Prometheus1092
Prometheus1092
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That's solo for you lol team mates are often the worst, during and after the match. For all they know you might have been doing a challenge, I bet they would have done the same if they had a challenge or was doing adept.
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No different to tea bagging at the gates. As a killer I know your going to escape so why waste my time?
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As I have said many times before.... "Takes the fun away" "zero skill"? Yet survivors picked a role where the main objective is sit on a gen and press a button now and then. Not fun and takes zero skill.
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I saw this thread and thought I'd check, I too missed that challenge so gave it ago just now. Did it first try lol. Probably luck that I went against trickster that got total of 2 hooks the whole match but still... Got it so definitely not impossible
Challenge was escape without being hooked with spine chill.
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The only reason 2 v 8 got voted to be extended was due to people doing tomb challenges, current and past. Unfortunately that also means a huge proportion of the player base is going to be going into this mode with the sole intention of doing a particular challenge such as cleanse 20 totems, reveal the aura of the killer however many times, do however many gens. These challenges will be their priority, not doing gens or playing to escape.
I did it last 2 v 8, used it to do old tome challenges I missed because they are so much easier to do in 2 v 8. I might have annoyed my team when I chose to cleanse totems instead of doing the gen right Infront of me but if that's my challenge that's what I'm going to do.
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Wreckers is by far the most survivor sided map currently. There's a reason almost every match I have as killer, the survivors are bringing azarov offering and quite often DC if they don't get that particular realm.
RPD and The Game are my strongest maps as killer, I regularly get 3/4k, rare I get 2k and dont remember anyoccasion I got less than 2k on those maps.
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With some luck, if the anti go next measures they bringing in work, you could end up with a lengthy DC penalty if the killer just killed you so you can go next. You would have all the time in the world to take a **** then lol.
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It's a regular occurrence for me. The latest one, survivors had azarov offering, I had RPD. Auto haven was the map it selected. I tier up once with Myers and 2 survivors walk up to me, trying to feed me stalk, and clearly want to go next. They even had their map of choice and they still go next.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889930#Comment_3889930
If Map offerings weren’t being used for a advantage you wouldn’t see Autohaven, Eyrie, and Midwich offerings 90% of the time
I’d have preferred they get rid of them entirely but this is a fine alternativeAutohaven is the bane of my existence... Not so long ago I played 1 night for hours and almost all matches were autohaven due to survivors bringing azarov offering and if I brought sac ward or my own offering they would DC in loading screen. Pretty much in a position where I had to play no offerings to even play a match. Change to map offerings and hiding them in loading screen can't come soon enough.
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Myers... Tombstone piece and j.myers memorial. Lethal, corrupt, tinkerer, play with your food.
Can be brutal on certain maps like RPD, the game, haddonfield.
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@Madmillennial said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890426#Comment_3890426
I call bs. This happens so rarely. Lol
Very common because if people play long enough they know the common spawn points. I have tons of saved clips from my matches where I literally watched the survivor crawl to a location and wait... Then hatch spawns right under them.
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@poptarted said:
A while back, the cypress mori was made basekit for all killers to use. While this was a harmless, QOL change that spiced up the end game, it really took a lot of the spice to moris away now that you see it every game.
This also really made slugging for the 4k far more common, as it guarantees you'll get a nice way to end the match if you do so. Really kills your mood for the game when this happens every two games.
I'm honestly in support of reverting this change, as it serves little purpose gameplay wise and only makes moris less special as you see them almost every game.What are your guy's thoughts on this?
Doesn't guarantee anything, many times survivors have crawled to a common hatch spawn location and crawled out the second it spawned
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@SharonPancakes said:
Survivor queue has 300-400% bp incentive because the game is killer sided, stats show killers dominant at every MMR level. You bring up a handful of maps that are survivor sided and ignore the maps that aren't. You also ignore that some survivor sided maps aren't really survivor sided against certain killers. So maybe if you play a weak killer against a coordinated team on a survivor sided map occasionally the survivors may have an advantage. These poor killer posts are beyond embarrassing, reality doesn't agree with you.
I don't think the incentive bonus has anything to do with it being killer sided. I think it's because a lot of people are realising how boring survivor gameplay actually is. Sit on gen, do skill check... boring. They try to get fun by getting chases and saves but this leaves gens not being completed and they end up losing then say it's killer sided.
I was originally a survivor main and switched to killer main for this exact reason. Survivor gameplay is boring. Only time I play survivor is to do challenges or maybe if the incentive is high enough to justify being bored out of my brains. I didn't switch to killer main because it's killer sided.
