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ReikoMori

ReikoMori

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ReikoMori
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  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/293126/another-camping-thread-its-getting-worse

    yeah. Maybe a perk/passive that makes it so your hook status doesn't decrease/decreases considerably slower while the killer is within 4/8/12 Meters? Maybe you could actually get more time when you get hit on hook as a bit of a meme.

    We tested passive timer slowing/stopping and survivors abused it. We already have a perk, Camaraderie, that pauses the timer but absolutely zero survivors use it because there are better perks with more game utility. The reality of the situation is this, people who face camp as their main mode of playstyle will not stop unless something changes at a core level that makes face camping impossible. There is a limit to what punitive actions can be taken with the current core gameplay in place before you start having negative impacts on the vast majority of players who don't camp like that.

    It would be great to say there is a solution that would work well without having potential for abuse by the opposing side, being damaging to the majority of people who don't play like that, and able to keep the gameplay intact as is ( though it needs a revamp anyway). Unfortunately, there is just isn't.

  • @c0ug4r said:

    What am I to do, when the killer blocks me as the last survivor and is just standing there?

    Must already be over 15 minutes now. Got no video capturing software - are Screenshots (with system time in the Taskbar) enough as a proof?

    They shouldn't be able to block you like that unless you're in some sort of corner

  • @That_One_Friend said:

    I wanna know your opinions. I think they should be able to.

    No. Nor should they want to considering they're going to get hate at the end of the game anyway.

  • @Brokenbones said:

    Don't take this the wrong way but, it feels like you're projecting a bit

    We have male killers with tragic or unpleasant stories that don't make them out to be completely psychotic - Wraith, Deathslinger, Hillbilly (To an extent), Oni (To an extent), Blight, Bubba (If you want to count him)

    Plus you're doing a disservice to some of the great stories of those characters - namely Plague and Spirit. Spirit's a classic tale of the vengeful ghost and Plague is tragic but not because she's 'helpless' or 'tortured'.

    Yeah she sacrifices herself for her people but she's doing it for what are, in her mind, the right reasons and that's what makes her service to the entity all the more tragic. I've always interpeted it as the Plague kills because she sees the Entity has her 'god' and pledged herself to it in order to save her people. Again, there's nothing really tortured or helpless about that.

    Hell, she kills someone in her own tome lore before she was even taken

    Wraith wasn't psychotic, but Deathslinger most certainly was a psychopath along with Blight. Psychopathy as pop culture portrays it doesn't properly line up with the reality. Slinger was cruel and callous individual in life. Make no mistake that his method of catching bounties was designed to inflicted as much suffering as possible. Even as a child his intellect and creativity were focused into creating torture devices and he had no qualms about solving any slight against him with excessive violence.He also didn't mind lending his services to the prison warden. Blight, was willing to throw as many things away as possible for the sake of his work. He lacks the ability to feel fear and refuses to take responsibility for the consequences of his actions.

  • @gatsby said:

    In the past, good Killers expected 4/3ks with little resistance. They could run meta builds and on their mains and have a really dominant performance.

    Now since MMR, Killers generally get 1-3ks when playing well. Playing extra sweaty doesn't result in an absolute steamroll most of the time. Personally, I think its healthier and Killers have been slowly changing their mindsets from expecting a 4k to expecting a 2k and being pleasantly surprised if they get more.

    It's a painful process to change expectations, but the Devs always said the goal was 2ks. At least getting all four BBQ stacks for max points is still pretty realistic every game.

    The problem is that isn't the case in how the game functionally scores after a trial. If two is a "winning" threshold then the devs need to rebalance the scoring matrix to count that as a win then.

  • @DarkbeastPaarl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622557#Comment_2622557

    First of all: It ain't a get outta jail free card.

    Second of all: What does 3 genning even mean?

    Third of all: Even if the Survivors do find the Hatch, more often than not, they don't have a key.

    @DarkbeastPaarl said:

    I know I'm not the only one who thinks BHVR has pretty much nerfed the Hatch into the ground. The fact that the Hatch ONLY spawns for the last Survivor isn't a good thing, and I know that even Killer mains are complaining about this. So BHVR, please fix this.

    We are not complaining about that at all.

    Also 3genning is when survivors do gens in such a way that the last three gens are on the same side of the map and close enough together that they can be patrolled and watched easily by the killer. When that happen it makes escaping require more effort.

  • @Bennett_They1Them said:

    I'm not really sure. Probably slinger for me. gearhead and dead-man's switch are ultra low tier, and retribution is solidly C tier (unless paired with plaything).

    Legion maybe comes second last, but is saved by having more fun/interesting perks (in my opinion)

    Survivor wise, Quentin. His perks even are just don't fit into any worthwhile builds. Killer wise, Wraith and Huntress. Bloodhound does really help much, Predator just actively works against you, and why use Shadowborn when you can use Monitor and Abuse for better benefit. Huntress on the other hand has only one good perk and is lullaby. Territorial Imperative is functionally useless. Knowing someone is in the basement when you're basically across the map helps exactly none. Beast of Prey is a perk centered around bloodlust and while it gives undetectable now, if you're in bloodlust they know you're there. There isn't a playstyle that benefits from relying on bloodlust and she herself has a ranged power that removes health states so she herself doesn't need it.

