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Rulebreaker

Rulebreaker

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Rulebreaker
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  • We don't feel bad when talking breaks but we will grind through a day if there's something we actually want (last thing was Carmina's blue dress). If we missed out, maybe sad far a day and move on. It's all a game to us.

    An aside, if you've really been up for a day please take a breather. We genuinely don't want to see ya burn out for this reason.

  • @Atsuka_Anarchy said:

    I follow the 10 Killer Codexments. 😞💅

    Can you sing them, ohh cursed follower?~

  • Killer:

    We're rather aggressive normally so we just play alot until iri. At iri we play more aggressive and ruthlessly. You don't need to tunnel or camp, but if a survivor makes a mistake, punish it. Ideally you'll find either the weakest link or the gen jockey first to start pressuring the team. Bring map offerings or sacrificial wards (we have had alot of people bringing map offerings lately) and all the fun add ons (by this we mean ones you know how to use well and possibly enjoy using). Depending on killer and map you may need to use your power more than usual or less. You have to play with the prey after all and not stomp them (stomping them usually gets a safety or a pip at best), but don't lose control of the situation.

    Survivor:

    You kinda have to get lucky, in solo or swfs. You can get to iri by playing normal (normal is assuming you "play" the game and not hide in a corner or similar), but if a killer catches you first and wants to camp or tunnel, your more than likely s.o.l. Once at iri rank you need to do abit of everything and escape so be active. That said, keep yourself priority number 1 and don't take stupid risks unless forced. (ex: Your on death hook and the doors open, out you go. You don't care that your teammate is on hook at the other end of the map.) Basically play good, but smart and slightly selfish. Rule of thumb, a totem or 2, a decent chase, at least 1 safe rescue and heal, and completing the equivalent of 2 gens and escaping will probably get you a pip. The wiki could probably give better details than us.

  • Depends but usually 15-20 minute mark for us. Long as its an active match we don't mind the time.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608381#Comment_3608381

    The game can’t be properly balanced without it. And again, I don’t understand why adding VC is a problem. You will have the option to mute people. Right now people in favor of it have nothing. Adding it with the option to mute is a fair compromise.

    1: The game probably couldn't be properly balanced no mater what anyone does. The people in favor have an all or nothing deal here so idk what you want us to say here (either they have voice coms or dont)

    2: If you mute someone and they don't like it they may toss to spite.

    3: If you mute them and they don't like they may grief to spite.

    4: If you mute them and they know in the lobby they may dodge to spite creating longer que times and throwing what little mmr works for out the window.

    5: If you DON'T mute them you'll have to listen to them whine about how your playing in a way they don't like (yes, while on the same team)

    6: If you DON'T mute them and in the pregame lobby you tell your build: A: They accept what your running B: Whine about not playing how they want you to play or C: Bail because your not running what they want and causing point 4 the long way. All 3 are likely in our eyes.

    7: If you DON'T mute them and they ask your build and you don't tell them either the above A or C is most likely to happen

    8: If you DON'T mute them they may troll for kicks and giggles (such as screeching, air horns, etc.) This is an extreme example but a realistic possibility.

    9: If the killer is crazy enough to not have ppl muted (assuming coms lets people talk in the end game) then THEY will have to listen to survivors whine about Blah Blah and Blah along with the team. This isn't much of a point, but we're pointing it out anyway.

    10: The devs would have to put in a LOT of work since it DBD wasn't developed with in game coms (and they'll probably want a profanity filter that will have alot of work cut out for it)

    These are off the top of our head.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607815#Comment_3607815

    I play Texas Chainsaw and it’s fine. You don’t speak for everyone.

    We never said we speak for everyone, we can only speak for ourselves. Good for you you got fine lobbies, we sure didn't. Everyone has different experiences, and ours makes us not want voice chat in game.

  • @ProfessorDunwich said:

    It’s a business move to entice new players (probably need more of them) who will hopefully spend big on cosmetics. People need to stop acting like this is charity.

    And what is wrong with people appreciating this specific business move? People will do as they will, let it be positive atleast.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607815#Comment_3607815

    idk... why do people always ask for the full plan when you are just giving ideas or pointing things out?

    what do you think an extreme would be in this case? why do you need it spelled out?

    it's a survivor team, that is too effective. that is all. it's the obvious thing isn't it? how we reach that criteria may not be simple, but the criteria itself is.

    could be as simple as a formula like G/(T*H). where G is gens completion, T is time and H is hook stages +1. if the result is ever bigger than X, then something triggers to maybe slow the game down a bit.

