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ReikoMori

ReikoMori

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ReikoMori
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  • I've played this game on and off since 2016 and have about 800+hrs in the game and majority of that was spent playing killer. Right now isn't a great time to play killer with all the nerfs, boons, and then the real threat of being doxxed/swatted/ddos'd because someone seems to feel the way to respond to a loss is invading someone's privacy and potentially putting them in grave danger. Even a bloodhunt isn't gonna pull that many killers back into the game when they have to consider all of the stress that comes with it.

    Which is why I have started playing survivor almost exclusively lately. I like to have fun playing games and the only side that's really allowed to have fun in DBD currently is survivor. I get to listen to music, bless totems, and generally have a chill time. I don't get people dumping their emotional baggage on me at end screens which has been really nice. The game is just a better experience all round when you've transitioned from a Nemesis/Legion main to a Mikaela/Dwight main.

    It sucks that I can't really play the role I'm passionate about right now, but at least whoever put together the Trickster spotify list knows how to make a soundtrack. More of this please.

  • Savior is an insane overtuned perk idea. 7secs of increased movement speed in this game at a 30% boost is enough to clear nearly a third of a map. Keep in mind that haste in this game usually lasts about 2-3 seconds (NOED is an outlier as its a flat 4% haste for as long as the totem stays up and is hyper situational). Getting that much value off of a palette stun or flashlight save is not the healthiest thing for balance. Conversely, giving the killer 3 seconds of aura reading is useless for the killer as blinds can last longer that 3 seconds and recovering from a stun is about 2 seconds unless you run Enduring. So this idea loads one side with a massive benefit, but with no real downside.

    Hurry Up is just flat out broken. You've essentially created an uncapped gen speed perk that also gives a higher bonus if you hit great skillchecks. That is just bad for everybody involved including survivors. You'd push the pace of the game so hard that even high tier killers would start to falter, but at the same time that level of speed would become meta for survivors and push everybody in to extremely short, low scoring games. If you're a killer who doesn't generate map pressure or has a power that requires the game to just take longer you'd stand no chance of winning unless you started slugging at 5 gens which would just make everyone irritated. Getting exhausted from that for 40 seconds is not really a set back and I'll explain why with your boon.

    Freshed's effect passes out another uncapped speed boost, but to status recovery. Being exhausted by Hurry Up essentially becomes moot as you just need to get the zone affected by the boon to not having to wait even close to 40 seconds to recover from exhaustion. Then consider what would happen if you paired this with Vigil, another status recovery boosting perk, you and your teammates would be exhausted for essentially only a few seconds then able to loop into another Hurry Up cycle. This is the point where people actively start disconnecting from the game and eating penalties or just stop playing altogether. DBD has a history of large amounts of players deciding not to play en masse when people are met with something that essentially becomes infinitely difficult to deal with.

    You can look up videos on the Dark Times, Old Legion, Old Freddy, and Spirit when she had collision while phasing. For a more perk centric moment there was pre-nerf Mettle of Man and old Ruin

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/296484/been-over-a-week-since-i-left-the-game-because-of-killer

    Streamers are a problem everywhere. Entitled with inflated egos. Why streaming is a thing I will never understand. Watching someone else play a game is weird to me.

    That means you don't fit into the demographic who enjoys watching that type of content. People watch streamers for a variety of reasons and not all of them are related to the gameplay. Some streamers have charismatic personalities and great chat interaction skills which translates to having a active community who wants to spend time with them no matter what they play.

    Then you have the people who wanting to see hyper skilled* gamers for multiple reasons. Some like watching high level* play others prefer watching them to gain insight into new strategies, builds, or general game knowledge.

    *= has a level of subjectivity that changes from viewer to viewer.

    Some people watch purely for entertainment value the same way you'd listen to the radio or watch a tv show. Streaming's also a good way to check out games you've never played without investing money into something you potentially won't enjoy. Which is help these days since a lot of games no longer have demo or trial versions on certain platforms.

  • @Tr1nity said:

    Can someone give me a tl;dr of Yun-Jins lore? The only real thing I know about DBD lore is that Yui almost poked someone with a sharp object

    Yun-Jin is the manager of Ji-Woon (The Trickster). She is a music industry rep whose career hinges on the continued success of Ji-Woon, but she starts to take notice that there is a trail of deaths that follows Ji-Woon, but chooses to not dig too deeply into it or report him even when it starts becoming fairly obvious as she needs him to keep being a popular recording artist. If he goes down then she goes down and her obsessive need for validation and her pride make her place her career above voicing concerns that something is wrong. She doesn't know for sure that Ji-Woon is killing people, but with the addition of the tome lore that has sort of morphed into potentially a willful denial of the facts at hand.

