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  • @SunderMun said:

    Imagine people defending this and saying it isn't something that should be removed from the game rather than just creating more band-aid perks that create problems like DS did. (:

    Come up with a solution that:

    • Doesn't rely on proximity to the hook, which has already been proven to be inherently flawed.
    • Isn't based on punishing the killer for camping.
    • Isn't based on rewarding survivors because the killer is camping.
    • Cannot be abused.

    If you can do that, we can talk about removing it.

  • @justbecause said:

    Ppl who excuse this be like " but he wanted to secure the kills" yeah sure lmao camping whole game and not just endgame is definitely securing the kills because that's totally legit strategy to just stay still and play starring contest

    Camping is indeed a legit strategy. Just because you don't like it doesn't mean it's not legit. After all, it's the devs who decide what is or isn't legit, not the players.

  • Never mind.

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457897#Comment_2457897

    if the killer has insidious kindred won't show them. Killer's affected by undetectable don't get show with kindred

    Kindred will show a killer who's stationary for a couple seconds and then vanishes all of a sudden.

  • @lauraa said:

    I'd rather there be 0 generators.

    But then the gates would never open.

  • He got some QoL changes. Also, you have to let go of the notion that nerfing or buffing perks is the same as nerfing or buffing killers.

  • Never trust Megs. They will backstab you every time.

    @Clowning said:

    Ace players are the most chaotic beings in existence.

    They'll either bust out 6 gens, rescue 5 Survivors, open three exit gates, while looping you into retirement, or die instantly at the start of the game.

    bust out 6 gens

    Wut?

  • Please no. It's not even about balance, but having to hold M1 even longer just isn't fun, at least for me. Gen repair times are already at the maximum tolerable limit, and maybe a touch beyond that.

  • Your prayers are worthless to the computer god. Only sacrificial RAMs will grant you its favor.

    (I hope it goes smoothly as well)

  • @TheGhostofZgor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457480#Comment_2457480

    I get it. Just some times there’s that one person who really does deserve some kind or repercussions. It’s for the best that that rule exists though.

    Appropriate repercussions come from reporting that person (although other people will claim otherwise; I find it curious that some people are always saying never to report others who should be banned, which just lets them keep doing those things, but I digress). "Mob rule" means that for tiny offenses (which cheating in a video game absolutely is) you could get doxxed or even killed.

  • Yes, oddly enough. I noticed that when I was trying to get crowns on the survivors.

  • As a general rule, assume any and all licensed content can leave any and all games. However, that Hellraiser is definitely going to leave by December is 100% speculation (and probably by people who don't understand copyright law, licenses, etc.).

  • @TheGhostofZgor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457470#Comment_2457470

    Damn…I don’t record games I’m not a streamer. I’m living in dread now of both the killer and fellow survivors. I wish the forum didn’t have that “no sharing player names” rule sometimes.

    Well, let me put that rule into perspective. I open a thread claiming that someone with your name was hacking or whatever. I have no proof of anything. A witch hunt starts. You're completely innocent, but nobody believes you because any guilty person would claim they were innocent.

    That's why "mob rule" and "mob justice" are no longer a thing.

    1. Rarely, if ever.
    2. Rarely, if ever.
    3. Yes. See a totem, break a totem.

    EDIT: Wait, #########, I'm sorry. I didn't see this said "solo survivors". I don't really play solo.

  • Wasn't me. I play Felix, not Jeff nor Jane.

  • Glad to hear it, OP. Not because of what happened to you, obviously, but because you recognized it was affecting your mental health and took steps to fix it. Too many people ignore mental health or say "it's just words/pixels", like that's supposed to make it better.


    Take care of yourself, OP. Don't feel bad about removing something that worsens your mental health.

  • @PanicSquid said:

    I love Basement Bubbas, its a bad strategy that shouldn't work, but yet it does.

    I agree with the second part of your statement. I was excited/hopeful when my teammates started rushing gens against one while I was committed to wasting all of his time to help them escape, but then they decided to try to unhook me anyway. Turned a perfectly winnable "one hooked survivor in the basement with only 2 gens left" situation into a "two hooked survivors in the basement and one injured with 2 gens left" shitshow in an instant.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456902#Comment_2456902

    Back in the day DbD had a thing called "MLGA" or something, which allowed you to do exactly that. And the game was fine and well, nobody was blocking everyone, matchmaking worked as expected, etc. So not only it has been tried before, it has been tried before in DbD itself and it went perfectly well: the game didn't even slightly go to dying. I think the real answer to the question is that toxicity is part of the game and every player must be forced to be matched against pricks because it's part of DbD itself. DbD is not DbD without endless toxic streams of bile from both sides, so for this sole reason the blocklist functionality will not be implemented officially. Those toxic SWF sweat squads spent their money on bright colorful skins for a reason, now you are there to make their spent money worth it! Don't even dare avoiding the humiliation.

