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Rookie1978

Rookie1978

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Rookie1978
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  • i could only accept undetectable until injury/down if it wasn't the only thing the power did, like how lethal gives +2 seconds to aura reads

  • I don't know how many games in a row i've had to deal with sprint burst. Just last game 3/4 survivors had it. The. Entire. Game. was just survivors slow walking in front of me and then immediately zooming into the next solar system. It's such an awful way to play DBD. Ended with a 2/4 draw and I still hated every second of it; just the most unfun ######### in my entire DBD career.

  • I guess it depends more on the killer you're playing but if a chase is going on too long especially at the start i'll either take an injure and move on, or just immediately drop chase and try to pressure another gen. 'The first chase dictates the game' is being said a lot right now to describe DBD and while it isn't necessarily untrue I don't think it has as big of an importance as you're implying

    If anything i've always thought the game only really starts at 3 gens. You can defend 5 and 4 all you want but something is bound to give way if survivors are any level of competent.

  • i genuinely don't understand how skull merchant can even BE your favorite killer, everything from her weird mishmash lore to her fortnite skin design to her obnoxious power was an abject failure

    she literally has no redeeming qualities. this game has produced a lot of really great original killer ideas, but holy ######### skull merchat was a flop in every way possible. the devs have 3 options

    1. keep the character in the game as-is perma gutted and nerfed into the ######### floor so nobody plays her and nobody has to be reminded she exists
    2. actively just ######### remove the character and refund everyone in auric cells
    3. completely reformat every single facet of the killer to the point where they're basically just making a new one

    since 2 is out of the question by default and 3 is too much work we can realistically only expect 1, but i think 3 is the best case scenario if bhvr can ever spare the resources. i don't count any health update to the game as a health update until they remove the festering blot that is skull merchant by perma killswitching her or replacing her with a competent killer concept

    i just cant believe the same game that brought me original killers i love so dearly like unknown and houndmaster also somehow produced skull merchant, and bhvr at this point is also aware of both her unpopularity and design flaws

    who knows what could happen

  • @clownkrieger said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3350954#Comment_3350954

    Sigh.

    Its NOT the issue that i wouldnt know how to do that (even without "killboxes" or piston stuff). Its the issue that stuff like that has - in my opinion - no place in, say for example a "normal" rated base that is tailored for a newbie experience. And that still would be "plagued" by speedrunners (and was in beta).

    Maybe get down from the high horse and dont assume "skill issues" everytime someone mentions something that doesnt fit in your view of things?

    Question: Its ok if raiders block bases of builders that they didnt like (be that just low effort, trollbase or toxic base) to not get the bases of that builder again? Why exactly is the opposite not ok?

    Still no answer to my question btw, but thx for belitteling me :)

    You can still slow down raiders in normal maps, and if your normal map is getting blasted through by a good raider and you don't wanna build around that, why is that even a problem? What's the point of you blocking people who are good at the game finishing your base quickly? Saying that instead of just building differently is crazy. It isn't a problem, it is literally your fault for not building better. I really, genuinely hope people with your reasoning and critical thinking skills don't become a permanent part of this community. As much as I want this game to grow, please stay away from it on release.

  • Traps aren't too slow, you just aren't building right. You need to FORCE the raider to think if they aren't already- you can do the classic piston and flame trap hallway gimmick to at least slow down a speedrunner's initial assault, but you should be building every single trap with other traps in mind. Multiple locations of bolt shot, bombs down ramps, hidden holocube bomb traps, things that catch the raiders off guard- think like a raider. Hide an impaler trap or a bolt trap in a space a raider would go to after breaking another trap, so when they grapple up to your first trap to break it, the second one kills them.

    Practically every trap is worthless unless positioned creatively or combined with multiple other traps. The Hook on it's own is practically useless, but combined with other traps can force the raider to deal with multiple threats at once even if the Hook itself is not a good trap. You need to think about the threat each trap provides and how you can slap them together to make PUZZLES, not just 'traps' as in 'hope the raider isn't paying attention so the 90th obvious impaler trap on the wall right in front of them kills them.'

    Most of your traps will be visible, and obvious. Combine them and hide them, use guards to distract. The game isn't designed for the raider to get completely blindsided by anything because it wouldn't be very fun. Every trap you place should be a test for the raider's reaction time and puzzle solving skills combined, and the guards you can throw in the mix should be supporting your traps, because no guard alone will ever be a serious threat.

    Make puzzles, support with guards, distract raider, surprise raider, hope and pray. If all your traps can be walked over, and if the raider is getting through your base by holding W or grappling through it, you need to redesign.

  • @clownkrieger said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3348942#Comment_3348942

    They could get my other/new bases though.

    I am thinking about this cause i (probably) dont want to systematically buld up all my ouposts against the speedrunners that dont or barely enagage with traps/guards at all, and they would be bad for my statistics :D

    If i dont get good tools against that, and dont want to build piston-hallways to slow them down and catch them, my bases will become flodded with them (remember there is that buff that gives you "intelligence" about outposts? think about that for a moment...).

    Also cheaters might become an issue at some point.

    Easiest solution to not have to bother with that as a builder is to just block people that do it when i see it in the replays...

    So you want to block raiders for getting through your base quickly? AKA just playing raider? What the hell are you on about?