    You can't have a problem if you don't have to acknowledge it. Lore wise she doesn't have to face up to the fact that Ji-Woon is a psychopathic serial murderer until he gasses a record exec meeting, kills all the execs and starts to come for her next. That's when the entity does her thing and swooped them into its realm.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659374#Comment_2659374

    mhm but i mean i usually stand there but when i want to sabo i stand infront take a hit sabo then insta deadhard

    The easiest way to block a hook is to crouch rather than stand, at least it is for me. It makes it easier to fill up the space where the killer usually needs to be in order to hook. Keep in mind, most killers are mashing their space bar to they get the hook on the earliest possible frame so if you're timing or positioning is off you won't get another chance to try it again.

    You used to be able to bodyblock hooks a lot easier in the past, now not so much. It's not really worth it if you have the ability to sabo as you should run ahead of the killer and drop the hook if you know someone is going to go down.

  • @Zachcjjj said:

    I say gg after every single match no exception it doesn't matter how bad i lost or how much i won but some people take it as a personal attack when i say gg after i beat them? can someone explain this to me?

    Some people are overly competitive and don't consider it a good game if they didn't win.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658271#Comment_2658271

    If I can play a game i absolutely love and am obsessed with 97% of the time, know that it will most likely work then I'm sorry but I'm not going to give it up over that 3% chance of failure. Would you give up a relationship where 3% of the time you fought?

    As far as most people understanding I guess we won't know an answer unless we take a poll on that one. I feel like if a player disconnects after a down, obvious purposeful disconnect. Out of nowhere? Its there internet.

    And once again, how can it be my internet when I have the best in my internet and literally every other game and streaming service works fine?

    If that 3% of the time resulted in me getting kicked out of the house repeatedly, I'd end task on that relationship easily.. It's not worth the headache even if most of the time things are good.

    If you're getting auto dc'd that frequently the penalties are going to keep stacking up till you're just straight banned from playing. I know that seems really harsh as a punishment for something that might be out of your control, but this game has had a huge issue of people going into baby rages and quitting games just because they don't like trying to play against a certain killer or just to grief other survivors or any number of equally dumb reasons. The only thing that gets people to half way relax and just play the games out is the penalty escalation being what it is. You got a 48hr lockout, it wouldn't hurt to maybe check your obsession with this game and play something else for like a month.

    You may not think it is your internet, but it most certainly can be. You could be having signal degradation issues, if you have comcast then that is a strong possibility as they've been having internet and cable tv issues for nearly a month straight across the entire US. You could be getting shoved offline due to hackers cause that's a legit concern in this game. You might just be part of the unlucky set of players who just have poor performance with dbd.

    Seriously, take a break, let your penalty bleed down for like a month or so, look into your net and then come back.

  • It's really not unless it starts to actively harm the function of the game, but my words aren't going to change your mind. Though this stuff has been known for a long time now and nothing has been done so it isn't likely to get Blight killswitched.

  • @Shroompy said:

    overpowered? no

    but definitely outdated and should be looked at

    Shroompy, they just buffed it like three patches ago to do Multiplicative sound dampening rather than additive. It's an insanely strong perk that kills all sounds of injury.

  • @Iliketoplaykiller said:

    I was watching ohtofu last night and he brought up the current state of killers. Tdlr he essentially was saying that killers are being babies because mmr is doing it’s job. I mean sure we’re not 4king every game but a lot of us are still 4K at least 50+ percentages of our games. The mmr is working as intended and putting us against skilled survivors, the way it should be. Kinda was a wake up call to me personally and gave me more perspective on the games I lose. Instead of thinking the game is inbalanced (which I still think it is to a certain degree) I took tofus advice and now am thinking more or less what I did wrong during my matches instead of thinking this game is just 1 sided.

    Just my last piece of advice I’d like to leave all my killers out there is unless your getting paid to play this game (content creators) why do you care if you lose? Sure it’s annoying to get teabagged / Bm’d but it’s not worth working up a stress over this game.

    Ohtofu is factually correct, but people stop having fun when every game turns into sweaty mess. Most people don't play at that level of competitiveness in dbd and the MMR system in dbd is factually trash. The devs admitted on their last Q&A stream that the its implementation isn't really counting anything other than kills and escapes and that the cap on MMR is only 1900 which is dismally low for an mmr system. Usually you see MMR scales in 10,000 point or more increments, which allows enough breathing room between skill levels that players plateau with opposing players who are properly close in skill. Other games with MMR systems also track more than one metric because skill in a game is less about the end result and more about how you got to that end result.

