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NarkoTri1er

NarkoTri1er

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  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862266#Comment_3862266

    Do you play a different game? Were still in slowdown meta with pop, pain, grim and so on being seen left and right.

    we are still in a gen slowdown meta because nothing else is worth running at all.

    Pop is literally terrible in it's current state.

    Pain Res is shadow of it's former self with 4 tokens of 20% regression and is only decent if paired with Grim.

    Eruption gives out much more value than Pain Res atm because even with those 10%, you will manage to be more consistent than with Pain Res.

    Ruin is decent due to gen tapping removal and it not counting towards gen event limit.

    Grim is the only truly awesome pick here.

  • Surge bypasses it as does pain res

    Ruin is the only decent perk that bypasses regression events. Both Surge and Pain Res count towards the limit of 8.

  • @DeBecker said:

    We need much more nerfs on slowdowns as long as you can stack them to no end. Buffing slowdowns is the worst way to go.

    slowdown perks are in an awfully bad state rn, since only actually good gen slowdown perls are Eruption and Grim. Pain Res is just a shadow of it's former self and it definitely deserves to be reverted to 25%.

  • same as with the gen on Dead Dawg main, let it pop, but try to make survs pop it earlier instead of later

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861687#Comment_3861687

    Not every time. If they know where the last survivor is and the killer is going for adept or some tome challenge that requires a 4k, it can be more time efficient to slug for the 30 seconds to get the additional down, instead of risking having to play the extra game. I don't personally do that but that specific scenario is one I can justify as not being about ego

    However, caring enough about the differences between a 3k and a 4k when a challenge is not involved is indeed an ego thing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861824#Comment_3861824

    I invoked the comparison because they're both decisions that are made from a desire to flaunt one's own ego ("I'm so good that only a 4k will do and these peon survivors will have to waste their own time for my sake or hand it to me on a silver platter" in the former, "This loser baby killer didn't stand a chance against my greatness" in the latter)

    I invoked the comparison because they're both decisions that are made from a desire to flaunt one's own ego ("I'm so good that only a 4k will do and these peon survivors will have to waste their own time for my sake or hand it to me on a silver platter" in the former, "This loser baby killer didn't stand a chance against my greatness" in the latter)

    alright, let's compare technical aspects of getting a 4k that have no connection with ego flaunting to exit gate tbagging ones.

    Slugging for 4k

    • securing a double pip;
    • securing an adept;
    • higher MMR gain.

    Staying/tbagging at the gate:

    • resetting teammates for a potentional endgame save (which is the worst decision for an endgame save since killer could just force you out at the gate and completely secure that kill)

    Btw, you will notice quite often that survivors who are slugged for 4k willi intentionally try to deny you 4k by hook and force their own bleedout. No, they won't try crawling to the nearest possible hatch spawnpoint, they will crawl to the random spot so that they can be sure killer will waste time trying to find them before them bleeding out. So, why does a survivor slugged for 4k that wants to avoid their time being wasted decide to further waste time by doing this? Ego is the nasty thing.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861539#Comment_3861539

    And deciding to slug for a 4k because of hatch is an ego problem.

    The same could be said about teabagging by exits but that can be ended in a max of 5.4 seconds with 2 basic attacks so there's less of an urgent need to address it.

    comparing slugging for 4k and tbagging at the gate is comparing apples to oranges. One is literally securing 100% of your objective, other is just plain attempt of "dominance asserting" by wanting your opponent to come and look at their defeat. Slugging for 4k is only lowkey comparable to saving a survivor in endgame for 4-men escape

  • @bleep275 said:

    Although i do like your idea and would be helpful if you wanna mimic someones build. I think ultimately a scoreboard would just inflame the superiority complex a lot of players have in this game.

