Avatar

Rulebreaker

Rulebreaker

About

Username
Rulebreaker
Joined
Visits
7,579
Last Active

Comments

  • ...so we got questions.

    One, what does any of this have to do with the title?

    Two, facing a swf is not a forced loss for...let's just say a lot of players?

    Three, how would the devs control people using outside things?

    Four, why should people be punished for playing with friends again, especially since the devs can't control people using outside resources?

  • Well, that's disappointing news. Did they say why the archives are going away?

  • @BalanceBothSides said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903427#Comment_3903427

    Reporting you for targeted harassment, your opinion is not any better then mine , you are trying to derail my forum post and send it off topic. Nobody pays you to shoot guesses so kindly go take you're trolling condescending "holier than thou" neckbeard attitude to another thread.

    But they ain't wrong with what they said. Looking at your responses and how your reacting here only adds credibility. By all means keep going.

    For your "topic", no the devs don't need to nerf things because they changed knock out. First as ReverseVelocity said, you can still slug without knockout. Slugging is basekit, free of charge.

    Second some of those ideas are ridiculous. Having and to quote you "at least (2) hooks within range of where he picks anyone on the map at all times" means a hell of a lot more hooks. Current Saboteur (the perk) already has a minute cd as soon as they attempt to sabo which is more than enough time. The whole head on rant is odd, like how is it "busted"? It's annoying, but it rarely does anything but that (annoy).

    To sum it up, your over reacting to knockout being nerfed.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901961#Comment_3901961

    There should be mandatory 2 command quick chats in soloQ on day one

    "Stop following me around"
    "Let go of shift please"

    gonna be honest thatd be actually pretty funny X}

  • @sQuAdeLUL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898985#Comment_3898985

    Simply implementing a text chat or implementing text bubble like dbd mobile WILL positively impact the game and make it less miserable, this is not even a matter of opinion.

    It would diminish the solo q factor and make games less miserable as it would make solo q stronger. Hud icons are not enough because survivors still need intuition which most do not have.

    Like, you're focusing on hand picked examples instead thinking about the overall positive impact of i.e a text chat. smh

    Actually it is opinions. As we've previously mentioned, yelling something isn't the same as people stop doing dumb things.
    Side note, can you find us a video of people using the quick chat on mobile? All the ones we skimmed through never actually used it so we're unsure as to what it actually looks like.

    because survivors still need intuition which most do not have.

    ... now we're not sure about how that sounds to you or others but to us that really sounds like it's the players problem…

    We were not entirely sure what you meant by us focusing on hand picked examples (if we recall correct this was talking about communication in general).

  • @shadow_V said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901266#Comment_3901266

    Even if your just building up sickness and you get into a locker the sick covers it with green

    So we went looking and legitimately could not find anything (though we didn't search extremely hard) where a person building up sickness entered a locker. What we remember (and it admittedly has been awhile) that you need to be fully infected to turn the lockers green.

  • first main: Trapper, Wraith, David(s)

    current main: Technically none

    fav map: Midwich x2, Disturbed Ward

    fav perk: Dark Devotion, Shoulder the Burden, Bardic Inspiration

    fav item: Skeleton Keys x3

    fav chapter: Silent Hill, All things Wicked x2

    how many p100s?: 0 (we don't spend bp enough)

    hours: Near 5k a piece

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901264#Comment_3901264

    And ya know, thats her damn power. The forums are just cluttered with BS complaints tonight. We need positivity or some shi! lol

    I'll be sure to make the other 2 of us think of somethin

  • @shadow_V said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901263#Comment_3901263

    Fully infected is broken ya know when you actually start puking

    So we would like clarity here: By "fumes" covering the lockers, what exactly are you referring to? Unless something has changed recently that we are unaware of, you only give off "fumes" when fully infected, which can then spreads to the locker you hop into. If your not fully infected, you cough, but don't give off anything we'd call "fumes".

  • Dang, 2 anti killer posts in a night.

    Complaints are complaints. Everyone has them and hell your LAST post had your own complaints so we're not sure what this is suppose to be going for.

    As for the locker thing, we could see quieter groans being tested, but (what we are assuming with "sick" and "fumes") the plague part? Your fully infected. Everything you touch gets infected. When sick you need to pick your metaphorical poison. That's her power.

  • Could be a long hallway of the ship filled with fog. Could say "escape pods" overhead for cruel kicks.

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899104#Comment_3899104

    If you need to ask that question than go play solo q for like 20 matches. I bet you don't even get 10 matches in until you want to dc or give up. You'll do realize you need for 4 survivors to 1 killer to play a match. Have fun playing against bots. This is the attitude that puts people off from even posting on here

    So if we can go 20 matches and not dc do we win a prize?

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899066#Comment_3899066

    Its not going to fix it but it creates a no excuse scenario and we can start to get rid of these players that just dont want to play the game as intended. Or stick them in some que where they can sandbag their hearts out.

    A game like the one I described yesterday should not happen. Not only does it happen, it happens at a very high rate.


    If you wanna role play and start pointing at people, not saving, not progressing the game normally, hiding, queing up with a key and a plan to abandon everyone; while having communication enabled, there's no excuse to play like that anymore. And it should be reportable.

    Kind of like LoL with people throwing and it being an actual bannable offense.


    Again TCM gameplay wise, is just better because of things like this. However it just isnt popular and doesnt have all the "fortnite" esque drive to it.
    IE
    1) Skins
    2) Reward Track
    3) Licenses
    4) Pop culture

    Coupled with its pretty abysmal launch with cheaters and what not. Which funny enough DBD is seeing a rise in again in recent months. Maybe if they keep improving it rather than it fizzling out who knows, I enjoyed its short run

    Well now we see a slippery slope.
    So how does giving communication, via ping or verbal, create this "no excuse scenario"? More to the matter what exactly is a "no excuse scenario"? Since the excuse is "I have the freedom to do what I want"…having the ability to let them know something doesn't…fit…as a way to say "you can't do this" to us… are we missing a piece here?

    Ignoring that train of thoughts for a bit lets say we wanted to finish our rift challenge of the white glyph. While trying to sneak to the basement with it lets say someone pings "GET ON A GEN". Obviously we ain't going to listen to that till we finish so to them we're probably a lunatic whos looking for the basement. We can even defend the two in our story if we wanted by saying that maybe they were trying to finish their challenge of blind the killer x times and were just particularly stupid about doing it. They weren't sandbagging or taunting or the like after all. Would these fall into the reportable? The short of what we want to get at is that to control how players play you'd need to remove agency (tired, cant sleep, but dont wanna think hard).

