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LockerLurk

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  • The thing is, you really do not all need to bring flashlights in. There's never any reason for any team to bring four flashlights in unless they actually are memeing or trying to make someone's game a hard time and hoping they're baby or rusty enough to fall for it.

    As someone else put it: The game is not about Survivors preventing hooks any more than it's about Killers preventing Survivors from getting even one generator done by 3-genning for 45 minutes with Skull Merchant. Your goal isn't to prevent the other side from scoring, this is not soccer and you are not a goalie. Your goal is kills/hooks, or doing gens and leaving. In no way is the game balanced around preventing gens or hooks, and playing the game that way is super, super obnoxious and unfun.

    It has nothing to do with skill or ruining YOUR game, because it's simply not about you but about the other players' comfort. It's really no different than WoO, and frankly the only time most Killers even use this perk is when a) they feel unconfident, b) they have some sensitivity to certain patterns/lights, c) they suspect the Survivors JUST want to make their round as unfun as possible.

    In all cases, putting on Lightborne is absolutely the right counter. When there are cases where a player can be vulnerable to a certain mechanic 100% of the time, such as breaking a pallet or picking up allowing for a chance to blind, it's reasonable to have a counter. When a side can be prevented from simply doing their damn goal, as the game intends, by a mechanic used in sufficient amount, it needs to have a counter. For 3genning, we have generator progression perks, toolboxes, spreading out tactically, and a kick limit. For repeated and excessive (and yeah four flashlight swarming is EXCESSIVE) blinds, we have Lightborne. Because yes. Repeated blinds can be that annoying. Just ask MCote about why flashlights were changed sometime.

    As per lobbies and "why does the Killer get to see who we are rabble rabble rabble!!!!" well friend, that's because there are four Survivors who can coordinate with each other but only one Killer who has to make all the choices for themselves. The game is actually somewhat balanced around secrecy for some Killers, and removing it would remove part of the fun and the challenge. It'd be pretty unfair if Survivors got to coordinate before the round starts, but Killers couldn't do any sort of planning ahead, right? It'd also be really unfair if Survivors could see who the Killer is and purposefully do things like… oh, I dunno, plan for Dredge and prelock lockers, or plan for Ghostface and put on more looping perks plus be more alert knowing he's a stealth Killer, or plan for Oni by throwing on healing perks and medkits, or plan for Huntress or Dracula with perks that hide your aura, and so on and so on. Lobbies have to stay for this reason alone.

  • As I've often said on here, nobody owes anyone a round with you. If you want out so be it, but if I'm Killer I'm gonna vibe with the other three who choose to stay in the game, no points for you. Like, I actively chill out on the other three when it's clear someone does this. I've even purposefully thrown when people do this just to farm.

    If someone does this, just let them out and play the game as normal with the other three. There's no need to "prove a point". They do not owe you or anyone else a round.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919823#Comment_3919823

    Ok where does it say that chaos mode is supposed to be chill? The name is chaos... Doesn't sound chill to me

    [Me]—————[The Point]——————[You Are Here]

    The point of the mode is randomness, not sweat. Sweat is the opposite of chaos, my guy. Sweat implies rigorously and religiously using the strongest tools and tactics you can in order to win really hard. Chaos implies not giving a crap about what happens with your perks or addons.

    To make it truly chaos, everything except character choice should be random and map offerings should be banned. If we start allowing extra tactics that adds more restrictions and less chaos because now everyone has to work around a meta. Simply destroy the ability to even HAVE a meta, then you have zero sweat and zero chaos… and then everyone can chill the actual heck out and stop trying to winhard.

  • Ghostface in 2v8

    eXCITED LOCKERLURK NOISES

  • Just let them leave the round and play chill with the other three.

    It's selfish to throw yes, but I'm not going to purposefully slug just to ruin one person's game because they want out.

  • I just want the Devs to allow players to CHOOSE if they want the old or new scheme; this change is quite unfair to colorblind players.

