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MrPeanutbutter

MrPeanutbutter

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MrPeanutbutter
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  • Maurice will be the next killer (or survivor?)

  • I really hate the idea of forcing killers to play a certain way. Part of what makes this game fun to play is that each match requires a different strategy. Let’s also not forget how unbalanced this game is with coordinated SWF at high MMR. Sometimes camping and tunneling are necessary to win based on what the survivors are doing, how the map is set up, and how skilled they are. There are a lot of different variables that go into how easy/difficult a given match will be for the killer, so killers need as much flexibility as possible in their strategy to adjust.

    Most of the complaining about camping and tunneling is coming from survivor mains who have never played killer or rarely play killer.

  • @johnlikesguns2 said:

    I recently came up with that question, for me. I think it can be a tough map sometimes. Specially for killers. But overall i find it a pretty good map with some issues. What do you all think and if you guys can point out some of the major issues in the map. I will be reading. Thanks.

    I don’t mind it that much as killer. I’ll take it all day long over any of the indoor maps

  • @Beatricks said:

    SoloQ survivor has never been worse and is functionally unplayable. I started playing in 2022 but this is the first time I actually reroll my dailies for survivors hoping that I get a killer based one instead.

    Killer is pretty good actually. Obviously, bad maps, busted tools, the OP nature of SWFs are all still issues, but I've had the least stress playing killer in all these years.

    I am however very concerned about this whole basekit unbreakable and mori change direction. Nobody asked for the stupid last man standing mechanic and they are wasting their time on that as opposed to making the SoloQ improvements, reworking maps, fixing bugs, balancing killers etc.

    A lot of people say that solo q is “unplayable”. I don’t find this to be true at all. I play both killer and survivor (usually whichever role has bonus BP), and I have fun in most of my solo q matches. I’m an average player - not terrible, not great. Yes there are some bad matches where two teammates will go almost immediately or nobody will do gens. Suck it up and move onto the next one. Most people who are complaining about solo q won’t be happy unless they can get easy escapes and tbag the killer at the exit gate every match.

  • Oh, being able to tell your teammates that you’re going down completely negates the effects of Eruption? I thought that coordinating on comms didn’t provide any unfair advantage whatsoever in this game 🤨

  • @MeanieDeeny said:

    I don’t understand why most people can’t see the correlation between gen rushing and face camping?

    SWF’s load up with perks to bust out gens, bring map offerings and coordinate everything. It’s 4 v. 1. You’re not winning (if you win) because you’re skilled, you’re winning because you’re in constant communication w each other. 

    I am a Trapper main (and honestly I do quite well, but I constantly face tough SWF teams), yesterday I had a team bring me to Ormond. Okay I’ll make the best of it…game starts, I set down a trap..walk a short distance, put down another trap..a gen pops ALREADY. Start first chase, gen pops, down survivor, gen pops…hook survivor, gen pops…I don’t know how it’s possible..but that’s 4 gens in mere minutes. There’s 1 gen left…the game just started, why am I not going to camp the person I just hooked? 1 gen left. Game is already over. I ended up w a 3k, but it’s irrelevant. Still lost a pip. Had zero fun. 

    At 5 gens, camping and tunneling is completely ridiculous. Yes. But being gen rushed and camping/tunneling go hand in hand. Expecting to gen rush and have the killer give everyone their three hooks each, is highly unrealistic.

    Yes, it is unrealistic to hook everyone three times and expect to win, especially against a coordinated SWF team. The real issue is that a lot of survivors who complain about camping and tunneling have either never played killer or don’t play often enough to go against good survivors on a regular basis, so they have zero idea of what it takes to win as killer. Especially lower tier killers like Trapper

  • @CornMoss said:

    https://us.v-cdn.net/6030815/uploads/BH5Z59I1QL7Q/image.png

    Every single good play I made was faltered by a perfectly timed body block, perfectly time final gen being done into adrenaline, someone dedicating themselves to being the box person so they don't do a conspicuous action and get Off the record value.

    Seriously man, this is only ever possible to beat if a killer player were to play blight and nurse with their best add ons. These guys also proceed to tell me to stop crying about it that I did good, well if I did good then how come I got zero kills and 3 hooks (I got about 9 downs btw but they were worth nothing due to body blocks, adrenaline and other perks...)

    According to BHVR and a lot of survivor players, coordination on comms is totally fair and provides no unfair advantage in this game 🙄

    When you play as Pinhead you’re either going to wreck or get wrecked. He’s extremely OP against solos and extremely weak against coordinated teams

  • @H2H said:

    Provide killers an incentive not to tunnel and camp and I bet a lot of them won’t tunnel and camp.

    BHVR is removing those incentives (e.g. BBQ bloodpoint bonus, Devour Hope moris) because ?????

    This too. BHVR destroyed one of the most effective anti-camping/tunneling perks in the game with the BBQ nerf

  • T

    @sluc16 said:

    How it is possible that killers have fun just standing there like idiots? This game became just match after match of pathetic campers, there no point in playing anymore,is boring as f***k

    Try playing killer against halfway competent survivors and you’ll quickly understand why camping and tunneling are often required to secure kills.