    So we're at a bit of a loss here. On the one claw comparing it to a more standard team game doesn't usually hold well and we could point the flaws. On the other claw the devs are currently doing something about people who are undeniably throwing, specifically the "go next" thing, making a lot of said flaws moot.

    Again TCM gameplay wise, is just better because of things like this.

    We apologize but can you specify "these things"? The only thing we can find is "communication", which we have and are talking about, and "agency", which both have but one being more difficult for the lone survivor.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899028#Comment_3899028

    So nerfs and buffs come in different magnitudes.

    The TR changes arent what we really think in overal power. Im talking major changes that happen.

    In which case for the TR changes its 50/50. There were complaints, still are about ghostface/pig/SM.

    Billy blight TR changes wont do jack though. They move so fast that it doesnt matter what their TR is. (obviously not being stupid small would matter) But base radius versus an extra 8 is not going to change anything about those killers.

    Not to mention most billy players play with some sort of stealth perk anyways.

    —————————————-
    Game has been going strong because its cornered the market. There just is no other option.


    Taking the game hostage as in you are now in a match, where you have teammates, who are not interested in playing the game normally. (refusing to participate in normal gameplay).
    By sitting there and pointing at the killer. Hiding. Not progressing generators. Not saving. Not saving at the right time. etc.

    Its a match that should not have happened. But you are there with them.

    The fact that you can have these even happen is the issue. "abuse cases" "lunatics"


    3k wouldnt be a win if you are going against people that are handing you the game. Which is currently the majority of soloQ games.

    Throws.

    The point is that the changes are not all tied to survivors. Not what they do, if they're effective, not how strong, not anything else except to prove our point.

    -----why the line?-------bullets better!-----hahaha…------

    There were other options but they failed. From what we heard VHS made the monster role miserable and from what we experienced from Texas Chainsaw the "communication" was an annoying experience along with the killer role more relying on teamwork than the survivors. There were also other games that tried to be the asym champ but DBD currently for good or ill has a formula (and we should add icons) that people like more than anything else.

    We don't call that taken hostage. Your free to try and do gens to get out after all. The problem is you can't force ppl to play how you want. Unless the devs completely railroad players, they will always have freedom, and that double edged sword come with this as we all see. Your not forced to save that amazing team player survivor off hook just like your not forced to save that taunting sandbagging arse at the endgame and freely leave. To us at least that freedom is something we like about it even though it comes with problems.

    Now tell us, how is more communication going to fix this? Going to magically force others to listen?

    3k wouldnt be a win if you are going against people that are handing you the game. Which is currently the majority of soloQ games.

    So first this is your opinion. There's a thread recently asking about what ppl consider wins and we saw a good handful saying 3k = win. Didn't specify how they got it. Second, survivors throwing isn't exactly on the killer is it? Third, why does it matter if a 3k is a win or not in this whole conversation? We kinda just realized we don't know why we're rambling about win conditions of all things here.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898999#Comment_3898999

    Every change to killer side for buffs is the direct result of complaining how "underpowered" they are.

    Like none of the killer changes needed to happen at all in the grand scheme of this game. This includes last years billy blue overdrive.

    I quotation underpowered because this only applies in SWF cases. Just scour the forum for all changes that apparently need to happen.

    Legion changes is a good example. Perfectly fine killer I main it. But apparently needed all these changes and updates.
    Plague another one I main people are asking for changes as well. Perfectly fine killer.


    Look at the flame turret debacle for Alien. The changes were done directly for soloQ, and their inability to coordinate turrets. Youll just have teammates waste them, put them in places they dont need to be placed, or take extras they dont need. Having one do as much as it did with the first changes was a buff to soloQ.

    But as usual, this would be too powerful for SWF. Was complained about. So it was reverted.

    So, every update to the killers is directly catered towards the high end of survivor play. And not the average.


    —————————

    If it is truly 1v1v1v1v1 then there is no way they can keep the game designed the way it currently is. You shouldnt be held hostage by your "teammates" as they arent even your team at the point.

    Winning wouldnt mean 3k/4k on killer if things are 1v1v1v1v1.

    TCM for all its problems, did this so much better. Not just on communication, because you actually have that in that game. But also agency in your own play. You arent effected or held hostage by your team. You can just leave.

    So we got a question, which survivors wanted those terror radius changes? Some got bigger, some smaller. Having a bigger radius on Billy or Blight seems like it helps all survivors. Those legion changes seem in response to messing with the mend timer cause people complaining about "mend simulator" or the like. How about those small little buffs to Chucky? Those don't seem tied to any survivors and seems like an attempt to make playing as him (or her for Tiffany) feel better. Most changes are because of people whining, not tied to SWFs or solo. It's because people just don't stop complaining and the devs trying to please the masses (success rate varies).

    -----------------------------—_—-----------------

    You realize that the game has been this way for close to 9 years now and is still kicking strong despite the community semi sabotaging itself right?

    How are they holding you hostage exactly? Body blocks? Reportable and actually against how a game is supposed (using this term very loosely) to go. Excessively hiding? Good news, the devs are actually addressing this soon. Your perfectly capable of leaving without your team helping, it's just a lot harder. Players have agency, it's just most in DBD like to either abuse or be lunatics with that agency (slugging, tunneling, 3 gen camping, leaving teammates for dead, self-destructive tendencies in trying to blind the killer over everything else, using everything on the map for yourself, it's a bloody long list)

    You also realize that the killer is a vastly different role than survivor right? You can have a 3k be a win for killer while having the 1 survivor that escaped win too.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898888#Comment_3898888

    You could say that about any game.

    The fact that every single change happening to dbd, specifcally on the killer side of things with buffing them.
    Is because of SWF.

    Killers are not being changed or buffed because of soloQ.


    They have to start changing what soloQ's issues are. And its issues is its not a team game. Because you cant communicate with each other.

    We're fairly confident that every killer change is not tied to SWFs. Hell we're confident not every change is tied to survivors in general.

