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Rulebreaker

Rulebreaker

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Rulebreaker
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  • Our memories are foggy (pun intended) but it was a mixed bag. A lot less of random exploding (survivor going down a literal mile away from where the killer hit them due to connection). If the killer quit we think we got the points but again we can't remember.

    When moonlight offerings were removed we don't remember getting anything from them.

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713172#Comment_3713172

    I don't think it matters at all what the reason for a surrender even is. The only thing we should keep in mind is, that challenges don't get ruined by them and to avoid this I would recommend making an exeption: You can safe your challenge progress even if the requirement is "Do it in a single trial". So if it's hook 4 survivors in a single trial but you got 3 out 4, then you can keep that progress (but only if the survivors surrendered. If you surrender yourself, then no.)

    So if only one survivor wants to surrender, what happens? If allowed then it's again effectively a free DC with no penalty (we are assuming no penalty for surrenders) with effectively the types of games where everyone will surrender one after another. If unanimous group then one person can hold the others which creates it's own from of problems. If majority then swfs can quit whenever and screw over the killer or solo (or group if duos but then it's dou v dou) of a actual match.

  • Our main concern is how it's implemented. If individually, then it's effectively a free DC button without the penalty and we know how that goes. If group, then some may want to play it out till the end and keep the others in (reasons vary from good to ill). If the killer gets it at the start then games end as soon as things go poorly for them ending games.... poorly (can't think of the proper word atm). Its going to have to have restrictions.

    Like this for example. Did the killer simply slug to slug and is keeping them there, or did the survivors screw up majorly and the survivors want to give up and deny hooks to the killer (which are occasionally rift objectives). The first would make surrender options good, the latter bad.

  • Its not really all that hard. Theres even an add on that helps with this specific challenge (charcoal). Only reason we haven gotten it is cause we keep forgetting to try to do it.

  • @BugReporterOnly said:

    Again the 4 percent screwed me over my only kill. I stand by what I said or better yet remove endurance in ecg from the 4 percent. That is what screws me over.

    outta curiosity, you just gonna keep announcing each time you screw yourself over?

  • Then randomizer cause chaos is good for the soul (or lack of)

  • Does the randomizer count?

  • @D0NN1ED4RK0 said:

    wow didn’t expect this thread to get this much backlash

    Just wanted to fix ultimate weapon cause it now just feels like a camping perk

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710503#Comment_3710503

    That’s exactly what it is

    It’s something like a revert but it makes it fair for survivors so basically they get revealed exactly like the original one except that they won’t scream but instead you get a whereabout info like in rancor when you open a locker

    And for the killer instinct part…honestly I might give up on that idea

    (Oh yeah and I removed the blindness part so survivors don’t even know they’re being revealed by UW)

    The problem is people didn't like that a info perk did its job well. Being pinged for a second or less thats extremely hard to counter (calm spirit or timing entering a locker) at the cost of opening a locker and having to move around to get a survivor in the terror radius was apparently too much despite the fact the killer also had to get there too (some personal spite may be leaking through so apologies). The best argument we remember is that its extremely good on mobile killers like Nurse or Bleet compared to Trapper or Clown.

    For our thoughts though, if it did ping the location of survivors and was actually un-counterable like Rancor's at the cost of a locker, the survivors should get a warning of some sort. Rancor has to have the killer lose a gen to get info only 1 survivor would find out [normally as theres SWFs, [REDACTED], and various ways to transfer the obsession so others can figure it out] while opening a locker isn't equivalent to that. Whether scream, blindness, both, or something, they should get a warning for that as unlike something like Spies where survivors have to unknowingly proc it, this is in the killer's control to proc.

  • @C3Tooth said:

    Uroboros effect needs to be instant work on hit. Change the 8% speed debuff to 15% Gen debuff

    We see your 15, and double it to 30%.

  • "So overall Hillbilly is boring to face because there isn't any suspense I know he's going to use his chainsaw the entire match."

    Believe us when we say it only gets worse from here.

  • Isn't that what it kinda did before? Open locker, any survivor gets position revealed via scream? It would effectively be the same as old Ultimate weapon as you get a ping with the rancor idea and tiny bit better with the killer instinct one (unless you mean consistently revealing positions for the duration while active, which is a hard no from us)

  • Reminder that people can still actually enjoy solo q without being a content creator.

  • Yes it's possible, it's just tricky. Few things to keep in mind:

    1: It's 3 minutes if everyone is up. A survivor down or on hook slows down the egc timer.

    2: as soon as you open the exit, unless your pig, they will immediately be suspicious unless their really dumb or new. Double if they know you got noed.

    Basically you have to open door asap then get a down and fool them into staying long enough for blood warden to do it's magic.

  • Depends on the character. Some will have more selfish builds while others have more selfless builds. The we have some that are just odd.

    Dying a hero is a bullet point for a victory [unless they were running object, then it becomes a regret]

  • @Unusedkillername said:

    BREAKING NEWS S TIER PERK GOES DOWN TO S TIER LETS SEE HOW THE COMMUNITY REACTS

    https://us.v-cdn.net/6030815/uploads/O6KW9ASJP801/2tws3v.jpg

    This sums up so SOOOOOO much of what we see here on every change…

  • They did experiment with this alittle with the Nostromo map (the steam trap) and the Game (gens powered = new paths). Would definitely like to see something more dramatic though.

  • @THE_Crazy_Hyena said:

    @Rulebreaker A well sorted selection, and many good counter-points to be made there.

    We wouldn't call it to lenient, but that may be down to word choice. The algorithm doesn't properly match, discounting things like lobby dodge and people purposefully throwing, people due to "skill" being defined by kills and escapes as previously mentioned. Then you add in the aforementioned other factors and its little wonder why it "works so well". [Incase of emergency, please notice the sarcasm button on "works so well"]. Again, this may be down to word choice so apologies if we're just restating somethin.

    Exactly. And I do understand sarcasm, so no worries there.
    The main problem is that, if lobby-dodging does occur, I don't think the matchmaking really cares about who takes the free spot afterwards, and therefore giving the SWF an easy opponent, as opposed to someone of their actual skill. I know that has happened to myself, many, many times. Even when playing as a killer I haven't played before.
    Granted, this can work the other way around as well. If a killer of a similar skill as the survivors dodges the lobby, chances are that a much higher skilled killer shows up in the lobby instead.
    This is one reason why I think the matchmaking needs to be looked at in depth.
    Maybe a solution would be to add a search parameter for player hours as well. I really don't know a better way to solve the underlying problem.