    We make X big enough to basically only happen on survivor teams that really rush those gens, and there we go.

    it's also independant of it being a swf in this case... if it triggers in solo q, congrats.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607946#Comment_3607946

    -ask? people lie. profiles never tell the full story. it is very much something that comes from playing with someone you know.

    -is MM fixed? because until it is, still an advantage. which I never called unreasonable. do try to avoid putting words in my mouth.

    -there is no chat on console. that's a pc advantage. You should stop using features we don't have as solutions. we do not see what people bring, there is no chat on console. It's an advantage you have on swf. always has been.

    -so is the other 3.

    you need to see better then.

    1 because it's easier to point out things (yes we're guilty), 2 cause if you have the full plan it's proof that you thought things relatively through.

    We ask because what's extreme for one person isn't extreme for another. We don't think 4 man SWFs are extreme. We've had 4 mans shooting themselves in the foot because of how they played and would never call them effective. Would they be extreme for someone else? One guess to answer.

    See? That's an example of something that's not punishing SWFs. That is something we would work with.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607530#Comment_3607530

    So because you are afraid of people talking on the mic (which you can mute), killers should have to suffer through SWF gen rush? Do I have that right?

    Afraid? No. Going to be highly annoyed if its on? Yep. If we wanted to listen to people yell at us for stupid reasons we'd go back to our jobs so we'd at least get paid for it. And if we mute them, it will cause the "children" (we have a better term but it would be censored) to lash out from being ignored and cause a whole other case of head aches. EVENTUALLY it may peter out, but until that time (and we're betting a good while), its going to be a lot of grief for us thats pretty much unnecessary. If Texas chainsaw is a model to go by, we DEFINATLY do NOT want it.

    @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607530#Comment_3607530

    why?

    why can't it be a negative? just in general. a buff just to solo q will get the same hate as swf won't get the buff.

    if solo q and swf end up on the same level, and the game is properly balanced around it, what does it matter if we got there with a buff or a nerf?

    in a specific, why can't it be a negative in the same vein as the anti face camp mechanic? where it only triggers in the more extreme cases?

    Our personal bets on how people react aside, its because a negative to playing with friends will disincentivize (love dictionaries) people from playing with friends. Some players only get on TO play with their friends and adding a penalty is more likely to make those ones say "not worth playing" than "ok sure". In general people think negative = bad (and to be fair thats usually smart). That said we do acknowledge in the end it does not matter how it gets there, but it will be a painfully spikey path to reach that end going the stick route with the added possibility of loosing enough players to harm the game.

    If you could please define these extreme cases. Is a duo extreme? Trio? A squad of ppl BSing and singing christmas carols (good times)? Is the punishment strictly for 4 man squads, cause we know a trio who can give the killer a run for their money if they wanted to.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607516#Comment_3607516

    I would say that goes for both sides. Many players seem to believe that only top tier SWFs can achieve even basic results. I have played against countless SWFs that played pretty bad and against countless solos that were amazing. I play almost exclusively solo survivor, when I don't play killer, but really, for me it's mostly other people that play in a SWF that throw and not other solos.

    For the most part it really doesn't matter, if the survivors play in a SWF. It only matters how they play. A coordinated group that beats the killer in the 1v4 will always have an advantage but that can happen in both situations, if all survivors play somewhat good.

    This is one of the reasons I am against the killer being told who plays in a SWF. It's a natural coping mechanism to find reasons why one couldn't win but when you base your opinions on balance solely on that, it becomes an issue. After all, if there is nothing you can do, then there is no need to improve and someone else, who would have played better surely couldn't have gotten better results, could they?

    The situations in which one side really couldn't do anything to win are few and far between.

    We don't care either way but wouldn't showing who's in a SWF shatter that coping illusion? Or are we thinking about it wrong?

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607232#Comment_3607232

    This. People in this thread are trying to distort the argument. No reasonable person is saying to delete people playing with their friends- we just want the game balanced with the power of SWF in mind. I’ve said this 100 times, but all other games balance around people communicating. DBD isn’t special, so I don’t get why the devs act like it.