    Like i wanna support it but right now we already have a significant portion of players who think less than 1000 hours in DBD makes you a noob and use that to devalue their perspectives. Scoreboard would just inflate that ego. maybe leave out the points and status of each player so its just a look back on previous builds.

    you literally have dbd leaderboards where people are competing for place in terms for unique killer interactions, escapes etc, not to mention NightLight also exists (a lot of players use it)

    Like i wanna support it but right now we already have a significant portion of players who think less than 1000 hours in DBD makes you a noob and use that to devalue their perspectives. Scoreboard would just inflate that ego. maybe leave out the points and status of each player so its just a look back on previous builds.

    i mean, you will quite often be considered that even with more than 1000h, huge part of this community lacks most important macro skills, so not really an argument.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861048#Comment_3861048

    Only if killers continue to slug for the 4k despite basekit UB. Which would make it exactly the same as it already is.

    slugging for 4k is literally a problem forced by another problem, decision to punish it literally means full ignorance for the absolute RNG game aspect called hatch. Hatch was and will always will be the #1 and biggest reason why killers slug for 4k

    • heavily improved matchmaking;
    • more map reworks;
    • Nurse tweaks (blindness during blink charging in order to nerf her synergy with aura reading perks);
    • tweaking hooking aspect in order to make it more beneficial;
    • kobe removal
  • @hxp said:

    I have an idea: change the target kill rate to 50%. That would be fair!

    so your suggestion is to...change the target winrate to 45%, which is below an actual perfect number?

  • i thought Chess Merchant was very boring to vs. exactly because matches were prolonged into oblivion this way, how exactly does basekit UB for last 2 survs change anything for the better?

    • it will unnecessarily prolong matches, especially in cases when there are 2+ gens remaining and 3-4gen has been established
    • it will make RNG factor even more prominent in matches.
  • hooking aspect is already in the most endangered spot it's ever been, i wouldn't like to see another feature that would spit on it's grave

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837623#Comment_3837623

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837573#Comment_3837573

    Keys are useless, medkits are way worse than they were (and for self-heal it's same time across all medkits with dedicated nerf to Bothany Knowledge), lets make another survivor item trash.

    Coming next patch: let's make flashlights useless without some kind of battery addon, why not?

    Medkits are still the most powerful survivor item lol

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860493#Comment_3860493

    That's a bad comparison. People letting go is a representative of how terrible survivor gameplay has become from terrible balance. Killers are preventing survivors from playing the game which is griefing. It's essentially cyber bullying.

    ahh yeah, unsportsmanlike conduct on your side = devs bad, while unsportsmanlike conduct on opponent side = opponent and devs bad, it's never a "you" problem, it's always an "others" problem

  • @mecca said:

    BHVR dismisses killer behavior, simple as that.

    mind you, BHVR is openly defending people who grief their teams by going next on hook and never punishes them, let's just not push us vs. them war where shouldn't.

  • @shush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855973#Comment_3855973

    Because… fundamentally… people like to win when they play games. The challenge is how to win the match - not how to get he most hook states, not how to win while also letting the other side have fun, not how to pip and rank up since ranks mean nothing anymore - the goal is to win by getting at least three kills, by any means necessary. This is what the devs and the game push as the win condition, therefore, people are going to find the most efficient and reliable way to secure that win.

    This is like saying that knocking-out your opponent in MMA is bad sportsmanship. It's the most efficient way to win the match. They don't care if the opponent only gets to fight one round. They won the match, so it doesn't matter.

    I'm not saying this is a good thing, it's just the way it is right now. People play competitive games to win, and DBD is a competitive game apparently. The end.

    people in dbd community simply don't realize that not everybody wants to flex skill difficulty between them and average survivor player in dbd thanks to poor MMR system.

    People see V1, KnightLight or other top 0.1% players handicapping themselves as much as possible by doing no slugging/camping/tunneling on weak killers and they act like "you see? They can win without that and they consistently win" and expect other average killer players to follow their example, but never want to try something the other way round. Those players also have very high escape rate in soloQ and very high 4-men out rate as SWFs against average pub killers. But shhhhh, i have full right to play however i want, while you are the one that should follow community-made rules.

    Classic "me using meta = ok; opponent using meta = bad" because opponent trying to play most efficiently to win will always be viewed as a bad sportsmanship by this community.