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@joeyspeehole said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889752#Comment_3889752
Challenges can be distributed across different matches, which helps manage the workload. These challenges don't seem to pose a significant issue.
A helpful suggestion would be to allow players to see each other's perks before the game begins, which would strategically benefit solo-queue players. For instance, if Adam has Deliverance, one might choose not to run to him, as he could unhook himself and avoid an awkward situation.I agree, soloq should get what swf has (or as close to it as possible). Swf has knowledge of eachothers perks and can coordinate them effectively, solo should be able to do the same and be able to see eachothers perks. Swf often has coms, soloq should have the same thing imo. Maybe if soloq and swf were more in line with eachother it would be easier to balance the general game around survivor and killer.
That being said, I know if I'm doing survivor and I have a challenge to do then even if I have all the benefits of swf (coms, knowledge of team perks ect) my priority will be my challenge. If my goal is cleanse 20 totems I'm going for totems first and foremost. The challenge would take 4 matches to do if I cleansed every totem in all 4 matches, I'm not going to be doing gens and maybe 1 or 2 totems per match to make it between 10 to 20 matches to get the challenge done. I got killer matches I want to play too, don't want to spend all my time doing survivor so I bang out the challenge asap then move on.
Sorry to my team for not helping but I can guarantee if someone was going for adept and they were at the gates while I was on the hook they wouldn't be coming back for me. They would be out the gate like a shot lol. Same thing.
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@Madmillennial said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889058#Comment_3889058
Well I'm pretty sure all solo survivors also have the goal and hopes to escape too.
I'm sure they do but they will be very disappointed because soloq is and always be brutal due to individual survivors having their own challenges to do. Unless BHVR stops people from doing challenges like 10 totems or stun the killer there will always be people doing them instead of gens. Good luck escaping without doing gens that's all I can say.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889357#Comment_3889357
A) you aren't facing a full 4 man with comms every match.
B) if the survivors are pre running at the slightest sound of terror radius, then they are certainly not gen rushing, and spending their time running away they're actively giving up gen progress. Just because a gen is making noise doesn't mean you have to kick it.
C) if you're asking for the regression limit to be removed, you certainly have room in your build for information perks. Finding survivors is literally a killer fundamental skill, so if the scratch marks aren't enough you can use one of the approximately 20 or so aura perks or even add-ons. They even nerfed distortion for exactly this scenario to help you.
A. I am regularly facing 2 x 2 swf and surprisingly often I get 4 man swf. Not long ago I had the same 4man swf 4 times in a row but a total of about 8 times throughout 1 night.
B. The question of gen rushing is irrelevant, maybe they were maybe they weren't. Point is not as simple as just chase the survivors and not protect gens so much, because it's not always possible to do that.
C. Again with SWF on coms people can run to a safe location well before killer gets to the gen they are working on so scratch marks would be long gone. If they ran when they hear TR fair enough but they often use coms to tell if they killer is coming before TR even starts (like full aura reading). Aura reading for killer is possible but easily avoided by survivors. One of the most popular aura reading perks is actually kick a gen. So have to kick the gen to get any aura reading from it, and they are not within range anyway because they had such a head start from the coms.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889338#Comment_3889338
If you're hitting the regression limit and asking for it to be removed, you are focusing way to hard on gens. Go chase the players.
To be fair with the coms of swf, the whole team knows when the killer is heading for them on a gen long before TR kicks in. This gives survivors ample time to move from the gen to avoid being seen and chased. They move to another gen instead or remain close if they know killer has no aura reading perks.
Many times swf teams have been able to avoid being seen due to coms telling them killer is coming before the game tells them via TR so it's not always a case of "go chase the players" because swf with coms is like the team having full aura reading on the killer location constantly so they hide very effectively. Can't chase what you can't find.
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That's pretty much how it goes. When survivors decide to do gens and play to win the gens fly. Killer has no time to spread hooks so tunnels 1 out asap to be able to stand a chance. Failing that they slug because they can't tunnel and can't afford to waste time hooking and spreading hooks.
It's a race, disable the survivors before they finish the gens while survivors have to do gens before they are disabled.
Solution is either buff the killers to be able to kill faster without the use of tunneling or slugging or slow the gens down to allow killer time to get some kills without needing to slug or tunnel.
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I truly hope the anti go next measures they introduce work. Yes soloq has players doing totems and challenges but that's part of the game and to be expected. If people want to play the game with a united goal of escape then swf is the way to go but soloq will have different types of people with different goals.
