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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • I'll give BHVR credit in that they actively do work to stop cheaters, despite the fact that they are always going to be one step behind, because the only way to find cheats is when they appear.

    A while back, didn't BHVR create some anti-cheat wave that eliminated a lot of cheats at the time as it swept through the servers? It was a few years back though. It could be good if this was done more often, as opposed to the report system?

  • Just whiney, salty players. Ignore them, because they will have an excuse or retort no matter what happens.

    Anyway, nearly every perk could be seen as a crutch, but what's wrong with that when it's an option? I feel those players need to focus on their own abilities than shift blame on to others.

  • @HINGIRIK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663545#Comment_3663545

    Quick Study gives you no mither (just kidding, you have to heal her/him for the advantage to work. Healing the guy with no mither * __ *)

    Now you make me want to change the conditioned to "when you are healed" instead of healing another! The thought of being fully healed, only to then become injured and broken on top sounds hilarious (if a somewhat bad game design :D)

  • I'd turn Territorial Imperative into a portable Hex, where the Killer can light up a Totem and create a radius of 32m where the auras of Survivors can be seen within it for a few seconds every time they enter.

  • I wish my odds of winning the lottery were better than these odds, because I'll be winning millions every 2-3 attempts!

    There is less than 3% difference is the vast, vast majority of games. The high MMR bit is irrelevant to 99% of the playerbase.

    Besides all that, yes there are some trials when it just all falls to crap, but I've had many more trials with decent team mates and teamwork than not. The bad trials just stand out more.

  • One thing about this is the resistance met when any changes to the meta are imposed. There seems to be one side which wants the balance to be refreshed and switched to bring in new variations, yet another group that claims the game is stale, but then complains when changes are made as their favourite perks and such were affected.

    I don't blame people for wanting to win. It's natural and reasonable. I just wish people feel they can be a bit more free to experiment. As an example, a YouTuber called TwokneeTwo makes videos based on the "1%" (perks on Nightlite with equal to or less than 1% usage) who has come up with some fun, strong builds. Here's an example:

    https://youtu.be/GHLj0Zo1iPs?si=Ax7K5G0jeU6eK5BD


  • For the longest time I never played him, because he just felt like a Scooby-Doo baddie and always got annoyed by him for some reason.

    I then ended up choosing him as a Killer to play for a while (I'd put it off ever since release) and now realise what a plonker I've been! He is so much fun to play, even in bad trials! Granted, I prefer the more brutish of killers like Oni, Executioner and Hillbilly, but so far I'm having a blast with this guy!

    You can inject more of your character into him, that's for sure!

  • And here's one for Killers. Again, 2 which I think would be more realistic and 1 which is more fun:


    1. Killer Perk: Professional Grass

    Your reputation alone instills a fear that makes people do the most desperate of things to avoid you.

    You become Obsessed with a survivor. When you put the Obsession into the injured state with a basic attack, they become tagged.

    When that Obsession comes within 4/8/12 metres of another survivor, the obsession status transfers to that survivor and this new Obsession reveals their aura for 6 seconds. The Killer gains 5% haste for 12 seconds.

    "Once a snitch ... always a traitor"


    2. Killer Perk: Stanning For You

    Those obsessive fans just copied their idol, no matter what it was. You could see this happening a mile away and make a tidy profit.

    When you hook a survivor, the last conspicuous action is recorded. The next survivor who starts a conspicuous action which is identical to the recorded action, after that survivor is unhooked will scream, interrupting the action and revealing their location.

    The survivor who screams suffers from the blindness status effect for 40/50/60 seconds.

    "It's low-key the cultiest thing I've witnessed"


    3. Killer Perk: Toxic Trash Collector

    You've had enough of those little shits, acting big when they think they're safe.

    Whenever survivors are inside the Exit Gates, or within 8/12/16 metres circumference of the gates, and you are in eye-sight of the survivor, Toxic Trash Collector activates. If survivors gesture, crouches, or press any action buttons, the Exit becomes blocked to that survivor for 20 seconds.

    "Skill issue"

  • Here are 3 Survivor perks, 2 of which I think would be fun additions amd 1 which is more a comedy one, but would be a lot of fun!


    1. Survivor Perk: Pacesetter

    Winning a marathon has as much to do with pacing as well as fitness.

    When in chase, Pacesetter activates. When the Killer reaches Bloodlust I (gaining a 0.2m/s speed boost), you increase your speed by 0.2m/s.

    Once out of chase, you become exhausted for 60/50/40 seconds.

    "Learn to run when feeling the pain. Then push harder!"


    2. Survivor Perk: Quick Study

    You've always been fast to learn new skills in the field.

    When you heal a Survivor a full health state to healthy, Quick Study grants you a random 5th perk copied from the Survivor you healed.