    DBD is a game where the more efficient you play the less skillfully you really approach the game. Like what is more skillful, a killer who wins most of their chases gets 8 hooks that results in a 2k and keeps the gen progress decently under control? Or is it a killer who tunnels someone out of the game early which puts survivors in a very difficulty to win situation that results in 4-8 max and gets a 4k?

    What's more skillful for survivors, being able to evade the killer and draw out chases to lengthy degree or just rushing gens in two man teams to end the game as fast as possible with engaging very minimally with the killer?

    The system is doing what it was designed to do, but it was designed in a weird way and doesn't really track anything in a meaningful way. Which means the only metric that matters is law of averages. Are you generally escaping more than you die, regardless of how you contributed to your own survival? Number go up. Are you getting kills through a method that while functionally effective is the lower skilled method? Number go up. Did you die carry a team and spent a year looping the killer only to die? Number go down, slightly. Did you rushed into a sub 10 walk out or play a long game where half the survivors walks out, but you got a lot of hooks? Number go down, slightly, maybe.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658089#Comment_2658089

    exploiter. not a hacker. It will prevent people from misusing his power

    That doesn't require a killswitch as it doesn't impede game performance. It's just a marginally annoying aspect of his power interacting with probably mouse sensitivity spiking. Cheesy to be sure, but not gamebreaking.

  • @Smuk said:

    Does the timer go on pause such as with pigs RBT while being chased?

    As I imagine it would be a lot of QQ due to chase pressure till you kiss the ground

    The current configuration of deep wounds only ticks down when you're not running IIRC

  • @Pizzasauce said:

    After not playing for an entire day because of a 24-hour ban, the first disconnect I get coming back is a 48-hour ban? And you all still think these bans are not too strict? This is a rant. And I am done with the rant.

    Your ban only decreases in scale over time. It doesn't cap out and then go away when you do the time. Stop dcing, a 24hr and 48hr ban means you're dcing way more than you would if your net was bad. You're purposely leaving games at that high of a penalty.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657930#Comment_2657930

    Let the killer walk at least 2 meters will not be difficult for him

    Don't forget your red nose clown

    The developers changed the size of the maps almost 2 times, but there are the same number of hooks, so it is not difficult for the killer to walk a couple of meters to hang the survivor on the hook

    For this reason, sabotage in the game died as there are a lot of hooks

    Sabotage isn't dead, its just situational as it should be. It nearly killed the game during the Dark Times:tm: back in the day.

    @Cancan71 said:

    - The cooldown only starts if you complete the sabotage interaction.

    - Lower the cooldown to 45 seconds (hooks stay broken for 30 seconds, so it would give the killer time to hook a survivor).

    - After rescuing a survivor from the hook, the healing action takes priority over the sabotage action.

    - Change the hooks' auras from white to red.

    - If the killer is using any Scourge Hook perk, Sabotage shows the affected hooks in white, not red (Maps would be changed to do the same thing).

    Sabotage is a fun perk to use, but it is full of annoyances and design flaws, like putting your perk on cooldown because you wanted to heal your teammate but you accidentally sabotaged the hook instead. So these changes should make the perk better to use.

    I also added functionality to make this perk counter Scourge Hooks, since I predict they will be popular with Pain Resonance coming out soon. Survivors currently have no way to know which hook is a Scourge Hook, so I thought it would be suitable to give Sabotage this ability.

    The cooldown only starting if you complete the action is a change I wouldn't mind seeing.

    I still think having the current cooldown time limit shouldn't be lowered.

    The healing action should probably have priority in the action stack, but that is something that can be dealt with by taking a couple steps forward so you don't snap to the sabo action. If you've got enough time to heal at hook, you've got enough to take two steps in any direction.

    This perk shouldn't counter scourge hooks honestly. Scourge hooks aren't particularly strong even with Pain Resonance and honestly, through killers a bone here. Scourge hook rng is pretty bad and the perk type is already super gated in terms of usefulness with only applying to 4 hooks.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654519#Comment_2654519

    So should we also remove the pride flag since homophobic people exist?

    That is a laughably weak strawman. I'm not even gonna entertain answering to seriously.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654429#Comment_2654429

    It's a murderer.... who tortures and skins all types of people.... and uses their faces.... on a imaginary world in a video game...

    Again, it isn't about the character. It is about the way a certain section of players behave towards another specific section of players. I've repeated this because you clearly didn't read what I said.

  • @jinx3d said:

    There is nothing wrong with smartface as a cosmetic. Yes, some people use it as an additional way to target POC players, streamers, and survivors, but thats only because they GIVE the power to the cosmetic. Calling it "blackface bubba" is giving it power that it doesnt have without these complaints. Even if it gets removed, what does that solve? does that make all racist players quit? No. If people want to be racist in a game they will.