    We disagree. Even against a 4-man you do not need to run full meta to win (hell some 4 mans are super weak even with more hrs than us and 4.5k~ a pop is already a decent amount). We do not deny it will be harder, but your not forced to play meta to beat or have a good time against them. Though "good time" is abit subjective so for clarity's sake we're defining it as "Have a reasonable chance to win/7+ hookstages" as bully squads probably won't be a good time, regardless of stomping them or not. (admittedly stomping them is SO satisfying to us though). Most seem to adopt (adapt seems a poor choice of words to us…) those tactics cause many want a quick and easy "win" of a 3+k. Which leads to….

    I do agree that it is really satisfying to 4K a bully squad. Been there, done that myself.
    Well, English is not my main language, although I can certainly say that I am 98.5% fluent in it.
    Yes, way too many wants to take the easy route, much to the dismay of the opposing side.

    That underlying issue is more in line to what we think. People take this game way way to seriously. We do not see how MMR is getting them stomped again and again as they should be improving or adapting (actual adapting) to the opponents their getting. Eventually it would level out (we say would cause it doesn't work well as is due to the above points) to where they're matched with people their current "skill" level.

    Yes, it has been evolving towards "sweat, or be sweated on" at this point - Or in other terms: Play the meta, or be at a major disadvantage. This is one big problem, where the meta is way too defined to have variety, thus leading to incredibly stale and boring gameplay on both sides. - I prefer a more casual anti-meta style of play, where you can just have fun, trying different things, and joking around, but in the current state of the game, that is near impossible to do.
    I do wonder how long "eventually" would ultimately mean, since it has been a mess, ever since the introduction of SBMM. Now, for some, it might work in their favor, but for others, we have been stuck in this "in-between-zone" ever since it got introduced. Either getting a match that is way too easy, or getting stomped at 4-5 gens. That is really not fun, to be completely honest.
    Consistently inconsistent, if you want to call it that.

    @Emeal - Interesting read, and take on the situation.

    To base the matchmaking of in any other way, could be harmful to the player base. bHVR has metrics on exactly how long it takes the average dbd player to quit when looking for a match. So any suggestions made this way is going to look real bad when it reduces the global player numbers.

    Splitting the player base is two and trying to queue them will much more likely make queue take longer and then people quitting cause it takes too long. Also you are forgetting the fact that even though most prioritize speed, they also like a match that is within rank range. So your suggestions would absolutely be detrimental to my enjoyment of the game.

    Personally, I don't think that splitting the playerbase would have much of an impact, since the game has enough active players to be sustainable in this manner. - Case in point: DBD usually hovers around 30,000-50,000 concurrent players, with big spikes in June and during Halloween. With a sample size this big, it would not be too much of an issue to separate players into ranks, or have an unranked + a ranked matchmaking system in place. At least, have a way to keep the influx of players interested enough to stay with the game.

    I mean, separate playlists does work well in other games with similar player counts. - Overwatch 2 (Steam) being a good example here, with almost the same player stats as DBD (28,000 - 53,000 players). Not only are there quickplay and ranked modes, but also arcade playlists (random game modes + event game modes) and custom workshop servers. And you always tend to find players around the same skill level as yourself, in any of these modes - Usually within a minute or two.
    So I see no issues in DBD doing the same thing as Overwatch does, when it comes to matchmaking.

    The problems you cite is not the general problems of your average dbd player, its much more likely they are the problems of the top 1% and I think its pretty bad idea to ruin the game for the rest of us to cater to 1% of the player base.

    I am not a top 1% of players. On the contrary, I am more the average Joe, just looking for a more casual care-free experience, which is not the case in the current gameplay loop.

    I honestly don't care much about the players in our community who play to push the boundaries of gameplay to reach the top mmr and then complain that their matches are horrible, You made the bed you get to lie in it. This JRM fella seems to be having that issue, by taking the game too seriously and then wanting to change the game's entire matchmaking system to fit himself.

    JRM is certainly not taking the game too seriously, based on the content he makes. But that's not the point, as I only used his latest video as an example. I see more content creators making similar arguments about the current state of the game. Now I don't fully agree with his statements in the video, but some are actually very representative of the average playerbase.
    But as I stated in an earlier comment, the grand issue is more down to players being way too competitive when it comes to the game, since the MMR system is solely based on wins/losses, and not the aspects of gameplay itself.

    Dont think the @ worked

    The main problem is that, if lobby-dodging does occur, I don't think the matchmaking really cares about who takes the free spot afterwards, and therefore giving the SWF an easy opponent, as opposed to someone of their actual skill. 

    To an extent it kinda does, the one whos been waiting longest (could be wrong, but its what we think and coulda sworn saw somewhere). It could be an easier or harder opponent as you said depending on who Qs when. Adding a serch based on hrs also might backfire (though admittedly this is a less harmful backfire) as you'd need 5 players with roughly equivalent hrs Queing at a similar time or its going to either search longer or quicker with less accuracy (like we currently have).

    This is one big problem, where the meta is way too defined to have variety, thus leading to incredibly stale and boring gameplay on both sides. - I prefer a more casual anti-meta style of play, where you can just have fun, trying different things, and joking around, but in the current state of the game, that is near impossible to do.

    This we disagree with. We atleast are able to play thematic/restricted builds and still do well (as survivor, we can still do this, but since we rely on a team results vary….) Its more of a matter of the meta for both has become such a crutch that people forgot how to actually play with anything other than meta. One example is windows, where we run something with blindness and their looping skills seem to drop by atleast half. They lost the ability to chain loops or bother to memorize whats been used when windows isn't helping (we're not trying to trash windows, its a crutch to us but undeniably useful, but this is a common sight we see). Anything thats not meta from atleast a semi skilled player throws meta slaves for a loop. Atleast from wherever the 3 of us are (no, we aint at the top of the hill, but we suuuuure aint at the bottom of the barrel either).

    I do wonder how long "eventually" would ultimately mean, since it has been a mess, ever since the introduction of SBMM. Now, for some, it might work in their favor, but for others, we have been stuck in this "in-between-zone" ever since it got introduced. Either getting a match that is way too easy, or getting stomped at 4-5 gens. That is really not fun, to be completely honest.
    Consistently inconsistent, if you want to call it that.

    Way to long for our tastes. And again, its been a mess, even before SBMM. We're tired of people thinking SBMM is to blame. Its the frickin ppl to blame. And each has their own opinion but we do like things inconsistent. People are already trying to be too consistent as is (and you've seen this with the constant meta sheeple. They're consistent in how they play and build are they not?).