    You keep this additional perk until you lose a health state.

    Once you lose a health state, this perk goes into cooldown for 80/70/60 seconds.

    "The greatest skill is to be a sponge for learning"


    3. Survivor Perk: Bustin' Makes Me Feel Good!

    It's time to grab your stick, heat 'em up and make 'em hard! (genuine quote!)

    The first chest you unlock will contain a unique item - Proton Pack - with 10 seconds of use.

    Aim at the killer and press the action button to shoot a proton stream at the Killer. The Killer will be slowed by -50% as long as the beam hits them. This effect lingers for an additional 2 seconds.

    The Survivor can also "overcharge" a stream so long as there is 50%/40%/30% charge left. This blinds and stuns the Killer for 7 seconds, depleting the rest of the pack.

    If 2 Survivors use this perk and cross the streams by accident, both survivors go into the dying state.

    "Let's show this prehistoric ######### how we do things down town... THROW IT!"

  • I feel they'll need to fix it. I remember way back in Tome 3 where a Dwight challenge with an entry was hidden behind a Kate perk. I remember the reaction was not well received back then.

  • Midwich School is the main one. I love the design, the Easter Eggs, the attention to detail, and it's unique design.

    I enjoy playing Ormond as Killer. I do get confused when people say it's Survivor-sided. It may be, but it's one of my most successful maps as Killer.

    Finally, situational and underpowered perks. I prefer those to strong perks because they are the ones which add the diversity. They're what makes me think how to go about a strategy and come up with unique plays.

  • It's highly unlikely any amount of incentives or discouragement would rid such behaviours, due to the anonymity and ego of the person playing at the other end of the screen. There are people who play solely for the joy they gain from being as nasty as possible.

    Playing nice is down to the individual. Whatever happens, someone can always choose to play in what they consider nice. Then again, one person's understanding of "nice" may conflict with anothers. It is possible to play nice, but will have to realise to keep playing like that will meet some very tough trials.

  • Nobody knows other than Behaviour and Iron Maiden (or whatever body is responsible for license distribution of Iron Maiden).

    They won't say because a vast majority would just wait until the sale. It wouldn't make good business sense.

  • Sometimes, people just run to the first gen to get started. I find it's better to plan a little more and split up at the start. Having everyone effectively in a meet-and-greet session is every Killer's dream early on.

    That's a mistake that often reoccurs. Especially with Lethal Pursuer it's such a bad idea to move together, but many rush in without the due care. There's nothing wrong with taking time to survey and even to see if they can figure out the Killer early on.

    Eagerness without caution is a major reason for these gatherings.

  • There's a section within the playerbase that will be very susceptable to impulse buying. Whether this is due to a learning disability, a type of addiction, or something else, these are vulnerable adults who are easily preyed upon. As somebody who works with these people, I can attest to the vulnerabilities regarding impulse and FOMO.

    There are others who - frankly - should have better control and the blame is based at least partially on their desire to buy cosmetics. Those others should have enough control not to fall into the trap.

    However, what makes FOMO tactics in marketing isn't necessarily the idea of it. Seasonal FOMO happens often in fashion, for example. What makes it problematic is the knowledge vulnerable people are out there who are susceptable to this, then doing this with that knowledge. Knowing this, it could go so far as to say this is potentially ableist in nature, because they must have looked into this or heard about this after a FOMO event, but refuse to alter it in accordance.

    Basically, if they did an event with limited time cosmetics that didn't need real money to pay for them and instead were rift cosmetics, that would be different because it only involves time playing. With money, it's much more problematic.

  • I don't have any interest in what Prestige a Survivor is at the start, because it's still so random how people play in-game. There's been a multitude of times where P100s are sacrificed first and earn very little BP.

    It's an arbitrary number that's not always reliable nor indicative of skill - at least not sufficiently enough to carry weight. Certainly not enough to dodge a lobby.

  • No Scratch, but I am absolutely not complaining! Alan Wake is tailor-made to face the Entity.

  • There's no real need for it. People can send messages if they really wanted to, and the idea of putting it in to "see how everyone acts" comes across as it being placed there as a social experiment than a genuine desire to send good vibes to everyone.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660213#Comment_3660213

    Yeah! But Yun-Jin the survivor is saying that the solitary, self-preservation playstyle is viable whether other survivors like it or not. Other survivors can be teammates but they can also be tools for one’s own use. When other survivors escape while you die, after all, do you gain MMR, bloodpoints, or emblems? No. You don’t. Conversely you don’t lose these things when they die but you escape either. Frankly, I don’t know any team games on or offline that rewards only part of the team for achieving a goal. 🤷🏽‍♀️

    The difference is Dwight was talking about the trials, whilst Yun-Jin was talking about the music business. :p

    I'm also sure I gain Blood points and Emblems whether I live or die. The only difference is MMR, and thay's not saying much. Some great reward.