    Back in the day, lobbies ended up breaking because of the nonstop dodging. It was definitely not OK.

  • In the context of a competition, yes. It's not your job to make sure everyone has a good time, especially because "fun" is subjective, and people who use that excuse really mean "let me score some points and/or win, even though you're just better than me".

    The problem is that people confuse that mentality with the "actively going out of your way to make your competition's experience as miserable as possible" mentality. This one is not OK to have.


    IRL, no, this mentality is not OK to have. Fortunately, the vast majority of humans are born with empathy, a perfectly normal human emotion that's an evolutionary advantage to the alternative.

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456998#Comment_2456998

    Not really, if u go with 2 people in you have a good chance to save now that bt procs even when insidious works.

    And then someone else gets on the hook, so the situation remains the same. Worse if they have Bloodwarden.

  • Just read the news. It's an unskippable pop-up with all the information you need to know. The information is there, read it.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454384#Comment_2454384

    The new meme instead for people that block their ears and go lalalalalalala EVERYTHING IS FINE!!!

    It use to be the dog sitting in the room on fire thing or on this forum, cow pics.

    No, it's about people who go into a thread where others are talking about things they enjoy only to say "I don't like that thing".

  • No. Apart from @C3Tooth perfect demonstration as to why, this has been tried in other games and had to be removed.

  • That's not more interesting nor dynamic, it's just safer for survivors.

    The basement is supposed to be dangerous. Stay away from it if the killer is nearby.

  • Because if you do anything often enough, you'll get bored of it. Taking breaks isn't just healthy, it's necessary to maintain interest.

  • "Near miss" doesn't mean "nearly missed", it means "close, but a miss".

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451133#Comment_2451133

    I’m not asking 100,000 players to stop playing. There’s not even that many with the issues discussed in this thread.

    I’m merely pointing out that the sheep continue to play this game and feed money into DBD (cosmetics and new chapters) as if nothing is wrong, so of course the company’s priority will be to focus on whatever is generating them money - it’s just business. Fixing performance on last gen consoles is definitely not their priority, and if you don’t agree well then enjoy the shill life.

    the sheep

    if you don’t agree well then enjoy the shill life.

    Have you ever considered that talking to people like that isn't going to get them to listen?

  • @SMitchell8 said:

    No, they need more neon cosmetics first.

    Do you want artists working on adding features to the game? I'd prefer programmers.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451118#Comment_2451118

    Oh wow let’s stop playing it’s not like there’s a 100,000 players playing right now. Let’s encourage 100,000 people around the world not to play that would work great 👍🏻

    I mean, if you (generic "you", I don't mean you in particular) claim the game is "unplayable" on your system, but then keep playing no matter what, is it really that bad?

    When I have problems with a game that make it unplayable, I actually stop playing it, I don't continue to bang my head against the proverbial wall while also claiming it's unplayable.

  • Like it would've mattered which dev it was, people are just going to hate regardless because they disagree with the statement. Besides, anyone with access to Google would've been able to find that comment, just like I did.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450357#Comment_2450357

    This fascinates me. Do you know what dev this quote is from?

    Almo. I found the comment.

  • Because "fun" is subjective. For some people, the fun is in being as competitive as possible. For others, it's in playing casually. For others still, it's in trolling other players.

  • Shouldn't this be under Otzdarva's video? I don't even know what you're talking about, and I doubt I'm the only one.

  • The entire game is going to be removed at some point, and we're not getting refunds for anything when that happens either.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446953#Comment_2446953

    I do to, but that doesn't mean you need to stoke the fires of someone who is frustrated.

    Raging like that is still way healthier then keeping it bottled in and dealing with it in a healthy way is such a vague concept that very few people know for themself how to do it.

    And while it certainly isn't 100% correct to rage at strangers it also isn't hard to just step away from a stranger raging at you over a video game and let them deal with their frustrations on their own way.

    Raging like that is still way healthier then keeping it bottled in

    It's really not, because it's a self-reinforcing behavior. It'll just make you rage harder instead of helping you deal with your anger.

    and dealing with it in a healthy way is such a vague concept that very few people know for themself how to do it.

    It's not vague, there's about a century of research into the subject. Things like "not taking your anger out on other people" and "not doing things that make you angry on purpose" are extremely basic and I'm sure everyone's heard of them. Hell, they're just plain common sense, as far as I'm concerned.

  • It means you played to win and succeeded (i.e.: won), while the other person played to win and failed (i.e.: lost).

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446925#Comment_2446925

    Killers aren't victims. Sorry. Survivor perks have been destroyed or made much much weaker too. Don't act like it's only one side.