    If people can speedrun your base, it's BADLY DESIGNED. You need to be a better builder and learn how to deal with these types of raiders instead of caring about your 'statistics' this much. If you aren't interested in building things to slow down raiders, don't cry when they get through your outpost quickly. This is an indirect PVP game and you should treat it like one.

    If you make a shoddy base design, you will get good raiders that can run through it regardless of how many you block. Blocking people for getting through your outpost quickly is the wimpiest thing I've ever seen suggested by a MYM player and we aren't even on release day yet.

  • Had no idea bomb trap detection radius was so high; also, the range upgrade only gives it one more block of detection? That seems like a waste.

  • I wouldn't mind them changing it but it also doesn't bother me that much. It's just going to become a part of the game knowing co-op gives more benefits than solo with little to no compensation for not playing co-op. SWF situation.

  • I don't really care that much about it honestly. I usually just leave light trails going to mine, but the bases are supposed to be deadly and unwelcoming, if some goober wants to block off the tombs it's not going to mean anything to me. I saw people on the steam forums saying they were going to block people for doing it and whatnot, which is an extreme over-reaction.

  • @konchok said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3337922#Comment_3337922

    @Rookie1978 let's say they were to add skins. How much would you pay for skins in a year? If they were to release free content, how often do you feel that they should be adding new content? Is there another game that you play that you purchase skins from?

    It's hard for me to say because I detest microtransactions, battle passes, DLC, etc. and what they've done to the gaming industry in general. Granted, it could be a lot worse with DBD, but even then I think for the quality we're getting they're really pushing it sometimes in what we're supposed to be excited about and want to spend money on. It feels like they're constantly testing the waters with how little effort they can bring to their DLC and 'updates' and still squeeze money out of the playerbase.

    I am of the full belief that ingame microtransaction store updates and DLC updates do not actually constitute as content updates; if your update to your game is trying to sell me something else I otherwise won't have access to, then it's not an update, it is JUST downloadable content and should be treated like such.

    In terms of what I'm to expect from MYM specifically, based off of how I know BHVR monetizes their games, I expect skins and paintjobs for the suits ingame, or maybe some custom suits that act as glamors on top of other suits; a psuedo-transmog system- but then MYM isn't a super social experience, only being able to even view suits in co-op or watching replay mode (and then you wouldn't be looking at your own suit), so whose to say. Weapon skins maybe? But the aesthetic of this game seems really focused and I feel like it'd be really easy to mess it up.

    I see maybe 1 or 2 new suits and weapons being added on release alongside another guard and deco pack, and then future items and base building options being sold as DLC. I don't know if MYM will get continued support in the form of more free items and blocks to mess with outright, it's honestly hard for me to say until we see how they choose to handle their system. But blocks and packages of DLC similar to Dead by Daylight's chapters is almost assuredly what they're going to do- 'content updates' in the form of things you can't actually control or interact with unless you pay for it, that you can still technically engage with in the form of raiding bases by people who paid to get the new traps or guards or whatever and watching replays where raiders use weapons you haven't shelled out cash for. It's going to feel like I'm being japed either way so the only thing I can hope for is that they actually do release regular content updates alongside DLC.

    I've paid for 2 DBD battle passes when I was really into the game, I don't necessarily regret them, but I was still disappointed that a majority of the pass seemed to be recolors or low-effort content. I've done one call of duty pass because it's a gaming comfort food and two Fortnite passes because the content per pass you get with Fortnite is arguably one of the most consumer-friendly 'battle passes' on the market in terms of accessibility and the amount of content you get for paying. That being said, if Meet your Maker ever tries to spin a paid battle pass on the consumer base, I might stop playing outright- awful monetization can kill any kind of hope I ever had for a game, and it's why I've found myself quitting Overwatch 2 despite being a massive fan of the first game.

    I don't think MYM has that much to worry about given the niche audience will probably stick around despite however they choose to further monetize the game beyond asking price, my main concern is that they'll try selling it for more than it seems worth and lose a lot of the beta audience it's already built up- selling for too high and then blaming the game itself instead of poorly thought out marketing price for it's poor sales performance.

  • @Heytherebigguy said:

    SEA Server.

    Top MMR Blight main.

    Every game it's 3-4 dead hards guaranteed.

    Since that MMR, Obviously all of them know how to use it correctly, especially against a telegraphed hit like blight(I bait it when I can, as blight you can't do that always and u have to commit for a swing, since I play against very skilled survivors it's not easy to bait it out from them too.)

    I had a streak of 6 games with all 4 survivors using DH, the other ones have at least 3 survivors and 1 with SB/Lithe.

    Idk what u guys should do with this info tbh lol, just saying.

    on-button demand of negating a hit should be just that. giving them invulnerability and distance alongside it was a bad idea, and the more recent version is technically more powerful than the old one. that and old DH didn't let you double-hit bodyblock with the first hit and then the on demand endurance hit, which is so annoying and mood-ruining that it makes me want to DC every time it happens. defending DH's current design state because some killers are strong is also a very, very bad take; powercreep is not the answer, trying to bring everything down to the same level is, especially in a game like DBD. nerf the nurse and blight, nerf DH, make the game a little more bearable for everybody.