  • @HaunterofShadows said:

    Does ink actually dry faster than blood? I am legitimately curious

    It depends on the distribution of fluid and its chemical make up. A puddle of blood takes a long time to dry completely and so does a puddle of ink assuming there is nothing to forcibly dry it.

    People used to sign letters in blood using a quill and in that amount it dries fairly quick. Quill ink takes a short while to dry as well.

    Modern ink tends to have something in it to keep it from totally drying out in the pen and I think another chemical to speed up the drying process.

  • They probably want it to function like it does in F13, which would be pretty interesting if each killer had a specific kill condition, but that would go against the design ethos of DBD which is there is no escape from death and you're at the mercy of the entity's minions with just a sliver of hope that you'll survive and escape the trial.

  • @Mari2 said:

    This topic made me finally create an account here to talk about it, this has been triggering me recently and I cant stand this anymore. If I remember survivors had a meta perk that was meant to stop the tunneling from killers, yes I am talking about decisive strike and since killers said it was too strong in the end game cause made them lose matches it has been nerfed, so I don't understand why is no one escapes death still on its best days cause literally has made me lose countless matches that were supposed to be a win for survivors but the killer must tunnel, camp and hit everyone with no one escapes death because most of the time you can't do anything, and yeah we can just find the totem but only if you are lucky enough to find it in time and if you have a full team where you can just tell everybody what to do.

    You have every tool under the sun to prevent NOED and if you do not use them that is a you problem. NOED is doing exactly what its supposed to and the history of the changes that have went into that perk is long. It's one of the most changed perks in the game and it's only just ok. People fall prey to it because they refuse to respect it in the first place. Even I'm guilty of that, but it really is that simple. Do your dang bones.

  • @Nos37 said:

    If I play 50 matches a day and disconnect only once, it means I have only abandoned 2% of my matches. Whereas if someone else plays 5 matches a day and quits once, it would be 20% of their matches, yet we both get the same "frequent disconnect" penalty.

    On top of that, if I continue playing 50 matches the next day and disconnect only once, and it happens to be less than 24 hours since my last disconnect, then my penalty gets reset and stacked!

    Why doesn't the penalty take into account all the games that I did play without leaving and reduce the time remaining on my 24-hour countdown, so I can remove a penalty stack sooner? Why just punish bad behavior and not reward good behavior?

    Killers have been camping and tunneling since the game's release, yet you don't punish them for it. Instead you reward them if they don't camp & tunnel (BBQ & Chili), and you even reward them if they do camp & tunnel (NOED).

    The penality is designed to do one thing and one thing only: Discourage purposeful disconnects. You should not be disconnecting on purpose, period. If you are disconnecting you are in the wrong.

  • @BigKuhfahl said:

    Trickster needs to be NERFED and a hard one because he is just way too Over Powered in this game and it just seems like everyone and their mother is playing him just because of such of the fact he is Over Powered.

    Trickster has 44 blades that he can throw and that's a lot for no reason whatsoever in the DBD Fandom page it even says 6 hits put you from a Healthy state to an Injured state and another 6 to put you in a dying state that's ridiculous it's like 85% of his Knives hit you anyways regardless of how you bob and weave to not get hit by them.

    Ya'll Dev's think that the Buff you gave him was a good idea and it wasn't yea you went from 60 blades to 44 blades and believe me I am not the only person who thinks that either. Now let's talk about his Fire Rate that's also the dumbest thing ever after doing some testing in KYF with perks, without perks, add-ons, without add-ons the man isn't a machine gun my god he is stupid with the Fire Rate. Last but not least the hit indicator you say that it's reduced but it isn't at all damn near 2 blades fill up half of the indicator before it actually shows any drop off to actually make use of 6 blades to injure you or down you.

    I have been looking at other people's videos as well who explain why Trickster is OP and Broken as well and I agree on a lot of what they had to say about Trickster in the last few months where they themselves explain why he is Broken just go to YouTube and search it yourself.

    Sorry for the Ted Talk Rant but this has just been an issue for a while and I am just done by not voicing my opinion on it

    This entire tome and rift is Trickster focused so you're gonna see him a lot. He's not the easiest to get away from if he's using his knives effectively nor should he be. With the way his power is designed in his current state he's not really broken and far from being op. Also the gauge looks the way it does because if it is 6 knives to drop a health state then that means 2 knives is a third of that gauge. The hit indicator isn't what got reduced it is the amount of hits required to drop a health state that got reduced. It takes six knives no matter what the indicator looks like. Also it takes 15s base for the laceration to decrease completely, but that decay is slowed down if you're running so to get it down as quick as possible you need to actively escape him in a chase rather than draw the chase out.

  • @JoByDaylight said:

    This is getting out of hand resently..

    Should Bubba be disabled until the Devs can fix this bad gameplay? Ive played 6 games today, 3 vs facecamping Bubbas. If this is how the game is going to be, then Im uninstalling..

    DO SOMETHING or this game is dead soon.

    Bubba's been doing this since the day he was added. It's not a bug, its a features. Just cope like the rest of us.

    Sorry, thought you were Sluzzy on reflex, usually their making these threads.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/292596/what-if-survivors-slightly-buffed-their-native-teachable-perks-slightly

    This is a great idea in terms of the uniqueness of the characters.

    It will also not be boring to play as a killer, because from the start you can predict which survivors are in front of you.