    We also want to poke a point by Emeal:

    The problems you cite is not the general problems of your average dbd player, its much more likely they are the problems of the top 1% and I think its pretty bad idea to ruin the game for the rest of us to cater to 1% of the player base.

    We agree with this. The main points in the original post under "The Current Issues" isn't truely a problem for the average dbd player. They are problems (and we've been happily debating) but not something the "average" player [defined by us as "people who play often but not consistently playing something like 6+ hrs daily" if you got a different definition feel free to share] has to much of a problem with. The general population (atleast from what we've seen and experienced) is concerned bout meta slaves bringing 4 slowdowns to stall the game while tunneling to narnia and things along those lines.

    • The problem with SBMM in this particular game, is that the algorithm is too lenient, so the gap between skill level can be quite substantial. This is deliberately done to reduce queue times. Backfilling is another problem, where you often end up on the receiving end of a 4-man SWF, with way more playtime than you.

    • We wouldn't call it to lenient, but that may be down to word choice. The algorithm doesn't properly match, discounting things like lobby dodge and people purposefully throwing, people due to "skill" being defined by kills and escapes as previously mentioned. Then you add in the aforementioned other factors and its little wonder why it "works so well". [Incase of emergency, please notice the sarcasm button on "works so well"]. Again, this may be down to word choice so apologies if we're just restating somethin.

    And with the current algorithm, you are pretty much forced to play the meta (and as sweaty as possible) to have a good time against those groups. - This is from a killer's point of view. And that is why many killers adapt to scummy tactics like tunneling, proxying and slugging, to slow the game down to a crawl for the survivor

    We disagree. Even against a 4-man you do not need to run full meta to win (hell some 4 mans are super weak even with more hrs than us and 4.5k~ a pop is already a decent amount). We do not deny it will be harder, but your not forced to play meta to beat or have a good time against them. Though "good time" is abit subjective so for clarity's sake we're defining it as "Have a reasonable chance to win/7+ hookstages" as bully squads probably won't be a good time, regardless of stomping them or not. (admittedly stomping them is SO satisfying to us though). Most seem to adopt (adapt seems a poor choice of words to us…) those tactics cause many want a quick and easy "win" of a 3+k. Which leads to….

    Either that, or the underlying issue is that most of the playerbase has a too competitive mindset, with SBMM amplifying this to the extreme, since no one likes getting stomped, over and over again due to their MMR gaining too much from winning one game compared to decaying from several losses in a row.

    That underlying issue is more in line to what we think. People take this game way way to seriously. We do not see how MMR is getting them stomped again and again as they should be improving or adapting (actual adapting) to the opponents their getting. Eventually it would level out (we say would cause it doesn't work well as is due to the above points) to where they're matched with people their current "skill" level. A tibit from the wiki:

    • If the opponent team has a lower MMR, but they win, their gains towards their MMR are increased and the Player's losses towards their MMR are also increased.

    they only gain increased rating if they beat a team with higher rating already…maybe because they won relying on said meta and tactics perhaps? Again, just our thoughts but kinda have to admit it has some merit.

    Well, that really depended on the rank you were in. I have good memories of both killers and survivors running all kinds of builds in the past. While I did get into the red ranks myself, I was more than often playing in the purple and green ranks, since I did not play all that much, to garner ranking up constantly. And I would rarely see people sweating their socks off like we do today. Even if there was ranks, people played the game in a more casual way.

    And

    There were definitely trolls in the past too, but much more uncommon from my experience.
    But yes, bully squads were definitely a thing then as now.

    While admittedly it wasn't as bad it still was bad at pretty much all ranks sans maybe green, but at this point its a "your experience vs ours" scenario. Theres also a specific part of that paragraph that realy confuses our mind on the player base mentality. "Even if there was ranks, people played the game in a more casual way" which begs the question of ######### SBMM would be causing anything in people…but thats just us.

    And to be fair. I'd much rather wait longer in the queue, if that means better quality matches. IMO, people are getting spoiled these days, with instant queues.
    Personally, I'd also take the old moris over all the BS we have today.

    Ignoring that "better quality" differs from person to person, the majority wanted quicker matches. We do agree people are getting spoiled in this game, though we wouldn't say from instant qs. As to the old moris to each their own.

  • "- Proxy-camping would be to stay within the 16 meter radius of the hooked survivor, or just outside of it, preventing the anti-camp measure from working. This does not mean that a killer who is in chase with another survivor within the radius is actively camping."

    tying into

    "I probably didn't phrase it correctly, but the idea was that if a killer was actively camping the hooked survivor, as in staying inside the radius for a majority of the time the survivor was hooked during the first or second stage, then the punishment factor came into play. A better anti-camp measure if that makes sense. I was especially targeting basement-dwelling Bubbas with this in mind, since that is the definition of anti-fun. You can't outrun his chainsaw sweeps, even with basekit BT."

    —

    Killers like Huntress, Bleet, and Nurse can effectively bypass anti-camp by simply staying out of the effective range while "guarding" the hook. They can avoid said punishment relatively easy [map depending] while denying the first found any sort of compensation. As we said, we do like making "first down, first dead" less harsh so please don't take this the wrong way but we are going to try to poke as many holes as we can so that when theres one we can't do that to, then thats probably good enough to work.

    Side note though, true basement bubbas cant exist atm due to the anti face camp (had a clown [yes not actually bubba but the point stands] try and camp basement, and got the anti-facecamp bar to fill.) and you can try out smarting the bubba to escape basement (trying to simply bolt is rarely going to end well).

    —

    "Haha, that is just survivors being silly. But actually outsmarting them, making an otherwise long chase short is what I meant about it. - More points for less time in chase."

    The problem with that is its kinda vague. How would the game be able to determine the difference between someone at a strong loop who go outplayed bad from someone at a strong loop running at the killer to die?

    —

    The road to hell is paved with good intentions…

    We can agree the intentions are good. We'd argue the results not as well. We think there would be a few more non sweats, but in the end theres those who would want to straight up ruin the match for the other side and they'd more than likely join the quickplay. At best dividing the Q into ranked vs unranked would be "Almost all sweats" to "effectively what we already have now" but the Q times increased due to having the player base divided this way.

    "But it can also work the other way around, where players don't feel the need to play in the most sweaty way possible, since no one else is doing it, like what was the case in old DBD for the majority of players."