  • only thing she needs is something like Blindness status effect while charging blinks to prevent her crazy synergy with aura reading perks like NTH and Predator. Otherwise, she's fine as she is

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859689#Comment_3859689

    No one ever said that every players only escapes 40% of their games. The point is solo survivor is in a bad and unfair state, the kill/ escape rate is only one indication of that, not the be and end all. I guess i dont really understand the relevence of your sf reference at all but thats probably because I dont play that game and know nothing about it.

    so, we are having soloQ at such an "unfair" state, but the main reasons for it are being gatekept by the same people who play it so often:

    1. giving up on hooks/DCing: community is constantly against punishing this kind of griefing and acting like people have full rights to give up if they don't like the match they are playing. Why is it okay to force an early 3v1 onto your teammates, but when killer does it, it's toxic and unfair?
    2. SBMM: community is constantly crying about SBMM and how it "ruined" dbd. In full honesty, in it's current state, we can even say that SBMM doesn't exist at all. Community wanted nonexistent SBMM, BHVR listened. This is what you have, random low hour players being in veteran lobbies thanks to SBMM that basically doesn't exist.
    3. dbd community trying to present griefing playstyles as something fun (flashlight squads that don't touch gens at all and similar things) while presenting people that actually play the game as sweats and tryhards. Why are we even trying to complain about balance if individual goals inside of this community are vastly different?
  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858956#Comment_3858956

    So, two things here:

    First, the killer stun was 3s, but the animation for the survivor was about 1.4s. So even successfully using this perk only have you about 1.6s of distance, since you were also animation locked (stunned) yourself after activation.

    I'll also add that their first swing at extending the stun back to 5s also increased the animation time, so the survivor was animation locked for about 2.2s instead. They made the perk objectively worse for everyone involved, then settled on 4s, simply because they only wanted survivors to get about 2 seconds of distance off this perk.

    Second, with the endless "maps are bad" complaints, maps have been nerfed, tiles nerfed, pallets nerfed, and dead zones are everywhere. "Just get to a good place to use it" is insanely tone deaf in 2024 DbD. That might've worked fine in 2020 or earlier when there were actual resources to use. The only resource that's gotten better over time is hooks now respawn, so it's even easier for killers to hook in a dead zone.

    First, the killer stun was 3s, but the animation for the survivor was about 1.4s. So even successfully using this perk only have you about 1.6s of distance, since you were also animation locked (stunned) yourself after activation.

    there is literally a reason why you are supposed to force a down or grab at specific spots when having DS you know?

    I'll also add that their first swing at extending the stun back to 5s also increased the animation time, so the survivor was animation locked for about 2.2s instead. They made the perk objectively worse for everyone involved, then settled on 4s, simply because they only wanted survivors to get about 2 seconds of distance off this perk.

    they buffed it to 5s only because majority of playerbase that doesn't know how and where to use it (literally old DH no skill paradox). Then they realized they screwed up, but instead of doing something like disabling killer's power for like 2-3s on top of 3s stun to make this perk good against Nurse, Blight and Billy, they just went for 4s.

    Second, with the endless "maps are bad" complaints, maps have been nerfed, tiles nerfed, pallets nerfed, and dead zones are everywhere. "Just get to a good place to use it" is insanely tone deaf in 2024 DbD. That might've worked fine in 2020 or earlier when there were actual resources to use. The only resource that's gotten better over time is hooks now respawn, so it's even easier for killers to hook in a dead zone.

    literally only a few maps are really bad in terms of amount of deadzones lol

  • SBMM, not the fact that it exists, but the fact that it actually...doesn't exist lol

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858827#Comment_3858827

    How?

    They've said that they will never, ever, ever give solos and SWFs different abilities and perks.

    Also - yes. Sweeping balance changes that'll completely upend the game. It's…fun to dream.

    even if theoretically soloQ was equalized with SWFs at some point, that would be the state of the game where game would be absolutely unplayable for the killer role, now even at S-tier. But that day will never come since soloQ will still be bottlenecked by players simply refusing to play the game the way it's intended (people not using/abusing voice chat, people giving up because they still can't do some basic things in the match etc.)

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858935#Comment_3858935

    Which side is the one that has the game mechanics in their favor and wins majority of games by default again?

    the side that has opponent's main objective (hooking) in their favor, that obliterates 99% of killer roster on highest skill levels when there are 0 restrictions on both sides builds wise, but then average player from that side complains about the game being opponent sided because they straight up refuse to learn how to play the game and constantly ask for basekit mechanics to fill the hole left by the same refusal to improve i mentioned earlier.

    Lasting 20s in chases against nearly powerless killers on maps you have biggest advantage on in terms of strong tiles when any decent player has at least 60s+ chases, rushing unhooks and forcing unnecessary trades at the worst possible times, giving up first two minutes into the match because you don't like how the match is going for your own "fun".