    So we want to point out that DBD is not your standard "team" game. Despite the fact that everyone, including us, uses the term "teammate", it's 1 killer against 4 different survivors who want out, aka 1 v (1v1v1v1). As survivor, your not graded based on the whole team, only your own efforts. Survivors are only a "team" in that working together usually is the best chance at escaping. Hard to explain but your both a team player while looking out for yourself.

    Second is that having communication doesn't make a "team" game. Having communication doesn't inherently fix the teammates themselves. In our game shared with Spare_Them_Mori_Me, the problem wasn't communication, it was (to our eyes) self destructive lunacy. We'd get trying once or twice especially if the killer was nearby, those ones we're going every single chase off to who knew where hunting for it.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898888#Comment_3898888

    Getting team mates who aren't idiots is also a tall ask. If they were idiots, or new, or whatever you want to label as a reason for not good play, then giving communication seems like a good choice to shore this up. It wont affect SWF, it will only help Solo'Q.

    I believe you're right that your scenario can carry out well most of the time. But is it enough? At the moment, I don't feel like it is. Games are too similar for me to play more than a few nowadays. Its either a tunnel/slug out the gate or team mates that suck at direction/objectives/looping. I just want variety back and 'good' matches, the kind that are close and get the blood going a bit. Its just more rare now and I'd personally enjoy that coming back.

    We were forced to admit it's a tall ask…

    Giving communication doesn't exactly shore up people doing dumb things. For example had a game at lerys a couple days ago where 2 ppl, for some reason (hey look, shiny flashlights), refused to touch gens as long as someone was being chased and would go and look for the chase. The expected outcome happened (with a twist but that's a whole story). Maybe we're being pessimistic here, but we don't think any pings or even verbal communication would fix that.

    We can debate if the hud is enough forever if you want, we really just wanted to point out that there have been tools given and are very good tools if used well enough (though adding somethings would be nice). We agree that games that get the blood going are rare, but we're not exactly convinced that adding a lot more communication is going to fix that problem for reasons like the above.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898883#Comment_3898883

    Every single team game has some form of communication.

    A ping wheel with callouts would be sufficient. Anything. ######### sake.


    Christ. Anything in life as a team, you have some form of communication.



    The people at BHVR just eradically walking around and doing things at their office everyday???
    NO!!!!


    The whole idea of a team, breaks down when there is >0< communication.

    A hud telling you what other people are doing is not good enough. Not even a tenth good enough, to allow for coherent team play in DBD.

    If BHVR wants to insist on 0 communication in any form, they have to restructure this game from the bottom up honestly. SoloQ is just a wipefest with all these killer updates, which only are for the SWF complaints.


    Roll the dice, hope the killer is an idiot, and you might just win/the match wont be done at 5 gens = soloQ.


    Players should not be punished because

    :16th brains, or silly challenges, or insert excuse here….




    I should not be punished okay? If timmyshinsmcgee over here wants to stare down the killer and spam point at him, while my teammate goes stage II for free.

    Is anything in this game as complicated as a studio that makes games? Can tell you nothing in this game is even remotely that complicated. We see someone on hook and 2 not on gens via hud, we work on gens as we can make a pretty good guess that either 1 of those 2 is going to get that unhook, or something bad has happened (them trolling or killer camping) that caused them to not get it. We see both them get chased? Ohh thats probably a sign that we'd need to go try and do something. The killer stopped chasing someone as soon as the unhook happened? They probably coming back to tunnel.

    If everyone knows what they're doing (admittedly a somewhat tall ask at this point) then yes, we feel its enough to get by in average matches. You don't need to have the killer be an idiot, you just need teammates who aren't idiots.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898695#Comment_3898695

    There's plenty of ways to do so, but here's a start.

    • Unnerf Medkits
    • Finisher Mori can't be activated unless the survivor is on death hook and they're the last in trial. (Which isn't always the case.)
    • If a killer is Camping a slugged player, increase their recovery speed by 30%. ( At least till they're at least 40 meters out of range, so no TR camping.)

    I can't say I speak for everyone, but I know that Nerfing the Self-healing of Medkits was NOT a good change. Finisher Moris should never be guaranteed, I still don't know why they added this, it only incentivized slugging WAYYYY more.

    And slugging is self-explanatory. No, i did not say give Survivors base kit Unbreakable, I just said to increase their recovery speed.

    Of course, all of these are opinionated and subjective, but at least I came with ideas.


    Well due credit, that third one isn't one we've seen yet.

    • Having a way to heal yourself 16 seconds multiple times does not seem like an objectively good idea to us. Maybe a buff to them sure, but completely undoing the nerf isn't the way to go.
    • Putting the conditions on the finisher mori, as satisfying as that would admittedly be, won't solve much. Unless the problem is just being moried. It just goes back to normal slugging for the 4k.
    • "Camping" is a bit vague but regardless of that how would it make "soloQ less miserable"? The slugged is still a slug, they have the killer on them, and at best they're at "need help to be picked up" quicker...with said killer still on them and all the teammates probably trying to get them up.

    Bar maybe that first one, we don't see something that would solve soloQ major problems we see which we can boil into its simplest form of players doing whatever. Killers being jerks, teammates trying to "get out" on first hooks for reasons we can only guess, teammates prioritizing their rift over everything else, etc. For us at least the only real problem that creates misery is other people.

    @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898695#Comment_3898695

    BHVR:
    "We want to bridge the gap between soloQ and SWF"

    Also BHVR:
    "You dont get communication or coordination in a team game, but get punished all the same"

    They gave the hud which if people used some brain power is enough to get through average games. Would more be nice? Sure. Do we need people explicitly telling us everything via communication? Nope.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890607#Comment_3890607

    This.

    Half of the "Go Next" and "DC" mentalities would leave, if BHVR actually stood by their community and made soloQ less miserable because that's a good majority of community in DBD - Solo Q.

    If BHVR decided to smell the roses and improve Soloq, the state of the game wouldn't be as horrendous as it is now and we'd be seeing alot less "Go next" players and dcers and that's just the simple truth.

    if BHVR actually stood by their community and made soloQ less miserable

    Our question is: how?

  • @tugmefromtheback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898650#Comment_3898650

    No. Im far enough away from the window that the trapper cannot hit me, hence why he swings and hits nothing but air.

    From what we see on that (tiny) show you jump, trapper is hugging the window, you flinch back in range as he swings and he gets a hit. We've gotten hits and hit at that range and whether or not you think that should be the range, it is.