  • after getting ran nearly the entire game by someone crouchspamming at every pallet, near the end i caught my quarry and just decided to let them bleed out. it wasn't an overtly hostile act as much as it was paying it forward on the taunting bit- you had your taunting fun, now i have mine since i finally caught you, hee hee, ha ha, whatever. truthfully I didn't care much beyond that, but there was a streamer in that match who stayed to spectate after escaping, and they called be if I remember correctly a 'garbage human being', insulting my perceived skill at the casual game we were playing, retorting some insults I can't repeat here, and also reporting me for cheating or something. I found the whole display to be an extreme reaction to what was in my eyes a pound-for-pound note of tomfoolery between two consenting tomfool-ing parties.

    he didn't have much of an audience and it didn't really do anything beyond vaguely confuse me and hurt my feelings; but as much as I've enjoyed watching the replays of some nice TTVers and lurking for a bit afterward to show support, the inflated ego that can arise from getting more than 10~ viewers is real, and these people need to be more conscious about what they're saying. some are truthfully vicious poisonous people and some just don't seem capable of handling their anger at all

  • hold on, are you guys really calling WoO overpowered, the best perk in the game, etc? I've always completely considered it a beginner-designed perk, eventually, you should play the maps enough to understand where things spawn and get a sense of the area as soon as you figure out what map your loading into. there's no way thinking WoO is one of the best perks in the game is the common thought here, just play the game, use gamesense, or even look around the map and make a mental one before you plug yourself onto a generator for engaging gameplay sit-down quiet time.

    that being said, I don't agree with OP's suggestion. the perk is good as it is for people who are starting out and need their chases to be a bit handholdy. i wouldn't mind it being buffed, but being buffed just to be better against some killers in specific situations doesn't seem like the right way to balance the game.

  • hi, i'm Rookie 1978, colloquially known as jason or evil spooky man depending on the platform you met me from. I'm currently majoring in teleproduction and make youtube videos for fun and entertainment. I'm heavily interested in the future of MYM and i'd love to base my entire personality around it for a good few months as soon as it releases.

  • i'm so tired of editing a comment bugging out and removing the original text and zapping it out of existence.

  • @Hugo said:

    It is funny that no one has yet made a question about it here. So Let me start this discussion and therefore I have two questions for you:

    1. What would you pay for? (for example Skins)
    2. How much would you pay for this content at most?

    The reason I started this discussion is that I have been watching a lot of videos about mym and a question that surfaced often was how and what will be monetized.

    Now I wouldn't mind paying for skins and accessories but I also know that not everyone is of that opinion which made me want to start a discussion about it. (Be careful to not breach any of the NDA points.)

    Some examples of, pay shops that allow you to unlock pay shop items for "free", include League of Legends with loot boxes, Dead by daylight with shards, and some MMOs via marketplaces where pay shop items can be sold.

    Sadly all of them have their flaws, dbd locks some skins so they can't be bought with shards, Loot boxes are random, and can be considered gambling, and lastly, the marketplace is dependent on the community and whales.

    The best thing probably would be to make skins/dlcs take a long time to unlock, here for we can take the example of DBDs unlocking killers/survivors via shards.

    One last thing I am scared about is that pay shop content will not just pertain to skins, but just like dbd does it, also playable characters or in mym case traps and weapons. There is no proof yet of this which makes me a bit less worried.

    And yes I know that it probably will be similar to dbds monetization still, but I have hope.

    Now to get to my second point how much would I pay for skins/dlcs, well this heavily depends on what kind it is there are things I would pay 10-15 dollars for or others I would only want to spend 5 dollars max on.

    But we also need to look at the economical growth of mym, so that it is worth it for bhrv to invest time, people, and money in it.

    The maximum for me would be 20 dollars but then I would expect to get the same out of it as I get from buying one new game.

    My lowest would be the 5 dollars maybe that would be then a not to integrate designed skin.

    Ps: Pls don't smite me. Love you Rémi <3

    with how they treated DBD, I'm sure BHVR will find some way to shove monetization in our faces. the only question is, considering this game isn't a heavily genericized streamer-bait psuedosocial third-person experience, how will they do it? an ingame shop? if MYM gets a battle pass I'm liable to delete my account. at best, if it's truly necessary, an ingame skin shop.

    if they start locking traps, gear/weapons or etc. behind DLC packages like they do chapters in DBD, I might actually cry. we've got such a unique concept and i'd hate to see it get broken down in favor of premium currencies and dividing the playerbase's experiences based on which DLC blocks they've been duped into buying.

    addendum: that's what's most likely going to happen. I both predict and fear it.

  • I still have no idea why they closed it. What's so awful about your community continuing game discussion while waiting for it to go public? Let your community foster, you can't expect gaming forums in the modern day to carry as much energy and traffic as a discord server. I really do hope they'll reactivate it, I'm sure they'll have an official discord and not using the one people were already involved in would be very foolish.

  • I just typed up a whole comment about how hopeful I am for this game's future before it was randomly deleted after a bug with posting the comment, so I'll just leave a nutshell version here. The game is really good, surprised at the stability in the closed playtest, very hopeful & excited for the game's future, I have a lot of trust in the devs and this game's ability to foster a unique and niche community.

  • @AshInTheTallGrass said:

    I am. I'm really hoping it'll be fun, but I sent the trailer to some friends and their reaction was basically cautiously optimistic.

    What's your impression? Honestly?

