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NarkoTri1er

NarkoTri1er

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  • @Lixadonna said:

    Killer Mains pearl-clutching when it's just going to be another one of those Perks people think will be Meta but won't see 10% usage.

    Deliverance - one of the strongest survivor perks with low pickrate because average survivor doesn't know value of survivor induced hook pressure;

    Reassurance - one of the strongest survivor perks with low pickrate because of the same reason as with Deliverance;

    Made for This - very good perk that has low pickrate thanks to average survivor being bad in chases overall

    Babysitter - extremely good anti-tunneling perk with very low pickrate due to survivors...not being aware of it's power at all

    Troubleshooter - incredibly good perk for soloQ with very low pickrate thanks to average survivor lasting <20s in chases + not being aware of how important it is not to lead killer to other survivors who do gens

    etc.

  • anyways, to the matter at hand and to respond to OP's original post.

    Just to clarify, this is also my experience after switching over from 90% killer, 10% survivor to 80% surv and 20% killer player and carefully analyzing every single killer and survivor match i played.

    How many times as survivor did you have the cases where:

    • survivor that unhooks you just instantly proceeds to reset you under the hook when they are not sure killer is actually chasing another survivor/they are safe to reset you?
    • survivor that unhooks you proceeds to reset you when you literally are under influence of Leverage and/or other perks that affect healing speeds, and so wastes so much time trying to reset you at the wrong moment?
    • you are repairing a gen while killer is carrying another survivor to the hook and aren't hopping off the gen so that you don't let killer know you are repairing a gen that will possibly get hit by Pain Res?
    • you are repairing a gen with an injured survivor that needs to be reset and don't 99% the gen because you are safe to do so and actually reset the teammate?
    • you and/or your teammate is rushing to hooked survivor almost immediately after they get hooked?
    • and countless other cases of bad macro gameplay

    Skill of the average survivor is progressively getting worse, BHVR is cattering to "casual" players too much, meaning they are getting spoiled more and are choosing to rely on perks, addons or simple basekit mechanics to carry their matches instead of their own gamesense and macro knowledge.

    Most of 4Ks are results of tremendous streaks of survivor mistakes during the match

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434104/current-state-of-survivor

    Why should I play survivor, when:

    • Devs do nothing about slugging.
    • Devs aren't doing nothing with Nurse, if you go vs 1000+ hour Nurse it's almost guaranteed win.
    • Thrill of the Hunt situation - releasing perk that wasn't tested at all, if it lasts until winter event I'm simply not going to play and also my SWF.
    • I've waited 6 months in Eruption+CoB+Overcharge meta, literally matches were so miserable back then and BHVR did nothing.
    • Killers have perks that give value for nothing - for example Nowhere to Hide (and ofc Distortion nerf) removed all stealth in game.
    • There was Nerf for medkits, only because Otz & other killer mains made video about it - and I swear, if devs add yet another medkit nerf - as Otz said in his recent video I'm gonna quit this game for good. Literally balancing the game around top of the top sweatlords.
    • All maps are shrunk, tiles are weaker.
    • A lot of perk classes are basically dead - Boon perks, Teamwork perks (someone remember about them??), Invocation is so laughably bad, literally every viable survivor perk have to have some kind of drawbacks, Shoulder the Burden is also not that good, very situational and it got nerfed at the start.
    • devs gave no proper incentive for hooking and spreading hooks for years while they have been constantly making hooks more powerful for survivor than for killer.
    • Let's not pretend Nurse is some hardcore menace to deal with simply because she has unique counterplay compared to other killers.
    • I want Thrill of the Hunt to be nerfed, but at least hex meta (excluding Penti, just kill that perk BHVR pls) is more interacting than slowdown one.
    • We are waiting years to actually see big part of the killer roster actually be playable due to survivor meta.
    • Survivors also have perks that give value for nothing.
    • Nerf to medkits was more than deserved, and let's not pretend it was because "dirty killer main Otz" complained about it (btw, Shoulder the Burden concept was literally his idea)
    • 10% of maps get shrunk and that's "all maps"???
    • Boon perks are still very good lol, idk what you are talking about
  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849422#Comment_3849422

    With maps being in their current state, "just never get m1'd for the entire match" is not reasonable counterplay.

    who said anything about not getting M1ed whole match? All you literally have to do is have a good first chase and either force him to overcommit or leave. If you manage to give him 1st hit less than 20s into the chase + your team is allergic to gens + nobody resets at all/resets at the wrong place in wrong time, ofc yall will lose

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849504#Comment_3849504

    I have seen and witnessed killers with Pain Res hard-tunnel someone out of the game. They don't care.