    You can predict the loadouts of most survivors already.

  • @Mushwin said:

    We all know the Killer has won - we do, but I am fed up of having to bleed out on the floor while Killer goes to search for who ever is left in the game and I can't do nothing about it, even Unbreakable is no counter to this. I don't wish to DC due to loosing what points I have esp if I played party streamers etc Why should I have to wait around, bleeding and unable to do anything while Killer seeks out others and even if I manage to get up, downed again. I am not saying all Killers do this but I am getting fed up, waiting until the Killer decides then to down us all, and hook us all when all I wish to do is move on. I get it you won.

    There is nothing to be done. If you don't like it, run no mither and tenacity so you can just pick yourself as many times as you need.

  • @jesterkind said:

    Because the intention is for survivors to waste a lot of time, cumulatively, trying to bless a totem so they can get value, which means they're spending increasingly less time on generators and are sticking in a specific area the killer can take advantage of. That's the theory.

    It doesn't always bear out like that in practice, but the problem would be worse if each totem was one-use only, not better. Survivors wouldn't be wasting as much time on blessing since they can only do it a max of five times, and they'd be scurrying off into the dark corners of the map instead of being in one spot.

    I waste so little time blessing totems. It's all I do unless i have a challenge that makes me cleanse them. I just stick on small game and can usually get a blessing up pretty quick. I still manage to bang out a couple gens and saves while also blessing totems. I've even blessed a totem right next to a killer chasing a teammate which absolutely broke that killer's mind. 14 seconds isn't exactly a time waste with how effective totems can be.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/293036/explain-to-me-again

    Hexes have a couple of inherent advantages over Boons

    • Their effects are in play with no actions required by the killer at the start of the match. Boons need 14 second actions to place to go into effect
    • Their effects are map wide regardless of where the hex totem is. Boons only affect things within a limited radius of their totem

    To compensate for the above the Boons can be replaced if they're snuffed out.

    Note that this system doesn't make Boons inherently better or worse than Hexes because how strong a given Boon perk is also depends directly on the parameters of its specific effects and its radius. You can balance Circle of Healing by adjusting its healing speed up or down, and you can balance Shadow Step by increasing or decreasing its radius of effect. Either way the general system above of Boons requiring an action to place, having a radius of effect and being replaceable if snuffed is fine in principle as the underlying base for all Boons.

    While boons can be adjusted and should be adjusted, they should also have a capped usage amount. 14s isn't really that big of an investment and people keep underestimating how much real estate 24ms is. I say this as someone who greatly prefers playing killer and as someone who pretty has exclusively been using boon totems since their release. It is literally making playing survivor enjoyable for me, but at the same time they gotta do something to dial these things down a bit. 4s heals with medkit and info blackout in a 24m radius is a lot and that's just one person. If you're team is doing blessings as well it isn't that difficult to keep a section of the map in your favor.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598141#Comment_2598141

    I understand why this makes it unlikely for a developer to want to touch the franchise, but this is terrible logic.

    If we discarded everything amazing that was invented by problematic people, we wouldn't have rockets, electricity or cars.

    We would probably still have rockets even without Operation Paperclip it would have just taken longer. We'd still have cars as multiple people and multiple companies came up different iterations of the Motorized Carriage. We would still have electric considering more people than Edison had a vested interest in seeing the technology expand and though infeasible Tesla wanted to supply people with electricity for free.

    The idea of separating the creation from the creator is a valid way to address issues such as this, but becomes harder to do while the creator still lives and profits off of their creation. They are intertwined on a level that makes supporting one difficult if it supports the other and unlike cars, rockets, or electricity Jeepers Creeper isn't a creation that serves the public good, aid in exploration and defense, or improve the ability of goods, people, and services to be moved around a vast country.

    So it isn't terrible logic by any means.

  • @The_Geek said:

    Is it just me or should Michael Jackson’s appearance in his music video Thriller be a cosmetic for The Trickster where either Trickster wears the same outfit or is replaced all together by Michael Jackson?

    https://us.v-cdn.net/6030815/uploads/RZW20XO0WER4/437a9413-96a2-4e87-a7c5-f454a57baa9c.jpeg

    To say nothing of the huge expense in licensing his image rights from his estate and quasi-questionable legacy. That would be the least exciting thing they could do for a horror tie-in

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597737#Comment_2597737

    I'm sorry to say this but clearly you've never played solo queue with bond and kindred you'll get hooked once after looping the killer for 5 gens and your teamates will be jumping in and out of lockers in the corner of the map and walking slowly towards you while crouching and going back and forth lol

    I even main killer but I will agree you see some wild ######### solo queue buddy I'm telling you play a few games

    Most of my survivors games are solo queue and bond is in every one of my builds along with open handed. I just get more value out of reading the icons for useful information. I've learned in 5 years time to stop watching people directly and watch their icons as anything contextual important is easier to see there than with aura reading because I've learned not to be concerned if someone's jumping in the corner. If they aren't injured, wounded, being affected by a power, hooked, or slugged I'm not concerned about what they are doing.

    If I seem them on a gen through bond I go to that gen to help close it out if I'm not already on a gen. Other than I assume they're either being chased or being useless which I can do nothing about. I don't run kindred often simply because when I did no one really attempted saves to begin with. They had the information and decided not to act on it even when it was completely possible to do so safely. At that point, having is feels the same as not having it and I got better value outta other perks.