    Against coordinated teams, it is extremely difficult if not impossible to secure kills without some amount of camping and tunneling. If survivors continue to demand having the heavy advantage of coordination via comms, then killers have no choice but to use tactics that survivors are going to find “unfun”.

    Stop complaining and try to understand the perspective of the other role. I have been playing a lot more survivor than killer lately and I can completely understand why killers camp and tunnel. Sometimes they have to. If it keeps happening to you, maybe that’s a problem with the way you are playing. Try to not get caught first every match.

  • @ReviloDBD said:

    Lets say you actually are not playing Camp or Tunnel Bubba..

    You just wanna play him normal, for fun, like any other killer. He has a pretty decent insta-down mechanic, I am not really even that great with him but seem to down Survivors faster than on many other Killers thanks to it..

    Is there any specific reason why he's usually considered pretty "mid-tier" on almost any tier lists that I've seen?

    Just curious your thoughts, maybe he has a few huge weaknesses that make him unreliable at higher MMR?

    I know about the Lockers, Lockers really do hurt on him, I kind of wish the chainsaw would down people inside of Lockers IF you are willing to Tantrum the Locker the Survivor is in.. I feel like that would make sense considering it is a CHAINSAW lol

    But other than that, with the right perks I think he has potential, am I missing or overlooking something?

    On that note, could anyone who actually enjoys playing Bubba in higher MMR share some of your builds with me? I am curious, I just started playing him again for the first time in a while and I am having fun with him.

    I don't camp or tunnel, always just try to go for ending quick chases on whoever is full health that I can see.

    Like others have said, windows counter him very easily. He really has no chase power unless you’re out in the open. Also, his chainsaw hit box around obstacles on maps is f-ing awful. If you’re not extremely careful, you’ll hit something and go into tantrum. I enjoy playing as Bubba, but the devs really need to address his chainsaw hit box around obstacles.

  • @BabyCameron10 said:

    Majority of people say he is fun to verse apparently but I don’t see it/feel it

    Here are the reason why I don’t enjoy going against him:

    His hitbox makes Huntress hitbox look perfect.

    He is able to tunnel with ease

    and His Voice Lines already annoy the ######### out of me.

    It is mostly likely due to him still being new and everyone wanting to try him out but I think he will be a killer that I will want of finish Gens asap.

    What do you guys think of him?

    He’s less annoying to go agains than other killers like Legion or Pinhead, but I’m sick of seeing him in like 75% of my matches

  • I’m guessing this might have been thrown in to the comments already, but “Was it really a skilled play?” 😂

  • There is always the option to turn off the end-game chat, but honestly BHVR needs to kill the chat altogether.

    It boggles my mind that they are so sensitive to things like “accessibility” yet they’re totally OK with keeping this end-game chat which serves no purpose other than to be a forum for toxicity and bullying

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210442#Comment_3210442

    How am I on the wrong side of history? Many people have voiced similar disappointment and criticism that, instead of ACTUALLY making changes to help those that need more accessibility in the game, they are using them as a psuedo-reason for why a change is coming into the game.

    Everyone just wishes that BHVR was being transparent and honest, rather than trying to cover their asses from another flame-war. you're just a weirdo lol

    “You’re on the wrong side of history” is what people say when they don’t have any facts or logic to argue against you, they just want to shut down the debate

  • @Entitled_survivor said:

    Flashlights aren't nerfed though,,they just remove the macro rapid clicks,,you can still do saves / blinds normally ,,the only thing that might get changed is the fact that it might mess you up trying to correct a flashlight save you kinda started early,,that remains to be seen,,,but yeah,,photosensitive people are just an excuse considering game has already flashing lights and all those stuff that can potentially cause a trigger ,,Just a poor excuse to remove taunting/ cheeky bm

    “the only thing that might get changed is the fact that it might mess you up trying to correct a flashlight save you kinda started early”

    In other words, nerfed 🙄

  • @enormous_bruh_moment said:

    Mori and slugging changes are big right? Could be extremely impactful to the game yes?

    Ok, then notice how they're not just giving us the PTS to bugtest before these big changes move to live? Notice how they've said these changes may not make the cut? By giving players the chance to try these features and give feedback before they're even planned to make it to live, this is the most/earliest the community has been involved in big design decisions for the game.

    This is a very good thing.

    Keep in mind, they're working on at least 3 or so patches at any given time. Bare minimum. That means they have plans for these patches, things they're aiming to address in each one. They've identified slugging and moris as being problematic and they want to address them in some way.

    Regardless of whether or not you agree with these changes, or even their rationale/conclusion that moris/slugging are problematic; recognize that by involving us and letting us test these potential solutions before they commit to them, that makes this a more meaningful PTS than those that have come before it.