  • Please allow Killers to abandon the match when Survivors spend more than one minute in the exit gates with nobody leaving, or when all gens are finished without the Killer getting at least 5 hooks. Nobody wants to stay in a round that is a total stomp and it really should not be up to one player to force others out when one side is obviously trying to grief.

    I agree the current abandon system can be abused to smurf, by both sides. Just make it so that abandons do nothing to MMR, gain or loss, I don't understand why they affect MMR at all.

    The MMR change had BETTER be to make it linear gain/loss so that a bunch of wins do not then equal twenty stomps in a row, I am sick of having a string of good games either side and then having to suffer a bunch of really nasty ones just to get back to a point I do not have to sweat constantly. The MMR change had better also include making the emblems and pips DEAD simple to get, so people aren't encouraged to sweat for pips.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919811#Comment_3919811

    except if killer and survivor use map offerings or just 1 person brings sac ward then it's exactly how you want it....random. you can't tell others how to play the game, if they want to sweat and make use of the fact survivors don't have anti tunnel perks that's fine. I mean survivors made good use of the fact killers didn't have regress perks during blood moon event. i think bottom like is while survivors can still have toolboxes and use gen rush meta via items and killers can use tunneling and slugging meta without perks then you can expect both sides to try getting the upper hand in whatever way they can. Don't have to agree with it but it is what it is. Either bring your own offering, use sac ward or bring BP offering... Your choice as much as it is for your opponents.

    The problem still remains that people should not have to bring offerings to counteract offerings in the supposedly chill, random mode.

  • @OPXtreme_ttv said:

    What i hate the most abt it is that add ons, items, and offerings aren't also random. So in some ways the meta can be abused still, defeating the purpose of the mode's existence. They should either make those also random, or not allow them in Chaos Shuffle anymore

    This is why I like Lights Out as a mode: Nobody can bring anything that can sway the game in anyone's favor, and everyone has to deal with the same difficulties finding things/Survivors. It's just the more balanced, better mode of the two, always was especially after Lights Out 2.0.

    Bring it back, less Chaos Shuffle until they randomize everything or remove the ability to bring items/addons/map offerings.

  • @Pit_Bull_Love said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919461#Comment_3919461

    Which combination of red and purple add-ons are you bringing as killer? Because every killer is bringing in their best add-ons as well.

    Not me. I'm running pretty chill addons as Dredge, Ghostie, and Nemesis… none of my pinks or purples at all. In fact my Ghostface setup specifically is Leather Sheath (green) and Matchbook (brown), and my Dredge setup is Doll/Malthinker's Skull. Then I just run the zombie speed addons for Nemesis no other addons.

    So maybe you are seeing Draculas and Kankeis with purples and pinks. But I assure you it's not "every Killer".

  • @danielmaster87 said:

    It's not gonna be enough for me to play him. I still don't like the entire mechanic, of being revealed by the survivors and losing access to your power. The whole point of playing killers is to use their power! But I'm glad if he's a bit more enjoyable for those who enjoy him.

    Friend nobody is forcing you to play Killers you don't like…

  • @ArkInk said:

    Definitely starting to feel like there's some solid QoL coming pretty consistently from the devs. It's cool that the flash bang fix may have inadvertently made Ghosty and Unknown mory consistent.

    This seems to happen whenever they adjust blinds, Unknown's Staredown, or Singu's cameras. It almost always results in better play for Ghostie too, or worse play depending on how they tweak it.

    I definitely think it's an improvement, he should have to be a Killer you pause and stare at to yank out of power, frankly I think it should be a bit more like Unknown's power and take a bit longer. Basically anything to improve this Killer at this point. But it's still nice to see inadvertent QoL and I'm hoping people annoyed at the blind angles don't make the Devs change it back, because it improves the game for Killers overall AND it means that flashlights and blinds are more challenging, making wanting to learn to do it more appealing since it now shows more skill.

  • NOBODY should have to use an offering every game to counteract people trying to unfairly tilt a mode that is inherently not supposed to be balanced in THEIR favor just to win harder.