  • @nikodemo said:

    Kindred is certainly an option. I hesitated because info is king in DbD, imo. And the time survs spend being chaotic because they don't know what others are doing is a benefit to the killer.

    However, as you said, this is a non issue for SWF groups, so maybe it would just even out the playing field. Though I'd feel bad not compensating killers in some way for that loss.

    Oh, also, the BP bonus aspects of BBQ and WGLF should be base kit.

    Time spent being chaotic is essentially a myth. You can clearly tell what is happening to your teammates by watching their icons. Most offensive powers show when they are affecting survivors, you can tell when obsession is being chased by the spider legs wiggling, you know when they get hit and get downed, get healed a health state, and when they're on the hook. People take for granted how much info that is already and discount the fact that people by in large if they aren't being chased or in TR just stay on gens. There is very little chaos in DBD unless they're day one new.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596379#Comment_2596379

    I agreed with everything you said up until the point when you said hexes should also make a sound. That'd be a bit too survivor sided, we break that permanently after all.

    Since we can re-bless totems, i think it's fair that killers can find and remove boons easily, and that survivors have to work harder to find and break a hex.

    Killer Hexes already make an audible sound when you're close to them. They make little clicking bone and fire noises as a matter of fact.

  • @jamally093 said:

    When i'm playing matches and realise matchmaking puts me with teammates act like idiots i'll simple just do a totem or gen letting the killer grab me now why is it the killer swings instead of grabs killers earn more points for grabbing then hitting because it's harder. Also still with matchmaking instead of oh you escaped here's how it should go.

    Survivors

    Did you escape,how many people escaped before you,did you help your team,did you keep your team safe(healing,protecting ect),how much did you contribute to the game(repairing and so on)

    Killer

    How many survivors did you kill,How hard was the match(length or pressure),Did you body block(would bring down your score since you were cheating in a way),How long did you chase a survivor until you hit them

    So it's none of this did you escape through the exit gate and what ever raises killers matchmaking.

    Killers don't go for grabs because they are harder to do and unless you play stealth killer people usually know you're coming and start running early. Another reason is the system for grabbing isn't great, you can defeat it with gen taps which just turns grabs into swings anyway. Most killers simply don't bother with since you can't even really practice it that well and generally it's easier to lunge early for the hit. Lunges can be timed, practiced, and perfected to a degree. Grabs just sort of happen at the discretion of a survivor's actions relative to a killer's. Like say you are on a gen and the killer grabs you on the same frame you just happen to let go of the gen. What the killer sees is a glitch animation of them sticking their hand out only for you to just run away or get hit instead.

    Getting hit is the preferred outcome, its what the system should technically default to. Getting the stupid fake grab is what sometimes happens and usually just wastes a bit of time. There are killers who have entire builds designed for gen grabbing like Spirit, Wraith, Michael, and Nurse. Ghostface to an extent can do it pretty well too if you're not spinning your camera as a survivor. Most killers though have a 32m terror radius that requires perks to shrink and addons to shrink, but aren't really helped by their power, size, audio cues, etc. Can you make it work, sure with enough time and patience, but at that point you're doing more work than the reward is worth.

  • @Stradinius said:

    Then we'll complicate the math, eh?

    5 gens, 3 hook states

    6.6 percent per gen remaining max to 33% per survivor,

    2.2 per hook state

    No hooks: 6.6% increase per remaining generator.

    1 hook: 4.4% increase per remaining generator.

    2 hooks: 2.2% increase per remaining generator.

    If they DC between their second and death hook, assume it's a rage-quit, but they've been around in the game long enough, no buff.

    Not hard for a system to track basic numbers.

    It's harder than you think and you need to keep in mind that you're also placing a very dangerous balance breaker in the hands of players who aren't always playing fair.

    The game(and no game) can distinguish between baby rage and bad net.This has been stated multiple times by staff on the forums and so now you have a situation where you're A) Giving out passive buffs with little input to the side receiving them. B) Have the potential to be either absolutely useless or absolute balance breaking. C) Incentivizing people to strategize around DCing which we are trying to get folks to stop doing.

    Both killers and survivors have a history of exploiting mechanics in unhealthy ways, but survivors have the unique distinction of finding the most interesting ways to exploit the game by simply deciding not to play.

    As for the full sacrifice idea. That's something that the devs mentioned in a stream way back. They said something about hookable husks that would let killers get full credit for people who DC, but that like many features never materialized and exists in the nebulous zone of maybe one day they'll finally make it happen.

  • Having actually played with Shadowstep in a 3man SWF, I can honestly say that as a survivor I shouldn't have so much free reign to constantly blackout large swathes of the map. One person its kinda whatever, but even with just two to three people being coordinated we actively made it insanely hard for some killers to function. Getting three totems lit didn't really hurt our gen time and it made it easier for me, a traditionally weak runner, able to hold the killer's attention for a lot longer. If I had of been able to heal as well the results might have been even better.

    I don't think boon totems are an unworkable idea, but I dislike that they're infinite, have no cooldown, and can permanently erase a killer's perk. This feature came out too soon though judging by the many issues that have come up and maybe boon totems might need to be an all new interactable unto themselves rather than competing for space on killer resources. I do like them though and will probably use them anytime I play Mikaela and considering she's gonna be replacing my Dwight after 5 years it's gonna be a dedicated part of my build.