Slugging for the 4k isn't taking the game hostage in any shape or form, if it was then it would be reportable as taking the game hostage is a reportable offence. So the answer to that question is at no point.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889045#Comment_3889045
Shoulder the Burden doesn't do anything to the killer though. It's not something they have to 'deal with'.
Some killers need to tunnel to win, especially against swf. It's a good anti tunnel perk if used right. So remove the tunnel tactic with the use of the perk and killers struggle, hence the slugging.
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Another reason why killers slug, avoid dealing with perks like shoulder the burden that rely on hooks.
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There's hackers like this in the game and some people have the audacity to accuse me of hacking because I have play with your food on myers. "No way you can possibly be that fast" Clearly they haven't gone up against an actual hacker like these nurses.
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Bottom line is, if my kill rates drop due to the changes and it's no longer fun then yes I will quit until the game is fun again. I'd try to adapt and find ways to have fun and get kills before I consider to quit. It won't make much difference to me because I'm a Myers main. Stalk and mori, no need to camp or tunnel or slug.... Still survivors complain about me lol.
I do expect kill rates to drop for many due to the changes because many killers rely on things like tunneling to get kills (regardless of if it's skillful or not or if survivors find it fun or not). Remove the main method for getting kills and it will impact the kill rates and tip the scales. Unless killers can adapt like they did with the anti face camp or anti tunnel that currently exists. Or if killers get a big buff to compensate so killers won't need to tunnel.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888257#Comment_3888257
Once again, it sounds like you just want to fulfill a power fantasy as Killer, not play a game.
Not at all, I have barely played killer the past couple weeks, I been playing survivor and I stand by my view. Killer is power role, survivor is the underdog. I understand these differences. Shame others don't and want survivors armed to the teeth to go toe to toe with a killer.
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Last I heard there are no plans for the upcoming future for pips in 2 v 8 due to being so vastly different to 1 v 4
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887814#Comment_3887814
The game is not supposed to be a power fantasy simulator for Killer.
Games are supposed to be enjoyable for both sides.
There is nothing enjoyable about losing due to no fault of your own. That is what I ultimately hated about Survivor, and why I could never get into the role fully. It doesn't matter how well you play, you could play perfectly, if even one of your teammates is subpar, you lose. I enjoyed that, as Killer, my fate was my own. True, some matches were unwinnable back in the day, but even there I always felt competitive.
To me, your statement is almost silly. "Survivors should not escape, they need to learn how to just accept losing constantly and be happy with their meager BP gains"
The concept of fun is subjective, and I've already said how I find it fun that requires no win or loss. And like I said I could lose 20 matches in a row and die 20 times in a row and still gain plenty of BP, still complete my challenges, still enjoy they match. See how long I can survive. Survivor should be a struggle to survive and escape which it is. Makes no sense to have 4 man team that doesn't struggle to escape a killer. Where is the urgency, the fear, the feeling of dread as a survivor if they ascape frequently? It has to be a less common occurrence to escape to have the feeling of overcoming the odds, to feel that sense of dread when attempting to evade the killer. That's what the survivor role is supposed to be, not this warped version that people seem to want where survivors can escape frequently, loop the killer with ease. They literally expect and often do walk up to the killer drop a tbag and run away so they can loop a pallet. In what world should survivors feel that fearless against a killer? This is what survivors want, this is what they find fun and this is why they go next when they come across a killer they know they can't make a mockery out of.
Perfect example, is when im Myers. They hate it that I stalk and don't chase, they hate it that they know they can't chance getting in my face to drop a tbag in front of me because they get a Mori if they try. Same goes for nurse, they know they don't stand much chance against a nurse if in a chase and can't drop tbags near a pallet as easy so they go next to go against a killer they can make a mockery of.
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@Grigerbest said:
If you're slugging all 4 survivors (for no reason) - at the end of the match, you will have: minus 500 000 bp, minus grades, minus player level, minus 100 of all addons and offerings, minus archive progress, and random guy from your friendlist will be kidnapped and put in someone's basement.
If this^ in tact - watch how killers reconsider their behavior in game, first day.
I don't slug but if this happened as punishment for players slugging then I so would slug just out of spite lol
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It's a no from me, I have only played the event for the tome challenges. No more tome challenges, no reason for me to play the event
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887740#Comment_3887740
Those aren't the real reasons.