    Nobody should be trying to purposefully abuse the fact Survs do not have antitunnel and Killers do not have generator perks.

    Nobody should be abusing maps this way to send Survs without any coordination to Lery's as a stealth Killer or MacMillan's in a SWF just because "they know the tiles/it's good for my Killer".

    Nobody should be able to GAME the CHAOS SHUFFLE mode where the point is you DON'T generally have meta and must rely on what you get.

    That's the idea. It's either random and fun, or it's another mode to sweat on others via meta any way you can. I would rather they remove map offerings.

  • People get mad about Lightborne because it removes blinds from play, which removes an optional thing Survivors can choose to do. Generally Survivors in my experience are only mad about it if they a) built around blinds, b) are doing a blind challenge, c) are there to try to get clips for a compilation for Youtube or something.

    There is nothing truly equivalent on Killer side except maybe Pentimento at 5 stacks, which removes totems from the equation, for the record.

    The problem is nobody makes you take blinding perks and blinds are not needed to win the game. There are actually several options like pallet saves, body blocks, and Breakout for example besides flashlights.

    I am a casual player. I play both sides, though exclusively Killer right now because I just got really bored of Survivor. I am not looking to winstreak, I am not looking to pip, I am not looking for "a challenge" nor do I want "baby Survivors", I just want to have fun playing the game. But I am photosensitive, and the effect hurts my eyes when done repeatedly. Being blinded over and over isn't fun for me, at all, it hurts me. So therefore, I bring Lightborne sometimes, especially if I feel unconfident on a Killer - just like a Survivor may choose to bring WoO because it helps them learn loops or loop better. No different.

    That, and I and many others who play Killer just find repeated blinds frustrating and unfun, the way a repeated slug is unfun and frustrating. Again, remember, like many other players, I'M CASUAL. I don't sweat, I don't run nasty builds, I still give hatch and door, I'm downright nice. But I do not like having Survivors swarm me with flashlights when I just want to do a hook challenge. I do not enjoy three people running Blast Mine when I just have a generator kick challenge. I hate being discouraged from even doing my goal because at that point, why am I playing? It's not fun if I can't achieve any amount of my goal, let alone a few hooks.

    I main several M1 Killers especially (Dredge mostly, but I have dabbled in others), and I don't really like being say, Ghostface or Trapper and seeing people immediately try to take advantage of my M1 nature by coming running in for blinds while I play normally and destroy the team because they're too busy going for blinds. I actually just had this today in a Ghostface round, three people ALL so desperate for blinds and to do the Nostromo Main gen, they did nothing else - did not play well, did not spread out, and gave me a 3k for it. On one of Ghostface's WORST maps due to its size.

    It's a good thing blinds were fixed recently and a good thing Lightborne exists, because being gang-flashed by three people over one measly save doesn't feel good. It locks the screen. It ends the Killer's interaction. For some Killers if the Survs are good enough, it can prevent any hooks at all so the Killer never actually gets to have their goal, thus locking them out of their goal and possibly forcing bad behavior like slugging. It craps on baby players for no reason except to give some people an ego stroke.

    It needs counters just like anything else in the game. Lightborne is healthy for this game, because it is an optional anti bullying and anti frustration perk, no different than something like Off the Record or Decisive Strike. Simple as. Don't tunnel, and Survs will not bring DS or OTR. Don't flashlight bullysquad, and Killers won't bring Lightborne.

    It's simple manners.

  • @DeBecker said:

    Dont pick them. Easy fix.

    "I would like to see more of this cool item I liked, but I don't want to run out. Could BHVR please add them as an option for everyone since the event that spawned them is gone?"

    "LOL just don't use the item you like problem solved. :)"

    "But that means I don't get to use the item I like and some people never get to use them at all."

    "Just don't use them PROBLEM. SOLVED."

    ….? Tonedeaf.

  • @Blueberry said:

    This has been an issue on Sadako for so long. Needs fixing.