    A possible good solution for tunneling is once a survivor is dead, all killer's slowdown perks get permanently disabled. So, if a survivor gives up early in the game, the other 3 have a decent chance of surviving. If the killer hardcore tunnels someone out, they can say goodbye to pain res and other slowdowns. If the killer plays like a chad, and survivors also play like chads, the killer keeps their slowdowns throught basically the entire match, until someone dies.

    this seems like a very decent idea, and i would also love to see Ruin buffed back to 200%, with the first survivor dying/totem cleansing as a deactivation condition ofc.

  • @Alen_Starkly said:

    I think the devs came up with Shoulder the Burden, as a counter to hardcore tunnelling (1 person hooked 3 times before anyone else is hooked). But it's a bandaid fix. If you have a soloQ lobby with hardcore tunneling and no-one running StB, then there's no help to survivors. If someone is running StB in soloQ, but another teammate (without StB) gets to the hook before you, then your StB was wasted.

    I really want the devs to stop already with bandaid fixes, and properly start fixing things. Considering tunneling and camping as valid strategies and giving them green light is a really bad attitude for the devs to have. Survivors - they need basekit protection against hardcore tunneling, like make a survivor invulnerable (but without collision with killer) if hooked twice without anyone else hooked, until 1 other person is hooked. Killers - do something like basekit Corrupt Intervention, so you are not constantly threatened by losing a gen or 2 before you can hook someone (or even find someone!). 1 poison should not exist to counter another one, if both can be toned down or removed.

    Shattered Hope was also introduced to counter Boons, just because the devs would not properly rework CoH for ages. It was very situational, it required a perk slot, and also nowadays it's pretty useless, because good luck going against a survivor with Boon perks.

    i don't really think there should be any basekit changes to counter tunneling, but instead an actual incentive to spread hooks. For now, Grim Embrace is basically the only decent incentive for spreading hooks. All in all, game needs some urgent improvements to hooking aspect on the killer side

  • the only reason adding voice chat would be useful in this game for soloQ would be to prove how lack of communications isn't the reason so many survs are having very miserable matches

  • i really need to be honest, problem with hexes are their spawns. Buffing Thrill in such a dirty way in order to force longer cleansing is not the way to fix this problem, it's just a bandaid that will rather make perks like Pentimento even more oppressive and infuriating to deal with

  • only thing that bothers me about too many P100 is that it's too easy to obtain and only shows amount of BP dedication towards a character, you don't even need to play em.

    If i was working at BHVR, i would definitely rework it into something like a mastery system along with BP grind

  • @Blaconia said:

    tl;dr Reward hooking instead of punishing slugging. Address slugging where it's problematic, don't slap a bandaid basekit UB on it.

    "Problematic" slugging isn't that common, and it usually happens to counter survivor actions like sabo or is enabled by perks like knockout or killers like billy, twins and singularity. The issue is there is often little incentive to hook but many incentives to slug. Hooking

    • risks BGP flashbang/pallet saves, sabo, flip flop power struggle etc to deny my hooks
    • gives survivors access to a lot of insane perks like Deli, OTR, DS, DH, Resurgence, Shoulder the Burden, We'll Make it, Reassurance/Cama to name a few
    • makes me deal with anti-camp, whereas I can just freely protect slugs
    • makes me spend time hooking that I could just be moving onto my next chase

    Slugging counters the above. I might see unbreakable, wglf and exponential, but that's the tradeoff of often deleting over half of the survivors' hook perks perks in the match. Without hooking, chases are a lot faster so the need for gen regression goes down so the killer can stack info/slugging perks. (nerf knockout bhvr!!!)

    Instead of basekit UB to punish slugging which you often have no choice about, incentivise hooking, including something like:

    • Basekit mini pop, 10% total gen kick after hooking
    • Buff hooking perks.
    • Nerf the anti face camp mechanic. Remove it in the 2v1. (in this scenario, specifically address killers who are good at camping like huntress and bubba)
    • Restructuring sacrifice bloodpoints so you can actually get 10k points without late game hooks, and give a lot of points like ~1500 BPs for fresh hooks to reward splitting pressure.