  • @tugmefromtheback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440796/fix-the-game-its-been-out-entirely-too-long-for-these-issues

    sorry for the horrendous quality but had to covert it to a gif so that it would upload…. But IDGAF what kind of ping you have this is unacceptable

    https://us.v-cdn.net/6030815/uploads/9BSAT7C9IJKA/imb-bpm7ki.gif

    Umm hate to break it to ya, but that's within lunge range since he both swung straight out the window and you flinching your head back in range

  • As long as 2+ of the points are filled we feel like we've won.

    As killer:

    7+ hook states

    Killed the most annoying survivor/ Object of Obsession

    Finished a rift/achievement

    Had fun

    As Survivor:

    Escaping

    Finished a rift/achievement

    Died a hero

    Had fun

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892393#Comment_3892393

    Your argument says survivors shouldn’t rely on Distortion, but by that logic, killers shouldn’t rely on aura perks either especially when they have high mobility. If survivors need to “adapt,” then the killers should learn to track without overusing aura reading.

    Like I stated previously, old Distortion was strong but had trade-offs for instance hiding didn’t progress the game be cuz they weren't doing Gens. It balanced against killers with strong aura and mobility which are already big advantages for killers. You say survivors still have counterplay, but most anti-aura perks aren’t nearly as effective, making this a one-sided nerf. DS has a condition that if you do anything useful for 60sec it is unusable also you can still tunnel the survivors because guess what, your aura tells you were they went and 3 seconds is not enough of a distance to get away from high mobility killers i.e nurse, blight, legion, weaker, Spirit finds you injured, knights guards find you easily, Oni and his blood orbs, hound master and her dog, wraith, Doctor and his shock wave, the chain saw brothers, clown and his slow down has bubbles, Victor, sadako demanifested, the Drac wolf or bat etc should I continue to mention killers that can catch up instantly?

    You said they had counter play, please name them? ...hiding in lockers for 2hrs? Is that not what the killers complained about? So basically if survivors are hiding they shouldn't be doing Gens of course that works for killers but if the killers are using aura to find the survivors they should also be able to catch-up and down and hook the survivors you see how one-sided that is?

    If DS disable killer power for 10 seconds even the killer base movement speed will close the distance within seconds, then what next?

    OTF has the same problem, it only works if the killers does not continue chasing you after the initial endurance hit, then what next?

    You are aware that many killers go back to hook to down and hook the person who did the unhooking and then use aura to find the injured survivor that got unhooked. High mobility makes that possible.

    Comparing this to anti-tunnel perks doesn’t hold up—those don’t completely stop tunneling, just make it slightly harder. Meanwhile, aura reading gets stronger with killer buffs, while survivors now have fewer ways to avoid detection.

    If the goal is balance, survivors should have strong counterplay options just like killers. Nerfing Distortion while letting killers stack aura perks just makes things easier for one side.

    If you play both killer and survivor you will know that you are just arguing for the sake of arguing.

    I admit killers have their challenges but my argument is if killers can have stacks of aura reading perks, then survivors should not me limited to a diluted distortion.

    They shouldn't be relying on them but we're back to a few things. 1. You were specific in wanting to limit the play styles of the killer player ("But if that logic applies, then killers should also be restricted in similar ways meaning limiting aura stacking on fast or teleporting killers is a valid discussion.") and not restricting them like the distortion nerf. The distortion nerf makes things harder to do but your capable of still doing them and using multiple things. You are asking for full on restrictions. 2. What would you call "overuse"? This is a genuine question. Would a full gen build from survivors be "overuse"? We personally have little problems with them as gen builds like aura builds keep the game going at a pace but if they're "overused" what then?

    Like I stated previously, old Distortion was strong but had trade-offs for instance hiding didn’t progress the game be cuz they weren't doing Gens.

    And the apparent main problem was people consistently hiding instead of trying to get the gens done and everyone out. We can debate the effectiveness of anti aura all day as those are opinions but we'll point out some things. Off the record hides your aura for 80 seconds regardless or not if you do something productive (helpful for the situation you described no?). Shadow step is a bubble of semi permanent aura hiding. Lockers exist. Sole survivor protects you a good distance depending on how many people are left (not that you'd want to be in that position mind). And distortion still works well enough against single cases. Combined you get a way to cloak yourself against aura reading.

    We also kinda want to point out that distortion (or any anti aura really) wouldn't protect you from being located by a few of those on the list here. If spirit or wraith is tracking the blood what does aura reading do? Unless we missed something spirit can't even see auras when phase walking. Doc doesn't care about distortion (or any anti aura) nor has any movement speed buffs by default. Bubba doesn't have mobility (or if you really want to stretch it, he doesn't have practical mobility) unlike the other saw bro. To our knowledge Victor can't see auras. Pretty sure Knight can't see auras when placing guards. Drac, like spirit, can see auras as a bat. Please continue.

    Counterplay includes the perks mentioned and lockers. Now tell us, why exactly is the survivor hiding in the locker for that long? Is the killer sitting there? If so what are the rest of the survivors doing? Hiding too? Then there's a problem here. Dead? Then they're going to die eventually unless they do something. Hiding is a part of the game just like chases, but it's these actions that raise issues.

    If DS disable killer power for 10 seconds even the killer base movement speed will close the distance within seconds, then what next?

    First, sounds like your expecting DS to guarantee an escape from chase (sounds like, we're not saying your saying that before there's a misunderstanding). Second, it sounds like it's working like the distortion nerf. They can still tunneling, it's just harder just as you can still stealth but it's harder.

    OTF has the same problem, it only works if the killers does not continue chasing you after the initial endurance hit, then what next?

    Off the record? (Wouldn't it be OTR?) Ignoring our confusion: 1. Is that OTR hides your aura for 80 seconds, regardless if you lost the endurance. 2. Is if the killer is explicitly there what good is hiding your aura with literally anything else? You'd block 1-2 perks at best. Distortion wouldn't save them any more than OTR. 3.

    You are aware that many killers go back to hook to down and hook the person who did the unhooking and then use aura to find the injured survivor that got unhooked. High mobility makes that possible.

    Funny how we often saw a lot of people scream tunnel on the forums here. Anyway, during the time the killer is murdering that's when they hide in the boon or have OTR or run into the red coffins we call lockers. Unless that survivor went down as they unhooked, which we think is a bad idea most times, or Billy/Oni, who can rush over and instant down, you should have enough of time to get the hell away and hide.