    Hate to break it to ya, but in the past it still had a majority (defined as over half for these purposes) were running sweaty. The difference is that in the past there was alot more busted things to…combat?…the sweaty builds. Survivors often ran DS, DH, UB, and Borrowed time (especially when it protected the user as well as the rescuee) or someone (or 3) had keys. While killers didn't have the full slowdown meta (or atleast as strong a version) there would often be a mori (which was alot more lethal than current versions)

    "Like the hardcore tryharding we see today is a direct snowball effect that came with the introduction of SBMM, where literally everyone plays like they are at rank 1, or in a tournament with a huge jackpot at stake."

    We still genuinely don't get how or why SBMM is causing people to play like actual lives are at stake…like its there to try and make sure you don't get thrown into a match over your head or with newbies… but we digress.

    @THE_Crazy_Hyena said:

    I am really curious to hear what other people have to say about this, so don't be shy, and leave some comments.

    Don't worry we'll help keep it by the top :}

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707107#Comment_3707107

    As crazy as you want to go. - It's brainstorming and sometimes the craziest ideas have something to them that someone can run with.

    Game mode without hooks? Where did you read about that? — I don't really keep up with plans anymore, so I usually just know stuff when it's officially announced for a set date.

    As for being on hook reducing gen speeds: In principle I like the idea - but at least for me the issue with "just hammer gens" when someone gets camped is that it's just really boring to do. And it sucks to be the person being camped. Not so much in swf - but as solo. Plus, there are killers where it's actually impossible to rescue. …. It might also be a tad to abusable. At times greeding that gen leads to a hook stage being lost - and I think that's a fair consequence of gens over frens - but on some occasions also a necessary sacrifice.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707032#Comment_3707032

    I do think a surv that on the one hand can't 4% to nope out of a game but on the other hand gets more or less a "fresh start" is somewhat more likely to at least go "tf, then I just go sit on this gen until the killer comes by". Which is more than then noping out immediately. And maybe, if they stick around just a little longer, they change their mind. Some of the reflex noping-outs against e.g. Skullmerchant could be addressed that way.

    People actively sabotaging the match is a different story - but I think if those people were actually (temp) banned with video evidence of them just going around throwing all the pallets and sandbagging and whatnot that would be an easy-to-fix issue. I'm not usually in favour of bans, they're more of a last resort. But at that point I think all other options have been exhausted.

    As for the teleporting: It's not supposd to work like Pyramid-head. I just took the general idea of survs teleporting as an inspiration. They stay on the hook the killer put them on until the stage-timer is up. Then they get teleported to a random location at least two tiles away (which should be 32m+) from where the killer is at the time of teleportation. This should make it virtually impossible to to tunnel. A killer can still force a hook stage by (proxy) camping if they so wish - but it'll not have the same effect since it a) takes longer and b) they can't get right back on the surv.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707028#Comment_3707028

    In terms of pressure that's why I thought about extending the hook stage plus having the killer waste less time searching for where they need to actively pressure by pointing them directly at where they need to pressure. So on the one hand the killer wastes less time and the surv that's on hook and not rescued itself is the additional time a surv is off a gen. - Considering that this surv will not have someone to reset them immediately and will likely run around half-life for a while/will need to find another surv to reset (and even in swf players will not have to spend time walking to reset) which is additional time lost.

    And could you elaborate a bit further on the one try with an alternative punishment? I don't quite follow. What exactly is the "swing" referringto (I assume an attempt at unhooking yourself - but might have misunderstood sth). What chance of success does the one try have? When does a surv get it? And what is the alternate punishment for?

    Not sure if your suggestion would work the way you'd want. Giving killer instinct for a few seconds after another survivor gets spit out isn't to big a risk and having a longer timer lowers the pressure on survivors (they can afford to wait longer to unhook and probably progress the gens more). Being longer on a hook isn't that much pressure for the killer as having 1 on hook with 1 rescuing (or better being 1 hook 1 rescuing and 1 chased). We generally don't have a problem with how hooks currently work, but more how people will easily take advantage of that to tunnel or camp, more than likely making a dull game for said hooked sap.

    "Swing" is the survivor trying to unhook themselves. Basically there was a idea we heard that (we're paraphrasing here) the survivors get to try and swing once and it doesn't deplete the bar. Instead it adds some form of penalty, like broken for X time, longer to heal, etc when tried (successful or failed with perks changing this). This makes sure it can't be abused to leave a match easily, keeps swinging and potential comebacks in the game, and putting it as more of a last resort. But all said, this is more about the 4% than how hooks work.

  • So we're going to do this piece meal and please keep in mind this is just our (3 ppl 1 account) thoughts:

    POI:

    • Your correct, but due to the fact the majority do not wish to wait 15+ minutes for a match that may end in 5 or less for them is why its like that. You get either "quality" (subjective) or time and the majority chose time.
    • We agree that the way MMR is determined is flawed as it doesn't give a full picture. However it doesn't incentivize anything really. It gives just as much incentive to focus on objectives as it does to do rift quests (probably less since rift quests give something) and so on. MMR is supposed to make sure newbies don't get matched with veterans normally (we can debate the effectiveness and lack of it all ya want). At best, it riles the ones who think MMR is some form of actual ranking.
    • Now we could be wrong, but we heard that the highest bracket is a very small percentage (don't remember exact thread, not going digging atm). Tying into the above, killers who's actual skill level is high can easily drop down to where they can absolutely stomp survivors by simply letting people go.
    • Don't know who JRM is and don't particularly care so we'll leave this alone.

    Adding Ranked Mode

    The old match making gave us rainbow ranks…that aside it didn't really promote variation, at least on the survivor end. Its our own conspiracy that 4 slowdowns became common cause we got so more of them that were better that the old ones (Pain res and Deadman's vs thanatophobia and overcharge for example).

    "Having multiple factors determine the way you rank up or down is a much better way than just going off of kills or escapes."

    This however is something we all fully agree upon. There's so many factors in a trial that should affect the way match making works beyond kills and escapes.

    How Ranks Work and How to Rank Up

    Were adding this here for convenience.

    The first thing we see is that eventually everyone who steadily plays this game would pretty much be at rank 1. Which ends up we suppose to the past which was your intention. We do not see it solving how killers making matches unfun or vise versa.

    Survivors:

    "Individual skill" Some of this doesn't seem like skill to us (but thats by our definition)

    "Wasting the killer's time" This is the block we have the most concern about. What defines proxy camp? Why is being on the hook effectively more in-game rewarding than actually playing? We like the idea of lessening the blow of "first caught, first dead" but it does seem excessive.

    Killer:

    "Bonus points awarded for shorter chases and out-smarting survivors." Define out-smarting survivors. Survivors seem to think outsmarting us is to run around the same rock 5 times…against and Artist…

    "Power usage" How would T1 Meyers or Sadako work? Plague? Its kinda vague (alot if it is if we're being honest but thats also us just being prickish).

