way…

  • @DeBecker said:

    So if someone starts the post with "I am a survivor AND killer main" this will always end in a biased killer main post. And hey, it did again. Its clear why they have to make changes this way. No way in denying this.

    This doesn't track. If you truly play both sides, and truly care about game balance, of COURSE you're going to speak up when one side feels unbalanced even if that side is unambiguously the power role. Just because the power role is powerful doesn't mean there aren't balance issues or frustrating problems with parts of it that need addressing.

    Rather, it seems odd you have implied here that you don't think Killer side should get any sort of help for frustrating parts for THEM. Why not? Why is the game, in your eyes, only allowed to be better for Survivors when the whole game badly needs QoL and is getting it? Why do you seem so upset that people are asking for the side they prefer to simply be less frustrating? If we are all allowed to say that Survivor side needs fixing, why can we also not say Killer side needs it?

    I guess I just don't understand your logic here, do you truly think that the ENTIRE Killer player base is so entitled that they just want to win super hard? Or is this frustration that Survivor hasn't gotten enough in your eyes? What is driving you here?

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926445#Comment_3926445

    they didnt do enough because we ended up with a slug meta as a result to perk and hook nerfs and insanely powerful survivor perks.

    If these changes are too much they can buff Killers to compensate and probably will, because some Killers DO rely on being able to use "dirty tricks" sometimes. That is bad design, and needs fixing. If it affects killrates too badly, they will fix it. They want EVERYONE to be around or close to 60%.

  • It's powercrept but it's funny so. /shrug

  • @Callahan9116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926376#Comment_3926376

    Because there are knight, sadako, legion, scream, clown, Bubba, demigorgon, SM, pig, chucky, and a few others that simply get dunked on constantly by any serious SWF.

    Playing B tier killers? Who? Any of those killers I just named get murdered in the current meta.

    Chucky ranked lower than Bubba is buck wild. And on what planet are you consistently facing serious SWFs? Not even Otz is seeing those SWFs every round. Just, IDK, let them go play with the Blights and Nurses if they wanna sweat super hard, who actually cares about them anyway?

    You still did not answer my question. If people enjoy those Killers as they are and still hit a 60% killrate, then why does their overall strength even matter? Who is out here asking or judging about Killer strength this hard? You do realize tierlists are a guide and not a hard and fast rule right? Hell, if I tiered Killers based on my winrates, Ghostface, Dredge, and Nemesis would be S tier because I'm consistent on them, and Wesker, Artist, and Blight would be F tier because I have literally never once won a single round as either of them because I, admittedly, suck at them and hate playing them. Strength and fun are that subjective, and highly related to player skill, perks run, etc. You can be good at Killer overall, but you can't be good at every single Killer equally, nobody is that good at this game.

    I play half of those Killers you listed by the way, and still hit 60% Killrate. Me and many others play all those Killers. We don't get "dunked on and murdered". I'm able to use pretty much any map as Dredge, with the exception of the Coldwind Maps which are locker poor and awful for Dredge. It's not impossible if you actually know how to play M1 Killers and don't just rely on spamming your power, as is the case for many M2s.

    Maybe you just struggle with them? That's not really my issue, or anyone else's, seeing as ALL of those Killers according to BHVR's own data (Nightlight is cherrypicked to hell and everyone knows it so it's a terrible source) hit around a 60% Killrate, you're simply wrong that they're "getting murdered in the current meta".

    Just… IDK, put on the right perks and try. You might surprise yourself.

  • I rarely even see this perk anymore, it's fine. It's also lowkey kinda funny when Survivors do their little dab.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926428#Comment_3926428

    They also spent all last year nerfing every single one of the killers most consequential perks into oblivion. Im not really sure taking one step forward and 2 steps back is really progress.

    But you forgot the part where they buffed the weaker Killers' kits to compensate, only nerfing those Killers that were in fact too strong.

    People always miss that part.