    Comparing this to anti-tunnel perks doesn’t hold up—those don’t completely stop tunneling, just make it slightly harder.

    And this sentence specifically is what we think of the distortion nerf. It doesn't stop stealth, just makes it harder. Also it's not just the anti tunnel perks, there's the whole basekit but and whatever upcoming thing the devs have planned. You may not think the comparison holds but your kinda proving it does in our eyes.

    If the goal is balance, survivors should have strong counterplay options just like killers. Nerfing Distortion while letting killers stack aura perks just makes things easier for one side.

    We asked before and will ask again what is your definition of "strong". Your still free to stack anti aura as survivor can't you?

    If you play both killer and survivor you will know that you are just arguing for the sake of arguing.

    So here's the thing, we've previously stated that we are arguing just to argue.

    To be honest we're more arguing that they shouldn't rely on a single perk and poking holes in the arguments seen.

    But with that said, besides our opinions on maters we are arguing with very valid points.

    ...on a side note you never answered our questions…just realized that.

    I admit killers have their challenges but my argument is if killers can have stacks of aura reading perks, then survivors should not me limited to a diluted distortion.

    Now, this is just our observations, we mean no offense, none of our usual snarkiness like above, and are looking at it detached. We think from everything that there's a problem of old distortion being the only "strong" anti aura to you. Survivors are not limited to just distortion.

    This part is our opinions old distortion just overshadowed everything else. Everything else was and is serviceable, just not to the level of old distortion which on its own held a wave of killer perks for little cost.

  • @smurf said:

    It depends on my mood. I refuse to outright sacrifice someone who gives up though. Usually if this happens, I'll either down them or maybe be goofy if I'm in a playful mood.

    Downing the survivor forces them to stay in the game and sometimes gets them back on task. I don't want survivors giving up from the killer or survivor perspective. It also gives the other survivors some sort of chance to keep playing the game without missing a teammate.

    Sometimes I'll just play around. I'm also a Pig main, so it's easy for me to get them to boop the snoot if I want to be playful :)

    Having said that, in Pig matches I actually follow a kind of eccentric interpretation of Pig law. I try to not let the survivors get a chance to boop the snoot. And most get too scared to try as soon as I go at them. Boops from across pallets aren't accepted. It must connect with the snoot to count. But every survivor who boops lives, (except bullies; anyone participating in a bully squad is not permitted to boop... they get slugged and hooked). The reason I said all that Pig stuff is this extremely rare exception: if a match becomes all farming and goofing off, I'll sacrifice people who ask for it, assuming they just want to go to their next match. But no abandoning your team when they need you!

    As most others have said, depends on when and our moods. I know we generally give a "freebie" (we'll go and maim someone else before coming back) the first time, but wont lie that your flipping a coin whether or not it works (or how they'd expect it).

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892295#Comment_3892295

    Good breakdown of the argument much appreciated. Zombies yea right!

    You may say my thoughts are scattered but as you will understand with a game like this with multiple dynamics affecting play style a linear argument will not do justice.

    It seems like you're arguing that the current version of Distortion encourages survivors to improve their chase skills rather than relying too much on aura-blocking, and that hiding should still be possible but more challenging. That’s a fair perspective, but here’s why I disagree with the idea that this change is entirely justified:

    1. Hiding is Just as Valid as Chasing

    Yes, chases are a core part of Dead by Daylight, but so is stealth. Survivors should have the choice to play in a way that suits their strengths. Not every survivor is built to loop killers for five gens, just like not every killer is built for mind-game-heavy chases. Making stealth harder disproportionately affects players who rely on it for survival, just as reducing chase perks would disproportionately affect loopers.

    2. The Old Distortion Didn’t Grant Unlimited Hiding

    You mention that the old Distortion allowed survivors to "hide from the killer for an hour," but that’s a bit of an exaggeration. While Distortion provided solid protection against aura-reading, it wasn’t infinite, and it required survivors to be in situations where aura-reading would be used against them in the first place. If a survivor was avoiding detection effectively, their tokens lasted longer meaning the perk rewarded smart play rather than enabling permanent stealth.

    3. Not Every Survivor Needs to be a Chase God

    Your argument assumes that every survivor must eventually become proficient at looping. But just as some killers lean on slowdown perks, zoning abilities, or instant-down mechanics instead of raw chase skill, survivors should be able to lean on stealth, teamwork, or information-based strategies instead of pure looping ability. Making Distortion weaker forces stealth-based survivors to play in a way that doesn’t suit them, while loopers remain unaffected. That’s not balance—it’s just limiting options.

    4. The “Survivors Can Play However They Want” Argument Cuts Both Ways

    You suggest that the change to Distortion is fair because it doesn't "outright remove" stealth, just makes it harder. But if that logic applies, then killers should also be restricted in similar ways meaning limiting aura stacking on fast or teleporting killers is a valid discussion. Survivors adapting to stealth nerfs is no different than killers adapting to slowdown nerfs.

    5. If Survivors Can’t Hide, Killers Get Easier 4Ks

    Many killers complain about survivors hiding for 20 minutes, but what’s the alternative? If survivors are easier to find and chase due to aura-reading, they go down faster, and games end more quickly. This leads to survivors dying rapidly while the last two try to survive, but now with even fewer tools to do so. The core issue isn’t "survivors hiding too much" it’s that aura-reading lets killers snowball more effectively, leading to situations where survivors have to hide to stand a chance.

    I want you to understand that distortion provided a buffer against excessive aura reading, which is increasingly common among killers with fast mobility or strong map control. The nerf doesn’t just "encourage better chases"it removes a tool that some survivors relied on to level the playing field. If killers are free to stack multiple aura-reading perks, then survivors should have strong counterplay options.

    So if we're arguing for "players should adapt," why not apply that logic to killers too? If survivors are expected to get better at chase instead of relying on Distortion, shouldn't killers get better at finding survivors instead of relying on aura perks?

    To be honest we're more arguing that they shouldn't rely on a single perk and poking holes in the arguments seen. Scattered isn't the right word, but since we can't come up with the word...meh

    1. True. As we said hiding and chases are important. You don't need to loop for 5 gens, but survivors should learn the basics to survive, which does include looping. Basically we're saying survivors should learn everything to a basic competency from stealth to loops. Hell we 3 prefer stealth, but we also know how to keep the killer busy with other ways. We can also flip this coin. There are players who rely on aura reading to catch survivors and old distortion disproportionately affects them. These killers also need a basic competency training too as if they run into someone running full anti aura then they run into problems.