    "The longer you can prevent the first generator to be finished, the more points awarded" ….sooo rarely will a majority get full value this without either running slowdowns or being something like Billy, Bleet, or Nurse. Guess whos gonna show in droves in this mode.

    "To also prevent excessive camping, no hook stages or points are awarded if you are within 16 meters of the hooked survivor when they reach the struggle phase after 45 seconds, or when they are sacrificed from the struggle phase." So if a survivor comes for a last second rescue and the killer, who has been patrolling and found nothin of note, thwarts it but is within 16 meters because they thwarted the rescue…they're punished?…Why?

    Quick Play Bracketless

    "Granted, you will face completely random people of any rank, but for just a chill, no stakes mode, I have a feeling that players would not sweat their balls off, and instead just trying silly stuff, without the reprecussions of MMR."

    Its your feeling vs our feeling and our feeling says that a GOOD amount would still sweat like their lives depended on it. It would at best lessen the number but not an overtly amount. It doesn't stop those who want to stop from joining. Also on the flip side it doesn't stop those wanting to goof off (or technically piss off the people in) ranked mode. So far the best deterrent to that is the longer que times funny enough. And this is us bashing our heads on the wall but MMR doesn't have repercussions.

    Weekly Gamemodes

    …Nothin to say here, wholly approve.

    Server side implementations and other things

    • ok
    • If your connection is bad you should not be punished for it. See how this works?
    • In fairness you kinda already can if you go out of your way to do it.
    • More servers is a company thing to which idk how much control they have over, especially with things like servers in other countries. And we think it already does the pooling. Could be wrong though so shrug
    • Protection from the same player? We can agree. Protection from the same killer character? Disagree. As much as we loath seeing Billy almost every game, players should play who they wish without worrying about longer Qs. Besides that, it could go something like Billy, Bleet, Billy, Bleet, Billy….that aint much better (one of us apparently had something like this happen too).

    "disable map offerings if it sends players to the same realm twice in a row" To clarify, it disables in Lobby correct? Meaning you can't throw it in period if 1 of the other 5 players have been to that realm? Doable, but we feel if anything it'd be easier to remove them period…not sure we actually want that but food for thought.

    General Improvements

    • As pointed before, quick play won't solve the major issues (or the POIs now that we thought about it).
    • We agree
    • As above
    • This is a mixed bag…On the one claw we agree that some kinda reward for hitting 100 would be nice. On the other, its known that people will lobby dodge or target the p100 in lobby. And an iridescent glowing skin would probably paint a neon target on said survivor…but thats us being picky.
  • @Neaxolotl said:

    Just respawn survivors after set amount of time, like 30 seconds, do that two times and survivors will die next time

    The problem there is that hooks create pressure by (usually) getting atleast 1 survivor off the gens to grab the other. That pressure is needed atleast for those not running 4 slowdowns till sundown.

    For the topic: We prefer the suggestion of that survivors get 1 try at the swing with an alternative punishment like broken for X time or something.

  • For the 3 of us, it was a kyf against our friends.

    For my first pub, was a wraith at McMillan's. Can remember it pretty well cause it was also the first time I got called camper.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704478#Comment_3704478

    That fair, I can agree with the tenet of making the perk situatuonal. Now I look back st it, my version does have the potential to become meta... so cheers for catching me on that.

    May as well respond to both of you though as I have the same point:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704518#Comment_3704518

    Invocations will forever be a doomed concept in their current form of balancing around time. Using the number of people working on the invocation as its limiting factor makes them basically impossible to balance.

    For the 70s gen progress Invocation saves compared to the same time that could be spent working on gens without multiple perk users:

    • 120s is inexcusably long for 1 person.
    • 80s is inexcusably long for 2 people.
    • 60s is hard to justify for 3 people.
    • 48s is never gonna happen.

    With multiple perk users:

    • 120s is inexcusably long for 1 person.
    • 60s is still hard to justify for 2 people.
    • 40s is started to get reasonable for 3 people.
    • 30s is never gonna happen without some serious SWF shenanigans.

    Basically Invocations are only even remotely viable for SWFs, and even then it's questionable, and that's without it even considering the perma broken downside. Making a petk that is only even worth considering using if you're in an organised 4 man SWF is pretty miserable. Invocations need to be somewhat self sufficient to be viable.

    The primary goal of my template is therefore to remove time as the balancing factor... if you do that however you need a reason for other people to get involved in the invocation.

    My solution to this is give Invocations a set time, and the focus of balance shifts directly to the strength of the effect that is triggered upon completing the invocation, and its related bonus for taking part in the invocation.

    There is the issue players can turn up as the invocation finishes to get the rewards, which may need to enforce some kind of minimum participation rule.

    However this is the crux of my point. Time is too valuable a resource, and should not be the balancing factor. Invocations will always walk a line of being too strong with a short time for SWFs, thus requiring harsh penalties to balance,(e.g. the perma broken effect), and those harsh penalties will make Invocations completely unusable in conjunction with the long times for solo.

    "Invocations will forever be a doomed concept in their current form of balancing around time. Using the number of people working on the invocation as its limiting factor makes them basically impossible to balance."

    Wouldn't say that as we currently only have weaving spiders. If/when more invocations come out and depending what they do, having a build stacking them it could be a game changer. Currently, our only gripe with the current weaving is we feel the 120 second is way to long, but 90 would be more of a sweeter spot especially if/when they make more.

    Your stated goal is to remove time as a balancing factor but that seems…odd? [We probably are misunderstanding something] Balance around the time it takes to finish? It seems more your trying to balance around making it something solos would be running too, which is all well and good, but time is something you need to balance around for strong effects. 48 for a strong effect doesn't seem like a ok idea, especially since time is also a valued resource to the killers. [Looking at your edited weaving spiders: 48 seconds for up to 80% of permanent gen progress should everyone have and bring the perk at lvl 3 and doing the bare minimum participation (not in the version edited but taking into consideration of: "There is the issue players can turn up as the invocation finishes to get the rewards, which may need to enforce some kind of minimum participation rule.") with each survivor individually choosing which specific gen 20% goes on. And no drawback baring the 48 seconds of sitting.]

    That said we also don't like the fact that it requires the survivors to do things after the invocation, but this is all just our opinions anyways.

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702557#Comment_3702557

    The specific scenario of the unhooked harassing the killer is pretty rare and often leads to them being tunnelled out regardless. Infection doesn't matter here.

    The situation you're describing here is bizarre. Wesker is a strong enough killer to be able to catch survivors trying to stall him before they can leave. The hindered just turns a situation where the survivor has a chance to a situation where the survivor has none.