    Then please make a suggestion that doesn't add a negative to playing with friends or in game voice coms. We're all for buffing survivors if it's reasonable but many (ourselves included) do NOT want to add in game coms for previously listed reason.

  • @tyantlmumagjiaonuha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606559#Comment_3606559

    I encountered a killer in the main building!Ghostface! There are some killers, both competitive and casual, that can make a match difficult just by the SWF uttering this one word.There are also killers like Trapper, whose abilities are nearly nullified just by sharing the location of a trap.With or without malice, VCPT is destroying the balance and the very foundation of this game.

    We're going to want a definition of "destroying the balance and the very foundation of this game". Is it difficult and a bit unfair? Yes, but we think the foundation is fine here.

    @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606559#Comment_3606559

    "What you proposed to add a disadvantage to people playing in SWFs (didn't specify duos, tris, or the full team) which IS punishing playing with friends (you can word it all you like, but this IS what it is). As others have pointed out numerous times, that's gonna go poorly. While we love a good experiment, we don't think this should be tested (this is our opinion though)."

    Let's flip that around, shall we?

    As it currently stands, the game is punishing players for not forming SWF groups. There is an innate, unquestionable disadvantage for queuing by yourself, and what people propose is to let the disadvantage remain for solo players. People need to form groups, or accept a lower, nigh abysmal escape rate.

    Unlike other games which get around the lack of solo voice communication through either pings, an in-game chat or both, this game doesn't have tools like those, so the gap is massive between a solo player and a premade group. What its being proposed is to either beef up solo-q somehow, which could be more or less effective depending on the method used, or bring down premades to solo-q level.

    The problem is that whatever happens, people will insist it's punishing premades because they want to have their cake and eat it too. If SWF gets a penalty, we both agree they're getting punished for playing with friends, but if solo survivor gets ANY buff to make up for the lack of communication tools, people will STILL complain that it's punishing SWF if they don't get their equal attention cake.

    So in the end, it's an equality vs equity problem. You have 100 coins, I have 10. If I get 10x my amount of coins to keep up with you, you'll complain that that's unfair because you didn't get 10x your coins, willingly ignoring that the increase was given to me precisely to fix the discrepancy.

    You (people, not you in specific) assume that SWF should, by the inherent nature of being a premade, be stronger than solo-q, and you will not accept any changes that will put them to SWF's level without SWFs being equally buffed, perpetuating the advantage SWF has over solo-q.

    We'll give a free point: an advantage a SWF has over solo is that it's more unlikely that your teammates throw (aka swinging on hook) at the start. At minimum a quarter of our matches (between 3 of us) has someone throwing for some reason or another which we're going to assume others have similar experiences (we've seen complaints on the forums here) which helps out this abysmal escape rate.

    If we had to choose between buffing solo or nerfing SWF, we're choosing buff. We are aware we can't and shouldn't please everyone, so the best thing is to ignore the voices from the fog and test to see what works best. People will whine about anything and this may be an us thing but we're out of Fs to give about it. At that point it's a people problem and not the game.

    An aside, but when we started years ago, we quickly learned that assuming anything leads to either the prey escaping or our death as survivor, so we shrugged that habit quick.

  • ....we have no idea whats going on with that, but survivors being able to paint the map red probably isn't normal. We have normal scratches so maybe verify files? If not we'll hide in a corner before something bad happens......

  • Probably should reduce the timer for testing (we'd say 60). This is more of a personal thing but maybe change the name as if we see a perk called bounty hunter we'd immediately assume it affects the obsession (and we'd probably go after just the obsession with it cause we are children)

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606652#Comment_3606652

    Someone said BHVR can’t punish players for people playing with their friends. So I replied that BHVR already punishes people for this, because killers get punished when players use voice comms (which is them playing with friends).

    At the very least, survivors should sometimes have separate MMR for solo and SWF. If a specific survivor has a higher win rate when in a SWF, then the MMR system needs to recognize that, and place them in a higher MMR when they are in a SWF.

    Playing with friends isn't using voice coms. At this point we know where voice coms are. The killer is not being "punished" by the game, the killer is being"punished" for people using tools outside the box. BHVR isn't "punishing" anyone.