Players do that, specifically, because they feel the game is no longer worth playing, in your example. Killer brings a map offering to stack the odds in their favor, Survivor brings a map offering to stack the odds in their favor. As of right now, the game is Killer-favored and a lot of Survivor players are struggling, both to escape and to have fun. Killers don't seem to be struggling to kill, but I have seen a lot of general burnout from them too.
Look at it this way. As a Survivor loading into a match, you see a Killer map offering to go to a strong map. What are the positives in going into a game already stacked against you? Brownie points for losing? You won't get any BP, you'll lose rank, probably no Archive progress and the game will be frustrating and make you not want to play.
At least for Killer, you'll probably get BP and Archives done. Not much better, but it is something, at least.
As for your solutions…most maps are either Killer-sided or neutral. Making maps larger and giving Killers a speed boost (ala Blighted Serum) would be preferable to me.
Unfortunately, the Killer issue will not be going anywhere. There are a lot of unpleasant Killers to face and that has little to do with strength. Sure, a god Nurse is not fun, but neither is a camping Bubba. Slugging Twins, microboxing Pinhead, etc etc. There's just a lot of unfun Killers and there's nothing to really be done about it.
That's the issue right there, struggling to escape, struggling to have fun. It's supposed to be a struggle, that's the point to being survivor. People only have fun when they escape and when they don't or know they can't escape they don't have fun. They are happy to sit on gens all match even tho they find it boring. They are happy to go in circles around a pallet all if it means they win. They will do the most boring things possible if it means they win and they find it fun because they win. That's why they want specific maps and specific killers, they want to win.
I think survivors should have that "win" goal removed so they can learn how to enjoy the game. Instead of playing for the win maybe play to see how long they can last while going for a particular objective or go for BP. I can play 20 survivor matches and not escape once and still have fun because I don't go into the match with the "I want to win" mindset and I don't go next.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887740#Comment_3887740
While it's true that we can't address those kinds of reasons, another big reason is because of how easily Survivors lose matches (i.e. if a Survivor dies at five gens). No Survivor will want to continue in a game that's already lost, so they'll want to go next. If we can address those reasons, it can go a long way in reducing the "go-nexts".
Maybe but I think if a survivor dies at 5 gens then the decision to go next was already made. To get chased, downed and hooked for the full length of time to actually die and not 1 gen is done?
I think the issue in that regard is the mentality of "can't win, go next". Even if I know I can't win as survivor I go for BP, totems, see how far I can go... Sometimes I get lucky and escape. It makes my survivor matches way more fun. Personally I think it should be a case of how long can I last while trying to escape instead of I want to win and if I can't I go next.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887715#Comment_3887715
I can almost guarantee that will make the issue worse if we do not address why people want to go next.
How do you address the reason why they go next if the reason is simply they don't get the map they want or they don't go against a killer they like? Give them the option to select map and killer? Make all maps survivor sided? Make all killers so bad survivors don't mind playing against them? The reason can't be addressed, so penalties and incentives are the way to go.
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@AmpersandUnderscore said:
I've said it almost every time I see the "go next" problem discussed, but honestly nothing will matter until they address the actual reason why it's occurring.
Sure, some people are petty, but it's not like people have become more petty - And enough to make it an epidemic. It's a game health issue.
Imo, the main reason "go next" had gotten worse is that for most survivors the game is over in a losing state insanely quickly. Got found first? Looks like you're getting camped and tunneled out for 5k BP and you don't get any challenge progress. Getting slugged at 5 gens? Better tab out so you have something interesting to do for the next 4 minutes. Riveting gameplay.
And if they're already talking about anti camping, anti tunneling, and anti slugging in phase 2, then those measures could be enough to fix this problem.
In my experience the go next has nothing to do with being in a losing state quickly. The vast majority of people that go next in my matches is due to either they they don't like the map (they bring offering, I bring offering, if it selects mine they go next). Many times they go next in loading screen so I'm happy they will be hiding map offerings to help prevent that.
Another reason they go next in my matches is because they don't like the killer, so many times I have tier up once with Myers and the survivors just run up to me and want to go next. They even say post match they find Myers boring. These 2 reasons are usually the cause of at least 1 person going next, when 1 goes the rest follow suit.
I don't see any way of solving that reason for going next other than give survivors what they want. Give them the map they want and the killer of their choosing. Obviously that won't happen tho.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885964#Comment_3885964
The only indicator I could think of to distinguish it is when the hook killing starts.
Right off the bat and you're immediately hooked with three other survivors available? 100% noticeable.
I think for situations of 1v2, it wouldn't be classified as it as the "go next" mindset normally occurs on the survivor's first hook stage early on in the game.