    Small Game is useless now unless you had a hard time counting to five. It no longer does anything against, Hag, Freddy, or Trapper, and totems are harder to find. There probably aren't many people who have used Small Game more than I have. It's garbage now.

    DS now punishes survivors for playing the game, instead of giving them a chance against someone who tunnels, which is damn near every killer at every rank. Tap a gen for a split second? DS is gone. Start to heal yourself? DS is gone. How does that make any ######### sense? But killer mains bitched and moaned and now it's useless.

    Object? LMAO. And which perk tells me what perks the killer is using? I missed that one.

    This is about killer perks, please stay on-topic.

  • Another Dark City fan? I'm surprised.

    Yes, Mr. Hand would certainly be an interesting killer. I couldn't really read your entire comment due to the lack of paragraphs, but I like the overall idea of adding him.

  • @Sonzaishinai said:

    No no no showing and expressing emotions that are concidert negative is wrong cause they need to be kept in a bottle and never be released untill they obviously fade on their own.

    Anyone that does show these kind of emotions need to be punished and rediculed as they make other people uncomfortable.

    These emotions are not the prefered way of life and therefor need to be ignored and discarted

    If that's your opinion, it's certainly a strange and unhealthy one. Most people (like everyone in this thread) agreed that people need to deal with their negative emotions, but in a healthy way, instead of raging at strangers because you lost at a video game. I know I stop playing when I get tilted and deal with it some other way.

  • I don't think insulting someone for raging is the best way to handle it, but neither do I think you should rage because you lost a game or because of something you're dealing with IRL. That's not healthy and just leads to more problems.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446655#Comment_2446655

    hes not "leaving" but past November 17nth they likely will never change or rework him ever again, since they have 0 financial incentive to do so. Hence why people are requesting he recieve at least some minor QOL like this before hes retired from the store.

    That's not true, though, they already said they'd rework, buff, nerf, and fix bugs as needed.

    The devs have no financial incentive to give us free charms or iridescent shards either, yet we get them. Hell, iridescent shards can be used to buy characters and perks, with no real cost to us.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446808#Comment_2446808

    If being the operative word there.

    I don't think debuffing SWF is really viable either, since no matter what you do you're gonna catch a lot of people just casually playing with their friends, but if you really really really wanted to give them a debuff, I think that's the least intrusive to solo survivors.

    If being the operative word there.

    ...I never used that word, and your comment has two usages of that word. I don't know what you mean by this.

    I don't think debuffing SWF is really viable either, since no matter what you do you're gonna catch a lot of people just casually playing with their friends, but if you really really really wanted to give them a debuff, I think that's the least intrusive to solo survivors.

    It's really not the least intrusive, though. You're getting their teammates killed faster, which makes it worse for them. I'd wager you'd see a key/hatch meta develop among solo survivors, since their SWF teammates are more likely to be killed off.

  • @Grandpa_Crack_Pipe said:

    Giving a permanent bonus to the killer for going against 2-3 man SWFs would inevitably end up punishing the solo que players unlucky enough to end up in the wrong match.

    I've suggested it before, and i'll do it again-- if you're really set on giving the killer a gameplay bonus, if you're in a match against a SWF, give a level of Bloodlust corresponding to the size of the SWF when in chase with one of the members. That way, the solo queues can play the match like normal whilst getting a distinct advantage against the SWF.

    Any survivor getting killed off faster will invariably affect the other survivors. Furthermore, SWF are less likely to rescue solo survivors, so that's another drawback for the solo survivors. Finally, that just feels like punishing people for playing SWF.

    I'll state right now that there is (probably) no way to debuff SWF or buff killers in such a way that it doesn't affect solo survivors and/or doesn't feel unfair.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446778#Comment_2446778

    I do totems a lot as a Nancy main, and even open chests every trial and if I get a toolbox, I sabotage random hooks (they give 500 BP for like 3 seconds). It is still nothing compared to killer. But I am REALLY bad at survivor and moderately competent at killer. So you know, that could definitely make the difference, especially considering queue times.

    Yes, if you're bad at a role, it stands to reason you'll get less BP, especially in the role that can be removed from the trial. However, you need to look at it as BP per time spent, not BP per trial. Survivors who are in the trial until the end and actually win almost always end up with more BP than the killer, while those who die do not. That's not a coincidence.

  • True, but it's bad in the long-term and, to me, just feels insulting. It's saying "hey, we can't stop you getting kicked in the balls, so here's some money to shut up about it".

  • BP bonus is not the way to go, IMO. Paying killers to not have fun sets a bad precedent.