    Certain killers and perks make slugging too strong — you need to nerf their slugging potential without hurting their chase (counterbuff chase when necessary), examples include billy, twins, and singularity.

    • Nerf knockout - BHVR if you're reading this nerf knockout. I know it has a low pickrate but it's a fundamentally unfun perk that punishes solo queue.
    • Singularity - survivors should immediately lose slipstream when downed
    • Billy - chainsawing a survivor should put Billy's overdrive on cooldown for ~30 seconds or until he hooks, and if necessary give overdrive charges when hooking
    • Twins - tbh I don't know, maybe to start make Victor not give killer instinct when near a slug to make protecting slugs harder and bring back giving Charlotte haste after Victor downing a surv but make it stop when she starts chase with a survivor.

    On slugging for the 4k — I usually hook unless I know where the 4th is but when I do I have to deal with anti-camp. I can't camp and if I try to find the 4th they can sneak in for the unhook. Especially if there are multiple gens left, this drags out the game even after the survivors have lost so why shouldn't I just always slug for the 4k?

    So yeah, instead of adding a punishment in the form of basekit unbreakable how about just address slugging where it's actually problematic and reward hooking more.

    Also - camping, tunnelling and slugging are just tactics. They're not bad manners, cheap or unreasonable. They're just methods to win the game that have their times when they are strongest. The reality is that

    2v8 caging mechanic is not the solution either - that completely eliminates all strategy of survivors choosing where to die. Imagine ARP with a 3 gen at main. Survivors should take chases to shack but 2v8 caging will send them back to the 3 gen. That encourages dying in the 3 gen (terrible macro) which just encourages slugging because the 3 gen is right there to protect.

    is there a way to upvote this multiple times?

    This literally sums up the core problem of slugging in this game.

    Buffing anti-slug perks is not a solution, this will just rebound into anti-tunneling perks being used less often → tunneling meta all over again because spreading hook is also discouraged heavily.

    Basekit UB is literally the worst way to deal with this problem and is nothing but free perk slot for a meta perk that can be abused by skilled players.

  • @cassiapeaia514 said:

    I feel that when survivors use Shoulder the Burden, the killer shouldn't be notified. It makes the perk less effective. It penalizes the person who take the hook state, who is already penalized by the exposed time, and encourages the killer to tunnel that person instead.

    against any decent survivor, Exposed timer will be gone by the time killer finds that survivor and lands a hit on them :)

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848361#Comment_3848361

    I dont know if you understand what it means to play nice or how this perk acutally works. Hook states dont vanish into nothingness.

    a survivor that is very good in chases doesn't care about additional hook state, this perk can also literally carry your soloQ matches.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848491#Comment_3848491

    Big problem is that for a lot of killers, spreading hooks is pretty much going to be a loss (mostly m1 killers, especially ones without map traversal such as pig\ghostie\myers). They need to get a kill out early due to how weak they are. This perk alone pretty much screws over the weakest killers. Some of them were already dropping to a 50% kill rate (ie only 2Ks on average once at 50%) - now it's going to go even lower.

    this. Literally this.

    On top of it, this perk further encourages two playstyles that are already unhealthy, camping and slugging, not to mention that it gives you multiple uses of Deli/Wicked per survivor.

    In the world where hooking and spreading hooks is heavily discouraged by various changes to mechanics and additions of survivor perks that work based on hooks, StB is a cherry on top of making hooking close to a pointless aspect of the game for killer.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849373#Comment_3849373

    Dude just read my other replies in the thread to understand my stance, I don't have time for this.

    i've read whole thread, it's basically just a "if it's not possible on console, disable it on PC" rant. And by your logic, Oni as a whole would need to be tweaked because he is overall very difficult to play on console

  • @Rogue11 said:

    I've reported it multiple time and never fixed or acknowledged. It takes a fairly balanced killer and makes it completely broken, usually ending with the entire team slugged fairly quickly. With current maps being largely empty deadzones, never getting m1'd to avoid him getting his power is not feasible counterplay.

    dude, it's not an Oni doing 180s that makes your team ending up getting slugged as a whole, it's you and/or your teammates giving him first hit literally first minute into the match and usually not resetting at all.

    Having your whole team go from full health to 4 slugged in under a minute by an uncounterable-in-chase insta down power isn't "fun" to play against in the slightest.