    The players who are racist probably won't leave, but we also don't have to give them tools to be freakin' weird. I get the whole, Leatherface isn't racist argument, but it ain't about the character and people should stop making it about the character. It's about players behaving in really messed up ways towards a specific group of players. I know a lot of people who play this game don't know or care about the cultural context of why people do not want to see this cosmetic continue to be in the game. Yet, I would like people to just take a step back and consider that none of this is directed at you and that no one is actually asking you to do anything.

    When us POC players complain about the cosmetic we ain't talking to you. We're talking to BHVR. If you don't agree, that's cool, but the stupid thing should be removed. To do so literally costs nothing and if people really got a problem with it just give the folks who unlocked it blood points or iri shards.

  • @Eredestra said:

    https://us.v-cdn.net/6030815/uploads/G57AI4HALIZL/totems.png

    So it's still happening that even after I said before the match even started to NOT destroy the Totems and let me give Boon's to everyone.

    People are still running around, purposefully destroying Totems...

    Happened 2 times now.

    You can only set one boon totem to begin with. Just run small game find a single totem and bless it. Once blessed they can't be cleansed by a teammate until the killer snuffs it out. While boons are worth the risk investment, not everyone will risk a potential noed proc so creating boons requires you to settle for making potentially one boon. That's why running small game is good is because you can find totems quicker and also see how many have been cleansed.

  • @Ssajbambusa said:

    @Thadius @ReikoMori You guys do realize that as killer you don't need to take every chase (especially in pain houses) and that you can actually snuff out boon totems, right?

    Snuffing totems can be a time consuming hassle with low reward with the current configuration of Boon perks and the lackluster directional audio. Generally speaking, having perma-haste in this game generally isn't going to be seen as fun to deal with because there is a finite limit to how quickly killers can move. If every killer has base 4.6 or a mobility power effect it would balance out, but killers with below average movement speed just flat out suffer. While you don't have to take every chase, you aren't usually in a position to just walk away from looping scenarios these days. Killer's only recourse to dealing with perma-haste is to bloodlust the runner unless you have a ranged power or can inflict the hindered status.

    As someone who plays pretty much only boon builds on survivor now I've already seen the amount of frustration that builds up when a killer's dealing with trying to search out boons. Snuffing boons doesn't really offer much of a reward as the moment they leave, I just put the boon back up. The only real time gate is blessing over a hex and even if I spend more time booning than doing gens there are still three people cranking out progress and running the killer.

    Also we already have a perk coming in with the next survivor that is going to add to the Hold W chase meta which is something we shouldn't be encouraging further.

  • @coolmacc said:

    Just like how survivors have to to bones for noed killers have to do bones for boons.

    And dont comment killers have to worry about patrolling, loops, kicking gens, keeping pressure, hooking etc etc we don’t have time to do bones.

    Cause I’ll comment survivors don’t have time to worry about 5 totems getting done we have to loop, do gens, unhook, heal, open gates etc etc

    Here is the issue though, if you're not a killer who uses totems very often, you're probably not going to find them in a worthwhile amount of time. It would be nice if killers could have a visual indication that they are in a zone effected by a boon totem because directional audio isn't the greatest in dbd.

  • Depending on map and totem placement this would effectively turn some areas into infinites that most killers couldn't cope with.

  • @StarLost said:

    So, this has been annoying me for a bit now.

    Some killers just...struggle to earn as much BP as other killers. It has mostly to do with the values assigned to 'power' events - for instance a Wraith getting a hit out of cloak, or Pinhead hitting a chained survivor.

    I decided to test it a bit, on Plague (which a lot of people say is a weak 'earner') and the Cenobite, who I've always considered a very strong earner.

    Obviously, the games are not perfectly analogous - but I tried to make them close.

    Hard fought 4-out:

    Pinhead - 27kish BP

    Plague - 18kish BP

    2-out

    Pinhead - 31kish BP

    Plague - 26kish BP

    4k

    Pinhead - 35kish BP

    Plague - 31kish BP

    It's definitely the powers.

    Have you noticed anything similar? I'd love to hear what your 'earners' are, and which killers you struggle to earn on.

    In terms of pure point gain, Legion is probably the best due to them being fairly mobile and their power lacking lethality. Getting frenzied stabs on survivors will never make them drop so it is quite easy to farm up devious and malicious scoring events.

  • @JohnWeak said:

    This mechanic would apply only when there is more than 1 generator left.