    It's not just Sadako, it's an issue on Xeno, Nemesis, and Wesker too. And Pig. And Singularity. And… well, on any Killer that spawns objects in the environment as props the Survivors must interact with. However, for Singu, Wesker, Nemmy, and Pig, it's not that egregious and they still have their powers.

    The problem is Xeno and Sadako don't if this happens.

  • @Yippiekiyah said:

    Garden Of Joy ain't as bad as a lot make out, the house certainly needs toned down a bit particularly the windows and then the car park up the far corner too. Other than that tho it's ok.

    Garden of Joy isn't bad… if you play anyone who's about mid A tier or higher. Or anyone with strong mobility. Or anyone who breaks looping. Or anyone who isn't M1. Or anyone who doesn't need to worry about collision.

    So basically, GoJ isn't bad if you're Kaneki, Nurse, Blight, or… Oh, just those three actually.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444018/event-related-offerings-and-items

    I agree, they should do that.

    Side note, as the LNY event is unlikely to return, could we get the Chinese Firecracker as a base game item?

    I'd unironically support this as a "new" Survivor item! 100% bring it back!

  • Garden of Joy still feels awful for all Killers tbh, and definitely needs a big overhaul. The little changes made aren't enough.

  • Doing this would be like giving all Killers "lite" Lightborne - unneeded and doesn't really teach them to play the game and handle things they need to learn to handle. A slight basekit WoO would just encourage the most boring possible chase style - Hold W - and not actually trying to think in chase or showing any skill.

  • Do we have ideas on what bulk spending will entail?

  • If we do get Ghostie and Myers next I will be very happy. Not as happy, though, as when my lovely Dredge is added! The only thing that brought me back to 2v8 last time was Nemesis being added, so any amount of effort to add a Killer I enjoy to the mode will be welcome. I was very bored of picking just Wraith, Trapper, Huntress, or Spirit all the time until the RE version of 2v8.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919132#Comment_3919132

    This is good. When I play killer I legit got blinded by flashlight that isn't even on my screen. So glad to see it gone

    I'm sorry but if the price of fixing a glitch that ruined the experience for half the game is making flashlights a little harder to use, I'm fine with that. It encourages me to try harder to learn how to use flashlights even better and try to go for the crazy stuff when I know I can fail.

  • I've only ever had this be an issue when I am winning too hard as Killer (not even slugging, I just got a bad team) or the Killer was hardcore slugging from the start - both of which I rarely see, and both of which feel less common these days since this was introduced.

    I bet sore winners on Surv side in the exit gates would be similarly fixed if we had Bot Killers, and the Killer could leave the game as soon as it's clear they have badly lost.

  • Please, anything but more Blood Moon. There's nothing fun about it.

  • I would like to see some sort of further options for Killers to freely be able to forfeit in situations that really are just not winnable, but I think variety of maps is fine. Like, I know not every map as Dredge will be good with lockers; I still play Dredge fine.

    Really we need to have more wincons, so when these inevitable bad matchups you're bound to lose badly happen, you don't feel like you have to sweat just for a few hooks to a 2k. I don't like sweating. I don't think anyone does.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918917#Comment_3918917

    But the game does in fact mismatch players. Constantly. A lot of people don't like to accept that because recognizing that might lead to admitting that they themselves often win because of their opponents simply weren't that good. But no one is exempt from the benefits (and downfalls) of DBD's loose SBMM.

    "I have to play like this to win at my MMR" is a total myth.

    And while I don't think a killer matched against mid survivors shouldn't try to win, I don't think it's unreasonable to dial it back when you realize you're up against potatoes. I do it all the time. Like if your first chase takes like 15-20 seconds and there aren't any gens done by the time you've gotten multiple hooks, you might just be able to turn down the effort a tad, out of some degree consideration for the poor souls you got matched against.

    Winning isn't so vital that anyone needs to keep the hammer down at all times, especially when you know for a stone cold fact that we're not getting matchmaking that is accurate even half the time.