    What we definitely should NOT do is cry about the devs somehow hating one side or the other because you don't like the way things are being addressed, or because this PTS doesn't have any of the changes you feel the game needs.

    Calm tf down.

    They've been making tons of great changes recently. They are most likely already aware of all these other things that need to be changed. Time is limited, they can't fit everything into one patch. So just, calm down. Appreciate the good this PTS represents.

    Yes, they have been making some good changes lately, which I why I wish they would leave the damn game alone for a little while. Maybe they need to take a vacation or focus on some of the actual issues in the the game that players have been asking the devs to address for a long time

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210227#Comment_3210227

    One of the few times the community actually ignores negative posts and immaturity is ironically at one of the worst times to do it.

    I feel like people are really downplaying how people have been acting in regards to this change, not just the forums, since it's so sad to see people act so negative towards such a good change for the game.

    So people are not allowed to disagree that this is a positive change for the game?

  • @Malkhrim said:

    Before saying anything else, I want to make clear that this is NOT a rant against the devs. On the contrary, I think they have made many right decisions and good changes lately. I liked the perk overhaul that shifted the meta, the increase in gen times, the base-kit BT, the grind reduction, the fact they were willing to listen to the community and revert an unnecessary nerf (Mettle of Man) after a single patch and even change the number of pallets in new maps (reworked RPD) when they came live, among other things. However, they can still make mistakes, so I decided to make this thread to say why I disliked this developer update so much and why I think it's a big mistake. To sum it up: I think it makes mori'ing less fun in general and creates unnecessary balance issues.

    How moris currently work

    To begin with, I don't think the way moris work is that "toxic" right now. It doesn't shorten the amount of downs needed to kill a survivor anymore. It has two possible advantages right now: bypassing DS on death hook (which the survivor will hardly have if he/she was really tunneled) or bypassing saves via pallet, flashlight or sabotage. There is also another niche advantage related to preserving hooks, but I will come back to that later.

    DS is much weaker now and less used anyway, flashlight, pallet and sabo saves are really situational unless you're against an organized SWF. In other words, a mori rarely makes tunelling a particular survivor that much easier.

    Only one mori per game

    It was announced back then that mori offering would lose their effect. I was hopeful perks like Devour Hope would be spared but NO, BOTH DEVOUR HOPE AND RANCOR ARE ABOUT TO LOSE THEIR KILLING EFFECT. That means that, unless you play Myers, we will se only ONE Mori per game regardless of build, regardless of the fact that one of the perks only works in endgame and the other is a HEX PERK (they are quite underwhelming right now) that requires 5 stacks and incentives the killer not to camp.

    That means that we won't be able to chose to kill every survivor with a Mori or see more than one per game. We'll also never find corpses of other survivors lying around unless they bleed out (which will hardly ever happen after this update), and killers that actually leave no corpse behind after a mori (Pinhead and Dredge) will make no difference whatsoever since the game will be over. Additionally, do you like seeing Wesker's special line to Chris during his Mori? Do you like seeing Nemesis yell at S.T.A.R.S. member during his? Well, if you go against survivors that allow those interactions to happen, you will only see them if you leave those survivors for last, but then they may get hatch and you might not see them anyway.

    To make it worse, when you down the last survivor you will all be immediatly sent to a preset point on the map... so you cannot chose when nor where to Mori, and the mori will ever happen on the same preset places on each map. With less background variety, it will always be the same default thing and the only different things will be the skins wore by killer and survivor. It might look cool initially, but will eventually feel repetitive and boring.

    Know those funny shenanigans that happen during mori animation sometimes, including on some famous streamer games? Sometimes a survivor crouches beside Ghostface to take a selfie with him, some rare times a Pinhead moris a survivor right above an open hatch or hole in the ground... well, it's gone, we won't be seeing those anymore. That's why I think making the Cypress Mori base-kit but keeping the mechanic the same would be a much better choice.

    Devour Hope and Rancor are getting nerfs

    Devour Hope and Rancor are far from being overpowered perks. Now Rancor won't have an instant kill effect anymore, which was the only reason it was an endgame perk worth using. Sure, it gets an aura reading effect, but that simply doesn't have the same weight.

    The coolest thing about Devour Hope is stacking until you're able to Mori survivors. Since Hex Totems are hard to protect and rarely stay up for so long, you usually want to mori someone immediatly after you get each down with 5 stacks, since you never know when the totem is about to blow up. After this update, however, you can't Mori and you still have to take the survivor to a hook. So now the totem can be cleansed/blessed during the time you take to carry them, and the other survivors can possibly stop you by sabotaging the hook or making a flashlight save. In addition, there's a chance that it makes no difference anyway, if the survivor is already on death hook.

    There is also one little advantage moris have over hook sacrifices: they preserve hooks, so you can avoid situations where there aren't enough hooks in an area and, by sacrificing a single survivor there, hooking in that area becomes impossible. That's ridiculously common on Midwich on its awful hook spawns, but can happen in multiple maps due to bad RNG and low numbers of hooks. By the way, hooks are distant from one another on many of the most recent maps. RPD and Thompson's House can have some awful hook distribution, and there's a HUGE distance between hooks on new Haddonfield. This hook spawn problem will be made worse by another bad change announced on this update: the base-kit unbreakable.