    Dwight all the way for me. Yun-Jin aims for the selfish playstyle, which is reliant mostly on luck and wishful thinking, whilst Dwight's team play is reliant on practicality and realism.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660172#Comment_3660172

    don't mind the grey text boxes i tried to pasted and correct a line and they would not go away new to forum the delete thing was not there

    when you say

    "However, I do feel some "perceived" views of tunnelling people cited in game isn't actually tunnelling, but just a viewpoint they had. The difference between what someone sees and believes versus what actually happens won't be aligned."

    i don't fully disagree there situations when for example some one just got unhook and body block the killer at a doorway with endurance gets hit and then get chased complain they get tunnel some thing as some one that just got unhook and does a gen beside the hooked spot still injured yeah you're gonna get chased so when you say "perceived" that they get tunnel i don't fully disagree there a but tough ill explain what i mean by volatility

    what i mean by volatility is this its a gameplay loop that exclude killer/survivors powers/perk that gives expansional explosive reward but is unstable when it fails so for example if you're a survivor and you get hook and tunnel you better be a god at looping/knowing map rng or you're out of luck witch lead to the mindset of i might as well dc/killmyself on hook witch you need to already have experience to play around it and be really good even then it's not that simple and on killer side if you do that tunneling you'll get explosive results skipping the learning curve like knowing how to setup your maps to make it so you have the edge when you're getting in the ladder stage of the game and how to engage how to force pallet witch make it easier for you later witch part of the maps is good for you witch part ain't what there doing ect... when they tunnel they get to skip the entire learning they climb quick and then it leads to when they are facing more competent ppl that's harder to do that against witch leads to the mindset of i might as giveup/dc survivor too strong if they had the right fundamentals oh how to engage the survivors tunneling is still crazy strong i'm oversimplifying here but you get the point this is why i want tunneling out and want a extra 20 sec to gens maybe 20 is too much im not sure but it leads at least ppl on both side learning the game properly and in turned will make more ppl happy of the state of the game at least the ones who wants to learn the proper's habit's because right now this entire learning curved is being skipped with tunneling

    i hope this helped i've tried my best to explain i had a previous wall of text that i had accidently deleted had to rewrite this lol

    You explained it well, thank you. I think I understood "volatile" in a different avenue.

    I hear what you're saying, and can see how not being able to learn a map because of circumstances such as an early sacrifice. It still comes down to a mindset though. If someone has been hooked for the second time in a row in a trial and then rescued, that's at least one more chance of learning the map. Anytime they end themselves is a time wasted on learning more. It becomes habitual thereafter, and the mindset weakens as a result.

    This is why some people need to push themselves more. The more they die early, the less chance they'll ever get to learn more. Also, if it's what they expect from every game to get tunnelled out, it's definitely best to understand that the game isn't for them - not because of the game itself, nor their ability - but because they don't have the time/ mentality/ fortitude to learn. Besides, why continue a game that causes that stress when there are many games out there to play instead?

    Overall, I do still believe the state of mind is the main reason for giving up. Whilst I absolutely feel that tutotials for newer players should be improved, and maybe even some further idea to prevent tunnelling is needed, players have to own their own behaviours and understand failures are steps to improvement and success.

  • Nothing has been mentioned of a time limit.

    The only thing I know is that, when the license is nearly up, there will be a sale. Other than that, it's all guesswork.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660179#Comment_3660179

    Conversely, there’s also Yun-Jin:

    "The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee

    For a Killer, that's perfect! To survive as a team mate, it's less the truth people refuse to admit and more the lie people want to believe.

  • I'd go the opppsite and keep Bloodlust I as is, and decrease Bloodlust II and III.

    Bloodlust I is about a 4-5% haste effect, depending on the speed of the killer with its 0.2m/s increase. Each other level goes up by an additional 0.2m/s. If Bloodlust II and III went up by an extra 0.1m/s and 0.05m/s, it may equal the equivalent of a 5%/6%/7% haste approximation, which I feel would be a fairer balance.

  • It's just like that Deight quote, which rings true: "We have to work as a team! I need you to survive so that I can survive!".

    Understanding and using the HUD better does improve on the experience. It helps with the flow and - when all Survivors are onboard - the trial can be absolutely amazing to play!

    It's also about knowing when to get involved with chases and when to pick up the slack. If someone is on their last hook and I've not taken any, if I know where they are I will always take the chase. The longer you keep 4 players in, the greater the chances of escaping (obviously!!).