    If you're afraid of his skill expression being ruined, then keep the extra turning but shrink the 180 degree hitbox. Full turning control and giant hitbox is a broken combination (see Victor) so pick one or the other.

    again, Oni has one of the strongest powers in the game overall that is bottlenecked by requirement for him to earn it. You are not getting stomped because player knows how to 180, you are looking for a coping mechanism to make up for mistakes you and your team made to lead him into a position where he can consistently use his power and snowball.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849182#Comment_3849182

    It's not about either, it's about a bug that hasn't been officially noticed in years. And as JP pointed out, we have been asking.

    creepers in Minecraft came out as a bug.

    Combos in fighter games came out as "unintended features" and people developing those decided to keep them and expand them.

    Bunnyhopping and surfing in CS games came out as bugs at first and they eventually became features.

    Spy class in TF2 wasn't intended at first.

    It's really a time to hop off the train of hating some "unintended" features exploits and asking devs to patch them out simply because "console fellas can't do it", you are simply asking for removal something that unironically gives more depth into the game and adds another layer of skill expression, compared to literal exploits that actually shouldn't have been in the game at all, like locker exploit, Oni's lunge while carrying a surv etc.

  • no. We don't need another basekit handholding mechanic. Basekit UB already proved to be way too strong of a feature to ever be implemented, and if you finish in a 4-men slug situation, don't blame the killer, blame either matchmaking if in soloQ or yourself and your team for misplaying heavily.

    Only feature we need is give up vote or faster bleedout (hatch rework in case of slugging for 4K)

  • non-licenced:

    1. Oni
    2. empty
    3. empty
    4. empty
    5. empty

    licenced:

    1. Pyramid Head
    2. Wesker
    3. Ghostface
    4. Pinhead
    5. Xeno
  • this is not about PC vs. console, this is about mouse + keyboard vs. controller. So maybe instead of complaining about a tech that raises skill ceiling of the killer, you should be complaining about dbd not javing keyboard + mouse support on console :D

  • @TheDavidKingMain said:

    Why are survivors just not allowed to have strong perks anymore? This is actually ridiculous that killer mains have such control over the community that that they can get shoulder the burden, an anti tunnel perk with 2 SIGNIFICANT DOWNSIDES, nerfed before it even hits live servers.

    Can’t say I’m surprised though, we all saw this happen so many times before. DS, dead hard, MFT, ADRENALINE! (seriously why did ADRENALINE need a nerf????) Why even buy the new survivors when their perks are so bad?

    so Deliverance, Resurgence, Off the Record, Reassurance and dozens of other perks don't exist?

    Additionally, StB is still very strong and Exposed status effect literally does nothing when person using it has chase skills

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828274#Comment_3828274

    You obviously do not play survivor if you think survivors can't spawn in deadzones lol

    i play survivor, not as much as i play the killer, but you definitely have time to get to the nearest safe tile before killer initiates chase with you

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828270#Comment_3828270

    Regardless of if lethal is in play, there is a 25% chance the killer initiates their first chase on you since there are 4 survivors whether or not you have the perk equipped or not. I'm not sure what point you're trying to make there. The point of lethal is there is no guesswork. If they know the layout of a map, they can opt to chase a survivor that spawned in a weaker area rather than running to shack for instance. I agree that corrupt does a much better job. That's why a lot of killers run corrupt and lethal to start the killer snowball even faster.

    there is no guesswork, but even then survivor will most likely not spawn in the most dogcrap tile without any other at least filler tile to chain.

    Regarding both Corrupt and Lethal being used, as soon as i see anyone using both of those, i know they are about to play with 2 perks later + it's a litteral bottleneck to their loadout since Corrupt alone can also help a lot in initiating your first chase.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431012/perk-lethal-pursue-has-too-many-benefits-and-needs-nerf

    You won't get killer mains to acknowledge that an overloaded perk needs to be adjusted, as you've likely already seen in this thread. Yes, you can often find out where survivors are without it, but knowing where the largest concentration of them are to apply more pressure is more efficient than just guessing an opposite corner of the map and praying RNG is on your side. Lethal should only activate on the obsession at the beginning of the match if they keep the +2 seconds for all aura reads.

    Lethal Pursuer provides 25% chance of the killer to initiate their first chase on you.

    Even with those 25%, killer has to pray they will win the chase against you. Otherwise, Lethal Pursuer becomes a wasted perk slot even with those +2s to all other aura reads.

    On top of all of this, Corrupt does much better job than Lethal ever will.