    2. While not truly unlimited, in practice it consistently blocked any single aura reading from the killer. Survivors in the past could hide in the terror radius via locker, recharge tokens, move, repeat. Should the survivor desire it basically shut down anyway to find the survivor bar scouring the map and getting lucky. Should a survivor be good enough in stealth they very well could hide for an hr if they wished (bar whispers) especially if the survivor in question did not care about doing gens to escape. It took a full dedicated aura build or SM Meyers to be able to break through the single perk.

    3. True not every survivor needs to be a chase god, but they shouldn't lean completely on stealth either. Making distortion weaker does change the way they play, but it also doesn't completely invalidate stealth it does it? It changes how they go about it.

    4. Killers are limited, just not in ways you specifically want. Survivors can stack anti-aura reading just as killers can stack aura reading. What your specifically asking for is to restrict how someone plays via limiting what perks the killer can run. That is something different that what nerfing distortion has done. We compared it to tunneling because it became harder due to the anti tunnel perks and base changes just as the distortion nerf now makes it harder to stealth.

    5. This is why a certain competency base is good for survivors in general. The alternative is keeping the killer busy via running and having them chase you. What aura reading does is locate targets not covered by some means. Any snowballing is done by the discrepancy in the killer and survivors skills (or mistakes a side does). Aura reading does not net a down.

    I want you to understand that distortion provided a buffer against excessive aura reading, which is increasingly common among killers with fast mobility or strong map control. The nerf doesn’t just "encourage better chases"it removes a tool that some survivors relied on to level the playing field. If killers are free to stack multiple aura-reading perks, then survivors should have strong counterplay options.

    We wish for you to look at our view. You say it was a buffer against "excessive" aura reading, yet this single buffer also practically nullifies that whole class of perks on its own for the "smallish" cost of hiding within the terror radius. One of the ways past it was through "excessive" aura reading. We also never said it "encourage better chases" (did you mean "encourage to get better in chase"?). Currently survivors do have tools to counter aura reading and they are good enough to us, but we want to know what is your baseline for "strong"?

    So if we're arguing for "players should adapt," why not apply that logic to killers too? If survivors are expected to get better at chase instead of relying on Distortion, shouldn't killers get better at finding survivors instead of relying on aura perks?

    Ohh we very much believe that killers should as we said above, but survivors currently do have decent tools to counter aura reading as said above. They may not be as good as old distortion but they work and are good enough. The devs nerfed a single tool, it may have been a fan favorite, but theres still others and they work.

  • @Thesevenspirits said:

    Has it occurred to you that many people that are not happy about the current state of distortion are not good with chase? Not everyone is a YouTuber or an SWF player. I understand that stealth can be abused but with the numerous Aura Reading perks on the killer side who can blame the newer player?.

    Some here complained that they killed survivors too fast and the last two are hiding for 20 mins, well what other indicator do you need that you have out best the survivors and they don't belong to a highly coordinated SWF team?

    Survivors should have the option of playing whatever play style helps them survive as long as possible. As for me my priorities are as follows.

    1. Doing Gens
    2. Not taking chance unless it will give my teammate time to complete a Gen, regroup heal, and especially if someone is exposed or on Death hook.
    3. Autism when I can.

    You should understand that most players pick perks that suits a play style efficiently.

    If you take out the Technician, you will most likely win at 2 or 3 Gens.

    If you takeout the Runner you will most likely loose the game or get 2 kills.

    And for those that disagree that fast/teleporting killers shouldn't have more than 1 aura perk…will you like a a survivor perk that shows the killer location many times in the match but also give the survivors dash or teleport abilities Everytime they see the killer aura?

    Zombies abound! We apologize if we miss the point of this post (it seems like it's trying to argue different things at once to us).

    Has it occurred to you that many people that are not happy about the current state of distortion are not good with chase?

    The thing here is that chases are a part of the game just like hiding. They're going to need to get better at it eventually. Aura perks makes hiding from the killer a lot harder but not impossible while old distortion you had a good chance to be able to hide from the killer for an hr. Current distortion gives a buffer for aura reading for ppl not good with chase but they're now going to need to learn how to either loop or stealth naturally without overly relying on the perk.

    Some here complained that they killed survivors too fast and the last two are hiding for 20 mins, well what other indicator do you need that you have out best the survivors and they don't belong to a highly coordinated SWF team?

    Sooo we're confused as to this train of thoughts. Mainly how it relates to distortion and its changes.

    Survivors should have the option of playing whatever play style helps them survive as long as possible.

    This is true however there's things to consider. First is that the change doesn't outright remove any style, just makes it harder. Second is that this falls under the similar vein as tunneling/camping/slugging as everyone should have the option to whatever play styles help them. And (no) surprise those things become increasingly harder just like hiding.

    If you take out the Technician, you will most likely win at 2 or 3 Gens.

    If you takeout the Runner you will most likely loose the game or get 2 kills.

    This is just our curiosity but what happens when you take out the jack-of-all trades?

    And for those that disagree that fast/teleporting killers shouldn't have more than 1 aura perk

    What happened to that option to be able to whatever play styles they want? (Sorry couldn't help ourselves). Snark aside, that's basically what happens when a survivor with a self preservation instinct sees a killer coming at them from a distance away. They bolt or disappear.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891756#Comment_3891756

    Wrong. There's been countless killer games where they were downing survivors back to back to back, and all the gens got done anyway. And when the gens get done, there's like 90% chance of multiple survivors escaping, meaning a draw or a loss.

    If it's about having the most meta stuff, which you'd use to trump the other side's stuff, how is it also possible for someone to for you to never lose if you play perfect (playing your best)?

    Question: Can you please point us to one of these cases so we can see? Preferably a non comp "wild" match.

  • Ain't they the greatest thing in DBD?~

  • The same. Enjoy the game, often dislike the ppl. We're currently on "hibernation" till the anniversary due to a certain factor.

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891244#Comment_3891244

    It's supposed to be a casual experience but you won't find it funny if you get punished for someone else's "casual" play style.

    Some healing you and misses a skill check now the kill comes and tunnels you that just got off the hook… did I hear you say, you should run DS?