    A better tutorial will help, as well as players working more altruistically, at least up until the later stages. A fair few players get involved with a non-altruistic build or mentality, which can cost games heavily. Whilst SWFs do do better with communication, a lesser mentioned reason is altruism and taking the slack. Granted, too much of it can result in a #########-storm, but at the same time it can work more often than not.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659474#Comment_3659474

    im gonna disagree personally i know how to handle tunneling for the most part but its not the minority of games that happens i mean tunneling

    you can say its a resilience problem im gonna say it's a volatility problem with degen strats ppl can be resilient only to a point there diminishing returns when your trying to learn something and you know you're getting single out in a lots of game because you're the weak link that's the experience the game is as it currently stand

    it's not a player problem it's a game problem reduce how to game volatility is you solve a majority of the problem ppl will gets better in general more ppl enjoy the game it's really simple that's why i saied add like 20 sec to gens time remove the volatile issues like tunneling that's in the game it will have more back and forth than the same playstyle that happens a majority of the time in matches

    there a saying in general in games from any strife that goes if the game sucks right at the beginning why should i stay for the "promise "that it gets better

    the majority will always abide by that ^ and then you know you got a game issue

    Firstly, not sure if there was a pasting problem, but there are 2 greyed out lines at the bottom of the post. Was there something you wanted to put in but otherwise didn't happen?

    Obviously, I won't be arguing your own personal experience. I can only comment from mine that it's not the same as yours. Perhaps ot's down to time of play/ host server/ MMR/ luck or whatever. From my experience tunnelling is not the majority, but it would be foolish of me to say it doesn't happen. However, I do feel some "perceived" views of tunnelling people cited in game isn't actually tunnelling, but just a viewpoint they had. The difference between what someone sees and believes versus what actually happens won't be aligned.

    By volatility, do you mean the unpredictability? Maybe I misinterpret, but by that definition the idea of tunnelling being predictable and common defies that meaning. Please correct me if I'm wrong there. If anything, I'd say you could argue against resilience - not with volatility - but predictability, in which case you can argue the same, predictable builds and tactics would bore others and make people leave the game. That's a harder argument against the case of resilience.

    Regardless, I'd still say resilience is a large problem - perhaps larger. Survivors tend to lose often by their team mates giving up in one way or another, whether by dc, throwing, bad plays or whatnot. In the case of bad play, that's just how games go. Everyone makes bad plays, so no huge issue other than practising or a better understanding of the HUD. I do think the training intro sections needs to be more indepth though.

    If people keep giving up though, it affects more than just them. If those players were more resilient, it won't just be them that benefits and learns, but so too their team mates.

  • It's decent at making space and getting away after the blind.

    What I've noted is some players will go for that blind but then hang around for reasons unknown (perhaps they want to continue the chase), but it defeats the point of it.

    You can use it for a bit of speed whilst out of sight, waiting for an exhaustion perk to set up. It's a decent perk, not often used correctly.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658906#Comment_3658906

    a lot of ppl kills themself on first hook because they know they can't loop properly/map knowledge with rng map variant and gonna get tunnel and have no chance of even playing the game its really occam razor why play the game when you get hook first when you know that 80ish% it lead to tunnelling/proxy camping its really cause and effect really like i say i play both roles i don''t like ppl killing them self on hook sometimes i go out of my way to message ppl on why they do it it's the answer i keep getting a lot of the times outside of the minority of them that don't want to play vs a specific killer

    when you get tunnel you don't get to learn the game as long the game stay volatile like it is right now you'll get ppl that takes the path of least resistance with the highest effective strats that enhanced there gameplay experience witch is tunneling, gen rushing/killing themself on hook because the learning experience with those strats is almost none existent but you get the most benefit out of them it should go out of the game im down to even have a 20 sec extra gen time if it means the the volatility that the game current have is out you can't fix the problem that exist going and doing the same "solutions" it's the definition of madness

    So what I think I'm reading is that some of the Survivors you are running into are killing themselves because they believe they are just going to be tunnelled afterwards, which sounds like a self-defeating prophecy that beat them. Without pushing through, they won't ever get better. As you mentioned at the end, doing the same thing over and over again expecting something different is madness. This appears to be what those players are doing.

    That's why I say resilience is the main issue, because those players who do give up - based on what those who you have asked have said - are saying they aren't good enough, or history will repeat because it always does (which is a false belief they've determined is always the case). They may also assume it happens more often because it's only those trials they remember ... basically, there are a few mental gymnastics which can create the illusion things are worse than they actually are.

  • The Executioner. He's one of the few unnerving Killers to face for me. I'd like some more Singularity and Oni too.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658050#Comment_3658050

    that's because tunneling is too easy if the killer tunnel and you're average around looping not knowing your rotations and getting around rng of maps it isn't worth it resilience won't matter in that situation that player will die quick and not to get to play the game/ learn anything at all whatsoever i play both roles btw and i can say that ain't healthy for the game i wish volatility in the game would go down with Degen strats in general

    From what I've seen, most players disconnect on the first hook, so I would say in those cases tunnelling is not a factor at all.