  • @cluelessclaudette said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824877#Comment_3824877

    conversely as killer you can counter this by ignoring the realm completely except to get the haunt charges. if survivors waste time in the realm, thats wasted gen time. its no wonder this event is constantly 100-150% BP bonus to survivor role.

    This event sucks, I know theres free cosmetics but it sucks. I'll be getting my free items and leaving the event immediately as survivor.

    one survivor wastes 1s in the void, that's 1s of gen time, while other 3 are eventually doing gens.

    Killer wastes 1s in the void and it costs them 1s per each survivor on a gen.

    Void realm is better for survivors, event mechanic is better for survivors and is quite likely one of the best disengage mechanics that could ever come in dbd.

    Event sucks for me only because nobody even does event objectives. Survivors enter the void only if they need smoke bombs for actual optimal purpose, otherwise they just stick to gens and leave. Killers just chase, hook, kill and that's about all.

  • @cluelessclaudette said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828206#Comment_3828206

    I play all my games on difficult. Elden ring, dark souls player etc. Theres nothing to balance out tunneling in this. If a killer wants you to have a ######### experience, you'll have it. Worse if your allies unhook you safely or dont heal. When recovering health states in this game can boil down to altruistic actions by other players (i.e. out of your control) then your fate is luck.

    So your meme is sort of a dog scat tier meme in this argument.

    if i'm not being right in terms of people massively finding fun in winning games in easy mode, why are people failing to counter some of the most newbie stomper strategies that simply don't work against actually skilled players? Why do people want so many basekit handholding mechanics in order to counter those newbie stomper strategies?

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828116#Comment_3828116

    I've felt the same way about the event too. Some games I don't get to interact with the event at all because the Killer has tunnelled me out early or slugged / hooked the entire team. I've even resorted to putting on a full anti-tunnel build to make myself less of an easy target and to give myself a chance to stay in the game. And I never run full anti-tunnel builds.

    I wish more players were busy "wasting time" running around kicking pumpkins, opening rifts and collecting more haunts and crystals. I mean, is that not the whole point of the event? Why are so many players bringing the strongest builds, rushing gens or trying to Kill everyone as quickly as possible?

    i'll just say that i always get most points in the event matches amongst all players, even when i lose, whichever side i play. That pretty much speaks everything about how useless separate event queue is because people just play it as if it is regular queue and have next to 0 interactions with event objectives.

  • I would like to give first part of my take with one meme:

    image_2024-10-26_163515802.png

    some people are lost in the world of gaming described by this meme. Yeah, it's completely okay to play singleplayer games on easy difficulty, but at the end, you share the same goal with the person playing on hardest difficulty, you just choose different path towards it (aka. you still play to win).

    Now here is the catch, singleplayer games are PvE and you can choose your difficulty and game balances around your difficulty preferences. Dbd is PvP game and you can't choose difficulty you will play on.

    This part is where people completely lose sense for PvP games. This is where people expect either their opponents to catter to their fun and act like they are "easy" difficulty bots OR they expect game to be balanced around their sense of fun (make it as easy to win as possible without investing time into gaining skill). This is why these players love when game has broken and overpowered stuff they can abuse as a bandaid for not being able to use a difficulty setting because they want to WIN afterall.

    Problem comes when you have opponents that use strategies that stomp this kind of players, or simply are skilled. They completely compromise these players from getting what they want, an easy win. This is why tunneling and camping are extremely effective in your very average dbd match, but are useless against opponents that actually have skill.

    On the other hand, there are people that just literally wanna ruin your day. Killers that intentionally bleed you out with no reason, killers that keep hitting you on hook while camping, flashlight squads etc. Thanks god, they are a minority.

  • @cclain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827420#Comment_3827420

    bloodlust take 15 to 35 sec ( t1 to t3 ) in chase, average chase is 1 min.
    So no, most chase doesn't end before bloodlust.

    Source : wiki official for bloodlust and dbdstats january or august for time in chase.

    bloodlust take 15 to 35 sec ( t1 to t3 ) in chase, average chase is 1 min.

    So no, most chase doesn't end before bloodlust.

    except that...you forgot one thing

    stats-july-2024-v0-qvsfo2pcaadd1.png

    average survivor chase time PER MATCH. Meaning average chase lasts...20s.