At least, that's how I read the patch notes. It wouldn't make sense to penalize a player for killing themselves when there's no way to achieve getting the gens done.
Being as I'm a Myers main, I'm curious how this would work with Myers. I often get stalk early on fast and eliminate 1 player with tombstone before the 1st gen is complete. Would that be considered go next even if the survivor wasn't deliberately trying to go next? Or would it penalise players for intentionally feeding me stalk to get mori asap as some players do?
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@MrMori said:
Remove Self Unhooks other than Deliverance Delete Slippery Meat Rework Luck Remove Skillchecks from Struggle Phase Add Spectating your teammates while you are hooked
So basically slug with the added bit of spectating? No unhooks = slug cant get themselves up
No skill checks = slug just afk as they do now
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Truly can't wait, too long survivors have tried hiding for crazy amount of time in a match they lost just because they want hatch.
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Im not too concerned by the changes effecting killers negatively because last I heard the Devs hit the target rate of 60% kill rate. Anything that changes that figure will mean a buff for killers or nerf for survivors to maintain the 60% kill rate. So basically if the anti tunnel/camp makes it harder for killers to get kills and the stats reflect this, there will be buffs for killers or nerfs for survivors to compensate.
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Survivor issues is not op killers, it's team mates going next and not doing gens. I have experienced this as killer and survivor. Soloq is a nightmare because some people have challenges like cleanse 10 totems so they don't do gens. Or they just simply don't like the map or killer so they suicide on hook. If people worked as a team like they are supposed to then killers are not op at all.
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No amount of balance will help solo because it's not really a balance issue or that killers are op. The problem with solo is that survivors go into a match with their own agenda. Could be to escape, could be get pallet stuns, could be do 10 totems... Could be a lot of different things. If the killer is after the win and just 1 survivor is doing a challenge or adept then it's going to be a tough match for all survivors.
Similarly, solo players with their own agenda and objectives also means if they don't get the map or killer they want or if they feel the challenge won't be done easy they will just go next or just not bother. It's impossible to balance a game around killer v survivors when the survivors themselves are the ones that essentially throw the match by going next, not doing gens, not going for saves or unhooks. If the game is going to be balanced to give solo players a chance then all survivors need to be on the same page, all have swf advantages like coms, all have single goal in mind…escape. Then balance the game around that.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884782#Comment_3884782
If that was true, every one would be wanting to play it.
Being survivor sided doesn't mean people will play it. It can be survivor sided and still boring. Based on what I have seen and heard many people seem to avoid gens because they find it boring. Survivors can't really loop killers like they can in 1 v 4 which is apparently the only fun aspect for survivors.
I'm just doing survivor in 2 v 8 as killer q is too long and I get to do easy tome challenges I missed from long ago. Other than that I wouldn't play survivor in 2 v 8 no matter how survivor sided it is because the overall survivor gameplay at its core is boring (sit on a gen and press a button). Or go look for chases which seems to be what many people are doing... Lots of matches I have been in chase with both killers after me and out of 7 other survivors there is 1 or 2 on a gen if I'm lucky and that usually tends to be a bot.
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Im not sure the lack of survivors or incentive has anything to do with being 1 sided. I think it's that people have realised just how boring survivor is. Sitting on a gen for ages pressing a button now n then. Going in a circle looping the killer then move to new pallet and repeat. Every survivor is the same, only the perks change anything. Swf has the appeal of friends playing together but solo is very boring.
Killers have a variety of different killers with different powers, they are always (or should be) chasing someone. Killer is generally more fun and engaging. So it doesn't surprise me why there is more incentive bonus for survivors.
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Many survivors will say it's a crutch perk (but so is any perk that you rely on). Killers can choose to start strong and have a good early game or they can choose to snowball and have a bad early game but very good end game, that's where noed comes into it. It's on the survivors if they choose to not do totems all match.
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To be fair the zombies alone are enough to stop people doing gens or turn it into a survivor running from 2 killers then the zombie gets involved and you find yourself dealing with 3 enemies instead of 2.
I was on a gen with 2 other people and a zombie spawned right next to me. All 3 of us had to stop working the gen, lure the zombie away very slowly then continue the gen but then wesker comes dashing by to kick the gen that would have been completed if it wasn't for that 1 zombie smh.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883551#Comment_3883551
If a killer is playing for BPs, bleeding out survivors is still the worst way to get them. 2.5K for no one escapes? How many BPs are earned by hooking and sacrificing or mori? It's a lot more than 2.5K, and you still get the 2.5K if you actually kill everyone this way.