    As for the "solution", it's not coming. Because balancing things to a point where the MMR criteria itself means anything, much less SBMM as a whole, the following would need to happen (at a minimum):

    1. Standardize/balance the maps (lol)
    2. Standardize killer power by nerfing high tier killers and buffing low tier killers so all of them are roughly as viable as the others (again, lol)
    3. Create a system that assigns MMR rating based on a suite of factors and not just kills and escapes, which BHVR has shown no inclination to do

    Those would get us a good part of the way there, but those things aren't going to happen, save maybe #3. And even if they all did, would it really even be DBD anymore? At this point, imbalance is as much a part of the game's identity as the horror theme. I can't think of a PvP game where "winning" says less about a player and their skill.

    I think the best thing would be for some people to stop taking the game so seriously, because it's very much not a serious game.

    I know for a fact sometimes I just get total lobby mismatches, and it's worse when the lobby is slow to match. I had two Dredge games recently with very new Survs who didn't even know to lock lockers, and then got sweat city for my Pig, Oni, and Drac matches the same day due to lobby mismatch. THEN once 3-4 PM rolled around? Normal Dracula matches.

    It's very odd.

  • The RNG is often messed with by chests and event items too, this really needs looking at.

  • Flashbang was never supposed to be an easy to use tool, it wasn't before it was buffed and it shouldn't be. The hitboxes for it were badly glitched, Flashbang is intended to be a difficult to use tool with a higher skill level needed to use it. Flashlights were made easier to compensate, and Blast Mine is of course the easiest of all.

    This is because Survivor is meant to be about going for gens and avoiding the Killer, not trying to do crazy saves. That's optional, it's not the game. It's kinda like how Killers aren't supposed to forever defend three generators or go for absurdly long slug plays.

  • @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911528#Comment_3911528

    It’s one of the few maps stealth killers thrive on. Normally they do fine on most maps but RPD makes them go nuts. So much fun to sneak up and insta down someone as Ghostface

    I've been playing more Pig lately too and she's a blast on maps like RPD. She's also surprisingly good on Toba depending on her cosmetic as the red blends in.

    Actually I find stealth Killers do pretty decent on Toba overall, despite its size - lots of spots for the Stalkers, lots of hiding places, and they can often be very hard to see in all the foliage and clutter. The only problem is how big the map is.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911960#Comment_3911960

    I understand their point in preventing Survivors from Haste stacking since it prevent situations where Survivors can take the Killer hostage by running structures in a way that they will never be caught, but at the same time, restricting Killer's tools doesnt make sense to me.

    Haste helps chases end faster but they will still never be "meta" enough to surpass 4 slowdown perks. Running 4 Haste perks ensures you have quick chases but that's it, you gain nothing else, you have no slowdown, the builds were strictly just meme builds from how mediocre they were (at best). Haste on Killer was paramount to what they want to achieve, preventing situations where Survivors cannot be caught.

    Part of me also feels like we are removing a part of DBD history that we will never get back. Trying out 4 Haste Perks on Clown for the first time was an experience that I really enjoyed, and Id hate to see that experience be gone for new players, who will never have the opportunity to try it. :(

    The issue is though, four slowdown WAS already nerfed. Many times. It's still used because due to how fast gens can go, many Killer players feel they may need it. Some feel they need it to practice chase. Some feel they need it due to weak kit. Some players are not very good and genuinely do need that much slowdown. And of course, some are just jerks who want the game to be miserable for the other side. It was nerfed by nerfing these perks, nerfed with the gen kick limit, and nerfed by killing three genning as a strategy. This is okay and fine, IMHO.

    The issue is nothing related to repair speed also got a looking at to say, "huh, maybe we shouldn't allow Survivors to control the gens this well when they only have five to repair but the Killer must hook three times, and then expect Killers to NEED to run generator control if they lack mobility?"