    Game mechanics are currently not in killers favor on highest skill levels, matchmaking is the only thing currently in killers' favor because community wanted it to be this way and community complained how SBMM is bad for the game (at the current state, you are literally having a game without SBMM and it's awful).

    After we start talking about killrates, first talk about all:

    • random 50h players being thrown into matches with 1000+ hour players;
    • players giving up as soon as the first chase goes bad for them;
    • players lasting 20s in chases;
    • players making worst possible macro decisions and grief their team.

    After we settle all pf these out, then feel free to talk about game state when you're actually going to have accurate killrates.

  • @Berienn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858939#Comment_3858939

    where did i say anything about killing by bleeding out?? i already said many times that leaving someone to death on the ground is toxic.

    at the base yes, as a counterplay to the "uhhookable" builds no

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858229#Comment_3858229

    BHVR couldn’t even give Decisive Strike—the premier anti-tunneling perk—5 seconds—2 of which are the animation. Killer mains complained so much they reverted the negligible buff it was going to get and effectively wasted everyone’s time.

    3s was literally still very good against almost every killer, nobody is at fault for you not realizing it's skill floor and not knowing how to force a down at a beneficial tile instead of an open space/deadzone. Only way DS should've been buffed is to prevent killer from using their power for like ~3s after stun animation finishes.

  • @Crucifilth said:

    Why do people that "play chill" have this idea that they deserve to win just bc theyre "playing chill"?

    mentality that could first be seen in fortnite, your opponent doesn't play for fun because they don't give you hundreds of other chances when you make a mistake, but if they goof off with you, they deserve to lose the match, but at least get a "+rep" from you like it's something better than a win

  • he needs a huge tweak to empower his stalking mechanic and discourage the "Chaseface" strategy since he is a killer meant for ambush downs

  • @Berienn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857974#Comment_3857974

    and killer's job is to make sure survivors cant escape… if that require slugging one guy then i'll do it every single time.

    bleedout kill doesn't count as a kill, bleeding 4 survivors out = 0k

  • @Mr_K said:

    Must be that time of year again.

    christmas spirit arrived

  • my fun factor in playing survivor is tied to improving my chase and macro gameplay, meaning i won't really care about what gameplay style killer uses until it's bleeding out just in an attempt to be a jerk

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858889#Comment_3858889

    Same with resident evil resistance, tcm and evil dead all became mastermind, demon, family sided its pathetic. All these game like dbd share one common thing just catering to the cry baby evil side who always are the ones to complain first on the game release that good side is op.

    please list me complaints made by killer players in the last 365 days vs. complaints made by survivor players last 365 days and which complaints were acknowledged with new basekit features being implemented

  • i usually consider 3k+hatch or 4k a win, while 3k+ gate is a loss for me (and everything else), while as survivor, i consider 3men through gate as a win

  • ohh wow, nerf an already weak and extremely map dependant killed, just wow

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858860#Comment_3858860

    And survivors' objective is to survive. The hatch is still there. Exit gates are powered during EGC. Why should the survivor be expected to give up and just keel over, but we have to keep bending the game to accommodate killers? Are killer players the only ones that matter?

    so you just confirmed this is nothing but ego thing. You'd just want to unnecessarily waste your opponent's time no matter which side you play just because you want to deny them to finish the match.

    And i'm talking both about survivors camping the hatch/waiting at the gate and killers intentionally slugging survivors until their bleedout timer is about to finish and then hook them.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858755#Comment_3858755

    If players didn't quit en masse during the 3Gen meta to the point it killed the game, Slugging being a massive problem like it is also isn't going to kill the game. There is no player count drop. You're cherrypicking data.