    Base-kit unbreakable. Why?

    I see no need to a base-kit unbreakable at all. Camping and tunneling can be problematic because they may allow killers to get some really cheap early kills against solo survivors who aren't very skilled. Slugging doesn't have that issue and is anything but cheap. If anything, it's risky but potentially rewarding. You let a survivor on the ground instead of hooking them, not spending time carrying them but also not giving them a hook stage, knowing someone might come and rescue them OR they might have unbreakable. In return, you get pressure as another survivor usually needs to stop whatever is doing to save the dying person. They are forced to group up, and you can punish them for it. 4 man slug wins are rare and only happen when the whole team makes a huge mistake.

    But then, let's see the reason given for this survivor buff: "With this new system in place, leaving Survivors on the ground (A.K.A. ‘Slugging’) may seem more appealing, opening the possibility of ending the match early". This doesn't make that much of a difference. Most of the time, downing and slugging all survivors is ALREADY a win for the killer. The triggered Finishing Mori doesn't really change that unless you down everyone before a single unbreakable is used, which is quite unlikely unless, again, everyone makes a huge mistake.

    Think about it, unbreakable is one of the best survivor perks already. One of the few among the old meta perks that didn't get nerfed, and it's balanced by the fact it can only be used once. Now all survivors can pick themselves up, and anyone with unbreakable will do it even faster than before and an UNLIMITED NUMBER OF TIMES. That simply murders slugging as a strategy, it's the whole "Boons ruined hit-and-run" problem again. Why would a survivor bother leaving a gen to group up and heal if the slugged Claudette will pick herself up anyway?

    One of the biggest problems with this is that slugging is one of the best ways of countering many survivor tactics. A survivor falls right below a pallet with other survivors around? Slug them. A survivor probably has DS and is near a safe pallet or window (on this scenario DS can still be strong)? Slug them. The hook got sabotaged and there is none other around? Slug. A survivor got downed in a Midwich corridor with no hooks? Well, you HAVE to slug. Also, slugging multiple survivors is often the only way of turning the tables on a strong survivor team when they complete many gens before you can catch up on hooks, now many situations will be impossible to turn around even if they make a big mistake. Not to mention how ridiculous they can be with unbreakable+soulguard now. You down Dwight, they swarm you to save him, and if you leave him on the ground for more than 22 seconds he can just get up in your face and tank a hit.

    My point is: in some situations you NEED to slug. Also, this is a huge nerf to endgame builds (you just can't down everyone in endgame before they get up by themselves, don't bother bringing a build that only works in endgame), to Knock Out (a niche perk that got a slight buff recently only to be made borderline useless now. What's the point of hiding the downed survivors' aura if they will pick themselves up anyway?), to TWINS (by the entity, playing them is miserable enough as it is. You often NEED to slug with them) and even to MYERS (one of his few strenghts is his snowball potential, that gets quite a nerf if he can't expose everyone and keep downing one by one before hooking).

    Finally, making a strategy unviable is bad for the game in general. If there is a smaller variety of strategies a killer can use, the matches will end up looking more and more similar to one another. Not very fun.

    TL;DR: The mori change makes the whole mori more boring and repetitive; Devour Hope and Rancor didn't need a nerf; and base-kit unbreakable will be unbalanced and create many issues.

    Agree that all these changes you mention are terrible, and also add the flashlight changes to that. The devs have really outdone themselves this time pushing changes that are going to make the game less fun because they need to justify their time by making changes for the sake of change. Meanwhile, they continue to ignore other things that the community have been requesting for a long time like reworking broken maps and add-on passes for killers either garbage add-ons.

    Hell, I’d be fine if the devs continued to ignore those requested changes and just leave the damn game alone for a little while. I’ve actually been enjoying the game recently and felt like it was in a decent place. Wish the devs would just stop insisting that the game has to be fundamentally changed every three months.

  • @Robotfangirl67 said:

    https://us.v-cdn.net/6030815/uploads/W39PP7QOSL0E/343a2503-6561-4cff-93cc-3c089b0bca1b.png

    I think is a good thing like everyone else has said. It helps with people who suffer from epilepsy be able to play the game. I mention this a while a back I have a younger sister who suffers from epilepsy. But anyway my point is everyone should be able to play the game.

    I understand that some people like to play and do tricks with flashlights. I get it completely. Also I apologize for sounding rude but seriously why are people mad at this change? I don’t understand, yeah I understand it nerfs them but you can still play with them. You just need to practice more with them. I by no means am I a flashlight saver expert. In fact I’m a terrible flashlight saver. But again my point is everyone should be able to play.