    Regarding tunnelling, the only thing BHVR could do is remove collision. No matter what incentive or punishment is put in place, tunnelling will always occur, so the only thing to remove it is that way. Even then, it would be questionable how healthy that option would be, because of all the different opinions.

    In most cases, safer unhooks when the Killer is further away, followed by retreating to a safe place to heal is the most effective technique. Unhooking whilst a Killer is nearby - unless the situation is desperate (e.g.: about to go to the next stage earlier in a trial) - is asking for it.

  • I came up with these in June 2023 for Pyramid Head, so this may be a bit old but here are those ideas:

    Lead Ring: Punishment of the Damned breaks any breakable walls or fallen pallets. Survivors hit by this after a break will not lose a health state.

    Dead Butterfly: Punishment of the Damned no longer harms tormented survivors, instead they scream and have any action interupted. Gain 100% bonus BP for any survivor becoming tormented by Rites of Judgement.

    Copper Ring: The Executioner gains undetectable status effect when walking on a Rites of Judgement trail. The effect lasts an additional 2 seconds upon leaving the trail.

    Black Strap: If a survivor runs over a Rites of Judgement trail, they suffer from a -15% hindered effect for 3 seconds.


    Wax Doll: Increases Punishment of the Damned attack by 1 metre.

    Spearhead: Upon exiting the Rites of Judgement action after using it for at least 3 seconds, grants a 4% haste effect for 5 seconds.

    Leopard-Print Fabric: Any survivor who rescues another from Cage of Atonement, and The Executioner is more than 32 metres away, suffers from Oblivious status effect for the next 60 seconds if they are more than 12 metres from the rescued survivor.

    Forgotten Videotape: Increases the Rites of Judgement duration by +1.5 seconds. Reduces Rites of Judgement recharge time by -3 seconds.

    Cinderella Music Box: Increases the duration Rites of Judgement trails remain in the environment by 15 seconds.


    Valtiel Sect Photograph: Increases Killer Instinct duration when triggered by Rites of Judgement by 3 seconds.

    Tablet of the Oppressor: Increases the Rites of Judgement duration by +2 seconds. Reduces Rites of Judgement recharge time by -4 seconds.

    Misty Day, Remains of Judgement: Sending a survivor to the Cage of Atonement causes all other tormented survivors to suffer from the blindness and exhausted effect for 60 seconds.

    Mannequin Foot: Increases the duration, Rites of Judgement trails remain in the environment by 20 seconds.

    Burning Man Painting: Increases Punishment of the Damned ranged attack by 1.5 metres.


    Scarlett Egg: Landing a successful Punishment of the Damned on an injured survivor causes all other tormented survivors to scream and show their location for 3 seconds.

    Rust-Coloured Egg: Survivors hit by Punishment of the Damned suffer from the Mangled and Hemorrhage effect until healed.

    Lost Memories Book: Whilst creating Rites of Judgement trails, the intensity of the aura of generators reveal their repair progression. You can also see the aura of any survivor(s) working on a generator more than 32 metres away from you.

    Crimson Ceremony Book: You start with 1 token for each survivor. When a survivor is sent to a Cage of Atonement, they consume their token. Any generator not being worked on is blocked by the Entity for 10 seconds. Any generator being worked on will produce a silent difficult skill check. Failing the skill checks will cause the survivor to scream and block the generator for 15 seconds. A successful skill check grants the survivor a 100% BP boost for all great skill checks for the next 60 seconds.


    Obsidian Goblet: Sending a survivor to the Cage of Atonement grants you the Undetectable status until they are rescued. The effect lasts for an additional 10 seconds after they are rescued.

    Iridescent Seal of Metatron: Punishment of the Damned inflicts tormented status. Upon any survivor being rescued from Cage of Atonement, they are granted basekit "BT" status.

  • @Huge_Bush said:

    It’s a good concept that’s been poorly implemented. At the very least, they should remove the broken penalty. Traveling to the basement, spending time in the basement and losing a health state is enough of a penalty.

    I'd agree with this. Even if there was a Broken status but only lasts 60 seconds, that would still be preferable. The downside doesn't reflect the upside.

    It could potentially be good, and I'm happy to see a new perk type. It just needs to be more rewarding to permanently suffer from the Broken status, or less punishing for a relatively modest gain.

  • I'm a 50/50 player for both Killer and Survivor SoloQ on Xbox S in the UK, just for perspective. In addition, I respect your opinion and this is only to offer an alternative perspective, since all perspectives are subjective.