    Once a survivor is hooked :

    • if the killer is in chase within 25 meters, the summoning progression rate is 100% (same as today)
    • if the killer is staying within a 25 meters range without being in chase, the summoning progression rate is slow downed to 33%
    • If the killer's distance from the hook is above 25 meters, the summoning progression rate is 175%

    This would encourage the killer to move away from the hook and it would force the survivors to go for the save faster as they wouldn't be allowed to optimize the hook progression time by doing gen as they do today.

    It would then prevent face camp as gen rush would be easy (33% summoning progression) and reward a high mobility killer : the survivor is saved but 2 survivors are not on gens, even 3 if the killer is in chase.

    Also, it would add a good dynamic to the trials.

    So what you're saying is loop the killer near hook so two other people have extra time to push gen progress before someone absolute has to make the save? Yeah that's a hard pass.

    This is the consistent issue with these ideas around dealing with camping. Any system you design to fight camping with a mechanical debuff can and will be abused by a plurality of players in a way that is at worst punishes the person on hook and at best just means survivors don't really get a tangible benefit. Also this wouldn't prevent hard camping as those players do not care how long it takes you to die on hook as long as you die. Someone who camps as their only strategy isn't concerned with bloodpoints, MMR, and most certainly not a hooked survivor's enjoyment.

    Your suggestion also places the hooked survivor at an extreme disadvantage should the killer just play normally and not camp. Which means you're actively penalizing the hooked survivor for no real reason.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646090#Comment_2646090

    Contrary to popular belief, nobody gets banned for speaking about BHVR - that's just what people say when they don't want to say the truth about why they got banned.

    People get banned for breaking the forum rules and throwing insults around.

    If we got banned for saying less than glowing things about BHVR, I'd be brown bread XD. When is Naughty Bear becoming a killer?

  • @Pacciani said:

    Cause more players use surv than killers,an other interesting questions will be :

    Why surv has to have perks when they can talk to each others ?

    or

    Why a killer takes so long to clean blood after hit?

    or

    Why Demogorgon´s perk has becomes generic and the Demogorgon doesn´t have new perks?

    or my favourite

    Why reporting toxic behaviours is just like screaming in a box?

    All the perks from the Stranger Things chapter have become generic perks as that chapter is no longer going to be available for purchase. Demo didn't lose his perks, they just aren't trapped behind a inaccessible paywall.

  • @Hunter_Main_322 said:

    Remove the restriction to stand up 1 time per game

    Increasingly, there are two types of killers (both toxic) camping or playing off the ground

    While both options tunnel survivors

    Make it so that with this perk you can get up without restrictions

    Then it would force the killer to hang the players on the hook.

    Also, when there are 2 survivors left, the game turns into a dull hide and seek where the survivor has no goal and the killer who knocks down the survivor has an advantage, since you, with your hatch updates, did not leave a chance to the last and penultimate survivor

    @AnObserver said:

    The Perk? No.

    I can agree with an infinite base-kit feature where Survivors can pick themselves up after 60s (and also have themselves be Broken for a duration after pickup as a disincentive for Survivors to just leave other Survivors on the ground)

    But not a Perk. Especially if that Perk also buffs the base-kit self-pickup speed with no downside.

    If y'all want something that gets you up repeatedly start running No Mither.

  • @Zachcjjj said:

    ngl tinkerer should get nerfed in some way especially with ruin undying meta but i dont know what that nerf should be what do you guys think?

    On its own it isn't overpowered. It's about the same strength of a perk like Dark Devotion on its own, but with certain styles of play and builds it is consistently effective. Survivors want to say this consistency is in itself overpowered because they don't have a direct counter to it outside of actively maintaining awareness of their surroundings. Just because it is consistently effectively doesn't mean it should be nerfed. I get that it makes the 3 gen situation really hard to win, but that is hard to win no matter what. It's why one of the things we're supposed to learn as survivors is to not push all the gens to one side of the map.

  • @Zachcjjj said:

    i feel like 99% of the people who claim to have high mmr just hit red rank like 3 times and all of a sudden think they have max mmr and are versing death squads every game when its really just not true. its pretty funny that people will be on this forum talking about how they are high mmr and then say something stupid like flashlights are op

    Because generally speaking, the MMR system of this game is joke and if you're playing killer consistently getting to high MMR isn't really hard to do. It's slightly more difficult for survivor, but the only things counted are kills and escapes. The cap is 1900 so it isn't like its a high point value to achieve.

  • @Patrick1088 said:

    Do you guys see the new asymmetrical game taking away from DBD?

    All platforms , and honestly just as iconic characters (Cell, Buu and Frieza).

    One thing that DBD has over Breakers is original killers (or Raiders in Breakers).