    Edited: I just thought the flashlight nerf seem a nice step in helping people with photosensitive issues. I just forgot about the motion sickness issues. I do hope they add more accessibility options for everyone who has disabilities so that they can also play the game and have more fun too.

    I’m against it because it makes the game less fun to play and it absolutely nerfs flashlights. It makes flashlight saves more difficult and removes the ability to click at killers to distract them away from chases.

    This was a change that a very, very small minority of players were asking for and will make the game less fun and more difficult for a much larger number of players.

    Yet another example of a knee-jerk reaction change that wasn’t thought through at all by the devs. This continues a long-standing trend of ignoring glaring problems in the game and focusing resources on changes that very few players are asking for. This is part of the reason why all the changes that people are actually excited about either never get implemented or take forever to implement.

  • I’m probably in the minority here, but I think this change is bad and will make the game less fun. I play both sides and as much as flashlight clicking is annoying when playing killer, it’s fun and humorous on the survivor side and makes the game more enjoyable to play IMO.

    I also fully disagree with people who claim it’s not a nerf. I’ve had countless times where I’ve distracted the killer away from a chase using the repeated flashlight clicks. Now you can’t do that anymore.

    I understand that BHVR needs to take accessibility into consideration, but this is yet another example of a change that is probably going to impact a larger number of players negatively than the very small number of player that it will benefit.

    When making game changes for accessibility starts to infringe on other players’ enjoyment of the game, that’s when the devs need to step back and re-think these changes or at the very least come up with better solutions that don’t make the game less fun for people to play.

  • @Sluzzy said:

    The removal of the clicking and the way the flashlights worked will make them undoubtedly and without a doubt less fun to use. I don't think DBD needs that right now. Survivors have already been packing their bags and leaving from what I can see.

    Hey I agree with Sluzzy about something! 😄

  • @ReviloDBD said:

    Lately because of the 100% BP incentive and significantly faster Qeue times, I've been playing more Survivor than usual.. Solo Q almost entirely.

    I've been having fun enjoying testing out new different builds trying to figure out which works best for me.

    The Hatch Escape build using Low Profile and Clairvoyance that some people from the Forums helped me create was pretty fun for a while, it actually boosted me out of super low MMR so now I'm getting some better teammates in my matches finally, and was able to swap to a build that seems to have the highest escape rate for me and my team currently.

    Windows of Opportunity, DH, Boon COH, Prove Thyself.

    Dunno if it's the best by any means, I swap some stuff around from time to time, but with even mediocre teammates I seem to be getting a lot of Escapes with this build in Solo Q and almost every single match I am ALWAYS getting Top Score as well. I just got 4 Escapes in a row, which is a rare thing for me! haha

    By no means do I consider myself a good survivor player, although I am improving since I am playing it more frequently, and I think for the FIRST time in my 5+ years of playing DBD, I finally actually think I am enjoying playing Survivor MORE than playing Killer... which has genuinely never happened before.

    (On that note I will add that I dislike the Killer lobby wait times, and I have also faced many hackers recently when I play Killer so it is definitely ruining the fun, waiting 5+min for a Que to go up against cheaters is unpleasant to say the least)

    Anyway, perhaps I'm enjoying Survivor more for the wrong reasons, but it's been fun and I find it hard to stop lol

    I’m in the same boat as you. Played killer most of the time until the last patch when a bunch of people stopped playing survivor and most of the time it’s been 100% bonus BP for survivor. I’ve been having fun for the most part, but I’ve definitely had some awful matches with teammates only lasting a few seconds in chases or just refusing to do gens.

    Also, I’m sick and tired of going against stupid f** Wesker every single match

  • @FreddyVoorhees said:

    Like I said before , killers need an option for opt out of swf groups with 3 or 4 people. Group of 2 is not a problem.

    Or simply put , if there are 3/4 friends playing together then there is a chance they might be using voice chat which gives them a big advantage so killer should get a small buff when facing organized teams.

    BHVR and many players will tell you that voice comms are totally fine and totally don’t give an advantage 🙄

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208234#Comment_3208234

    Honestly, I don't think Nemesis is on the same level as Pyramid Head. There's far more Nemesis addons I would use even if his overall addon set is on the weaker side.

    Freddy on the other hand is far more comparable

    Billy also has garbage add-ons

  • @Sluzzy said:

    Killers are too oppressive. Survivors don't stand a chance unless killers are just bad at the game or they are the 4 best survivors on the planet.

    That’s right - nobody ever escapes 🙄

  • @adsads123123123123 said:

    1. run to a spot with no accessible hooks
    2. get downed
    3. recover
    4. repeat

    100% abusable on maps with poor hook distribution, e.g. Swamp and Midwich, or with SWFs that run Breakout, Sabo or try to block the killer.

    I’m looking forward to seeing how much of a disaster this turns into. It’s like the devs are purposely trying to get more killers to quit to rebalance the number of players in each role since after the last patch there seemed to be a surplus of killers.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207046#Comment_3207046

    One of the most upsetting things to me is that the DBD team knows that you still can't upload video evidence to the official reporting form and they know this! They won't fix it though... they e-mailed me saying I have to publicly upload my video evidence to YouTube and then they'll look over it. Are you serious? They really don't care about cheaters otherwise they would make it easier to report them.