    Stop the disingenuous fearmongering. Nobody's falling for it.

    it's just a classic strategy people use hoping others eon't watch the charts in order to prove they are just cherrypicking data

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858785#Comment_3858785

    Everything you say is true but be prepared to be drowned out by masses of killer mains who like having the game rigged in their favor and will stop at nothing to make it even more so. (This was meant as a response to thrkeybs as well.)

    most of the "killer mains" you are referring to were in favor of improving matchmaking system to prevent such things from happening. Rest of community just said no because they want instant queues rather than accurate ones

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858375#Comment_3858375

    You must not ever play survivor if you think windows or adrennaline are going to have much of an impact at all on eacaping or not. Also if those are crutch perks than every single killer power is a crutch. With how killer sided thia game is now an m1 killer with no power can probably get almost 50% kills.

    this has nothing to do with the game being killer sided or not, if people can consistently win with powerless killers, that just tells you everything you have to know about skill of average survivor player

  • can we get to know where is the actual steady decline here? Game is literally constantly fluctuating in terms of peak players/24h, steady decline is nowhere to be seen lol. July was just the anniversary event and active playerbase is usually peaking around that time of the year every single year.

    Screenshot_2024-12-19-08-49-54-540_com.android.chrome.png
  • i rarely slugged for 4k, but when i did, last survivor intentionally crawled to random spot of the map and forced me to search for them and thus waste so much time for both of us in most of cases

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819116#Comment_3819116

    Object is completely useless against stealth killers. Also it will just get you tunneled out of tlhe game if the killer is decent. Unless by being "good" in chases you mean the top .1% comp players. So sick of the gaslighting from killer mains trying to get survivors to run this literally worse than wortheless perk.

    and stealth killers are basically the rockbottom of dbd in terms of strength lol. And since when do you need to be .1% of comp players to be any decent in chases? Idk who told you that, but they have been lying to you and quite possibly been holding you back from improving if you are struggling in chases a lot.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858665#Comment_3858665

    See this is the issue. The killer mains argue the necessity of it to facilitate their competitive obsessiveness. slugging is not necessity to 4k or to win. I do it literally all the time without it. Furthermore every competitive game in history has mad rules to make the game fair and enjoyable for both sides. You could argue that hitting below the belt is a viable tactic in a fight, and yet it is banned. This game has always been balanced around with a focus on entertainment and fun. Unfortunately for the competitively obsessed, not everyone is playing like its an esports match, in fact most of the player base are casual players. I GUARENTEE that if survivors had a meta that completley annihilated your fun and ability to play, you would argue for addressing that. Take the survivor second chance metas, those were viable strategies for winning but ruined the fun and so were changed to make it no longer and issue. This happened very recently with FTP and buckle up. it was an issue and ruined the fun for killers and so it was changed. Slugging is doing to the same for survivors and so it needs adressed. Just because its viable to your victory doesnt mean it is healthy for the game as a whole

    See this is the issue. The killer mains argue the necessity of it to facilitate their competitive obsessiveness. slugging is not necessity to 4k or to win.

    go play some scrims against teams that actually know to play the game, or try plating killers like Oni, Twins and Plague (Oni's power literally relies on chaining downs aka. slugging) instead of trying to argue how players that have more game knowledge than average player manage to win without slugging/tunneling, since pubs are a massive fest of survivors playing in the way that will let any decently skilled killer player be able to consistently 4k.

    Furthermore every competitive game in history has mad rules to make the game fair and enjoyable for both sides. You could argue that hitting below the belt is a viable tactic in a fight, and yet it is banned. This game has always been balanced around with a focus on entertainment and fun.

    what are those "mad rules" we are talking about? You are literally having the most basic rules that provide complete fairness for both sides in matches in terms of loadouts and team skills (in dbd you only see this in tournaments btw), and no big competitive game bans specific strats from being used unless they literally break the game.

    Unfortunately for the competitively obsessed, not everyone is playing like its an esports match, in fact most of the player base are casual players. I GUARENTEE that if survivors had a meta that completley annihilated your fun and ability to play, you would argue for addressing that.

    welcome to literally every PvP game in the world lol, people play to win and are optimizing their loadouts around it constantly, let's stop pretending dbd is one of the "unique" examples when every PvP game is like this.

    Take the survivor second chance metas, those were viable strategies for winning but ruined the fun and so were changed to make it no longer and issue. This happened very recently with FTP and buckle up. it was an issue and ruined the fun for killers and so it was changed. Slugging is doing to the same for survivors and so it needs adressed. Just because its viable to your victory doesnt mean it is healthy for the game as a whole

    second chance perks are literally still meta (Decisive Strike, OTR, Dead Hard etc.). MFT was reworked because it provided huge advantage over all killers that don't have proper gap closing power with a contition...to be injured, not because "uwu it was simply unfun to face", BU was nerfed to prevent synergy with FTP for the reason that it was putting killer into a lose-lose situation for basically free. Both of these tweaks were primarily made for competitive fairness, not for some "fun and entertainment".