True the killer does get more BP for hooking but if the killer is struggling to get hooks then bleeding 1 person out and hooking the rest could be the way to go. I play tombstone Myers alot and the BP rewards are often pretty bad because there's minimal hooks, minimal chases due to stalking, and people don't last long. bleeding people out with tombstone Myers makes very little difference to BP, still better to bleed them out than to not get the 4k
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883096#Comment_3883096
It is standing there doing nothing. It's the same as when survivors don't do generators and hide, eventually the game ends because one side didn't take action, and that side is not rewarded for their efforts. The game is doing everything possible to tell the killer not to bleed out survivors.
But yet killers are rewarded by bleeding out via the no one escaped bonus. If survivors avoid gens and get auto sacrifed due to server end timer they don't get a survived the longest reward lol. They get nothing for the efforts of doing nothing. The killer does get a reward for killing all survivors even if it's via bleed out. 2.5k BP bonus for all survivors dead... This includes bleed out. Remove that bonus and you have a point but while that reward remains there is a reward for bleeding out if it contributes to all 4 survivors dying.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882996#Comment_3882996
Then play custom mode.
I would if custom mode gave BP, exp and rewards. Unfortunately to get the rewards I have to endure actual players lol, it's a price I'm willing to pay but it still doesn't change the fact if I had a choice to get BP via custom mode or play against people I would pick custom mode.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882996#Comment_3882996
so you’re a killer main who wants to play a pve game then? There are plenty of those games out there for you to go play anytime you want.
None that I have invested in like dbd and has the variety of killers that dbd has.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882996#Comment_3882996
Then you would be fine with 2v8 becoming full PvE? Because this is the only way I see 2v8 working out. (Even though they would have to make Bots better to make it an actual challenge if they would make 2v8 a PvE-gamemode…)
Ye I think that would be fun, lots of games have PvP and co-op PvE, I don't see any reason why that couldn't work.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882953#Comment_3882953
https://us.v-cdn.net/6030815/uploads/IT3NRVSWXGGM/deadbydaylight-2-5-2025-5-28-01-pm.png
It seems like if they wanted bleedouts to count as kills they would have added it to the list that they updated last patch. This list doesn't mention anything at all about "standing there doing nothing" as a way to kill a survivor.
It's not standing there doing nothing because the killer still has to chase and hit the survivor twice to down them and then actively keep them down (prevent healing) to get the kill. Ensuring a survivor bleeds out takes more action from the killer than a Mori where they just press a button to kill. Also proxi camping a hook while the survivor slowly dies could be considered standing there doing nothing to get a sacrifice but it still counts.
It does also specify in the manual that
"the survivors will be attempting to repair 5 generators to power the 2 exit gates and make their escape. Killers should do everything in their power to stop them."
If bleeding them out stops them (which it does) then the killer is doing as the manual suggests, everything in their power to stop them.
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As previously stated, I prefer bot team mates and going against bots. You won't see a bot suicide on hook or just walk up to the killer as to say "kill me so I can go next" or you won't see bots complain about literally everything, slugging, tunneling, camping or won't see bots waiting by the gate to t bag the killer. Fill the rest of the lobby with bots, I'm good with that.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882600#Comment_3882600
The in-game manual explains the killer's main objective is to sacrifice survivors. When a bleed out happens, a killer did not do what they were supposed to do to win against that survivor. Bleedouts don't award any points, they lower match grade rating, and the game won't count them for completing adepts, daily, or tome challenges. A killer has to take action and hook or mori a survivor in order to get credit for a kill. It's also not like end game collapse where the timer favors the killer and Times Up counts as a sacrifice/kill.
True bleedouts don't count towards adepts and challenges and does lower the rating of the devout emblem but it still rewards killers with 2.5k BP for no one escapes bonus. And killers can still pip up with bleeding people out if they have earned points in other emblem areas. If 1 gets hatch for example killer doesn't get no one escaped bonus, if they bleed out they do because regardless of how they died they didn't escape. It's not called "sacrificed all bonus" it's "no one escaped bonus". It's not called 4S (4 sacrifices) it's called 4k (4 kills).
I'm not saying your wrong but as you point out, the in-game manual is very wishy washy. Objective is sacrifice but mori and egc time count as sacrificed even tho they are not. That says to me the objective isn't to sacrifice as the manual states, it's actually to kill. So from a certain point of view bleedout as a way to kill and stop survivors escaping is completing the killers objective.