    Theres a difference between being casual and making mistakes

  • Killer and survivors enter match without perks, offerings and add-ons, no tools box, medkit, map nothing

    Which side do you think will dominate under a standard match?

    Soooo we're unsure of what you mean by "map nothing" and "standard match". You mean no "map offering" and a trial with average (aka non competitive) survivors? Cause our answer kinda depends on the killer and map.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889995#Comment_3889995

    Well, there's only 1 tool depending on the type of team. Tunneling is default to deal with good teams, because you'll lose to the time disparity by playing normally. But if they've got anti-tunnel perks, slugging is better. But if they're SWF and negate Knockout, tunneling becomes better again. Notice that it's not really the killer picking this "oppressive, best strategy" like would be in any other game. It's more like picking "the most reliable, least worse strategy." Had hooking remained a viable strategy, people wouldn't be turning to these other, less fun strategies.

    pointedly looks at toolbox

  • Tell that to our diminished stock of sac wards

    Anyway so here's what we're thinking. Say you want to play SM Meyers. Obviously you're going to have an advantage on any indoor maps due to los blockers and poor at an obviously open map. How would you go about balancing something for that? Similar with other killers, some will almost always have either an advantage or disadvantage depending on what you do.

    Second is less of a question and more of opinions but basically we're under the impression that you're kinda asking for map "standardization" as that's kinda the only way we see this being "fixed". That seems dull to us and would lead to more optimization and less RNG.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890376#Comment_3890376

    if survivor.isGrabbed {
        wesker.Action("Just-Hook-Them-Lmao")
    }
    
    wesker.Action("play-with-chris")
    time.sleep(420)
    wesker.Action("do-other-stuff")
    

    I'm accepting job offers from BHVR. My starting salary is $100,000 CAD.

    Welp, guess you're the one to fix it, get cracking X)

  • Well, if you got the solution by all means share the code

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890338#Comment_3890338

    basekit deadlock… if you simply dont genrush, this system will never affect you

    Umm how does that compare? Deadlock would proc regardless of gen rushing while Pulsar"s idea would only affect you only if you choose that recently unhooked survivor…

  • ....as mh wilds releases...the epitome of evil

  • Makes it all the better to hunt them down~

    For us we like the roles that describe us cause we're a bit arrogant like that and Yun-jun, David, and Jake's descriptors fit the 3 of us best (you can guess who's who)

    A self-interested music producer. With a love of music and selfish mindset, fits well even if we don't produce anything. Funny that this selfish mindset causes us to bounce back to being a team player.

    A rugged scraper. We tend to fight till the bitter end, to the annoyance of some and occasional detriment to us. Least that means you won't see any of us petty quitting.

    A solitary survivalist. We tend to do our own thing and can roughly handle most situations we're thrown in. We adapt and almost survive.

  • It atleast well written gibberish.

    For our 3 cents, slugging is a tool. It's not inherently bad, just like a hammer or knife it's how it's used that matters. The problem with slugging lies in the people. Your generally supposed to use the right tool for the job (in this case the right time), but people are saying they only have 1 valid tool (despite the very pointed looks at the decently filled toolbox) and keep trying to justify using that tool for every reason (this is our main gripe).

    Slugging has increased, by how much we can all argue forever about but we've seen an uptick that's noticeable along with our discord groups and from what we see on the forums. We would confidently say with all these cases that there's some truth to an increase, what kind of slugging we can only guess again though.

  • We're personally adamant that loadouts shouldn't be seen in the pre trial lobby. If they really want to show perks for the team then we agree with the above people to put it in the pause menu. As a bonus if the "go next" system works well then this way will allow people to see each other's perks and not spite quit for free.

    The little qol for new characters is nice though.

  • From what we saw you probably could have kept going, whether or not you'd still be hit at the vault we'd only be guessing at.

  • We dislike the swamp maps. As survivors gen spawns are disgusting, as killers it's both easy to get downs (the open parts) and a pain (main parts and docks) at the same time. It also screws us over when we want to play artist.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889156#Comment_3889156

    I’m describing stuff that happens in my games.

    Regardless of what the actual thought process is, coordinated SWFs are actually using STB on first hook states, and they are succeeding in spreading out the first 3 to 4 hooks.

    Maybe Survivor A is the best in chase, so the originally plan was to use all the STBs on them, but after the killer hooked Survivor B, Survivor A used STB to encourage the killer to tunnel them instead.

    Because that absolutely is a thing too. Some teams clearly have 1 or 2 survivors with chase builds, that are always trying to aggressively bodyblock, or otherwise get the killer to chase them, so the other survivors can use their generator perks.

    Question: can you get us a screenshot of these SWFs with shoulder the burden? We really only saw it twice as killers in the wild (and it was just a single person each time) and only see it as survivors when Rulebreaker brings it.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889014#Comment_3889014

    Look, I'm not trying to sound insulting, but I'd just suggest you'd read how PR works before discussing further. You're going off a misunderstanding of how PR works. Letting go of the gen just before they get hooked doesn't counter the perk at all, it still loses its progress. All Letting go does is avoid a particular perk combo which locks the gen, but that's an entirely different topic.

    You're correct you don't need a comp level team. You're reinforcing what I'm saying here. I'm saying that's simply how to counter PR. Anyone can do it, you just need enough experience to know what the counter is and how to use it. Many people cry foul saying PR is overpowered. Thats just a lack of experience. I'm just saying what the counter is so people learn more and have improved survivor matches. PR isn't a big deal and it's easy to invalidate it. DBD has a LOOOOOT of stuff to learn - it isn't newcomers friendly due to so many variables being in the game. You got core mechanics, tons of perks, tons of killers each with their own counter - even people with 10,000+ hours still learn new stuff. The entire game is about getting more experienced and learning how to effectively counter your opponent. Every single one of us needs more experience, and as we gain that experience, we become better players. I'm not saying you're a newbie, for example. I'm sure you've played a while. I'm just saying after more experience, you'll come to realize PR does have a hard counter and utilizing it will trivialize its presence in the match. Learning new things is a good thing. Heck, I'm 2,000 hours in and I STILL learn things. Thats part of the process, not an insult.