    I don't know if it'll get as big as DBD because DBD is the perfect storm of generic unending gameplay loops and streamer bait, but MYM is a really fresh concept and my impressions are very hopeful. The developers seem as excited as the community to see this game grow, and I really hope the work and time they put into this is reflected in it's growth and popularity. I was surprised at the stability and polish in the closed gameplay alone and I'm super hopeful, completely unapologetically riding the hype train.

  • this is behavior's most unique IP and I really hope it gets the attention it deserves; i'd also like to join in on congratulating them for providing the general gaming community with something new. there have been core concepts of 'base building and base raiding: the game' in the past, but I've never played or seen anything handled or presented like MYM. it's got the right gameplay and tone to really get a grip on me and I'm glad so many others are having as much of a blast with the game as I've been.

  • @Mandy said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3302174#Comment_3302174

    The only issue is for people who had an existing forum account - as migration can then not occur. That's why those that have contacted me to be verified for the Alpha Surveyor role have gone through a verification process via their email address and discord ID's.

    The badge is entirely different. Once the user has the Alpha Surveyor role, they are able to request the badge via the link that I supplied earlier in this thread. The role is required to do this, as it's set on permissions only to allow the mods to handle giving out the badges only to those who are entitled to them.

    sorry but I really don't understand this. my thought process is I played the alpha->I should get the badge like everyone else. it's not even that important to me I just don't understand why the process is so seemingly convoluted; my core issue is that I was never sent an email, and I don't have (for whatever reason) the permission to access the given link in the first place, I don't know how to begin the verification process through emails and IDs because nobody contacted me and the link doesn't work. Did someone miss giving me a required role or permissions? I sent a message to somebody about this back early December and didn't get a response, so I'm wondering what the whole deal is, or if the other people in this thread having similar issues ever got help.

  • @daniel_owenz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302171#Comment_3302171

    Nurse is fine, I've defeated dozens of nurses. It takes a lot of practice and skill to use nurse, to disable nurse or nerf her further would make all that a waste. People should look up videos on how to deal with nurse, she's not that good to be honest if you know how to evade her blinks.

    she is the best killer in the game, playing her isn't that hard, and even if she did require an incredible amount of skill it wouldn't justify her being blatantly overpowered. i will be ignoring future responses from you

  • @MrBendiix said:

    I am still missing my Alpha Surveyor rank. I have not received an email or anything about it, checked spam as well.

    So how do I get it? I already tried to send a dm to Mandy but I have not heard back and nothing has changed yet.

    i'm in the same boat. never got anything, people in the discord gave me no response, now i'm just sitting here in stark confusion as to how the systems they've put in place to handle the badge-giving process have failed for so many people. it truly can't be that complicated if they have the emails of everyone that participated. bhvr moment i guess!

  • @TimmyTheKitten said:

    I too have that problem in which i do not have my Alpha Surveyor badge, is it that someone has to manually give the badges?

    Edit: after Mandy posted a request link in this discussion i got it

    https://forums.bhvr.com/Meet-Your-Maker/badge/alpha-surveyor

    i never got my email

  • yeah eruption googoo gaga and all but really? as great as it is, it's still arguably situational with no guaranteed proc. thinking ruin/undying isn't as bad or worse than modern day eruption is crazy rose tinted glasses; or, effectively, a present day negativity bias. nerf eruption and all but get real

  • tunneling isn't really the fault of killers, it's a game design issue. players playing player versus player games are going to play to win. even if the entire community doesn't, i'd argue a majority of the players do, even players who have no idea what the word tunneling means that have never touched the greater dbd community beyonds just playing the game. this is a game design issue, not a you issue, killer issue, community issue, or anything. the weird infighting this game constantly gets because person A or B is playing the PVP game appropriately is crazy. don't hate the player, hate the game and criticize bad game design when you see it. it could be as easy as giving a bp incentive like a 'new hook bonus' or something. won't 100% fix the problem, but it's a simple change that'll affect a majority of the audience's games and might make them a little more bearable.

    i feel like the solutions to problems like tunneling really aren't all that difficult to figure out, especially with an entire community shouting and crying about what makes the game NOT fun to play. how long did it take behavior to realize that lowering the cost of items would reduce grind? how much longer do you think it's gonna take for us to get through bloodwebs faster instead of spending an hour getting a bunch of random addons you don't really care about? it's nothing but infuriating how slow the devs are to address obvious issues, and in turn the community gets so perturbed by the lack of change we assume we should berate other players for not changing the game for us.

    there is no real answer for 'why should i not tunnel' you either do or you don't. if survivors are mad, berate the game mechanics that encourage it. we've been doing generators with absolutely no other map interactivity or goal for YEARS upon YEARS and somehow we still aren't doing that right. kind of sickening looking back at how long the game has effectively played exactly the same regardless of the killer chosen for the match; the only reason BHVR doesn't get more flack for it's lack of ingenuity and change is because everyone else that's tried the asymmetrical killer genre has been overshadowed and died out because of BHVR's huge marketing and existing public presence. if the general community had even just a little bit more sense there would be daily posts up in arms starting an anti-dbd revolt and boycotting the game until we could do something other than generators for a change. but how can we expect that when we haven't even implemented basic QoL changes the entire community agrees upon? how can we expect any other kind of goals when the absolutely most basic parts of the 1v4 format are still abusable in ways that make matches generally less fun for players? how long did it take for basekit BT? why shouldn't you tunnel? hell, why care? why even play this game?