    You're bringing up unfun situations to the killer caused by survivors ignoring infection but you're foregoing the unfun situations for the survivors caused by the killer because of the infection. One simply annoys a killer, the other makes the other player's skill expression non-existent. IMO the latter is far worse, and the former is only a problem when stuff like Background player exists, which I want changed ASAP.

    [Apologies for the delay, not getting notification alerts for some reason]

    That specific scenario isn't all that rare. The reason infection matters is because it will make the would be harasser go off and cure their infection before they go bug the killer currently or they risk becoming hindered at a bad time and go down quicker and easier. Should it only tick up after they perform a conspicuous action, then infection wouldn't matter to them and overall wouldn't matter practically ever.

    "The situation you're describing here is bizarre. Wesker is a strong enough killer to be able to catch survivors trying to stall him before they can leave. The hindered just turns a situation where the survivor has a chance to a situation where the survivor has none." …yes cause all players are equal…the survivor would never be able to loop a wesker until the doors opened up because its wesker…nope ain't possible…

    Ignoring that, "The hindered just turns a situation where the survivor has a chance to a situation where the survivor has none." Thats sorta the point. The infection needs to do something meaningful. If it turns an unfavorable situation into a favored one, then its doing its job. The survivor still has a chance but the longer they stall, the more likely the infection kicks in and the survivors chances drop alot more.

    "You're bringing up unfun situations to the killer caused by survivors ignoring infection but you're foregoing the unfun situations for the survivors caused by the killer because of the infection."

    No, its caused by said killer tunneling. One is a variable of annoying the killer to repeatedly hampering the killer from securing hooks, the other makes it so the survivors skill expression is extremely hard and the killer showing lack of skill. As we've previously said its basically give one side or the other the ability to flip off the other side.

  • For the template:

    • 48 is defiantly to short. We say 90 minimum. A gens worth of time to do something with good reward.
    • ok
    • In our opinion other survivors should be able to help proc it by reducing the time. It also adds more risk if the killer comes and has 4 ducklings in the basement.
    • We don't know how many charges are lost currently (and cant seem to find it) so probably ok? For thematic purposes the bar should drop fast since its, ya know, a ritual.
    • While its ok for an invocation to have some effect like so we don't think it needs to be the standardized effect if you get what we're saying.
    • same as the bullet above.
    • and again
    • Not sure if this should be permanently burnt, but could add a new item for survivors to allow them to use an invocation again if so.
  • Welcome to hell, todays special is salty spicy chicken.

    Personal say is that they take both SWF and solo into consideration. One major reason people consider solo unplayable is because you get random teammates who will toss at the slightest provocation. Your perfectly capable of having good matches as solo as long as everyone "plays" and in a non toxic way. All that said having friends does make it more bearable as kyfs (custom matches) are LEAGUES more fun than public trials.

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701362#Comment_3701362

    What you are describing is incredibly rare, at the very least rarer than seedy Weskers tunnelling thanks to their infection. As for those that harass the killer without doing a conspicuous action, then they're not doing gens. How is that a problem?

    Background player with Flashbang is a problematic combo, I agree, but beyond that countering flashlights is very easy.

    The game has a lot of issues, so people get annoyed often. It's normal to complain. New players also have a pretty mediocre experience so they'll voice them too. I suppose 'crying' is a bit demeaning. More often than naught people have a point when they complain.

    Your going to have to specific what's rare, the non tunneling wesker or survivors harassing the killer...

    More to the serious point, it may not be a problem for you or us, but we're betting newer killers already struggling will have so much fun. Bully squads would also love this. Basically it's give one side or the other to flip off the other side.

    As we said, for us we feel survivors should be under pressure to remove infection asap. If infection doesn't come with some risk then what is the point? There's effectively nil threat as the survivor can take their sweet time.

    If you want another example: an unhook on an infected happens after the gens get done. Wesker only sees the unhooked b lining to the door as the rescuer is a coward. Infection won't tick up cause no conspicuous actions and the survivor can loop him till the doors open. Nothing to hinder (ha) him in the looping despite being infected. Where's the point of that survivor being infected since they only need to run to the door? There's no real risk to being infected if it requires conspicuous actions.

    Being honest here, we don't care about the whole flashbang bgp rave, the point was more that survivors are trying to harass killers more atm.

    Ohh so sadly true. Though everyone should always look for what the point is and cause.

  • Freddy probably deserves a good one.

    We also vote Billy outs spite.

  • @Spare_Them_Mori_Me said:

    Why can't Trapper throw a trap at an unhooked survivor… This game isn't fair :(

    You woulda loved older dbd

  • @supersonic853 said:

    Honestly I got one. Why doesn't slinger shooting you off hook work like wesker where it just deep wounds you? It'd avoid slingers being able to shoot off hook and hold you to wait out bt.

    Because kicks and giggles

    Semi serious answer is probably to discourage unsafe unhooks

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700894#Comment_3700894

    I don't understand how survivors following the killer is some sort of counterbalance to the infection pausing. They can do that at any time, infected or not. There is literally 0 counterplay to being tunnelled while infected other than hoping the Wesker is terrible. 8% hindered is terrible, and people excessively cried (rightfully for the most part) over 3% haste.

    We want the survivor to have risk when harassing the killer. If their infection ticks up regularly, then they become easier food because they tried harassing the killer instead of cleaning. Say a recent unhooked is infected and has a flashlight. Adding on, this particular wesker went out of their way to not tunnel. Another survivor heals them then the infected goes off to try to blind and in general be a pain. The infected is healthy and at no risk of becoming fully infected because they didn't perform any conspicuous actions. They're free to harass wesker as much as they want (with the apparent prevalence of background player and flashbangs, it appears killers are being harassed quite Abit already)

    As to the second part, that's still more of an issue to tunneling in general to us. And people cry over everything. Its really depressingly common.

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700614#Comment_3700614

    Removing the infection is impossible if you're immediately chased and tunnelled. The only issue here is that Wesker is guaranteed a hinder in less than a minute, making tunnelling absurdly easy with little the survivor can actually do about it. It doesn't matter how much of a priority it is, you cannot do it when chased.

    Yet if it did pause survivors can still follow around with flashlights and such without punishment. As an aside, you can still loop while hindered (we admit it's extremely difficult but if we managed it...). That also falls more into an issue of tunneling (atleast to us)

  • 1: Because removing the infection needs to actually be a major priority to the survivors.

    2: Because like a hook it tells him where 2 survivors are currently and theyre probably doing something you dont want them to.