  • Whenever i start becoming frustrated with the game, the Killers I play as experiments, or anything that feels like it's making the game bland or unfun, I quit for a while and come back.

    When the go next Epidemic began to get so bad I was easily winning all rounds, I quit Killer, and also stopped running tons of strong perks or strong Killers.

    When the game was unfair to Killers in the old MFT+Hope Meta, I stopped playing because it wasn't fun for Killers I enjoy.

    When the game inevitably stagnates or becomes less fun for me again, I will again stop playing Killer. Right now, I'm just having fun again trying to see how well I can do relearning old Killers, learning new Killers, and trying to play fair while doing the challenges. I no longer even care about winning anymore. It's very freeing.

  • You CAN earn them playing rounds, it's 5 per completed round. It's just not shown, which is the real problem. It has to be shown. Give players feedback.

    I do agree the design feels casual-unfriendly, but I love being able to complete multiple quests at once. If anything I would like to see more and different, unique challenges every single week. if it requires this many fragments, we need to gain more fragments per challenge completed and have more unique challenges for the older players.

  • I like the current design yes, but they need to make an alternate head that has the OG design. We fell in love with the intended original design.

  • Forever Entwined is hilarious because it's just like Fire-Up - it gaslights Survivors into wondering why the hell you can pick them up so fast and their flashlights won't hit.

  • We spent all last year making Killer a LOT better, buffing Killers that needed it, and helping all Killers have some QoL features. It's the Survivors' turn now, they have been neglected too long.

    There is in fact an issue with tunnelling, slugging, and camping and they all need addressing. If they affect certain Killers too much, BHVR can buff them to make them not have to rely on these.

    As shown many times, sticks alone or carrots alone do not work to stop the issue - buffing perks didn't stop tunnelling, BBQ did not necessarily remove tunnelling, even together they didn't remove it. The only way to stop it is to treat it not as a bad behavior needing punishment or disincentive, but as a flaw or exploit in gameplay that needs to be patched out. That's what the Devs are doing with the "anti" systems, removing the WORST KINDS of it (3genning with perks/powers, facecamping) but allowing healthy pressure that can LOOK like these (proxy camping, pressuring contested gens). That way we can easily see what is and is not fair, what is and is not tactics, what is and is not griefing. Because just because a tactic is annoying to face does not make it inherently a problem - if that were true flashlights and blinding would not exist at all.

    I'm hopeful that a working MMR system plus other alternate wincons being considered normal and viable will do a lot to improve the game for everyone. I think that's what the new Quest system is intended for as well - to give you something besides a win or the Grade system to work for. That way even if you lose, you still earn as many BP for finishing a task as you would for a single round, sometimes even more so. This eliminates the sweat of "I gotta get this sort of emblem" or "I need to pip" or "I have to do this specific thing and win this way with this character and these perks", encouraging a healthier playstyle for the game - a more casual one. The desire to winstreak if you want is still there, Grades are there, all those "I want to win and prove how good I am" are still there and nobody is stopping you from that.

    The Casualification of DBD is here, and it's not leaving any time soon. I suggest we all embrace it and give feedback on how to improve it or leave for another game if it really ruins it for us that much, because the Devs don't seem to be stopping. All of these changes are here to reflect that the game is heading a more casual direction so everyone can BREATHE a little easier in these rounds. And good riddance to that old sweaty mindset that made so many people quit because it was that uninviting! It just needs to be tweaked and finalized with player input, and not just the old guard but casuals too, in order to finally, FINALLY make this game feel like it's a welcoming and fun atmosphere for ALL players of ALL skill levels. A working MMR system will do wonders for that, especially in keeping the hardcore sweats and "I wanna improve and be the best" types OUT of lobbies with people who just want to play to see how well they can do, with whomever they like best and whatever perks they want.

  • I like it a lot, but I'd rather have more interesting quests than these. I miss the glyph and memory shard challenges, the remix challenges, and the specialty challenges that focus on a character.