  • @__wowza said:

    I decided to download this game for halloween and, to be perfectly honest, I have no idea what I'm doing.

    After a few matches I ended up matching with a girl and her boyfriend and apparently I didn't do something right because she started messaging me - calling me a "tr4nny" (my pronouns are in my profile). You'd think that it would be pretty cut and dry, but I ended up matching up with the two of them again a few games later and... surprise! More transphobic abuse. Funnily enough, she works for an organization (that shall remain nameless) that streams to "empower women".

    I'm Less than an hour into the game and I'm hit with transphobic abuse.

    I'm seriously thinking of just getting a refund at this point; if all you need to do to bypass a slur filter is throw in a number, and the team is doesn't even bother investigating the litany of other abuse issue, they're basically saying they don't care about play safety.

    They don't really discuss reports with the players who make them and we don't really get a lot of feedback from them regarding the report system in general, but I do know they do actively check it. I'm sorry you had to be the target of transphobia.

  • @KingFrost said:

    Wonder what happens if you have a character who HAPPENS to have a Hawkins offering in their bloodw eb

    It gets edited out and replaced. They did the same thing with splinters back in the day.

  • @TsumLeia said:

    The last time I played the game which was when Pin head was added Two of my characters still had offerings for Hawkins Lab. I log in today to play and the offerings are gone on both characters. I know they were not used as I'm the only one who uses my PS5 and all the other map offerings are still there. I was plan on using them up before the lab went away. has anyone else had this issue? should this be reported as a bug? I just want my lab offerings back so i can enjoy the map before it's gone.

    The offerings were removed early as the map is leaving in next month.

  • @Exxodus21 said:

    I think a lot of players believe it is, both killer and survivor. But it's not. Maybe it was in the past. For killers now, the game has become about chasing down 1 or 2 survivors and sacrificing them while the rest of their team do gens.

    That seems to be what the devs want, too. They consider killers to be playing 4 games at one time, with each survivor being a different game. And sacrificing them to win is all that matters. They are so intent on forcing the game to always allow 2 or more survivors to escape, that tunneling and camping are the only viable strategies left. The plan is always for all gens to pop, so there isn't really a reason to try to stop them anymore. Just "win" against 1 or 2 survivors and see where you can go from there.

    It's boring, i's frustrating, and it requires almost no skill from either side. But, that's what they're shoving down our throats.

    If that is what they want then they need to adjust the scoring, bp distribution, and ranks accordingly.

  • @Moonman157 said:

    I thought it was interesting video, although I would like to seem him do the same test as a solo survivor... it would be an interesting look at the chasm between solo and swf, and if that affects his opinion on items, or at least how items get nerfed. I liked that he brought up the snowball of survivor mistakes, there is this circle jerk opinion on these forums that "killers can't make one mistake but survivors can make lots of mistakes and it doesn't mean anything". I've never thought this to be true and I've seen how even one missed skillcheck can tank a whole team. I just think a lot of killers aren't perceptive to these mistakes and their cascading effect.

    Killer mistakes are generally more costly than a single mistakes by a team of 4 people. Now if survivors make consistent errors then yes they will snowball themselves into a loss. That doesn't take Otz to point out that has been known for ages, but the flip side of that is that each mistake you make as a survivor is by far less detrimental than a killer who makes errors. You also have to consider the type of error and the consequence. An error for a killer could mean a severely extended or lost chase which instantly snowballs into wasted time for patrolling gens and pushing people off gens that are near completion. You could make a error in judgment regarding breaking a palette or wall and have it come back to haunt you later in the game in a way that can cost you crucial seconds.

    You don't need to do that more than once or twice to lose multiple gens against survivors who aren't goofing around.

  • @Kalinikta said:

    Perks are part of the design, just as survivors run exhaustion perks and BT.

    The game is pretty much built with the idea that you being: 1 information perk, 1 momentum perk, 1 regression perk, 1 chase perk. Sure you can swap parts out and adapt it to suit your own abilities better.

    That is most definitely not how the game is designed and nor is how it has been played for at least 3 years. The concept of gen regression perks didn't even exist before Hag's release and honestly once the concept of gen regression perks came into the game it quickly became a band aid over a larger issue. The gameplay has become very optimized and very stagnant which means what used to naturally take 10+mins can now be done by a majority of players in half the time or less. They're aware of the pace in which games can be driven these days and seem to feel it can be dealt with through perks, but then turn around and nerf those perks drastically limiting their effectiveness.

    While it would be nice to play more variable builds, it simply isn't an option if you want to maximize your bp gain and play a semi normal length game. The killers who can get by without gen regression are few and far between.

  • @Jasonisanicefella said:

    Everyone is acting righteous, uninstalling, boycotting etc

    This will NOT last!

    You will be back playing DBD, you might not admit it but you will.

    Most of you will even play the chapter and the Halloween event.

    I, for one, will play dbd and I am excited for the chapter and the new event.

    Hopefully the storm will give us a blood hunt!

    Anyone who doesn't respect the importance of thinking critically about the way something you like does business is someone who will find themselves being handed trash and told to believe it is gold.

  • @Jasonisanicefella said:

    I am so glad that all the negativity of the very small vocal minority did not hurt the game.