    I agree chase will not really ever be the meta, but it's healthier to encourage balanced builds like chase and hex and boon and healer than it is generator repair/lockdown builds. That's why I think both sides need a cap and/or not stacking repair buff/nerf like this. That way you can buff things like Pop Goes the Weasel or even Deja Vu (super helpful for newer players especially) and not have to WORRY about the problems with it. You could buff Pentimento again, buff Ruin again. You would not have to worry about as lopsided a match if you know losing Ruin doesn't completely ruin your ability to control and pressure, or not cleansing Pentimento would make it near impossible to do gens with a skillcheck or scream build. You would be able to experiment with other items and not just toolbox toolbox toolbox out of fear of a four slowdown Blight every round. It would FREE us, though at the cost of removing two playstyles people find generally unfun to deal with: heavy slowdown, and genslamming.

  • I think it's kinda unfun as both Survivor and Killer personally but I'll tolerate it it if it nerfs Eyrie of Misery For M1 Killers.

  • 15 seconds is pretty long I agree, I think 5-8 is more reasonable. With haste stacking gone though I genuinely think the perk is fine.

    Would like to see more strong haste perks like these for Killers though, or some way around endurance perks. We all know a lot of players don't use Endurance perks for antitunnel as intended, they use them to create situations where Killers have to hit multiple times to their benefit.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911993#Comment_3911993

    Can we at least make it so high-ping is a detriment to the killer instead of a plus?

    High ping should be detrimental/helpful to everyone or it's not fair. No need to punish one side because of bad ping over the other, it should just not exist at all or be equally bad/good for everyone.

  • I frankly think the 32 charge Toolboxes are the big culprit yes, and need addressing. It's absurd you can stack a 32 charge box with MORE recharge and then also bring perks to recharge it, and also they do the gens at increased speed. That adds up. If four people bring boxes like that, especially if they are coordinated and good Survivors, it's very hard for some Killers on some maps to deal with. That's really unfair to them, but it's nothing for someone like Blight or Ghoul.

    I say address that first, and then look at gen repair and slowdown. Supercharge boxes are the big big issue, I would rather toolboxes be used only for Sabo and not repair at all - I actually sometimes feel unfairly buffed when I use these as Survivor so I rarely bring them anymore, I prefer medkits and maps to help my team.

  • You pretty much can't unless you upgrade your ISP or router.

    This is also why "WHY DON'T WE BAN KILLERS WITH HIGH PING RABBLE RABBLE RABBLE" makes no sense. Not everyone controls that. And no, not everyone uses a VPN to cheat.

  • 100% and it's the biggest thing I've requested of this game for about three years now. If haste can't stack and slowdown/block can't stack and hinder can't stack, why can repair speed? It seems absurd you can stack multiples on a gen, with repair speed perks, and toolboxes that buff repair. I am fine with stacking multiple people on a gen to get a boost, but not with also toolboxes and gen perks, that's too much. It is a problem, it's been a problem.

    With a limit on stacking repairs, several mid to lower tier Killers may not feel the need to bring strong generator slowdown or block as often, and may not tunnel as much. Threegenning would have no point and die. Genrushing would no longer exist or be a complaint and would also die as a playstyle. Survivors could breathe and run other perks, and Killers would not need as many buffs or nerfs. There would be no need to push how fast a Killer can move across the map because the baseline of how fast a gen can go would be equally fair to Blight as to Trapper. The game could finally balance and new gen types could be explored, like the blood gens, if Survs want faster gens. You could cap the gens at 80 charges again without Killers feeling left in the dust.

    I would take it one step further for gen speed in particular both sides though: Cap it at no faster than 25% faster or slower. You cannot go faster no matter what you stack; no more of these insanely quick genpushing builds, no more of the old slowdown to a crawl. No more.

    No more stacking repair or drain speeds of gens. Cap the max for any perk or item at 25%.

    Frankly I think the same could be done for sabo speeds but that might be asking a bit much.

  • @crogers271 said:

    Going against some of the comments in my thoughts

    Do No Harm - Seems fine. Compared to We'll Make It, I can see this being nice for situations where someone else gets the unhook, or you are healing someone who has been hooked but not the target (they took a protection hit, got slugged, etc.). It's not going to radically alter the game or anything.

    Duty of Care - Yeah, its easier for SWFs to take protection hits, not impossible for soloq though, and everything is easier for SWFs. It's another way survivors can go for anti-tunnel protection.