    3: Because unlike hooks he doesn't get any benefits from perks that need hooks such as Pop as a trade off.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700398#Comment_3700398

    Though we will point out that killers who know this will be slugging more.

    I don't know about others, but I consider slugging "better" than tunneling. It gives a killer some pressure and survivor has chance to recover and keep playing.

    We don't particularly care about slugging [though slugging for the 4k gets old fast], we're just pointing out a logical conclusion.

    Thank you?

  • We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

  • Its fiiiiiiiiiiiiiine~

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699541#Comment_3699541

    Well enjoy your Nurses, Blights and Spirits if you play killer.

    Things like this that unreasonably punish weaker killers give people no logical reason to even attempt to play these fun killers.

    We been getting veriety for the first times this year as survivor... kinda a non issue. As killer we been using a randomizer (sans 1 who's been on an unknown binge) to pick killers and still going well. Again a non issue.

    And your definition of unreasonable is different from ours. We stayed a reason we think the tantrum time is fine.

  • We think it's fine as is. Its currently 5 seconds plus a second per token used. He gets a longish repeatable AOE insta down with mild punishment if he hits something.

  • @BugReporterOnly said:

    Again I get screwed over in ecg because of the 4%. 4% Deleverance and Wicked should no longer work in ecg

    We recommend spreading out hooks

  • A mathematician's answer isn't going to help. Especially when we have just noticed you got atleast 3 threads going on random complaints.

  • Depending on how well the killer did and who it is, the answer varies. Ex Nurse and scratch mirror Myers aren't all that weak from the start and don't get much stronger later in game. Generally if the killer is doing adequate (by our standards: getting hits or pallets within 40 or less seconds, generally harassing survivors at every opportunity, etc) they will be at their best position the longer the game drags on.

    That said we're not entirely sure on the point of the post. Are you defending noed use? (Which honestly you don't need to, people are free to do as they will) Are you asking for changes to gens? Explaining why killer is more complicated? (Which is obvious to anyone who has played both sides) Asking for our thoughts on your thoughts?

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698510#Comment_3698510

    sadly yes BUT

    the fact that the upper end allows you to do this is infact a game changing feature and it makes shack hits less miserable when playing M2 phead

    And this is also the first time I’ve ever seen an elevation where you can go through a lower stair and then continue on normal elevation without it being messed up

    fair enough

  • What about the middle/deeper end? From the clip you only tested at the top of the stairs. Does the deeper end still block it like we think?

  • We're pretty sure its that downward part we are talking about, but just to be sure:

    Question.png

    Black arrow is stairs with the arrowhead being bottom and end being top, Red is Punishment. Your saying we can now shoot through? Cause last time one of us tried (probably yrs ago) it didn't.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698466#Comment_3698466

    POTD isn’t blocked by stairs

    There’s an elevation logic made around it

    You can mostly shoot downwards but never upwards

    And that’s why maps like swamp are outright a nightmare for this killer

    Shooting from the side. Say you try and shoot through shack but from the stair side. Depending where you fire from the stairs will block it (or has blocked ours, havent been in that position recently so if it has changed, dont know)

  • In addition to the above:

    Trapper:

    • Keep an eye on disarmed traps near you, as if they open up as your watching its an obvious tell he has an iridescent add on. If you see this, its best to only disarm traps if he's in chase nearby as you may end up needing to disarm it at a bad time.
    • For the love of the entity watch the floor instead of Windows of Opportunity.

    Wraith:

    • Wraiths yellow add on "Bone Clapper" will cause the bell sound to be un reliable. If you hear any ding dong, book it to somewhere safe unless your sure he's not near you.
    • Don't ever hide somewhere where he can trap you. He has a wall hack add on (its surprising how many people forget this).

    Billy:

    • You can use lockers to "dodge" a saw. This should be used as a desperation measure.

    Nurse:

    • Pallets can be used against the nurse by throwing off her blink. As she's "traveling" toss down the pallet and pray you sent her to the opposite side (Disclaimer: we 3 still haven't figured out how to perfect this so its likely to do nothing as it is to save you more time). Like the Billy above, this should be a last ditch effort.
    • Listen when she starts up a blink. That's when you need to start doing things different. Its a game of "I know you know I know" with her.

    Myers:

    • Try avoiding grouping up. A T3 Myers with the right build can snowball out of control.

    Hag:

    • Hag Protocol. Always assume there's traps near a hook or basement. Crouch to the hook. Crouch away from the hook. DON'T heal under the hook unless "we'll make it" is in play.
    • Help your teammates. If shes in chase, pop or wipe away traps you know. Probably should be wiping traps whenever possible regardless.

    Doctor:

    • Even with calm spirit a attentive doc will still know your nearby. To elaborate, he still gets a score event, you still gain madness lvls, and add ons still will reveal you if he has them. He may not know your exact position, but he'll probably look around.

    Huntress:

    • Always assume "Iron maiden" (not the band skin).
    • Count the hatchets she throws. Especially if she only throws 1 and immediately goes to reload. That's a red flag for iridescent hatchets (aka instant down).

    Bubba:

    • Like Billy above, lockers are your friend. You can use them to dodge saws. If Bubba hits the locker DON'T immediately jump out as he can still down in a tantrum. Wait for the last part. (Hard to describe it since we have it on instinct but its always a downward diagonal slash) Even if he's got "Iron maiden" for this reason it still buys time.

    Freddy:

    • Figure out if he has snares or pallets asap. He may be an M1 killer, but he's still a killer. Play accordingly to what he brought.
    • If he brought fake pallets, try to memorize what's been used. For the newer survivors try and stay awake often as possible while still being productive. Windows of opportunity will still highlight fake pallets so don't rely on it while asleep.
    • If snares, play loops like your against a trapper if your asleep.

    Pig:

    • Boop the snoot if your friendly.
    • Keep an eye out. She is a stealth killer. [This is general advice]
    • If you have a party hat (reverse bear trap) try and figure out her add ons. (This is more general advice)

    Clown:

    • Survivors can also use yellow mist {be careful if he has the joke add ons though}

    Spirit:

    • If you play spirit, you'll have a good feel of when she tries to "fake" a phase chase. In particular look at if she's "passively phasing" or not. (Its hard to describe so apologies if this is unhelpful)
    • You probably shouldn't try playing mind games with her. Unless your bored.

    Legion:

    • If your under a pallet and their in frenzy, play chicken with them and don't be afraid to eat the hit. If you hit them with the pallet while getting hit, it limits the damage they can do to the team. [Try not to waste god pallets like this though].
    • Lockers won't save you. They can see in lockers and grab you from a locker while in frenzy.