    BL 1 is reached in 56% of marches, BL2 only in 14% and BL3 in brutally low 3% of matches.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827522#Comment_3827522

    They have not done that at my MMR, seems like a specific MMR issue in general issue and not one that applies to the rest of us.
    Its cold at the top huh?

    i'm speaking for my perspective when playing survivor and how effective smoke bombs are for disengage in general

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827358#Comment_3827358

    So what really? Geniuniely, you MMR will just go down a bit, you will get easier Survivors and go right back up.
    It happens to everyone of us on a dayli basis, what's the problem? Is it because you want to always have perfect matches?

    no, i don't want perfect matches every time, but since everybody has already optimized the fun out of this event, proper balance moves should be done

  • @dwight444 said:

    if decisive strike + deliverance is punishing you then stop tunneling off hook? Have you ever considered that?

    your first sentence is like literally the point of anti-tunnel perks, so that you stop re-hooking the same damn person

    a person that picks Deli/Wicked in combo with anti-tunneling perks will literally go their way to intentionally throw themselves in front of you :D

  • @100PercentBPMain said:

    If we can't have 150% WGLF then it's time for basekit Unbreakable. Powertripping killers are out of control.

    yeah, let's slap another utterly broken bandaid that will be extremely strong on survivors that know how to play the game, while still keeping hook mechanic favoring survivor side more than it favors killer

  • @Lixadonna said:

    More like remove Windows of Opportunity in exchange for remove Bloodlust. No more excuses for long Chase.

    most chases end before Bloodlust even comes into actual play lol

  • @HolyDarky said:

    I don't understand the machine Learning nerf. The Perk was good but has many counterplays, especially when survivors can see the animation, and the killer has to force the survivor in the direction to finish the right generator and try to prevent that too many generators pop at the same time or during power. Nobody was complaining about this perk.

    The WGLF nerf is also wrong. The healing speed was never the issue. The 10 seconds of endurance was the issue because players abused it in the most disgusting way. Removing the Endurance and keep the healing speed would be the right decision.

    The Distortion buff is okay but this perk doesn't need more buffs.

    way too long duration of stackable BL2 level of haste at almost free activation condition

  • @Emeal said:

    I genuinely hope Smokebomb comes as a perk. its fun, cool and unique. If you don't think disengage mechanics healthy or fun, then you really came to the wrong game seven years ago, Survivors had it from day one!

    It is also just a few chases, you take it too seriously imo. I got flashbanged 3 times tonight in one game, I'm not gonna quit over that perk, nothing is going to happen to me over it. My MMR will reduce, then bounce up again next trial, and that matters so little anyway.

    in this event, it's much more than a few chases lol

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826751#Comment_3826751

    No, because the rules I posted are the rules from this forum. Dev comments are not rules, and what I said isn't not engaging in normal gameplay, in fact it's the only viable normal gameplay left to survivors.

    rules you found on the forum are literally shortened version of rules in general, you are literally defending holding the game hostage by acting like "a word of dev < rules i found on forums" while the rules literally mention holding the game hostage, which means every instance of prolonging the game indefinitely while not progressing the match.

    And it isn't the only viable normal gameplay left to survivors, 3-gen is something you can prevent and majority of people choose NOT to prevent because they literally just keep doing first gens they see.

    P.S. I hope you are aware that you are lowkey advertising that kind of behavior, which is also punishable.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827258#Comment_3827258

    So lightborn also deserves a nerf by this logic?

    This is a terrible rationalization for a nerf, let alone deleting one of the only reliable counter plays to an increasingly large number of aura reads available to killer.

    The game isn't intended for the killer to have nearly constant wall hacks on survivor locations, and not having any way to deal with that is going to eventually either break the game or result in sweeping nerfs to aura perks. These distortion posts seem to be celebrating the former without realizing the later is inevitable now that the reliable counter is being removed.

    aside from Weave Attunement, please tell me which other perk lets the killer have lowkey permanent aura reading on survivors?

    And it's always funny when i see how yall are justifying existence and usage of old Distortion for "constant aura reading" when the perk literally gets countered by it.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826004#Comment_3826004

    Probably because it bridges the gap between solos and SWF, if I can equip a perk that tells me which pallets my teammates have used and therefore not run into complete deadzones, why wouldn't I? That's info that SWF get for free.

    it's widely used in SWFs too.

  • i think both sides should just have their perk loadouts completely disabled, while they still can use items/addons and offerings (event ones only)

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826627#Comment_3826627

    Since you cant tell the difference between rules and just subjective opinions of which the dev's are not immune to, ill post the rules and show what they actually are.