  • This sort of thing is why I don't understand ANYONE putting Houndmaster in A tier. She's way too buggy to be up there. She's more of a high B at best.

    She's glitchy and needs work, just like how the Knight's guards always glitch. AI on Killers is glitchy. We have two case studies now.

  • This is the most obvious bait I've read yet.

    The Ghoul's power was nerfed because he was too strong around loops, it was 100% necessary. I do think they nerfed the wrong thing though, it should have been the vault.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916684#Comment_3916684

    sometimes i get the daily short where i see a survivor bully a killer with blind after blind and sometimes it's a group of several of them, doesn't seem like a good experience. Id rather have them rush gens and leave than deal with that.

    This. I don't want to be saddled with teammates that are busy doing this and getting destroyed for it rather than on gens, and I don't want to be the Killer on the other end of this forced to do nasty gameplay tactics like slug or run perks like Franklin's - I don't even LIKE Franklin's.

    I suspect most players are in the same boat as me, and that this is what people are talking about when they say that chain blinding, or a stun into a blind, is an issue. There isn't a need to do it, and it's not fun for the Killer OR other teammates who have to deal with Survivors that sandbag this way. It's not actually more helpful to your team than a pallet stun or a normal blind, it's actually just bullying baby players for the sake of getting points and maybe a "sick" Youtube short. It also doesn't work on experienced Killers who WILL just slug you, and it's the entire reason why Lightborne is still in the game.

  • Tunnelling is a double edged sword. On the one hand, eliminating someone as fast as possible is 100% some of the best pressure in the game, a dead Surv can't do gens. On the other, pressuring someone who is a strong looper for too long on most Killers (not the ones that break loops or make looping a liability though) is a bad idea and loses games.

    The problem is tunnelling is easy, anyone can do it, and it can falsely make you seem better than you are in the MMR's eyes. Then you get strong teams, and it no longer works as well…

    I do think weaker Killers may need to tunnel a bit more particularly off hooks on average. If so once this is fixed, if it proves true, BHVR will HAVE to buff these Killers to hit 60% again. That means, most likely, changing base mobility, adding antiloop, or adding haste/hinder.

  • I don't like the turrets and I don't like the tail being finicky. Makes me sad, I wanted to like Xeno. :(

  • Known bug, he's been freezing in place when demon-striking against a collision object like a wall.

  • It juts boils down to one simple idea: Requiring people to winstreak to progress efficiently is a really crappy milestone for EITHER side. Requiring people to stomp-win at all is stupid in an arcadey tag game about running from a slasher villain.

  • I'm disappointed about the new map item, I like them the way they are now. I wonder if firecrackers will become the new item; we don't have consumable findable one use Flashbangs as anything other than an event item right now.

    Happy with the key changes but concerned about reading of auras, Iri Aura Reading Keys need to go. It's just free wallhacks and wallhacking is a cheat in every other context. Limited aura read within an area that is consumable is fine, I'd be fine if unlocking chests or the hatch with a key instantly opened it but also consumed the key.

    I wouldn't mind Fog Crystals coming in as something you can find and stockpile too, a limited use item. But I don't want them to be common, they were OBNOXIOUS on both sides IMHO. One time use only.

    Rebuilding as a mechanic was fine in 2v8 but it could problematic situations in 1v4, removing counterplay to pallets that are dropped. No. It should never be added as long as there are M1 Killers that have no mobility in the game, unless maps are balanced to remove too many strong loops and God Pallets. THEN I could see a consumable one time "rebuild a breakable" feature being OK.

    I think the idea of a flashlight bulb that does something other than blind, like maybe it illuminates stuff you point it at via Aura, could be fun. A friend of mine pitched that idea at me once and I thought it was neat.

    I'd like to see toolboxes standardized similar to medkits for game health's sake, but admittedly that's a pipe dream and I 100% will be downvoted for even mentioning it.

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