    Plauge:

    • If the plague grabs the corruption, try to cleanse yourself asap.

    Ghostface:

    • If you know he has stalk on you, try to take a hit. Its risky but sometimes removing abit of stalk meter is worth the hit. Don't do this if you think he has you at 99. This leads to free food.
    • Don't t-bag him. He does it better.

    Demogorgon:

    • Only active portals give you away to killer instincts. If you see he placed a portal by a gen and leave, he can not detect you until he uses it.
    • You can hear unactive portals if you listen for them. They give off a muffled sound.

    Oni:

    • If you see blood orbs, it means he has "Renjiro's bloody glove" which gives him aura reading if you walk through them. Depending on what you have and how brave you are, you should try to get as much blood as safely possible.
    • Tying into the above, you are NOT revealed while working on generators (bug or glitch or intended we don't know) even if bleeding. You are revealed as soon as you let go though and if anyone nearby walks into the blood and then works they're still revealed. Short version, your not consistently revealed while your working.

    Deathslinger:

    • Other survivors count as objects to help break the chain faster. Do what you will with this info.

    Pyramid Head:

    • You can crouch and crawl through Rights of Judgement (the trails) without being tormented.
    • Punishment of the Damned is blocked by stairs.

    Blight:

    • Blight needs all his tokens to start rushing. The longer you can avoid being rushed, the more breathing room you get to get to another safe zone. As far as we are aware this has not changed.

    Twins: DISCLAIMER WE KNOW NOTHING IF THE PTB CHANGES AFFECT ANY OF THE BELOW

    • If you blind Charlotte while Victor is active, it forces them to switch.
    • You can blind Victor.
    • Victor's killer instincts will not trigger if you are in a locker. The second you get out or in the locker it'll proc but this is just a fun fact. :}
    • You can hear a sleeping Charlotte despite her being undetectable. Be cautious if you hear her as you don't know when they'll switch.
    • Victor can leap over pallets and through windows. Don't tbag at them thinking your safe.

    Trickster:

    • Like Huntress, always assume "Iron Maiden" [again, not the band]
    • If he has "Trick Blades" add on, keep moving. Hiding behind a rock won't save you. If he has the "Cut Thru U Single", don't body block blades. Obviously the hard part is figuring if he has either.

    Nemisis:

    • You can re-kill the zombies with "head on" and pallets. [Though maybe try not to use pallets unless you have "any means necessary"]
    • Perks like "Red herring" and "Diversion" can move the zombies as long as they don't see you. Adding on, "Light-footed" lets you run around without attracting them normally [unless you run Infront of them ofcourse]. Aka, zombies like noise.

    Pinhead:

    • Like Deathslinger, survivors count as objects. Help a teammate out if you can.
    • Pay attention to the HUD and what your mates are doing. Someone needs to focus on the box every now and then.

    Artist:

    • If you see a teammate running nearby, help them out by grabbing idle birds and bolting so they can run back to the loop.
    • The killer instinct proc is relatively small, but you'll know if it did due to there being a score event (cant remember what its called). In a similar vein, she can check lockers quickly so hiding in them is ill advised. Use lockers to remove birds but not to hide.
    • Chain loops…seems basic but seriously. IDK how many people think they can loop me at a single pallet only to literally eat a crow.
    • As soon as she places a crow her timer starts for her to fire. She must do something soon, whether its placing more crows to extend the timer or to fire them. Don't be afraid to take an idle crow (preferably not from the front end) especially if your already swarmed as that can screw with trapping loops and aiming in general and you don't take damage from taking more than 1 idle crow.
    • The more crows she fires, the longer the CD. This includes if she has the "Ink egg" add on. Long arse timer.
    • A commonly seen add on is "Severed Hands" which can cause multiple survivors to be swarmed if close to each other.
    • A personal favored add on "Severed Tongue" makes it so baiting crows is likely a lose lose scenario.
    • The crows can be aimed and go down certain stairwells, specifically basement stairs.
    • You can almost always hear when she fires crows, you hear the sound, look around.

    Sadako:

    • DO TAPES. DO TAPES TO CRIPLE THE SPOOKY LITTLE GIRL. This has probably been said, but we really need to stress the importance.

    Dredge:

    • Always lock a single locker if they're grouped as he always prioritizes the locked one.
    • During nightfall, if he teleports to a nearby locker your revealed by killer instincts (16 meters). Keep moving, don't try and hide.
    • He can hear noises while teleporting from locker to locker. Last we checked he also sees any revealed auras too.

    Wesker:

    • His second lunge is usually alot longer. Try to make him miss this one in an open area.
    • His power recharges faster the more infected survivors there are.

    Knight:

    • If chased by a minion, grabbing the banner is always a good option. It even gives endurance and haste.
    • He can not effectively use his guards to camp hooks. The minion chasing you will disappear as soon as you grab the survivor. He however will know your going for the hook, so book it afterwards.

    Skull Merchant:

    • You can run through drone areas if your attentive to where the scan lines are. Crouch when needed while running around the zones. This is admittedly risky though so user milage may vary.

    Hux:

    • If your tagged for the love of the entity grab an emp before you join up with other survivors unless absolutely necessary.
    • If he slipstreams and your in reach he can still hit you even if you smack him with a pallet.

    Xenomorph:

    • It can hear you while in tunnels. Gens, grunts of pain, chests, all fair game.
    • If you know its in a tunnel, crouch if you wana be sneaky. It sees footsteps for walking and running survivors.
    • Don't hide next to control stations, it has killer instincts when it emerges from a tunnel for those close by.

    Chucky:

    • This isn't specifically to the killer but most Chucky players will mind game themselves silly. Sometimes the best play is to leave the area and watch them go "hu?"
    • Even while stealthed, Chucky keeps giggling. Ears peeled for his voice.
    • He has a surprisingly big hit box for pallet stuns for his small size. We don't know why but its a thing.

    Unknown:

    • If your dispelling an illusion, it don't need to teleport to inflict weakness, it only needs to interrupt you.
    • You don't need to stare it down to remove weakness, consistent glances are enough.
    • A popular add on is the "Vanishing box" which applies weakened to those who finish a gen. An admittedly [censored]ish move if you know it has it is to let one person finish the gen so only 1 person gets weakened.
    • Dispel illusions when you see them, but not while its close by. Something triggers killer instincts while its close by and your dispelling. (We do not know the specifics nor what exactly triggers it, but have seen it multiple times).
  • Its doesn't feel "worse" but it does feel like it's more "sensitive".

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