    do whatever you want man. we don't need to keep having conversations about the morality of tunneling. this is a BHVR issue, fullstop, and people trying to get at the 'other sides' throats for playing the game how it's designed and presented to us as players are all absolutely insane as far as i'm concerned.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/346922/400-000-bloodpoints

    https://forum.deadbydaylight.com/en/discussion/comment/3190524#Comment_3190524

    You are implying that ppl pay for Twitch Prime for the sole reason to get Dbd rewards. Which is totally out of touch with reality. Most of the ppl pay for prime to get free amazon delivery or prime streaming access. Twitch prime subs and Prime gaming rewards are just the icing on the cake. Acting like you are entitled to get some nice game rewards because you pay for it, thats just incredibly embarassing.

    Where is the entitlement talk coming from? Why don't you want more from the games you paid to play? Get a grip dude, this weird simp cope over corporations that don't know you exist will get you absolutely nowhere.

    Bloodpoints are not real. They are not a real currency. They cannot be traded. They can only be 'earned', but they're still a virtual number that's just kept track of, that you can't get anything with except bloodweb items. Blood points are not real and only have as much 'value' as Behavior wants to assign to them.

    Acting like someone is 'entitled' because they want more video game points is such a strange stance to take. It's the point of playing the videogame. It's a game. The bloodpoints aren't money, they're not real, DBD is not a job, etc.

    Get a grip dude.

  • @BradQuackson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190418#Comment_3190418

    Dude how many times do I gotta tell you guys

    1. There is a underground community that I have obviously pissed off
    2. It doesn't matter DDOS or not, I never said I was being ######### targeted, its the fact they can crash the match
    3. I HAVE STARLINK, IT IS THE SAME UNKNOWN ERROR EVERYTIME

    But what 'underground community'? How do they know they're getting matched with you? There are way too many variables going on for the things you're assuming and all the proof you've offered us is a single image of you being disconnected. How do you offer so little, assume so much, and then call anybody 'disgusting' for not commenting on something that, for all intents and purposes, could be entirely in your head?

    We have so little to go off of that i'm genuinely surprised you've managed to convince yourself most of this. Not saying your wrong; just pondering how you expect anybody to follow this, or go about dealing with it, especially after you blank out all the survivor's usernames. I mean, maybe that's just a forum rule, but like...

    There isn't that much suspicious about this. Sure, they all could've brought Streamers to make themselves look innocent in the end match screen, but it all looks pretty normal to me and your claim that an 'underground' group of DBD players are targeting you is much, much less believable given what we're seeing from your posts.

    If you utterly and completely and truly believe you are being targeted; what have you tried? What haven't you tried? Do you keep the same Steam username forever? Have you tried changing your profile URL?

    You having Starlink doesn't mean your internet can't cut itself short, there's like 1000 different reasons why your wifi could be messed up. Just put some more effort into convincing us, gathering evidence, solving your problem, scientific method, etc. before making such an uproar but giving us so little to go off of. Literally nobody can help you here. Not even Behavior. Nobody would even know how to start. You say you go up against the 'same people', call them an 'underground group', we don't know who those people are, we (respectfully) don't even know your actual MMR...

    If it makes you feel any better, you could try playing a different killer until the devs nerf Nurse properly.

    also, your just retconning your previous post, your number 2 bullet point doesn't make sense when you proclaimed earlier that you 'obviously pissed off' the underground cheating cabal. Which does exist, mind you, but it's not really 'underground', these people advertise and sell their cheats on social media and I think Behavior literally doesn't know what to do about it.

    I don't know how you possibly could've somehow pissed them off. A hacker in your game probably isn't going to actually play through a DBD match and if they get mad at you they're more likely to just permablind you and hold your game hostage.

  • I think it would be interesting if killers could choose where to light their hexes, which wouldn't be activated until the Killer went and lit it themselves. The only things that would stop this are auto-lighting Hexes like Undying, NOED, etc.

    Would also change up Haunted Grounds and Retribution hex totems a little bit, because the Killer might CHOOSE to light it in an obvious location to get Survivors to break it- making the Killer trapping that hex totem a little more literal.

    I also think this could introduce some new Hex perk flavouring, like Hexes only activating once X conditions have been met, maybe even a task the Killer needs to do

    Example: A Hex Totem that automatically lights itself when a survivor is injured, but then un-lights itself and de-activates when that Survivor gets healed. But for how long that Hex totem is active, the Survivors suffer some bad bad debuff like a major repair speed thing, but if Survivors go and break the hex totem wherever it is then it won't ever re-light itself again.

    Hexes that light themselves for whatever reason would become a different category of perk from hexes the Killer chooses to light

  • tbh a charm would be worse lmao. but they SHOULD just give us auric cells

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188767#Comment_3188767

    I don't think what you said is true. I'll debunk your statement easily. Let's take a group of 4 survivors and 1 killer. The survivors and killer are both new to the game.

    The killer after much searching finally finds a stealthy survivor, because he's new it takes a couple minutes. But because the survivors are new, none of the generators have had any amount of progress applied either. The new killer not wanting to let his survivor on a hook escape face camps the hook. The survivors either rush the hook and get grabbed off of hook or simply stand by the sidelines waiting for the killer to leave.