    HARASSMENT: COMMUNICATIONS ABUSE

    • Insults, intimidation, hateful speech, repeated harassment

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    GRIEFING: INTENTIONAL GAMEPLAY ABUSE

    • Working with the opposite team to gain an advantage or grief teammates
    • Targeting specific users repeatedly in order to ruin their game experience
    • Holding the game hostage

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    EXPLOITS: ABUSING BUGS OR ERRORS IN DESIGN TO GAIN A COMPETITIVE ADVANTAGE

    • Advertising exploits
    • Exploiting bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    UNSPORTSMANLIKE CONDUCT

    • Botting
    • Lag switching
    • Disconnects (leaving the match before killed or sacrificed) - DO NOT REPORT

    For both Botting and Lag switching, in-game reports are REQUIRED / Customer Support ticket OPTIONAL

    HACKING IN-GAME EXCLUSIVES AND / OR LEGACY COSMETICS

    • The acquiring of any in-game cosmetic through any means other than Official Dead by Daylight channels (ie. codes, giveaways, etc.)
    • The possession of legacy cosmetics without earning them. The cutoff to earn legacy cosmetics happened on November 24, 2016. If a player has obtained legacy cosmetics after this date, then it is considered cheating.

    In-game report REQUIRED / Customer Support ticket REQUIRED

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    CHEATED PROGRESS / MODIFYING YOUR SAVE FILE

    • Using any 3rd party software or other methods to cheat your save file or any measure of progress contained within your save file. This includes using someone else’s save file.

    In-game report REQUIRED / Customer Support ticket REQUIRED

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    THREATS

    • Excessive or serious threats against someone, including DOX threats, life threats, disclosing private information, etc.

    Reminder: everything that happens outside of the game should be reported to the appropriate platform. (ie: Twitch, Discord, Steam, Sony, Microsoft)

    In-game report REQUIRED / Customer Support ticket OPTIONAL

    https://us.v-cdn.net/6030815/uploads/M0P3LTICF0D1/microsoftteams-image-281-29.png

    OTHER HACKS

    • Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game.

    • We do not ban for the use of communication apps.

    Some dev's may see not doing gen's as holding the game hostage and they could potentially have the right to ban. But its subjective to the dev in question and will vary massively on the circumstances. What you are saying is not a rule, but a guideline and you should learn the difference.

    Frankly though your argument of just do better next time is rather lacking though. Maybe we should just massively buff survivors to unfair levels and see how well killers like it. But doing so is not beneficial or fair gameplay and that's the underlying issue. The fact that you cant see that that's the case for survivors right now show's you're taking this from a shallow perspective. If the game is in all practicality over, yet a match could be dragged on for upwards to an hour with 1 survivor possibly still having the chance to escape. Then it show's a massive flaw in the current state of the game. I didn't suggest just letting the last two to escape and since when does closing the hatch guarantee a kill. It allow's you with one alternative to escape which ive done multiple times as the last survivor from gate after hatch is closed. If the killer gets hatch first he's rewarded with having an even larger advantage of stopping them at the gate. In no way has the ability to escape been denied in all practical sense's like it is now in the current state. If a killer can dominate reward them for it. But complete denial isn't an acceptable reward no matter what point of the game you're in.

    hostage-png.png cf218859-6bbc-4cca-9bab-2d0eb9d22e57.jpeg

    so??? You've kinda brought yourself into a checkmate

  • i love event objectives and i find them really fun to interact with, despite void being a waste for time to go in as killer optimal play wise.

    However, i feel like players are massively optimizing the fun out of event despite separate event queue was made.

  • @ChrisTheGreat said:

    There needs to be a function added to the coding that attempts to match people with different killer characters.

    I've played two games today, both against Ghostface. And for the last week, at least 50% of games are against him.

    Do you have any idea how boring this has become?

    let me remind you that MMR system was turned into ashes because people wanted faster queue times. People are just allergic to longer queue times, which means this will never see the light of day

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825909#Comment_3825909

    Is that a problem tho?? Ever heard of Zanshin Tactics?? killers literally have the same perk. I think your one of those who play killer and complain that you lose matches because of a perk and you want it to get nerfed. Just say your trash at chasing survivors theres no reason for it to get nerfed. That is like saying pain res should get nerfed because it is a meta?? Like so what who cares

    this is peak example of not understanding reliance on resources for killer vs. reliance on resources for survivor.