    The video could be 5 years old or 5 days old - doesn't matter. The point of the video is experienced players don't just hold m1 on a gen. I'm just showing that even to the most experienced players, adapting to the match is the key to success. PR is something to adapt to. If you do, you trivialize it. You're accusing me of not knowing what I'm talking about, so I'm just pointing you to a video that even the most experienced players in the game have to adapt to what comes at them. As fornyou bringing up BNP and sabotage, now you're just going way off topic trying to change the subject.

    As for your '"people don't want to learn to counter" apply to everyone" question, I'm having a hard time believing you're genuinely asking this question, but I'll humor you. Naturally it doesn't apply to people actually adapting and countering. I'm referring to people who just want to hold m1 on gens and get upset when something easily countered prevents them from continuing from just holding m1 all match.

    It's not a difficult concept: succeeding in DBD and becoming a better player is all about gaining experience and utilizing that experience to counter and overcome challenges that impede your progress. The fact that you refute this, well, I don't know what to say other than what I said previously...just keep playing and once you get more experience, you'll start understanding that counters exist and utilizing them will be a springboard towards more successful matches.

    Edit- typo fixin'

    We really think your missing how this (getting and keeping a gen high enough to counter pain res) doesn't really work well in like 90% of matches.

    Pain res hits the highest progressed gen on (a survivors first) scourge hook right? So for your "counter" (going to an off gen and 99 it) to work Survivors gotta keep an out of the way gen high enough that it would be the target (which would likely be 99 so others could finish gens with no risk right?) then have to pretty much keep it up if/when it loses progress, effectively needing a babysitter and consistent work whenever it regresses (after all, if it gets a drive by kick or something and you didn't fix it this "counter" won't work)…which makes it kinda worse in normal games cause thats kinda turning it into a 3v1 with 4 survivors alive until the 3 other survivors have proced pain res via getting hooked. That out of the way gen is eating the regression limit instead of a needed gen yet is still repeatedly being worked on while either your team waits (SWF coordination) or is doing their own thing (solo chaos) and likely at risk of dying due to the killer being unlikely to just be doing nothing. That's not very effective or efficient for the survivors all just to "counter" one perk to our minds.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887394#Comment_3887394

    How doe any of the "QoL changes" benefit SoloQ?

    You are right that Survs that don't want to play will just go afk or stay slugged, until you all whine even more and BHVR adds in another mechanic that if you die while having afk crows, you get a DC penalty, which I can totally see on the horizon with how the game is going.

    Punish players but don't treat the actual issue, this community is hilariously bad.

    And the actual issue is what oh wise one?…

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887335#Comment_3887335

    Do you? Because 5 really isn't that much, especially if you know actually anything about how the penalty system in DBD works, because it doesn't have to be five consecutive DC's either. Though you were in another thread not even understanding how the penalty for gen speed works when multiple survs are on a gen, so that's not surprising.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887315#Comment_3887315

    You should re-read my comments, I'm not re explaining because you skipped over everything I said. Don't respond if you aren't going to actually read. Try again with another alt pls.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887312#Comment_3887312

    DC penalties to this severity, exist only to keep a game functional that's in a highly competitive state, mostly always esports games. That's a fact. Name another asymm or pvp game, that's not esports, that locks players out for 72 hrs after 7 DCs or have penalty time limits that deescalate only a single level of severity, after 24 hrs, taking an entire week to deescalate 7 DC's back to start. Then explain to me why DBD needs that, but doesn't need competitive balancing.

    Clearly DBD is unfun and miserable, that's why BHVR has to urgently do a "QoL update" and halt actual content, because most Survs don't want to be in a match (Most Survs are SoloQ) lol You also never answered, why aren't all PVP games filled with bots or empty lobbies if DC penalties are soooooo needed yet almost all PVP games lack DC penalties? Maybe it's because other PVP games are actually fun and engaging, hmmmm?

    You and I both know that BHVR should be focusing on fixing why people are DCing and going next, not further penalizing players because they don't want to sit in a unfun match and no amount of force is going to do that. Also let's be clear, the going next epidemic is a SoloQ issue and the penalties that are going to be handed out to those who die at 2nd hook phase, is an issue that is solely going to decimate SoloQ even more, SWF don't do that.

    If your intent is to shill for the game until all that is left are sweaty S-Tier Killers and SWF groups, then keep on trucking, you will surely get that!

    We read (bar the ravings against swf parts your fond of) yet you haven't answered anything. The sever penalties only happen to repeated DCs…which is normal in any game that has such things. Hell the first penalty is like 10 seconds for those who actually have a once in a while incident and the next is a couple minutes. How does someone get to a 24 hr penalty without doing so on purpose or KNOWING they have so bad internet that they're more than likely to DC? Its pretty merciful and not "competitive" however you mean that {since you know, you gave no definition on that}.

    Nothing you've said also says where you or anyone draws the line at acceptable, you just want it lessened but don't even say to what extent.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887303#Comment_3887303

    You asked me personally if I would DC more if the timer is lowered, as if that was some sort of gotcha question. I didn't even want to waste time on that because it's mute. I would not, I don't endorse DCing nor do I want to DC. I don't even DC in PVP games where there isn't even a base DC penalty, which is most PVP games lol So?

    Old League of Legends and Overwatch are the only games you can come up with? Those are also two highly competitive games and also are esports .99% of the gaming industry doesn't have this issue, so maybe you should start focusing on where that issue stems from and less on the punishment. People don't want to sit in matches of DBD because they are unfun and a waste of time when they are meant to be the complete opposite; that's BHVR's fault and that's also your fault, along with people like you, for not holding BHVR accountable for how toxic this game is and how subpar BHVR has been.

    My point is, BHVR can't implement highly competitive DC penalties as if their video game is an esports, yet at the same time they completely drop the ball on balance and refuse to balance the game competitively. Now they're going to hand out DC penalties for going next, which isn't going to stop that, that's just going to stop people from booting up the game entirely. It's going to demolish player retention. Most of my matches in SoloQ someone DC's and even in 2v8 people are DCing, on both sides.

    You're so focused on a punishment and not what's causing people to want to gtfo of a match.

    The DC penalties are competitive? How does one make a penalty competitive?

    Considering people have been "going to next" for a variety of reasons from semi reasonable such as 3 on hook with 4th chased to unreasonable such as the killer daring to play legion/Freddy/whatever killer they don't like, where's the line drawn where people can say "What the hell, not cool"?

  • If we vote it shoulda been meg, would we be stabbed by an angry mob?

1 … 10 11 12 13 14 … 54