    Dbd is close to an all time peak, thank you BHVR for many years of fun, the VAST MAJORITY still loves you <3

    https://us.v-cdn.net/6030815/uploads/1CE1W7F54GCC/screenshot-2021-10-21-at-21-45-44.png

    No one was boycotting to begin with? Also dbd boycotts usually have zero impact when they have happened in the past because the game has sold hundreds of millions of copies worldwide and has such a large player churn that people who do boycott get immediately replaced.

    I wouldn't take pure player numbers as statement of overall happiness. People like playing during events and getting the free items that come with events. Not to mention they're giving players 666,666bp just for logging on during the event. Of course the player count will spike.

    Me mallet.png


  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579203#Comment_2579203

    This game is literally a huge drug. It feels good to play it’s fun but very addictive the people have bad mentality’s. Trying to quit the game gives you withdrawals.

    I don't know about that one, chief. I've quit this game several times and stayed gone for lengthy periods, only coming back when the game has something to offer me or I spend time with people who want to play. Maybe if you're new it can be addictive, but when you're getting infinite loading screens, game crashes, hackers, and mind breaking balance decisions thrown at you you're gonna have no problems complaining or leaving.

  • @Chilli_man2400 said:

    So since nobody’s talking about i will. We just got our new trailer for the Halloween event and already I hate this community. I know not everyone is awful but cmon the event is everything people wanted we have a second objective earnable costumes. And yet people are still complaining this is not an event yet praise old event thats literally the same as this one they are such ######### hypocrites

    We just had a patch that broke a substantial amount of the game, cheaters and hackers are worse than they've ever been, killers are generally unhappy with the current state of the game, this even apparently went back to the old format where event gens are offering related rather than every gen/hook being event oriented which just make things take more time overall, and generally speaking this is the general response of the DBD community on the forums. If you came here looking for general happiness then you've made a mistake. This is not a game that breeds and fosters a sense of happiness in all its players currently. Hasn't been for like 2 years.

  • @snek said:

    except for soloq, then it's the other way around

    It depends really as killer isn't the actual issue with solo q. It's other survivors being generally uncoordinated that makes solo q tedious. A game of strong solo q survivors is indistinguishable from a SWF. Just generally the the strong solo q survivors aren't as likely to all get placed in a team. Well, at least that was the rule of thumb pre-SBMM. Now it seems that strong solo q and SWFs spend most of their time in sweating in high elo

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2579098#Comment_2579098

    Then survivors should be able to sabotage event hooks without any perks or items, since killers can kick gens without any perks or addons

    That's not how logic works, hun.

  • @pyramidheadmain6233 said:

    I haven't been living under a rock or anything, I'm fully aware of how toxic tunneling is and it almost never ends well. Tunnel that Meg and bam four whole gens just popped one after the other.

    But why do the killer themselves think this is a good idea? What do they think they're going to gain from this, seeing how unproductive it is?

    They're new and thus don't know concepts like time management, gen speeds, objective control being more important than getting kills. On the flip side, tunneling someone out of the game early greatly increases your odds of winning and generally having a less stressful game in the long run.

  • @Nea_dark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578760#Comment_2578760

    Good idea, ok Let’s stick to the locker for a moment, in order to disguise yourself you need to enter one? That way you can still surprise attack or change to a survivor at the same time.

    It would be easier on the killer if they could make the change when not in line of sight of a survivor that messing with lockers altogether. Making it a line of sight check keeps it more generally more mobile and doesn't require adding in coding, animations, and timings to lockers which are already one of the more buggy interactables in the game. They've been buggy for years and seem to only be getting worse over time.

    You get stuck in them, killer reloads stop working, you go in, but your character model just pops out the side,killers interacting with lockers suddenly losing the ability to use their power, etc. Since you can't count on these sorts of issues to be resolved at this point with any definitive sense. Making it a line of sight check is marginally better. While LOS has its own long standing issues they do at least get addressed much quicker than the interactable bugs do.

    You could add a killer specific interactable like a costume trunk, but that sort of takes chunk of the surprise factor out of it. It would have to standout from normal interactables and survivors would then probably get the option to destroy it or temporarily block the killer from using it as a balance mechanic which would mean the killer only really gets their power when teams aren't smart. Which puts you in the Plague scenario of having her keynote feature being heavily controlled by survivor actions rather than her own.

  • @Nea_dark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575682#Comment_2575682

    Can you suggest a better jump scare ? What if the locker hiding was a perk? Suggest a new power?

    What about the other perks? the killer don’t need to look exactly like the image just throwing out an idea for the jester.

    DBD doesn't need jumpscares. At least not in the way you're proposing them. It's a more interactive game than say FNAF or Spooky's Mansion of Jumpscares. The best generated jumpscares that exist in this game come from killers who either use TR deleting perks, built around stealth, or just in general really fast.

    Killers having locker centric perks and powers tend beyond say reloading a ranged weapon would have a problems in a chase. Perks like Iron Maiden already don't get full value because you're almost never going to be near survivors when they pop out of a locker with the exposed condition. Teleporting in DBD is one of the most despised abilities by survivors as well, but setting that fact aside is the issue that the amount of lockers on a map is quite high and the game can barely handle two respawning zombies without coming apart at the seams apparently.