    The survivor dies on hook , the killer repeats this process until he secures a 4k.

    The killer and survivors in this example are of equal skill. But it is the killer who is at an advantage regardless of skill. It is only when survivors understand to pressure generators and how to have a successful first chase that camping begins to reduce in strength. After all camping cannot work if there is not a survivor on hook. Or if the objective can be completed even without that survivor. But then let's not pretend that camping is a bad tactic, because in competitive play camping is one of the best tactics to win, especially if the down is secured early into the match.

    consider this: i wasn't judging camping based off 'new players' and was judging camping based off an equal skill leveled match where players are adequate at the game at least and are familiar with it's systems and how it works. i don't expect new players to be good at anything because they're learning how the game works, and i don't think judging how the game plays based purely off of the new player experience and how they would see/understand the game from their very limited scope means anything at all.

    the only time that would ever matter is if you were trying to make the game more intuitive for new players to understand, it does not matter when a new player is just making a bad play that they'd recongize as a bad play if they simply played the game more and understood the systems involved

    > It is only when survivors understand to pressure generators and how to have a successful first chase that camping begins to reduce in strength

    yes when people understand game they play better and easier to understand game. meaningless

    >because in competitive play camping is one of the best tactics to win, especially if the down is secured early into the match.

    this isn't a resounding fact, i think this is a classic case of you decreeing a killer defending a hook he knows survivors are around and actively trying to rescue to be in the same boat as facecamp bubba 5gens wasting his time staring at someone while the rest of the gens are flying. a competitive swf is not stopped by facecamping if they're genuinely trying to end the game and win, they will slam gens and killer gets one kill at best unless someone seriously messes up later.

    if a killer is stopping you from unhooking your teammate because he knows you are trying to unhook them and knows you aren't actively trying to make gen progress and expedite your victory, the killer defending that hook instead of looking for the nonexistent survivors working on gens is just... playing dbd

    if you consider killer not giving you free unhooks camping then you shouldn't have an opinion when it comes to these dbd buzzwords

  • @Spirit_IsTheBest said:

    I have a perk I want to share that is really interesting but may be too overpowered haha.

    Combat Strike ~

    '' Years of combat training taught you how to defend yourself even in the most dangerous situations ''.

    Whenever you search a chest, once per Trial you can earn the item called the ''Entity's Glove''. The perk also grants you to be able to rummage through a chest once if it's already been opened. When you have the ''Entity's Glove'', Press the active ability button to put the glove on, when the glove is on, these affects apply:

    • Whenever you are in a chase with the killer, press the active ability to use the Entity's Glove to attack the killer, a short punching animation will play for 1/1.5/2 seconds, if the killer is within 3 meters of you're punching animation, the killer will be stunned for 4 seconds if they are within range, if the killer is not within range or if they dodge the punches, no stun will be applied to the killer.
    • The glove is consumed by the entity whenever you use the glove against the killer, or if you pick up another item by any means.

    '' This item isn't anything out of the ordinary, it's possible that we can use it for to our advantage. This time, our predator becomes the prey.'' - Unknown Survivor.

    survivor is not the power role and having veritable methods to fight back in terms of appearance and actual gameplay function skews the tone of the game in a way i don't like, it's asymmetrical pvp and it should feel like it, things like blast mine/decisive/head-on should be the most of it. straight up slugging the killer doesn't feel right and also doesn't make sense for some of the game. i can believe that sudden bursts of light would momentarily disorientate most of the killers (could even just write it off as confusion), head-on and decisive can make someone lose their grip even through fumbling the ball if not pain, idk

    but if i see someone like nemesis get stunned from claudette slapping him i dont think i could ever play this game again

  • @Grandpa_Crack_Pipe said:

    It doesn't matter how bad it is, the starchiest potatoes are running it and they're a number so the perk must be destroyed.

    CoH is fine though.

    i hate coh so much its unreal

  • @Krazzik said:

    Self Care is apparently still the number 1 most used survivor perk in the game even after it's recent nerf. I smell another nerf on the horizon.

    the perk being used a lot doesn't mean it's good or needs nerfs just like how nurse's kill rate doesn't mean she isn't a broken balance nightmare that negatively impacts the game just by existing (nerfing other perks just for her) since her special attack is a basic attack

  • pretty boring, give me cells or irids if you don't wanna bother making prime exclusive outfits. in fact i'd rather have cells/irids in general.

  • @SuzuKR said:

    When they’re asked if that means Nurse is underpowered because she has the lowest kill rate out of every single killer and is also one of the only two killers with a negative killrate (at the most recent killer-specific stats update back in January):

    https://us.v-cdn.net/6030815/uploads/DW9F9R7GCP0U/image.jpeg

    Remember everyone, don’t fall into the trap of using hyper-generalized data that combines every single differentiating factor into a single number~

    It’s the reason BHVR literally says to take it with a grain of salt whenever they post stuff like this. All skill levels, all maps, all power add-ons/combos/lack thereof, all solo/SWF/hybrids, all items/item add-ons/lack thereof, all builds, all playstyles (serious/meme/challenge/self-made challenge/etc), and so on are combined into a singular result. It ain’t gonna tell you much.

    Isn't that statistic also from a different tracking site that only high-level players are plugging their match info into or something else like it?