    Slugging is a strategy that exists for such a long time and is simply better than hooking not because it's somehow "strong", but because there are far less drawbacks for slugging than for hooking (and hooking is in the most endangered state it has ever been in, especially spreading hooks, which is nowadays just straight up handicapping yourself in order to flex against average survivor team that isn't good or simply a deathwish against people that know how to play the game). Instead of coming up with ways to punish slugging, how about we encourage hooking + spreading hooks again? Which i'm barely seeing anyone vouching for), since slugging, and even tunneling, are both consequences of flawed game design that heavily discourages hooking/spreading hooks (unless you want to flex the skill gap between you and your opponents in pubs ofc).

  • @bleep275 said:

    Im really hoping they do something about it. The only people who complain are die hard killer mains that rely on it. The point is….this is not an Esports game, its a casual game. If a behavior or mechanic is ruining the experience for other players, it needs to be addressed for the sake of the community. And no, it isnt a bhvr loves survivor main things. They have removed plenty of things survivors used to ruin the experience for killers. Just look at the history of flashlights throughout the game. They have buffed and added plenty of things for killer as well.

    The issue is that poor sportsmanship and the desperate desire to 4k is causing 4/5 (4 survivors and 1 killer) of the community to have no fun and stop playing the game. Just look at the steam charts, June 24th 2024 had 99k players. December 16th 2024 had 36k players. The player base on steam has plummeted by well over half, and a big reason is the issue with slugging and tunneling. I know at least 8 people who stopped playing because these behaviors have been so rampant and has ruined their fun. Hell, I have stopped playing survivor because every match me or someone else is on the ground. Yes, slugging is a viable strategy but youll have to wait incredible amounts of time to slug bots because the behavior is killing the game.

    Yes, there are perks to aid slugging. But the thing is, players shouldn't need to run a full build to counter the slugging and tunneling epidemic just to enjoy a game.

    NOTE: I know this post is gonna stir up some rude comments. So just know I'm not a survivor main, I generally hate playing survivor. I primarily play killer and I don't slug or tunnel for the 4k. When I do play, the anger does not come from losing, it is expected as that is the way it is balanced. The anger comes from desperate tactics that ruin the fun, if a killer plays well and fair i often let them kill me.

    Im really hoping they do something about it. The only people who complain are die hard killer mains that rely on it. The point is….this is not an Esports game, its a casual game.

    the game is PvP, meaning it's competitive by nature. Having a competitive game doesn't necessarily mean it's an esports game.

    And another problem is: you have killers that literally rely on slugging (Oni, Twins, Plague etc.) meaning doing something that will nerf slugging will have a significant impact on them.

    The issue is that poor sportsmanship and the desperate desire to 4k is causing 4/5 (4 survivors and 1 killer) of the community to have no fun and stop playing the game. Just look at the steam charts, June 24th 2024 had 99k players. December 16th 2024 had 36k players. The player base on steam has plummeted by well over half, and a big reason is the issue with slugging and tunneling. I know at least 8 people who stopped playing because these behaviors have been so rampant and has ruined their fun. Hell, I have stopped playing survivor because every match me or someone else is on the ground. Yes, slugging is a viable strategy but youll have to wait incredible amounts of time to slug bots because the behavior is killing the game.

    playerbase is fluctuating over time, comparing active players at two timestamps of a year is not really a reliable way to look at this.

    Plus, many players just have plain burnout from playing this game way too much.

    Yes, there are perks to aid slugging. But the thing is, players shouldn't need to run a full build to counter the slugging and tunneling epidemic just to enjoy a game.

    you don't need a full build to counter slugging and tunneling, basic macro sense plays much bigger role than any anti-slugging or anti-tunneling build will.

    NOTE: I know this post is gonna stir up some rude comments. So just know I'm not a survivor main, I generally hate playing survivor. I primarily play killer and I don't slug or tunnel for the 4k. When I do play, the anger does not come from losing, it is expected as that is the way it is balanced. The anger comes from desperate tactics that ruin the fun, if a killer plays well and fair i often let them kill me.

    every meta strategy is unfun when your team fails to counterplay it.