    If I were going to give this character any power I would probably give him a disguise perk so he turn into other survivors or a power that allows him to put his TR on a survivor as a practical joke which would then allow him to sneak up on other survivors. The second idea is basically like Dark Devotion, but without the obsession gate.

  • @crowbarman said:

    When you have to disable 5 maps and a lead perk within 24 hours, you obviously messed up big time. It's been obvious for some time that PTB is insufficient of a test, and don't seem to get to half the bugs posted anyway in the dedicated forums. Sad.

    This crashing issue only happened when the patch went to live. On PTB we had entirely different issues that to their credit it do get sorted out vaguely. It should be understood that ptb is mainly for players to demo the new patch and see how well it holds up. We're not trained bug testers though on pc and most of the time on ptb you're not in the game long enough to properly test anything because every ptb people take it as a chance to speedrun trials with bnp, and rush thyself. So you're either forced to do private matches or just do your best with pub games. PTB is never supposed to be QA at the end of the day.

  • @OmegaCerebro said:

    It's almost as if the PTB (which already excludes a significant chunk of the player base, btw) is pointless save for the contempt it breeds between the different platforms. (Since only the input of PC players matters, even though there are important distinctions in how both camps experience this game.)

    No multiplayer game has any sort of player test realm setup on console, that's not a behaviour specific thing. Console requires certification for every update and does not maintain a PTB server images you can opt into. So to make ptb work on console they'd need to essentially certify and push a patch that would force every single console player into only playing the ptb then certify and push another patch to shunt everyone on console back to "live".

    On pc they can directly create server images, push patches and hotfixes with much faster turnaround. Also players have the option to opt-in to the ptb which only then does the game patch you over to the ptb server image.

  • Dude looks corny. Also yet another killer idea built around the idea of hiding in lockers, the least useful of potential powers.

  • @Naz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575066#Comment_2575066

    I just wish Last Chance meant last chance. I will think long and hard before I buy any cosmetics. I'm just happy I saw the stranger things 75% off sale because I was just about to buy all of Mikaela's cosmetics. I was seconds away from an auric cell purchase.

    Last Chance in advertising never means last chance. Even in IRL shops. It's actually been a point of contention in the consumer marketing world for a long time. Every few years it cycles back into consumer awareness discourse. Ultimately, it is buzz wording to prey on people's psychological need to not miss out on getting something for a good deal even though if an item is being discontinued the price will almost always drop further. It is a from of false advertising, but not in the sense of legally actionable. It sucks, but companies have been getting away with this technicality for decades.

  • @Anara said:

    You all just want to boycott another thing. You people try to be nice person by saying Behaviour are monsters.

    Did Behaviour sold NFT ? No. Are they detroying the planet like evil machines ? No.

    Stop with this wokeness non sense and support your favorite game.

    There are people working at the company that didnt made the decision of Pinhead contract. People who love to please us by making models, maps, gameplay.

    Im not playing this game because of the company, Im playing this game because I love it so much and so all workers on Behaviour.

    So stop boycotting things for no reasons because it is à la mode.

    Im so excited for Hour of the Witch patch, for the Halloween event and for what will happen next to one of my favorite game.

    You're no better than the people you're trying to talk down to. Most people who throw around "woke culture is doing x" greatly over estimate the value of their opinion and come off just as preachy as the people who actually think boycotting the game will actually somehow have an effect on what is clearly a mutual business arrangement that was probably needed to make the Hellraiser paragraph happen.

    There is nothing woke about not wanting to tacitly a company when they do something you do disagree with. It's also not wrong to be concerned about a company you have supported and regularly engage with doing something that could harm that engagement. There is a non-zero percent chance that models found in this game becoming NFTs could run afoul of Steam's updated rules

    Also please go learn what the term "woke" means. I swear the internet has robbed all since of cultural context and meaning from "Woke".

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572514#Comment_2572514

    That really sucks, since offerings like the Moonlight ones were just disabled rather than removed entirely. The past couple months I grinded like crazy to unlock multiples of the HAL badges on each of my Stranger Things characters on two different accounts.

    Also, I'm hearing that the Stranger Things perks have changed. If someone bought the DLC, the perks don't change, right? That's what was specifically stated, yet it sounds like people who bought the DLC are seeing the updated versions with the new names.

    Where did they say people who bought the DLC would keep the original perk names?

  • @BlueMeansDeep said:

    https://twitter.com/deadbybhvr/status/1450160150753562624?s=21

    They straight up misled into believing they weren’t a part of this, absolutely abhorrent and unethical behaviour.

    SOMEONE needs to pay for this. Whoever approved this needs sacked, I’m genuinely sickened. Shocker that they announce this the same day as the collab with for honour, almost like they’re trying to hide this!!

    I'm not a fan of NFTs for a multitude of reasons, but how exactly does this affect you in a way that warrants anyone being sacked for anything. As if these decisions are just made unilaterally by one person to begin with.

  • @snek said:

    there's one emblem that detects killer being in close proximity to a hook and subtracts points for basically camping, they really ought to increase punishment for camping, like subtracting bloodpoints and revealing killer's aura for staying next to a hook even with undetectable since it ain't fun for any of reasonable players in the game

    Well, if they're hard camping they don't care about BP because if you just do gens and leave they get exactly one hook and one kill which gives you very little. Aura reading the killer is a thing you can just do yourself if you would run kindred (plz do this, it makes life easier for your teammates). Defeating undetectable is a bit much as there are some killers who by design function better playing defensively.