  • I don't think you know what a DDOS is. A cheater attempting to crash a match doesn't mean they're DDOSing you, it doesn't mean you are specifically being targeted, and you losing connection doesn't always mean there's a hacker making it happen.

  • @EljayGoinViral said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187499#Comment_3187499

    Camping is camping no matter how many gens are left

    Tunneling is tunneling no matter how many gens are left

    They should make kindred to where if the killer camps you can see their aura and survivors that are not on hook receives 15% repair speed .. that with reassurance will help against campers

    You're going to be so surprised when you figure out what the killer's job is in this game

  • @darkcloudlink said:

    I'm not sure why the devs nerfed a perk that was already never used, but the nerf to cleansing/blessing totem speed doesn't sound justified to me. Even if the cleanse/bless action is silent, if the killer is nearby, they will hear when a boon is set or a hex is finally cleansed and will be able to follow up quickly. It's not like it gives you any real benefit. In the once in a blue moon moment where you DO want to cleanse a totem when the killer is nearby, you certainly don't want to do it 30% slower. Counterforce is a much better alternative in almost every way.

    Silent cleansing/blessing is not a benefit when 80% of totem spawns are in really obvious, indefensible places that anyone can see from a distance, and the killer can't even hear totems being done normally from even a reasonably close distance.

    I would suggest making Calm Spirit the way it was before the meta shakeup. Would it be a great perk? No. But it would still be better than what it is now.

    The speed debuff should 100% be removed, it feels so randomly tacked on. just let the perk be positive.

  • @ByeByeQ said:

    This would give the killer an option to put a time limit on games where the last 2 survivors are just hiding and not progressing generators.

    In scenarios where the last 2 survivors are just hiding and the killer doesn't have Whispers or another way to find them the game can drag on for far too long.

    But if the killer is thirsty for the 3-4K and don't mind it taking a long time they don't have to open the gate.

    A simple solution.

    Frankly I think it's silly that the Killer isn't allowed to open the gate from the get-go. Having an intuitive built-in option to just concede the match and move on isn't a bad thing. Survivors get a guaranteed escape and some BP, killer gets to end the match instead of AFKing in a corner if they can't or don't want to play the rest of the match out for some reason.

    Anything bad that could happen from the killer opening the gates early themselves is something that can already happen from the killer AFKing in a corner. I see absolutely no reason why it shouldn't be in the game.

    Just add in a system that MMR/pips isn't affected for survivors or killer until either X minutes in the game are over or X generators are done already. Or even X survivors left, like the 2 OP suggested, and let the Killer open the gates at any time. That way there's no intentional MMR drop shenanigans going on or whatever idk.

  • @Ittrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188816#Comment_3188816

    That's such an annoying way of approaching it.

    Yes, killing the survivors is the goal of the killer. And yes, camping helps them achieve that. I don't think anyone here is in denial of that- on the contrary they know it all too well because they won't stop doing it.

    Ideally the game wouldn't push a strategy that takes the fun out of the game entirely for some players. Soccer generally doesn't let you kick your opponent in the crotch, since that isn't very fun for them. Hyperbole example out of the way, soccer also doesn't let you 'camp' the ball by trapping it with your body for an extended period of time- because again- that isn't fun for other players. There was a time at the game's creation where it was allowed. They got rid of it because, once again I can't stress this enough, it wasn't fun for the other players.

    Until it's not incentivized or allowed any more, what else is there to do but collectively get together as a community and say "Y'know, this isn't really very fun to play against. It's not very cool of you to do that on a regular basis. Can you stop, please? It's shameful."

    I genuinely just reinstalled the game wondering why I ever stopped playing it. Played 3 survivor matches and got camped 3 times.

    The game's uninstalled now.

    Maybe the way the game is set up just isn't for you?

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188816#Comment_3188816

    Not really - dirty tactics are universally reviled and looked down upon in many games or sports. Sure someone may 'win' using such tactics, but don't expect respect or admiration for it.

    What do you consider 'dirty tactics' in a videogame meant to emulate horror franchise media? I get that it's not necessarily a super 'scary' game all the time anymore, but it's a horror game. You are supposed to be scared of getting caught by the killer and having your progress hampered or being injured. There are no 'dirty tactics', and at least things like camping and slugging have some kind of purpose, while survivor BM like waiting at exit gate to bag is literally pointless.

    I don't tunnel or camp because it's boring. I harshly judge 5gen facecamp bubbas for making matches a slog to get through. I completely understand how annoying it is and I wish it was easier to circumvent.

    BUT

    People use these terms wrong ALL THE TIME. the amount of times i've gotten called out for 'tunneling' just because someone never healed themselves or let their teammates heal them, came back to the same gen I knew they were working on earlier, don't even bother trying to leave my terror radius, etc. is crazy. The amount of times i've been judged for trying to secure a kill by camping during the literal complete end of the game (as if i'm supposed to just stop playing and let them go, forfeiting bloodpoints/ritual progress/rift challenge progress)

    Sure, you can call it camping, but OBVIOUSLY i'm going to stay near and defend the hooked survivor if all the other survivors are crowded around the hook trying to save them in front of me, instead of going off and doing gens- because if they were, y'know, making progress towards winning the game, I would have to go and stop them.