    VHS is coming as well, but I can easily see Breakers gaining big traction. I'm just curious as to how DBD will be able to keep up with these new games.

    With only a cinematic trailer there is nothing to really go on. The game needs to have a good gameplay loop for both sides, decent balance, and a player base that actually sticks with the game long term. As for VHS it might end up like HSH where its fine-ish now, but later things go side ways. It's really hard to compete in this space when dbd has a multiyear deathgrip on the genre and has soaked up a lot of licenses.

  • @drakolyr said:

    Often matches are shorter and you go out of a match faster.

    Why survivors dont get much bloodpoints in general?

    A killer gets more BP in every action. Also the categories are easier to do as a killer.

    I mean, its frustrating after i got camped or tunneled out of a match and only get 3k BP.

    But even when a killer has a bad match, he's still around 15 - 20k bloodpoints.

    The categories are terrible aswell, especially if some guys die fast.

    Team actions are often earned hard, cause you cant do much. Doing a gen together, healing or taking a hit. There aren't that much more.

    The only category you get fast, is target. Generators and exit gates.

    I mean, one of the categories for bloodpoints is survival. And mostly you get it trough skillchecks. Cause, camped or tunneled and its out.

    Boldness depends on the killer. With boon totems it got a lot easier.

    A killer gets 3 categories in one chase. For example, brutality hitting or destroying things. Using his power he gets Devioutness and Hunter for going after a survivor.

    Event after the end, he gets the 4th categorie, sacrifice.

    I think survivor bloodpoints or the bloodpoints in general should get tweaks.

    Maybe also raise the cap from 8k to 10k? We have litterly over 100 perks, more bloodpoints in general wouldnt hurt anyone.

    Especially new player or players that didnt play the whole time have a hard time.

    The game isn't meant to be played at the breakneck pace survivors want to play it at. That's why typically survivors will get less BP than a killer. Killers have very few actions to do so they get more points when they do those actions. Survivors by contrast have much more they can do to influence the game and thus get scored less for each single thing they do. Also another big part of scoring is interaction with the killer and vice versa.

    The killer's entire gameplay loop revolves around getting into interactions with survivors. You want more points you gotta get chased, get hit, heal, risk yourself getting the killer on you by unhooking. Survivors can of course win with doing little or even none of these things because all that really matters if that you do gens and escape. You're not really driven to interact with the killer in the same way a killer is with you and if your killer is very passive then it can just be hard to interact to begin with. The longer a game goes the more points you will get.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635252#Comment_2635252

    From the article :

    This isn't to say that The Terminator is a horror movie on the strength of what it later inspired. Instead, it's a horror movie on the basis of how Cameron made it. It's set in a grimy, poorly-lit 1984 Los Angeles that's falling apart at the seams, where the T-800 muscles into the few bright spots in it and immediately blows them all to hell. Linda Hamilton's Sarah Connor, who's just a young waitress in the original film, spends the first half of the movie at the center of a net that's slowly closing around her, with the T-800 constantly getting closer, and everyone who tries to protect her ends up dead. She's much like Laurie Strode, or Laurie's genre descendant Sydney Prescott, who's been thrown into a nightmare through no fault of her own. Suddenly, Sarah's life is burning down for no reason, and nothing can save her.

    Thematically, then, and in terms of its overall presentation, The Terminator is James Cameron making a John Carpenter fan film, down to its cinematography and lighting choices. The biggest difference, and the one that seems to cause most of the genre confusion, is that the T-800 uses some particularly impressive guns. If the visual language of the film wasn't so centered around firearms in general, with the balletic mayhem of the police station massacre or the dangerous red laser sight on the T-800's .45 pistol (one of the first appearances of a laser sight in a film, in fact), there'd be less question about whether or not it was a horror movie. If the T-800 didn't use guns at all—if it favored the same knives, hand tools, and improvised weapons as a Jason or Michael—there'd be no question at all.

    Yes his original script leaned closer to a horror movie, but this is an article giving the article writer's opinion by and large. The script that got shot definitely trended more towards scifi action than horror. By and large fan response is as we are here, divided at best. Does it have horror elements? Yes. Is it what most call a horror film? Not really. Would Terminator be a fitting license for this game? In my opinion, no. DBD couldn't do it justice as the way dbd plays would be too limiting in gameplay or design. Terminator is at its best when you have that arsenal of weapons along with precision and relentlessness of a robot. That is why is worked better in Deathgarden.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635226#Comment_2635226

    the original movie is also classified as Horror along those other genres. Also BHVR already bought the license for Deathgarden. So it should be possible if both parties would be willing to.