  • i really hope we don't get another basekit perk as a bandaid that will just make actually good survivors even stronger, but instead look at the core of slugging problem and do something about it

  • @Nazzzak said:

    Hopefully they give BHVR free reign to add more of the mobile cosmetics because those are 🔥

    F6CU1xtbsAAkIPe (1).jpg

    this masterpiece in the base dbd pls

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856837#Comment_3856837

    This is a little extreme…she requires a lot of skill still.

    why? She actually had a skill floor similar to pre-rework Hux, they basically decided to make her way easier to play now, at least kudos for fixing the worst bugs on her

  • it should stay a scourge hook perk. Why? Because that's literally what makes it good (if we exclude bad scourge hook placement rng sometimes). You definitely don't want every hook to be able to proc it because quite often, you'd end up in a situation where you'd waste a token on a gen that is not even 20%.

    Pure knowledge of when to hook a survivor on scourge hook and when not to is why it's still the best slowdown perk.

  • she was bugged to oblivion and they only had to fix the bugs on her, idk why they chose to give her so many unnecessary buffs and basically massively lower her insanely high skill floor

  • it is finny because quite often you will see a case of slugging for 4k ending up with slugged survivor intentionally crawling towards a random spot to intentionally waste much more of time time and for them to eventually bleed out after other survivor has been found and hooked

  • instead of just fixing the bugs on her, they just decided to drop the skill floor tremendously, idk what's up with BHVR and killing skill expression of specific killers

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855430#Comment_3855430

    No, it isn't. It's not in the survivors' best interests to let their buddies hang, so those ten extra seconds won't come into play, with one exception: Camping.

    yes it literally is, in most cases it literally is in the best interests of both you and your teammates to keep you on hook (as long as you don't fall into another hook state/die on hook).

    How many matches do we need to lose, how many complaints about unbalanced game and killers being OP will we have to issue until we realize our own macro mistakes?

    Advantages of greeding a survivor on hook:

    1. denying an eventual tunneling attempt for the killer because hook progress of a hooked survivor can't be sped up (unless killer has Monstrous Shrine, but who uses that?);
    2. fighting off a camper;
    3. more time for gens while forcing killer that isn't camping to waste more time trying to patrol gens and potentially engaging into a very beneficial chase for your team when at least one teammate remains on a gen and one goes for the unhook soon because they are aware killer is chasing another survivor so they have time for unhook and reset;
    4. 0 info for the killer about location of two survivors on the map for the duration of almost whole one hook state.

    These are literally basics of macro gameplay knowledge, if you really still keep talking about balance while missing on these out, just don't take part in balance discussions

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855601#Comment_3855601

    You are not wrong.

    Most problems survivors face in this game are caused by their teammates. While there are some cases of killers playing in manners worth complaining about, I myself rarely ever think much about what a killer did past the end screen (unless they were really cool, then I never forget). But my teammates? Oof. Don't touch gens, go down within seconds, rush in for a save or run in circles around the gen we almost had done or spend all their time in lockers and behind rocks. Get slugged under a hooked survivor and stay there. Every misplay they can make they do. And I just know that some of them are griping about the killer and how toxic he was when all he did was play killer.

    If players would recognize this and complain about SBMM instead of their opposition's playstyle, maybe people's attention would be directed where it's warranted. Us vs Them is a form of misdirection that is unfortunately effective.

    SBMM is a huge problem for quite some time due to the fact that it's terrible and soft cap is way too easy to reach (meaning accuracy at matchmaking once you hit it is really low because any MMR score hundred s of points higher than that also falls in matchmaking with people that just reached it.

    On top of that, survivor role is dependent on having all 4 teammates that actually are capable of doing something and having basic macro gameplay knowledge. The reasons why i think BHVR doesn't want to change their SBMM system and at least raise the soft cap are:

    1. they don't want people complaining about any kind of longer queues since dbd community is basically hungry for instaqueues;
    2. the game is pretty much balanced around current matchmaking system, meaning overhaul in SBMM will have to result in significant balance changes in order to actually make it fair.

    Basically, for now we are all victims of a curse where scrims are basically the only way of having an accurate and fair matchmaking with fair balance rules.

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