    Killer does NOT have teammates that will repair a gen on a tile they get the pallet/vault shown, because killer is a SOLO role. That's why Zanshin was basically always completely useless and it's only used sometimes in custom 1v1s and adepts for Oni ofc, nowhere else

  • @TonTon said:

    The 4 Killers revealed to be nerfed or buffed Vecna, Wesker, Chucky and Ghostface

    Chucky:100% to get nerfed i expect them to revert the power back to old recharge speed of 16s with his bugs fixed as well

    Wesker: Deserves a nerf hes just an annoying frustrating spam power like chucky he needs longer recharge time and more punishment for missing along with his power hitbox shrunk along with his Hug techs getting removed.

    Vecna: I have no idea hes neither good nor bad idk maybe another mage hand nerf? and buffs to magical items?

    Ghostface: Probably a buff and some tweaks to their inconsistent reveal

    Wesker literally deserves a buff, he is a B tier killer that has bad map pressure capabilities along with completely relying on techs in loops to even stand a chance in 1v1s.

    Vecna deserves a buff to cooldowns.

    Chucky deserves to be smacked hard because he is just a no-brain killer at this point, especially when you also add up the Rat Poison addon.

    GF will get some tweaks to stalk/reveal mechanics most likely

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826004#Comment_3826004

    The average survivor is bad at the game and this perk highlights the most important resources needed for the most skilled part of gameplay (the chase), not that weird to me.

    this perk highlights the "most important resources" while at the same time your teammate might be working a gen on a tile you are taking killer to during chase just because you see yellow and you run to yellow :)

  • hear me out: cardboard boxes that throw a voiceline "kept you waiting, huh?" as soon as survivor pops out of one

  • @Jacknalls_Paw said:

    Because after the Distortion nerf killers have to find another perk to complain about to justify their losses.

    don't you see anything strange with a perk that is supposed to be a training wheel actually being #1 perk by pickrate amongst survivors?

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825945#Comment_3825945

    I thought we were in an agreement to just not message each other, but to that point, it wouldn't exactly be considered holding the game hostage considering that once a game reaches 2 survivors and multiple gens left that hiding is the only survival option left. It's also unprovable to say they are holding the game hostage at that point considering there's no real alternatives to survive besides giving yourself to the killer on a silver platter.

    video proof showing how none of the gens have been touched by survivors along with ingame report is an instant sign of being held hostage in the match and leads to ban.

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825899#Comment_3825899

    Avoiding gens is against the rules? Where exactly is that in the rules, because it sounds like you just made that up to justify an ez 4k. DBD's a hard snowball game, but no matter how hard survivors snowball, a killer can always have a chance to come back. Ive gotten more then a few games where I only get like 1 or two hooks the entire match and then 4k them all with only the exit gates without noed. Comebacks are always possible for the killer, but why isnt that the case for survivors? How exactly is not slugging also giving survivors the hatch? A killer will always have a higher chance to find the hatch considering they are significantly faster. At the current state of the game 4k's are almost guaranteed if a game goes south for survivors. Frankly even if reporting gen's was bannable, how are you gonna judge that? Maybe my plan is to tap it every 5 minutes to avoid detection.

    not even touching gens and constantly hiding counts as refusing to progress the match aka. holding the game hostage :D

  • @Eelanos said:

    High usage rate. That's it.

    People lose a match, get angry, go to nightlight to find something to blame and see WoO at the top. They assume if they get the perk nerfed they'll win all of the matches, the perk does get nerfed, they get a month of free wins as survivors find the next best thing to equip, then one of two things happen:

    1. Survivors do find a perk that gets them value and switch to it in droves. The cycle begins anew, switching WoO by whichever the next top rated perk is.
    2. Survivors don't find a perk that gets them value and kill rates spike. Killers get inevitably nerfed and they start complaining about the devs being survivor mains and the game being survivor sided when in reality the game went from 70% kill rate to 73% kill rate and back again to 70% kill rate after the nerf.

    except for the fact that majority of people don't care about it's high usage rate.

    I can't even explain how many times i had a teammate run into me repairing a gen while killer was chasing them simply because...they saw yellow aura of a pallet on this tile, both soloQ and SWF. This people turns your game sense off completely if you don't use it to learn tile placement, but instead as a crutch even after thousands of hours i the game. You won't care about where your teammates are, you will just run to the random nearest tile with yellow auras during chase.

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