    I agree - they don’t seem to care that much. The only thing that will make them care is if people stop playing the game. It’s unfortunate, but falling player counts seems to be the only thing that motivates BHVR to act with any urgency

  • RPD map and Pinhead being eliminated from the game

  • No issues here. This sounds like a you problem

  • @Dead_Harder said:

    BT base increased to 10 seconds (hopefully people dont abuse this to body block <3)

    Wesker buffed and getting quality of life improved

    Awakened awareness being recognized as a problem on nurse. Even thought thats mostly a nurse thing so poor AA.

    I'm surprised they didnt touch Hyperfocus but hopefully it wont be a problem.

    And better yet now i have enough confidence in BHVR to say that if its a problem they will be on top of it.

    Good job Behaviour, good #########.

    I was pleased to see bloodweb cost reductions. It doesn’t help me get rid of the thousands of useless items and add-ons that I will never use, but it’s a start.

  • @RavenBirb said:

    Congrats your unneeded baseless complaints on why RPD is too big got answered so yall can have a fun boring OP time on survivor like always. This was my favorite map because it replicated the game and was perfect for me.

    Whoever complains about it being too big is a giant noob and doesn't take anytime to learn anything new or take on a challenge. Survivor always has to be the easy role and it shouldn't

    I hate RPD as both killer and survivor. So there

  • @Excalibrates said:

    Returned to playing DbD after a break and have noticed that cheating is a massive issue in the game. Have experienced some very "unlikely" situations so have started observing killer behaviour and it's obvious that a huge percentage are using some kind of player aura hack.

    Killers are making beelines directly for survivors and finding them regardless of where they are hiding or what they are doing, without using any of the perks that would enable this under normal play. I've seen killers come around corners swinging at hidden survivors without any possible prior knowledge that they were there and numerous other examples that simply can't be explained any way other than some kind of aura hack. Whenever I've had my suspicions about a killer 100% they've had the "other platform" icon against their name; I play on PS4 so indicates a probable PC player.

    I played about 6 hours yesterday, I would say that something like 30% of the "other platform" players were blatantly cheating - none of their perks were aura based yet they could unerringly find and catch survs without putting a foot wrong.

    Given there's little desire to prevent cheats and the report options are worthless, can we at least have an option to play with "same platform players" only? At least then console players can have the intended level playing field.

    I’ve seen maybe like two or three cheaters in the ~1,200 hours that I have been playing. Maybe I’m just lucky, but I don’t think cheating is as big of a problem as you think it is

  • @ThatOneDemoPlayer said:

    People still complain about Thanataphobia? The Perk is basically dead on every Killer aside from Plague

    Legion is awful to play against even without Thana. Just a really terrible and boring killer design

  • @ByeByeQ said:

    The solution is really simple. If a survivor does nothing to try to advance the game for some period of time they start getting crows. Maybe 1 at 90s, 2 at 105s & 3 at 120s. Any time they are spotted by the killer this timer is reset. If they cleanse a totem it resets the timer and can remove 1 crow. If they work on a generator their timer resets after working on it for 15s and they lose crows at a rate of 1 per 15 seconds worked or chased.

    Crows should not be just for not moving.

    The solution is simple and obvious, but clearly it is not a priority for BHVR

  • @MauriceMaverick said:

    I really don't know, but I have 3 theories:

    1. Bhvr's servers are just ######### right now because of the new system and stuff.

    2. Because of just slightly long queue times, but much longer related to survs, most just think: "nah, just play Surv it's faster." + to play with friends theire is no other mode that is just real. Custom games don't count if you Literly only have 2 friends.

    3. Nobody wants to sit for 15 minutes in search just for an unfun killer match vs most of the time "a bit but enough value of toxic" survivers or even worse a bully 4 man swf group.

    For me it's mostly none of those because I do rift challange in switch between one I do as Surv and one I do as killer. But the killer ones are always over after one match and the survs ones I'm sitting in extrem cases Days on.

    Edit: you know what: in my idiot logic I never thought about to much killers XD. You have a valid point.

    BHVR is to blame. They don’t seem to care *at all* about their promise to provide bonus BP for the role incentives. If it was really a priority, they would have fixed this a long time ago.

  • @RedCloud said:

    Should there be a button to autofill the bloodweb or something similar to cut the time on spending on BP. It is currently imo the most boring part of DBD currently.

    Earning BP also takes too long

  • @tester said:

    Because you don't own the forum and you are not the boss, so the answer is always the same:

    NO.

    You’re part of the problem! 😂

  • Killers are allowed to play however they want within the rules. So are survivors. Get over it

  • @Tsulan said:

    Biggest issue the game had, was that it was balanced around casual surivor gameplay. Which made killer extremely stressful. Now the patch changed that a bit towards equalitly and survivors are freaking out how unfun the game is. Well newsflash, thats how killers felt for 5 years.