    You cannot keep calling valid tactics and trying to excuse yourself making bad plays by crying wolf every single time you lose. You don't need to make excuses, you don't need to come up with words like 'dirty tactics' and try to mis-apply them in the context of this videogame. Most of the time i'm a nice killer and I just play to have fun and mess around, but that doesn't mean I get all mad when I decide to play survivor and go against a Killer that's genuinely trying to play and win the game. It's a PVP game. That's the point. If you can't stop the killer from camping (Bubba, for instance) then go do gens and leave. 3 escapes is a win for survivors, and 2 is a draw at least.

    The solution is to just play the game. It's probably tough for some people to realize, but at least 70% of the time you get mad about tunneling/camping your either just getting punished for playing badly or genuinely mistaken. These words used to have actual meaning but they've been boiled down so much that whoever dies first got tunneled and defending a hook the survivors won't leave is camping and it's annoying when you have a good game and the survivors feel the need to cope by throwing all of DBD's funny buzzwords at you instead of just saying 'gg' and moving on. Your idea of 'dirty tactics' is a complete and utter moot point. If you cannot handle PVP games and the other side playing to win instead of existing for your enjoyment, then do not play PVP games.

  • Explain to me how these random 4 survivors have enough information about you to DDOS you

    You don't know how that kind of thing works mate

  • it's a pvp game and camping is still overall detrimental to the killer in an evenly matched game

  • @Dr_Bot said:

    I am so tired of camping and tunneling. I run perks like off the record and ds and I still get tunneled and killed. Keep in mind that I actually get value from these perks. Whenever I get off the hook killers come straight for me. Sometimes gens will get done the other survivors will leave but I’m dead because the killer tunnels me. Even when I don’t get tunneled the other survivors on soloque don’t do anything when I get hooked. I don’t even think making kindred base kit will fix this.

    You're gonna be so surprised when you figure out what the killer's job is in this PVP game. You are going to be even more surprised when you realize what the Killer gets bloodpoints and is incentivized to do and build around. The moment it sparks in your head that it's a player versus player game where the other player isn't supposed to try and play fair and they're supposed to win just as much as your supposed to win, oh boy.

    When you realize the entire point of escaping and evading the killer is so they can't be detrimental to your overall progress you've made towards victory? You are going to lose your MIND

  • @RinsDoormat said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187498#Comment_3187498

    It is the consensus on any thread about toxicity or BM - 'you're at fault if it angers you'. But I've never seen a reason why that doesn't also apply to the strategies that everyone hates.

    If you act in an intentionally provoking manner and someone is provoked, you shouldn't be surprised about it. 'Just don't get mad' doesn't work when your actively doing things to try and upset someone. It is a completely and utterly inane statement to make.

  • Personally I like this idea


    @RinsDoormat said:

    Well, camping and tunneling is just pressing buttons in a videogame lol, why are you mad? You decide if it makes you mad or not, so just don't care about it and it's no longer a problem


    Even with how often players can use these words wrong to attempt and justify their bad plays, it's still not fun when it actually is happening.

    Camping with a small amount of gens left is way to try and secure your kill, camping with 5 gens left is ruining the flow of gameplay on purpose, making a more boring match for everybody involved.

    Hooking a survivor first because they're bad in chase, don't heal, and don't leave your terror radius when they get the chance, and because you know getting someone out of the game turns the tides in your favor; you can call it 'tunneling' but it's just playing Killer, and you can't fault someone for playing to win in a PVP game. Maybe they have rituals, need BP, etc.

    But specifically going after one person, and ignoring chances to hook, injure, or slow down other survivors, AKA going after a single person even if it's a non-optimal play has no real excuse other than you singling that person out. Killers ignoring everyone else to kill the TTV first for instance.

    I can completely understand being upset that the game you chose to play to try and have fun is essentially ruined by the killer not playing normally and choosing to play in ways that disrupt the flow of the match. 'Just don't get mad' is possibly the most lukewarm mid take i've seen on these forums and makes absolutely no sense, nobody is 100% in control of their emotions. I get mad when I stub my toe because it sucks, I get mad when what I thought was going to be a normal game of DBD is ruined by Bubba staring at someone with 5 gens left, because it sucks. Even if I don't get mad, it still sucks. Completely understandable annoyances.

  • @danielmaster87 said:

    No. There's still potential to win. 1 survivor can loop a very long time against most killers, giving the other time to finish the gens, and soon 1 or both of them can escape.

    I don't necessarily agree with OP that 2ks should be 4ks but those matches where I get two early kills and the ENTIRE rest of the game is just trying to find the other 2 survivors that do nothing but hide from me while 4 gens are still left... I mean it is the most unfun thing in existence. I don't care if there's still 'potential', at some point it's just wasting time for both of us. Letting the Survivors or Killer have a way to just close the game out early would be pure slice of life, even if it's something every player has to agree to, maybe with a paltry pity bloodpoint amount given to the players for conceding the match or something. It's just so boring, i'd take anything to make it go by quicker and get me in a new game that actually has stakes.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187379#Comment_3187379

    I believe they were speaking of the base kit BT. That being said, I do sometimes challenge those brave enough to approach with the opportunity to save if they can avoid the grab. It is the most engaging part of face camping, in my opinion. If you can call something so obvious an opinion, that is. I mean, not like I can do much else besides swing my hammer at them.

    lol, do you really play camping bubba?

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