    They had that license for specifically that one instance when it seemed as if the game were going to make a comeback and T-800's actually fit that setting, but that game did not flourish sadly and NRS is currently making use of the license.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635216#Comment_2635216

    Then use the robot version from the final chase. No Arnold required

    You still have the problem that the original is most definitely classified as a Science Fiction Action Film and that the license is also in the hands of another dev and is extremely expensive.

  • @SilentShepherd said:

    Also, what about ALIENS?

    Killer : Xenomorph

    Codename : The Alien

    Survivors : Sigourney Weaver's character, I forget her name

    Ripley was her name and that license is already in the hands of another dev. It is also one of the most expensive properties to license.

  • @Lat0 said:

    Some salty weirdo called me with my email name in post-game chat. Does anyone knows if it's an exploit or they checked my ip or something?

    He either dug your ip, which is a current known issue right now.. Or he snooped your steam profile and worked from there to get your email.

  • @TheDarkTyrant said:

    Can we just get rid of rifts? They are completely pointless as the only exclusive parts are the charms which no one cares for. The only ones I ever cared for were licensed. So Left 4 Dead. Other than that they are just a waste of resources. The skins come out shortly after and even the ones people paid for on the paid track after being resold but now in the store are just available for shards now which is kinda dumb. Makes the entire major point of the rifts... Pointless!

    Personally I like the charms and this rift has actually been worthwhile to play and purchase the track for. Also, it doesn't really matter if people get the cosmetics after the rift is gone.

  • @aknitus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635170#Comment_2635170

    Oh, they can fix it. They said in their anniversary video that dbd was made by some of the "finest developers" in the industry.

    We've been asking them to fix the issues for like 3 years straight and for every issue that is resolved something else seems to be taking a hit.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620618#Comment_2620618

    Playing a different game isn't the answer for the game people want to play but are sick of tunneling that is ruining the game. Tunneling itself is going to push a lot of survivor mains away from the game who are just trying to have fun with friends in a scary game. Like I said, I used to play this game everyday with my friends but now we play it once maybe twice a month together and the MAIN reason for us not playing as often anymore is tunneling killers. The act itself needs to be discouraged and blood point loss isn't enough. Tunneling needs to be recognized as a reportable and punishable offense. This is a PVP game with a rank system. Certain behaviors within the game need to be recognized as unsportsmanlike and action taken to discourage people from doing it.

    The devs have said, for years, that they are not going to make tunneling or camping reportable offenses because it doesn't prevent the game from progressing normally. Let's set that aside though, how would you discourage tunneling or camping in a way that fundamentally change the way the game is played and doesn't introduce a punitive mechanic that can be abused by survivors as a way to manipulate the outcome of games to be heavily in their favor?

    That's the biggest hurdle to clear with Asym games. If you want to thoroughly and completely discourage a behavior that is just a result of people choosing to the game in a way that lines up with the rules, but isn't maybe the most fun way for the opposing side to deal with what do you do? Can't just start banning folks because they played you're game efficiently and at the end of the day people who want to play in that manner will do so no matter what you take away from them unless you make the action impossible. Yet, making the action impossible means taking a necessary tool out of that side's arsenal when games are particularly tough.

  • She already has a lot of cosmetics that put clothing on her, but generally speaking Onyro spirits aren't known for their clothing.

  • @Nakanaki said:

    happened a lot using this perks, the obsesion dc on purpose so i can't use this perk , can you make the obsesion tranfer to another player after a dc? sorry for bad english 😅

    There are ways to transfer it, but it requires hooking the obsession. If the obsession is dcing I think it is pretty much just stuck

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630410#Comment_2630410

    as much as I want too try to bring solo to SWF level, wouldn't certain killers need buffing???

    Killer gameplay would need and does need QOL improvements for most of the current roster. Adding universal comm support in game would only make that fact start to stand out more as even people at lower ranks tend to fair better when they can just talk to each other. The difference comms make in this game is nuts to me.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630389#Comment_2630389

    I still do totems if my solo teammates are running boon perks.

    It isn't a bad idea to do that if only one or two people are doing boons. Though, I have grown attached to my bone rubbing so I like to be able to move my boons around so I am kinda glad most people seem allergic to bones.

    As for buffing solo Q, I mean anything that uplifts us solo will still be a net gain to dedicated SWFs. Short of in-game comms there isn't a lot that could be done to active shrink the gap rather than just at best maintain it.

  • @GoshJosh said:

    BHVR, help me understand this one. For years there's been request after request to buff solo queue, so it will be closer to par with SWF. If you do this, you can better balance the game and make a more pleasant experience for solo survivors. We're talking about real simple changes: seeing each other's perks in the lobby, items, add-ons, indication of when various perks are in play in the game, any of these.