    Firstly, your suggestions about Iron Will and MFT do make some sense. I'm uncertain why Exhaustion needs to be a part of it. A Killer with a good ear will find that Survivor regardless, and perks shouldn't make someone invincible. MFT felt like 2 perks in 1 and splitting them into 2 perks would have been fine (with some adjustment to the speed bonus, such as your suggestion or not having it work with perks such as Resilience, which added extra speed). Sometimes, perks are overly altered when simple is best.

    From my perspective though, some players become too reliant. Now, whether this is because of balance or just a lack of skill varies, but it does feel like there are players who become so indebted to perks that skill becomes secondary. Rather than learn to improve their game, they consider the game is not well-made and look to blame anything they can. Notice they never own at least a part of the reason due to their own skill or performance.

    I enjoy SoloQ. It's certainly not as bad as some make it out to be. Perhaps that's due to my more relaxed approach and constantly randomizing my setups, so I'm never fully relying on the perks because there's no guarantee it'll be a good setup. However, it's fun and has resulted in an improvement in gameplay. The HUD is also excellent, if people learn to use it to make reasonable judgements.

    As I say, it varies from person to person. I'm not saying either side is 100% the right way. It's just an alternative view I wish to share.

  • The main reason I see for this is a lack of resilience in those players. Often it's blamed on certain aspects of the game or whatever, but ultimately it happens because - at that moment - the player is annoyed they got caught and quits. It's seen as better to blame the game than admit to not being resilient enough.

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654837#Comment_3654837

    You still can't practice survivor in custom matches, only in training and that's only one Killer (and the Trapper bot was really bad the Last time I tried training) and one map.

    That's where the training at the start needs to be changed. Make it a bit more technical, so Survivors can practice.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656662#Comment_3656662

    Map offerings are never a high risk high reward unless your entire loadout is CATERED for that map. A scratched mirror Myers has risk because he'd be absolutely screwed if he found himself on wreckers yard. A random survivor bringing a sabo toolbox not getting the specific map they wanted to use it on can still just make due with a different map. It's an offering... there s no risk.

    That's what I'm getting at though; when some use map offerings it's because they have a plan. Many aren't so bothered, but some do. The Offering currently isn't high-risk, clearly. It's moreso to make them less reliable, so if someone is setting up for a map build it's not so clear-cut. That was the thinking behind it.

  • @HolyDarky said:

    In my opinion Map Offerings should be removed from the game. Yes, you can say that map offerings are not a big deal if very map is balanced, however this will never happen. In addition, every map will have a strong place that is abuseable for one side with the right perks/strategy. On the other hand, there are maps with reliable spawns that players know fairly well which is the reason they use map offerings to go to this map - McMillan, Autohaven.

    I play mostly killer and only use BP Offerings because I like to prestige my charakteres and when I see a map offering on the survivor side, it just feels so annyoing and bad because they send me fairly often to such bad maps such as Garden Of Joy or Badham. And even though I win these matches, it never feels good at the end because I don't care about winning or losing, I care about a good match and many times I don't get it with these map offerings. The reason behind this is that these map offerings/maps show me how bad designed this game can be and how easy it is to abuse these part of the game for one side. Of cause, the RNG also can send me to one of those bad maps but this is not a big deal because it only happens at least every fifth/sixth match which is fine to me to have one rather meh match every sixth match. Of cause, you can also say just use a green hand if you don't like map offerings. But this also feels so stupid to prevent something that could happen and not to get the chance to gain more BP. Little sidenote: This also goes for playing survivor - It doesn't feel better when the killer sends you to a map or you have to prevent it because the chance is there.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653513#Comment_3653513

    That's not a good argument. Why is it not okay to let the RNG decided where to go (with the little chance it will be that unloved map) but it is okay to let one side decided which map it will be, especially if it's the map which the otherside don't want to play (e.g. the survivors send the match to The Game which the killer dislikes). For example, even though it is not my beloved map, I'm okay to play on The Game as killer if the RNG sends me to it but it just feels so bad and boring if the survivors chose this map for us.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653679#Comment_3653679

    Your suggestions won't make it better. If one side uses a map offerings and it works, it will feel even worse. Like I mentioned before, it doesn't feel good to use a Sacrificial Ward just in case because there is the little chance the other side could use a map offering. In addition, the chance to have enough Sacrificial Ward for every match is very low. This is also so dumb that this Sacrificial Ward doesn't work always.

    Overall, map offerings should go because they doesn't make the game better in terms of fun and playerbase. The developers should also implement the map repeat prevention back into the game and the Sacrificial Ward could either removed too or be used as a Realm repeat prevention. And of cause, the developers should keep working on balancing every map that is either too killer- or survivorsided (Badham, Mitwich) as well as making maps look better (e.g. Borgo is still a huge accessibility issue)

    I can see your point, although I doubt it would make someone feel worse if the map offering works - they'd just feel the same as they do now when the offering works, but on occasion feel good when the offering presented by someone else doesn't work.