    Rapid Response - The fast locker exit just seems to create confusion about what the perk does. 2 seconds of aura reading off something like dramaturgy would be nice, but not amazing.

    Basically nothing seems broken, a few of them could use minor buffs, but they all have some use.

    I think these perks are very niche but ok if buffed slightly. I really think it's OK to encourage OTHER builds. I actually think more perks should be niche like this and it looks like BHVR agrees.

  • @MarbleThrone said:

    "Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender."

    Why would they, if they can just open the exit gates themselves at any time and trigger End Game Collapse?

    Survivors can also open gates after the last gen is completed. The issue here is some do not.

    Frankly why not let it be 5 minutes after? Endgame timer is 2 minutes and a lot of players don't want to give a BMing group or Survivor the satisfaction of a teabag or haha moment. Why bother hunting for Survs when they clearly want to waste your time, and why bother giving them a free out by doing it? It shouldn't be on the Killer player to police and correct Survivor griefing, and make no mistake, refusal to go for gates to annoy the Killer is griefing, as is standing in the gates taunting them until they hit you out. When you can freely end the round any time and purposefully choose not to in order to annoy the other side, I don't care which side it is, that's griefing. It is done to annoy and frustrate people. That's what griefing is.

  • I dunno, I find the stealthy Killers in my roster do great on RPD!

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911287#Comment_3911287

    the killer was cheating during the event that I witnessed…and it’s not a killer that’s suffering by any means.

    You appear to be missing my point. I am not saying you didn't see cheating Killers. I also saw cheating Killers.

    I'm saying that it's much more upsetting when Survivors cheat in a mode already in their favor. It was crappy when Killers were cheating last Blood Moon too, when the mode was in THEIR favor. This is part of why events should not "favor" one side more than another.

    Cheating is a crappy thing to do and cheaters in general are a-holes. Cheating when everything is already tilted to your favored side is another level of a-hole entirely. That's it that's my whole point.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911161#Comment_3911161

    I'm struggling to name even 1 single other game where an event came out that just completely neutered a character. I don't think I've ever seen it before, especially like this.

    I lowkey don't like how there's a sentiment amongst some (some not all) Survivor Mains saying this event is some sort of just deserts for all the Killer sided events previously. Like no, honey child, two wrongs don't make a right. Bad event is bad. The event is halfbaked because it takes away Killer agency TOO MUCH, this is not like when the first Blood Moon or last Anniversary or Lights Out 1.0 happened and they were Killer sided.

    A mode that messes with builds for Survivor still lets you play every Survivor, you just have stuff that disadvantages you a little bit or lack stuff you typically use, your gameplay experience has functionally not changed at all. But a mode that kills diversity and has nothing to offer for Killers is also bad for Survivors because it increases Killers playing hardball with more overpowered characters, and it increases Survivors feeling they have to push back just as hard as a result. It increase behavior like tunnelling and camping (already high), it increases frustration. It decreases fun, diversity, and an engaging experience. It's just not fun to either easily win, or be slammed into the dirt over and over against very strong Killers as Survivor, and this mode really, really proves that.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911135#Comment_3911135

    there’s killers cheating too, you can see them doing it with certain survivor perks. They’re not even running auras but know at all times where people are. Yeah though they should do something across the board about all the cheating, it’s getting subtler but it still is happening.

    Yes. They do.

    But this thread is not about Killer players cheating, it's about Survivors cheating in an event that already favors them. Cheating is bad, but cheating when you have the advantage is even worse.

  • I just don't really like how it buffs coordinated SWFs, which can already be decently strong against some Killers, but is a dangerous pick for SoloQ. I want to see more perks help SoloQ instead of SWF. Communication is enough for SWF.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911083#Comment_3911083

    On the other hand you have Singularity and Onryo who mess with the blood gens by needing to do their objectives too, so it's give and take.