    Though again, nothing you levy as a punishment short of making the game unable to complete a sacrifice is going to make killers who want to hard camp stop doing it. Camping is obnoxious, but the alternatives used to discourage it actually made the game worse. If you're getting hard camped your best option if no one wants to try for the save is just sudoku on hook and move to the next game.

  • @UkilledLegion said:

    @TheGannMan What different between dead man's switch and repressed alliance???

    They have a similar effect, but different conditions and purposes. Dead Man's Switch blocks gens if survivors stop working on them after the obsession is hooked. What this does is effectively give you a bit of tracking as you can see when a gen becomes blocked which tells you a survivor recently stopped touching the gen.

    Repressed Alliance gives the survivor the ability to make the entity block the gen they're working on with the press of a button after you've met the time condition. It also highlights the blocked gen in white for all survivors to see which gives them information that the killer is probably chasing the person who blocked the gen and that it is likely close to being finished since they protected it.

    While both block gens from being regressed, Dead Man's Switch is repeatable and gives a slight bit of tracking info whereas Repressed Alliance you can only use once, but it gives your teammates a sign that your gen is probably worth prioritizing after the 30 second block goes away.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557426#Comment_2557426

    Based off what you’re telling me is the only real thing affected by a significant change is the inflated egos of people that spent half a decade mastering something simple as survivor. Survivor doesn’t require much of a brain anymore after ruin had been changed. By managing stamina or “Breath” you would have to use more of your brain, and that irks players. Just like old Ruin probably did! If the game lagged terribly and caused me to miss great checks I ran Stake Out, maps, etc. I’m not the very best at this game, with 10,000 hours. However, I’m a gamer. For DBD all you need is common sense, and to know who you’re up against. You know the core of any game is bad when you have like 20 playable characters, and only 3 are viable. 😭

    Veterans sweat too much. They act like every match is the olympics even when it’s all Pub Match. If you don’t want change just enjoy the ride that is DBD until it ends I suppose. DBD is ending soon unless a huge overhaul comes to it’s core to revitalize it.

    You're extremely attached to this idea that stamina management would matter in DBD when it wouldn't. DBD's not about to die anytime soon considering literally nothing else remotely challenges it in the asymmetrical horror genre. Every single game that could have challenged is either dead on arrival, in perpetual early access with no hope, or dying. Even other games that have been able to pull a major license to build the entire game around don't remotely match the numbers of dbd. Now, I'm not about to shill for Bhvr or DBD, but the numbers make it pretty clear that aside from the game just shutting down dbd's outlook is pretty good even with the myriad of flaws.

    Veterans do sweat too much, but stamina ain't about to make them sweat any less because at a certain point if you don't sweat you basically don't have an actual game. Most veteran killers want to experiment and have chill games, but that simply isn't an option once you get to a certain rank. Now with MMR in effect if you play enough since the implementation is lackluster, in time every game is gonna be against sweaty players on both sides. Survivors having to manage stamina won't make a lick a difference when their only objective is to end the game with a sub five minute time.

    You want to talk about game design then you should go back watch the multiple streams in which the devs have stated flat out that they're not trying to make a highly competitive game nor do they really balance for competitive play. They want the game to be feel fun, but fun for who? Nobody knows. Can't be for killers as they keep removing fun things that killers find fun. Survivors get a lot of things, but they don't get what they need which is a redesign of their main objectives to be more engaging than hold m1 and hold W. No matter what game you play when you're playing at a high level the viability of a lot of characters will drop off. DBD should have more viable killers, but that means making the killers better in ways that goes toward dealing with map pressure, gen control, generally mobility.

    Again which a survivor stamina system does nothing about as it at best it is another band-aid over a cascade of bullet wounds.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555634#Comment_2555634

    Then when it comes to insane amount of pallets the killers still have Enduring, Spirit Fury, and Brutal Strength. Then there’s Bamboozle and Crowd Control for the vaults. Killers would have an incentive to choose perks like those for chases over Hex Ruin/Undying all day.

    If survivors momentum is not mitigated, or better yet balanced for the lower tier killers then this game will never be fair for any kill outside of the insanely mobile ones. 🥱

    So you're not going to get killers to run those perks anymore than they already do. Before you see that happen the issue of gens going too fast and chases being able to be dragged out to dumb degree by holding W against most of the killer cast would need to be sorted out. This isn't DBD circa 2017/2018 where palette destruction builds were actually a worthwhile time investment. Stamina system would fundamentally change how people respond in chases and at 5 years in you're going to have a hard time convincing people it is a good idea.

    It does little to make a killer's play experience better and you'd only make the game aggravating for veteran survivors and more stressful for new players in a game where the learning curve is already weird. Survivor momentum isn't the factor that needs addressing, at least not in this way. It's overkill when making adjustments to tile and palette spawns, shortening the time it takes for killers to tier up bloodlust or making bloodlust give a better haste bonus in general at every tier. All of which are solutions that don't require making a new system and don't drastically change the established way the game is played. Before that though the gen times need to be looked at and made more reasonable so killers whose power isn't mobility based have better chances to thrive and Ruin wouldn't be such a necessity.

    Not that Ruin does much these days other than bait a survivor into cleansing a totem which has gotten insanely easy to do.

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