    As for Sacrificial Ward not feeling good if someone doesn't have a map offering, there's not much thay can be done really. However, changing the map offering effectiveness will make it also a risk to use one. A bit like a high-risk/high-reward thing.

    Funnily enough, if these changes put people off from using them, ironically it can result in them going anyway! Personally, I find them fun to face (I randomize every build, so I never purposefully choose one myself), but can accept others don't. I wouldn't miss them, but the Bloodweb has not enough interesting options to fill the void that would be left.

  • At first, I admit it looked rather dodgy from a first-person perspective and definitely felt underwhelming.

    However, being able to go for trick shots , understanding the power more and seeing what it can do, I'm quite liking The Unknown! It's a very weird thing which looks really off when it has haste, but his power is actually fun to use! Not the best, but I don't want stompers - I want Killers which are fun an involving. This is it.

    I'm still not getting the hype for Sable, although I like that they've introduced a new style of perk. They aren't the strongest of perks, but she seems to be built as a planning Survivor, hiding in the basement to prepare and recover.

    The map is really good! Varied, interesting and nicely designed. How this also floats on the same Withered Isle plane as Gatden Of Joy I have no idea. Those 2 are like The Shimmering Isle from The Elder Scrolls: Oblivion.

    This is a grower of a chapter. It's growing on me, at least.

  • As a randomizer, mine often make no sense, but here was my last one:

    Survivor: Detective Tapp

    Perks: This Is Not Happening, Sprint Burst, Better Together, Resurgence

    Item: Sport Flashlight

    Add-ons: TIR Optic, Focus Lens

    Offering: Clear Reagent


    Killer: The Ghost Face

    Perks: Furtive Chase, Enduring, Thrilling Tremors, No Way Out

    Add-ons: Olsen's Address Book, Cheap Cologne

    Offering: Rotten Oak

  • Some rough ideas (and I mean, very rough) could be:

    A power focused on reducing Survivor vision to the first person perspective and even more narrow, like a claustrophobic ability.

    A power focused at cutting off escape routes. Think a spider's web that blocks vaults, doorways and gaps, shifting the map formation.

    A Killer made out of bugs, who can split themself apart and attack like a rushing tide of insects.

    A mimic which takes the form of items within the trial, instead of the impersonating survivors.

    A puppet master who controls puppets as a strategy-style gamepkay, instead of first person.

    A surveillance power which allows the Killer to see from the viewpoint of the Survivor.

    A power which acts as a disease, but physically mutates the Survivors, making tasks harder to achieve.

    A leaping creature that leaps shorter distances, but can leap in any direction, even when not facing that direction to start with.

    Something which stops Survivors from seeing each other, even if right next to each other.

    A Killer who can split into a line of Killers and advance on the Survivor.

    A Killer who uses sonic abilities.

    A Killer which warps the world to its liking, as well as is constantly changing themselves, randomly gaining other Killer powers for brief periods.

    A Killer that makes all Survivors also look like the Killer (a way around the mimic idea)

    A Killer which distorts distance, making things stretch further away through little pocket dimensions.

    A power able to force Survivors into certain directions or behaviours.


    There are also other fresh ideas mentioned earlier, such as elemental powers, as well as variations of existing powers. They won't be running out just yet, since the only limitation is their engine.

  • I feel it's the difference between the graphical style of the game and the realism of the teasers which makes it seem goofier.

    In the teasers, you get to see what it looks like as if it was real, and the general consensus is that it's very much scary. In the game, the graphics make it less realistic and the interpretation to fit in with the game adds a more cartoony appearance.

    It's a good design! Uncomfortable to look at, as well as an uncanny valley body horror element to boot. In game, I wouldn't consider any of the Killers fully scary, but that's because of the graphical style. If we somehow met any of these Killers in real life, it would be a lot more terrifying.

  • He has my haircut, which is creepy enough! Doubt Marc would be a good name though.

    Looks like a Simon to me.

  • The only thing it is is some sort of urban legend proven real. Nobody knows though, and that's what adds some of the horror - the idea it is not something that can be categorised.

    I don't think it's Olivia or the Entity though. My take is she witnessed The Unknown being abducted by The Entity, with the ending of the lore leaving a window open for Olivia to enter the realm. In what capacity remains to be seen.

  • What I'd like to add is they also have left a bit of a teaser for a future character in the lore in Olivia. She witnessed The Unknown's abduction by The Entity, and also seems to be enticed by it. Is this foreshadowing a new game character, or even one of the DBD games being made by another developer?