  • Survivors earn much less Bloodpoints than killers. Survivors on average earn about 2 times less than killers. Survivor analog of BBQ is WGLF, which is by an order of magnitude worse: you have to throw the game to get all 4 tokens with WGLF, while you can get 4 hooks in almost any normal game as the killer, even if you lose the game. Moreover, the base you get to multiply is, as was stated before, much smaller for survivors. It has been like this since the launch, I think, and in 5 years the devs have done nothing to fix this issue: survivors will continue be underpaid for as long as the game will stay around.

    Survivors earn less BP than killers for multiple reasons that can't really be changed.

    • Survivors refuse to cleanse totems. Dull Totems are 1000 BP each, which is a lot for a 14-second interaction. I don't think there are many interactions that give more BP per time spent, other than cleansing Hex Totems (1500 BP, if memory serves). In fact, survivors in general seem to refuse to do anything that isn't genrush.
    • Survivors can die, meaning they stop earning BP for that trial. However, that just means they'll earn less BP per trial. Overall, they should earn about the same per unit of time, if they're not complete newbies.

    As for WGLF, your main source of tokens is just performing safe unhooks. If that's "throwing the game" for you, I don't know what to say.

    Finally, the devs have increased survivor point gain a few times, like with the Dull Totems I mentioned. Survivors just don't want to do anything that isn't generators.

    High skill cap killers. We all know no survivor has a chance against a good Nurse, Blight, Huntress or Spirit. There is a skill level upon reaching which the killer becomes literally unstoppable by any survivor team, however good they might be, especially the Nurse. Devs won't change it as they think it's fair: in order to dominate you must spend thousands of hours to learn the killer, and then you deserve your guaranteed wins without limits.

    The Nurse is not "literally unstoppable", by any stretch of the imagination. However, she requires a different playstyle that, like with totems, survivors are unwilling to do. They refuse to learn how to play against her and then claim she's "unstoppable". The same goes for those other killers. They require a different way to play, is all.

    Play as them, learn them, understand them, figure out counters. That's the best advice I can give you if you're struggling.

    The Grind. Yes, this one. The Bloodweb hasn't been reworked since 2016, and now we have 10 times more characters and perks. Since the Bloodweb hasn't been touched for so long and the devs haven't expressed the slightest interest in doing anything, we can only assume it will get worse in the future with new characters and perks.

    The Bloodweb's last change was in September, 2019, with patch 3.2.0. It's when the devs added two perks on every level after 25. In fact, the Bloodweb has had three major changes to help reduce the grind, all documented on the wiki.

    For the Bloodweb-equivalent on Dead by Daylight Mobile, see Bloodmarket 1 Overview 2 Nodes 2.1 Node Cost 2.2 Bloodweb History 3 Contents 3.1 Add-ons 3.2 Levels 3.3 Mystery Boxes 3.4 Items 3.5 Offerings 3.6 Perks 3.6.1 Unique Perks 3.6.2 Teachable Perks 4 Quotes 4.1 Level 2 4.2 Level 10 4.3 Level 15 4.4 Level 30 5 Trivia The Bloodweb, as dubbed by Benedict Baker, is a metaphysical concept within the world of Dead by Daylight which can be accessed by both Survivors and Killers through their though

    Queue time difference. There is a huge difference between the survivor queue times and killer queue times, depending on the current time. In general, we have instant killer lobbies in the evening and night, and instant survivor queues in the daytime. There are dozens of good ideas on how to make the difference less drastic that have been proposed, but the devs don't see an issue here. "If you wanna play as killer during daytime - just wait a bit 4Head".

    This is an issue of player population. Some people just don't like to play survivor/killer.

    Imbalance among killers and perks. Some killers will always be by an order of magnitude better than others, some perks will be meta while others will be useless. This is impossible to fix, there are too many of them. Well, the devs could buff rarely used perks from time to time, but they don't do it. So no hope here: No Mither and Monstrous Shrine are stuck at the bottom of the trashcan.

    Many perks have been buffed, even reworked, to become better (although you're right that Monstrous Shrine is utter garbage). However, people tend to stick with their meta perks unless something better comes along. Given how strong survivor meta perks are, I doubt the devs want that power creep.

    As for No Mither, you're missing the point of the perk. It's supposed to be a "hard mode", in a sense, but still provides many benefits.

  • @DBD78 said:

    Had red rank survivors do this to me twice and I had to DC. I did not report them because what is the point.

    It probably is against the rules but is it seen as holding the game hostage? That is when the game can't end but the killer can always find the survivors I mean they are not gone, so game can still end?

    Yes, it counts as holding the game hostage.

  • How do you know who found the hatch first? What if the killer sees the hatch while chasing someone, but can't stop to cover it up or whatever? Hell, if the killer finds it while chasing someone and decides to interact with it, chances are that survivor will now know where it is.

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