    Give and take sounds too nice, makes it sound like BHVR might've accidentally done something right here. But the reality is that some killers were shafted and others were gifted with an unfair interaction. Whether that was an oversight on BHVR's part or indifference, I wouldn't know, but it shouldn't have gone live this way.

    The point gains for survivors are abysmally bad, and the way killer powers do or don't interact with blood gens is inconsistent and unfair for both sides. The event feels half-baked in its implementation.

    Generally against solo/duo queues I don't notice much a difference to normal mode

    Yeah, this is where I'm at as survivor. I was getting slaughtered in event mode as my teammates waited for everyone else to do the work so they could snipe the bonus BP for completing the gen. In normal mode I get slaughtered because my teammates are outright afraid to touch gens, so the difference is negligible other than I was earning garbage for Bloodpoints in event mode. I like cleansing totems more than sitting on gens hitting skill checks (meaning I should be all over playing the Blood Moon and enjoying the blood gens), so the event feeling especially unrewarding for being saddled with frustrating teammates is unfortunate.

    That's why I am basically only playing it for the tome stuff and sticking to normal mode. I just am not having fun as Survivor at all.

  • Honestly I posted something like this not that long ago. I do think it's really unfair that people can sit in exit gates or at the hatch and spam noise to try and rub it in the Killer's face like that, it has the same feeling to me anyway of being humped on the floor until bleedout. I definitely think endgame collapse isn't enough and that if any living Survs are in the gate past about 30 seconds, the Killer should be able to end the game gracefully to save time. This wouldn't punish people who wait to save friends, or people who leave immediately. It would not remove fun things like slug races, and it wouldn't remove healing in the gate. It WOULD however punish Survs that want to grief this way by removing their "you escaped" bonus.

  • It just needs to be two maps: A massive "inside the Nostromo" indoor one, and a bit sprawling "outside the Nostromo outdoor one. This half and half approach doesn't work for anyone either Killer or Survivor, genuinely my least favorite map in the game on both sides.

  • I think it's really pretty sad when the event is already clearly Survivor-sided, and yet some Survivors are still cheating. I will never understand, what, a whole mode in your favor wasn't enough?

  • Hex Builds are fun and some of the only ways Killers can slow Survivors down in the event, by forcing them to not do gens. It also allows for more Bloodpoints for Survivors; Bloodpoint gain is still pitiful for Survivors in the event because only the one finishing the blood gen gets the points, nobody else who contributed gets any.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911031#Comment_3911031

    Honestly can't wait for anti tunnel to come in lol just to prove I can still tunnel and make it effective. This is like the anti camp thing all over again. When they were talking about anti camp all survivors were saying "killers won't be able to camp anymore". All it did was teach killers to camp better, proxi camp instead of face camp. And the anti slug... All it did was make it so survivors can abandon when all slugged. I can almost guarantee anti tunnel will not prevent killers tunneling from the get go. They already know sometimes killers need to tunnel, you said it yourself there is a time to tunnel. If they nerf tunneling that drastically then tunneling later in the game won't be effective at all when it's needed for these times you talk about. if they succeed in doing a successful anti tunnel without breaking the game I will be very impressed.

    So, tunnelling has a definition and it's not just chasing the same survivor twice. If you're effectively "tunnelling" someone who is our of position, a weak link, or otherwise has made themselves an easier target of chase even if you already hit them (like healing under a hook or making a mistake by doing gens injured), you are not tunnelling them.

    Tunnelling is when you focus the same Survivor repeatedly for no reason, to the exclusion of anyone else because you CAN, not because there is a tactical reason to do it. Guarding hooks, pressuring gens, and attacking the weak link are all tactical and effective ways to "tunnel" but they aren't really tunnelling.

    The tunneling I think BHVR wants to address is the kind where Killers hard focus someone to grief them out of the game early on, on purpose. Not tactical uses like going back to a hook to check on it (and find Survs), hitting someone out of position they already hit, dropping then continuing a chase as a play, or forcing a Survivor to do nothing but take chase. I do agree this fix, like the AFC, will not address what some people mistake tunnelling to be. Probably because it's not actual tunnelling.

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