    DBD have quite a few potential characters whose fates are undisclosed, both for Survivors and Killers. It's exciting in general!

  • A stab in the dark, but this recent DBD output has focused on sci-fi. There have been one or two exceptions, but it's felt sci-fi has been roughly the basis.

    My guess is they may turn to either fantasy or more modern folk-lore. The Unknown feels like a teaser of sorts, and Sable Ward is returning some magical changes, so I'm going for internet horror-themed folk-lore, or perhaps more fantasy-themed Chapters

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653666#Comment_3653666

    It's frustrating to hear all this talk of "trash perks" and similar soundbites, because the reason most people die in-game has much more to do with skill than perks.

    It's not so much to do with 'strong' perks as in 'this perk will carry me to a win'.

    Deadline is actually a pretty good, recent example of what the issue is with survivor perk design. Currently, Deadline gives you 10% more skillchecks, but only while you're injured, and it makes all skillchecks harder.

    If Deadline just gave 10% more skillchecks, it'd be an okay perk. Nothing to blow your socks off, it might get you a little extra progress if you can consistently hit those checks. Could be a kinda fun pick, especially with Autodidact.

    If Deadline gave 10% more skillchecks, but made those skillchecks harder, it'd be a rather niche perk. Really hard to use, but it could be rewarding. Would probably still work well with Autodidact.

    If Deadline gave 10% more skillchecks, but only while injured, it'd be a kinda bad perk. Requiring injury for such a mediocre effect is a rather large ask.

    But Deadline gives 10% more skillchecks, only while injured AND it makes ALL skillchecks harder. Now it's just plain bad and not worth picking up.

    Survivors don't need 'strong' perks that'll just win the game for you, but the perks need to have a meaningful impact on the gameplay, not get snowed in with drawbacks. That's how Potential Energy became a dud, too.

    For me, there are still plenty of perks which do offer a meaningful impact on gameplay, even if they are not considered useful all the time. Some are better than others, but as a randomizer I can say some perks have been especially useful, even though they would be deemed "weak".

    The main point at hand anyway I'm focused on is about some people relying too much on perks - far more than on learning to play. Whether this is down to experience, not knowing where to get useful tips, or something else, varies. If more people focused on the basics and also - on occasion - their reslience, SoloQ would be better to handle. Those people do have to accept their part in the experience.

  • At one stage I was averaging just under a 60% escape rate. Recently, it's moreso down to 45%-50%.

    I put this down to me hitting a skill ceiling where the Killer is far stronger. My team mates are varied, certainly. However, no more different than usual in the scope of skillset.

    The problem from my perspective is generally the Survivor players who give up. If those players had the resilience to continue, many games could have different results. It's tough to change when much is down to attitude.

  • @glitchboi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653679#Comment_3653679

    Another idea is to lower the rarity of the Sacrificial Ward to brown or yellow, that way it's not as painful to have it wasted.

    It would certainly give people a better chance at prptecting themselves from map offerings. I'd be fine with it going to yellow with the strength to cancel out any realms a map offering presents.

  • 1. A move away from the current MMR, amd move it to focus more on performance during trials, based on scores or BP gained in categories at the end.

    2. An improved introductory system where SoloQ Survivors can practice different aspects of the game, especially learning tiles and chases.

    3. A guide to understanding how to read the HUD better and understand what certain situations mean.

    I feel the issue is based around skill, learning and relying too much on Perks getting them through. Learning how to play the game to a competent level to start with, and allowing them to become more confident in what to do, would improve the overall quality and enjoyment of the game.

  • They should stay, but with a couple of changes:

    1. Make map offerings increase the likelihood, but not guarantee the outcome. So for every 5 Offering of Gideon Meat Plant, maybe 1-2 times the Offering won't work.

    2. Make Sacrificial Ward actually meaningful and have to so it cancels out 100% any chance of a map offering from working. It's practically useless as it is, as if I've had it on my randomizer and it's gone against a map offering, most often the map offering works anyway.

  • It's frustrating to hear all this talk of "trash perks" and similar soundbites, because the reason most people die in-game has much more to do with skill than perks. I'd feel far safer with a pro on the team running nothing but This Is Not Happening than the average player using meta builds. Many perks can be useful, and of course some are better than others, but if the player isn't that good no amount of meta perk will make them much better.

    Anyway, back to the main point: whilst I am not entirely in agreeance about what Perks are good or not, the focus has been mainly on Killers in general. It has felt unbalanced, like only one side really has something of value to look forward to. I would probably prefer to see patches mix Survivor and Killer adjustments within them, rather than heavily leaning to one side or the other.

    This just keeps both sides looking forward to (or at least raise discussions) on either role's new changes.

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