    But instead of adapting, or "gitting gud" how survivors always preached when killers complained, they just give up on the smallest inconvenience. Which ruins the game for everyone else.

    *claps slowly*

    The people that don´t enjoy the game currently, should just take a break instead of sabotaging the game for everyone else.

    Fully agree with this. I play both survivor and killer roles, and it’s clear that a lot of the people complaining about this update have not played killer at all or play it rarely at best. Killer was miserable for a long time unless you played the top tier killers with the best add-ons. Now it’s a bit more balanced and has made the non-top-tier killers more viable. Even with these changes, broken maps have not been addressed and SWF with comms still provides a massive advantage for survivors.

    I play solo q survivor and like others have said, not much has changed between before and after the update. I still get some bad matches with bad teammates and the matchmaking is still terrible, but on the flip side I’m still getting enough fun matches to make it enjoyable to play.

  • @Roadrunner said:

    Why does it take ages to find a game as killer?

    BHVR promised role incentive rewards, but those were killswitched and they still haven’t restored them yet even though they have apparently been fixed. No urgency by BHVR at all to get those back in the game.

  • @CaulDrohn said:

    Hello dear ppl of the fog,

    while the new prestige system makes it way more easier to max out perks esp. for veteran players (it saved me grinding 700 mio BP!), many claim rightfully than the new system makes it harder to grind for addons. BHVR acknowledged that as well and have done some changes to increase the rarity after prestiging with the last hotfix (at least they claimed so).

    While increasing the raritys might give us one or two more higher nodes, that nodes might still be used by non-addon stuff. Esp the green nodes are crammed with level offerings, which makes it difficult to get the desired green addons. It's a long lasting issue for killers that it's easier to get the right purple addons than green ones.

    So I thought, what if offerings would no longer spawn in bloodwebs? With such a change, bloodwebs would only consist of perks, items (survivor only) and addons. So when you grind for your killer addons, you would be guaranteed to get your addons of a desired rarity!

    The offerings a player already has would stay in their respective inventory. Additionaly, you would be able to buy an offering on demand for the same BPs as in the current bloodwebs, so 3k-7k depending on rarity. This would e.g. allow you to buy BPS whenever you like, instead of having to grind through webs for it. That would help the grind as well. I for myself am very reluctant to use one of my few BPS when playing survivor, just bc it could be wasted when I'm getting camped/tunneled. If I could buy a new BPS whenever I want, I wouldn't have to keep them.

    Of course, having BPS available 24-7 might destroy the "BP economy", so a cooldown / daily limit could be added to the "offering shop". Might also make sense for level offerings.

    An alternate solution to a shop could be a separate bloodweb just for offerings. But I would like a shop-like system more.

    So what do you think, woudl you like such a change or not?

    P.s.: This should be my 1000th post, HURRAY :D

    Edit: Apparently the counter goes up two when creating a thread, so it's 1001. I'm a little sad now ^^''.

    Tons of people have suggested removing useless items/offerings that nobody wants from the blood webs. These suggestions have been made on the forums for years. BHVR said they “heard us loud and clear” and implemented a grind reduction solution so that they could say they were addressing the community concerns, but ignored most of the community-suggested solutions and implemented their own solution instead.

    You can debate whether their solution is better, but for many players (including myself) it really wasn’t, especially after bonus BP for BBQ and WGLF were taken away.

  • @Seki said:

    So with all recent updates, we have the following changes :

    Killer pig head perk greatly buffed and can easily make waste of medkits if a ongoing healing is interrupted;

    DS disables even if someone try self-healing, making this perk become very situational, merely useful against tunneling;

    Self-heal greatly nerfed to promote boons, which wastes extra time to do totems;

    DH changed and very impractical to use;

    BT buffed, but only encouraging risky hook saves which actually leads to faster killer kills;

    Killers now have Hook Goes The Weasel which additionally slows down already 90s slow gen repairing;

    Overcharge now greatly regress ongoing gen repair especially paired with Pop Goes The Weasel;

    In the past few days, I grinded from ash to irisdescent on my killer with Doctor and Nurse with nearly no difficulty, since survivors rarely have counter-play except for gen rushing, and the latter is easy to break once you kill fast enough and know how to control your gens; on the contrary, I have rarely escaped the door when playing survivors since it has been dramastically more difficulty than half a year before when I quitted the game. Any suggestions on how to play survivor now (except swf) or you also think the game is fu*ked and poorly balanced now?

    p.s. : in the past you needed to queue up and wait to play survivor while playing killer was always instant match, and now the situation is reversed, killer needs to queue up while survivor instant match

    yes, it’s fine. I’ve been having fun in most matches and I play solo q

  • @Raccoon said:

    After the BP bonuses AND MM Incentives were removed, I've noticed a downswing in my game time.