    Instead, you've made boon totems: extremely strong perks that only one survivor needs to bring to benefit an entire team. One blessed totem brings all the benefits of every boon perk - two, about to be three. Solo survivors don't have the coordination to tell others to not cleanse totems, so they can be blessed instead. And soon if they cleanse totems, they will run the risk of being hit with Hex: Pentimento.

    Can someone please clarify for me?

    I know this is confirmation bias at play, but I've not encountered many survivors that really want to do bones to begin with and even less now that boons are a thing. Majority of my time playing survivor is spent in solo Q and I even get people asking in lobbies if someone's running boons.

  • @Posh_xp said:

    This is actually already a thing lol, they just made this in the new PTB, go check it out. It's one of the artist's perks and it seems pretty strong.

    Not exactly, that is a specific hex unto itself with specific effects (that just got nerfed by 5%) and requires survivors to cleanse a totem first before you can rebuild it with that specific hex in play. Though, we are in a climate where cleansing is almost always the least valuable thing to do now that you and your team can bless them for major benefit.

  • @GannTM said:

    That’s not really fair for the people that bought the stuff with real money tbh. They’d have to refund everyone to make that fair which is just not a good idea because it will lose them money and it will take up way too much time to do.

    I will never understand this logic. Just because we paid for something to have it earlier doesn't mean that it isn't fair just because someone gets it for free later. I've gotten tons of chapters for free and watched other people get chapters I've paid money to have early for free. It doesn't matter how someone else got the thing because I still have the thing as well. In this situation where said chapter is being vaulted I don't see why giving it away would harm anyone who bought it. You were already going to spend the money on it at the time and unless you knew that in the future the chapter was gonna be gone you've not lost anything.

  • @Tr1nity said:

    https://www.youtube.com/watch?v=SC5gKOT6TwI

    This old freddy?

    Tbh he seems pretty strong

    Maybe I should do my own research more often.

    Old Freddy was in a weird place where his games were ungodly long, but also hard for him to win. People see Forever Freddy build, but forget that Freddy in his original form couldn't play most of the game and his power was to just put people to sleep. Freddy's power basically relied on taking advantage of players who weren't able to understand his power. His power was to put people sleep and nothing else. If he didn't put you to sleep then he didn't even exist. New players couldn't cope at all, skilled players hated the extreme length of his games, and players who coordinated actually counter him so thoroughly that it made him effectively unable to win. He was weird in a way that wasn't healthy. He had a strong gimmick, but was extremely addon dependent. His power had no counter, but didn't really help him either. When he wasn't Forever Freddy he was just sort of there.

  • @MrSlime2020 said:

    I like how I just disconnected from one match today and instantly had a 24 hour matchmaking ban. This is just why the penalty should just get removed. Now I see why I strongly dislike this game in it's current state. Like excuse me if I want to leave one game if I'm constantly getting tunneled off the hook. No penalties given to the killers, I see how balanced this game really is.

    You getting a 24 ban indicates you've been dcing a lot in a very short period of time. You're the exact reason why the dc time-out penalty is in place. Getting tunneled is not a valid reason to dc.

  • @c0ug4r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627923#Comment_2627923

    They shouldn't be able, if I hadn't been stupid enough to run into a corner / a dead end where they actually could block me.

    https://forum.deadbydaylight.com/en/discussion/comment/2627901#Comment_2627901

    It's well over an hour now and of course DC is an option. Yet I'd like to report them because there was absolutely nothing which gave them a reason to do this. I know the ingame report function isn't really doing anything unless you provide some evidence. Thus my question if screenshots would be enough or a video is mandatory.

    Meanwhile (I went eating) some of my (solo queue) team mates have contacted me via Steam saying they reported the killer. Nice of them :)

    I'll just see how much longer they plan to keep me hostage. I don't really need to play, so let's see :D

    They've probably just afk'd and went to do something else at this point. Video evidence is generally best, but filing a report of hostage taking is generally something they can check on their end by examining game time (At least they should be able to). DBD isn't known for having hour long trials.

  • @Dwigtht said:

    I think en-game chat is the source of all evil. This is a lesser evil because you get ## ### ##, unfortunately, even when writing non-offensive messages. Still, 🧑‍🤝‍🧑 can workaround the censorship and write some bad stuff. 

    So, why don't we replace end-game chat with emoji? 

    GG or BG ☀️ 🌤️ 🌦️

    LMAO 😂

    GG EZ 💩 🚽

    What do you 🤔🧠?

    That would require BHVR to educate themselves on emoji-speak and update a years old chat feature. Neither of which is a priority

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