    I guess I just don't get enough 'fake rewards' for my time investment, currently.

    Probably just going to be focusing on tomies for a while, I guess.

    Just a weird shift I noticed in my own gameplay habits @_@

    I’ve been playing less because of the lack of BP bonuses from BBQ and WGLF. Most of my matches have been fine (killer and solo q survivor), but no matter how good the match is, I get depressed afterwards when I see that I earned half the bloodpoints that I used to.

  • @xTalon32 said:

    Yeah, even the equivalent for survivors was nice (We're gonna live forever?). Gave you a reason to make saves.

    Why would they even remove the bonus BP perks when BP is "slow" to get anyways and now we need even more.

    The devs removed the bonus BP because they know the grind keeps people playing. They made up a lame excuse that they “didn’t want players choosing a perk only for more BP” even though literally nobody other than the devs thought that this was a problem. So what if people wanted to use a perk slot for more BP?

  • @AcelynnBen said:

    i know SoloQ has been rough just from my killer games MMR has been weird, but my survivors games strangely enough have been more random

    But i always tend to escape, against most killers, and i gotta say something

    PLAY FOR YOURSELF

    seriously, i know survivor is suppose to be team based but ain't nobody playing for teambased, now of course if you see someone playing for the team play with them but if you see a dwight self caring in the corner of the map for 20 mins while u are getting chased or hooked, don't bother with em, if he gets hooked leave em and u aren't forced to run BT every game you know, run perks that help YOU and only you escape

    now when i say that i don't mean don't do anything, do gens do stuff just don't take any protection hits or try to get the killer's attention because 70% the time u are gonna hit stage 2 before that self caring meg finishes healing

    (i talk a lot about self care because even as a killer i just get annoyed when i find the same survivor healing in a corner for the 5th time, seriously just heal with your teammates its 100% faster)

    its soloq u might get an amazing team that will help you and make sure everyone escape or get this

    (and before anyone tells me that a sweaty build, im on sadako either i play with that build or i become worst than trapper, so please keep that in mind )

    https://us.v-cdn.net/6030815/uploads/13UL5HYWC5F2/untitled.png

    this game is the perfect example of what in oblivion is even MMR

    2 people who know what they are doing, a very "FUNNY" Steve that teabagged at 5 gens at first chase yet fell for the simplest mind games but he managed to head on me once (glad the report button exists, oh wait ), and a dwight that has no idea what game he is even playing who also went toxic because meg tried to save him from basement

    honestly if i was meg, i was just would just leave him and get hatch, im not forced to save him, hell he was just gen rushing himself by keeping the gens that i can easily patrol around unfinished (the meg did have a pig mask which i appreciate )

    TL:DR play like you are playing killer, solo and alone, if u get help that's nice if not then carry yourself, if people get mad.....press the continue button, if u are gonna rely on your items and the killer has franklin's which is very rare, pray to the entity and hide

    Edit : since people are saying wow the steve doesn't deserve a report FOR LITTERALY TROLLING AND RUNNING INTO ME not playing badly not teabagging because its funny but literally doing it on purpose while others are trying to play the ######### game , so hackers and subtle cheaters don't deserve one either? and i don't frankly care how anyone plays but since i play both sides i know how the survivors are feeling when its a 3 v 2 with one survivor contently going down INTENTIONALLY

    I’ve been playing a lot more solo q survivor than killer lately due to queue times being long for killer, and honesty I have been having more fun playing survivor than killer. I don’t what it is, but matches have felt very balanced and I really haven’t had terrible luck with bad teammates.

  • I miss it too. I really wish the devs would rethink this nerf that nobody asked for. It’s by far my biggest complaint about the update.

  • There have been obvious solutions suggested by the community for years to reduce the grind that would have benefited everyone, not just players who want to level prestige every single character and get all perks on every single character. For the many players that don’t want to do that, including myself, the grind was made worse. It was yet another glaring example of the dev team ignoring community feedback and putting in their own solution rather than what the community wanted.

  • @DeliciousFood said:

    It's summertime, more people have time to play the game. Why must it be a time where BP gain is so atrociously slow due to inadequate implementation of a system you were banking on to replace BP perks?

    Look if you're incapable of fixing an important QoL change that was supposed to come with the reworked progression system, you need give something to help in the meantime. The grind has never felt slower without BBQ or WGLF to help me get points. People are rightfully assuming nothing's been done to help with the grind (especially newer players), and that's a terrible thing to have people feel when your goal was the complete opposite. Nevermind gameplay balance causing hysteria, this is tangible and objectively true.

    So I must ask, why can't there be some event as compensation until this is fixed? Does our time not matter or is it simply too much to ask for a recycle of an event that doesn't really require much effort from anyone?

    Because most people will still play despite the advertised “grind reduction” being far worse than promised.

  • @pseudechis said:

    So the killer player has to show an equal amount of attention to every player every game?

    I just… wow.

    Yes - this is literally the only solution that will get all the complaints about camping and tunneling to stop

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