    ....this second idea we wouldn't mind having. Would definitely like to test and see how it goes.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606628#Comment_3606628

    No. I don’t accept that garbage. Voice communications can be a huge game advantage. And it’s not “it’s own topic” as it’s literally the topic I was referring to.

    So your going to refuse to use actual logic? While we usually like to do that, doesn't help your point does it?

    We don't deny it's an advantage but it's outside the game. If you add a punishment in game for playing with friends (who may or may not be taking advantage of coms) then it's going to drive away alot of players.

    We're also missing where in game coms came into that topic we were quoting, so can you please point us in that direction?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606170#Comment_3606170

    “Punishing people for playing with their friends” is already happening, as the killers get punished when survivors want to use voice comms.

    Well let's specify: What is built in the game that punishes the killer for people playing with friends?

    Most advantages come, again, from outside the game. Being able to coordinate, knowing who's where and when, etc, are from voice chats outside the game. And adding in game voice chat is a whole other problem, but that can be it's own topic.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606119#Comment_3606119

    Maybe i have not ever played attention but isnt this only visible for the survivor? There is a chance i have played 3 years ago with this specific addon.

    The point of the perk would be that the stain is visible for the killer. This could track survivors much better during chase.

    You can also see the stain as the killer, though we think its a tiny bit smaller than normal.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606559#Comment_3606559

    The "you shouldn't expect to win all the time" thing goes both ways though.

    Let me ask you question.

    Do you think that blight player that is on a 1k+ win streak is fine?

    If they put the work into it then yes. Its like saying your NOT allowed to have that win streak no matter what, even if you work for it.

  • Rather lack luster unless paired with self-preservation. Useful for finding teammates through blindness though.

  • @ArchAbhor said:

    Here are the facts. Being in a swf grants a certain number of advantages. I'm not going into that now because its been discussed extensively on these forums. Also this isnt a conversation of imbalances between all the killers which is an issue outside of what i want to talk about.

    Heres how this effects this game. The pecking order is this. Solo q<killer<swf. That means that solo q suffers because of the advantages that swf hold over killer. If killer would like to chill out and test builds for fun they are shut down because of efficiency of swfs. No room for fun builds. So if the killer wants to be able to win they must bring meta and/or play dirty.

    That doesnt mean that killer has a guaranteed win over well-coordinated swfs, but that does guarntee a stomp vs solo q. So both killer and solo q are held hostage to swfs who want to optimally sweat their butts off.

    There is no compensation for this. They get assumed free coms and gen and perk coordination. Which compared to a solo q team is an insane difference.

    I argue this more for solo q then killer. As killer if I sweat my ass off and bring perks/play dirty I'm usually guaranteed a 2k at min. not including those crazy coordinated team which can result in a loss. As solo q this means that most killers either tunnel me out or tunnel someone else out early on and guarntee that the lack of coordination or perks geared in teams using busted stuff is going to result in the killers wiping the team.

    The fix is to add a disadvantage to swf. No this doesnt mean punish people who want to play with their friends. This does mean that there needs to be a acknowledgement that you have an advantage over solo q and are going to accept a penalty to bring you to solo q levels. This level should be the base relationship between the killer role and survivor role.

    These should be experimented on to determine what nerfs to swf should make them equivalent to soloq. This means that the results of swf should be tracked compared to solo. Go slow. Make sure its not anything insane.

    This should go in the opposite direction as well. If the nerfs in fact bring swf to solo q levels then the tools killer uses to counter well-coordinated swfs should be nerfed as well.

    Swf mains are going to complain and argue so they maintain their position to be able to bully killers but this needs to be counteracted with information gained through the difference between solo q and swf.

    In conclusion there are extremes to this game that hold the opposite hostage because of their advantage. This instance is Swf holds solo q hostage because of their heavy advantage forces killers to play dirty or run busted build over all teams including teams that are unable to handle it like solo q.

    There are other conversations on the opposite end that need to be talked about. How nurse and blight and other busted killer builds make survivors feel like that they need to be in a swf to survive them.

    However as of right now swf is top dog and needs to be addressed first.

    All I want is the extremes to be brought in so that we all can enjoy the game in spite of the sweaty players. Please be productive if you are adding to the conversation.

    We're going to explain how we see it from our eyes.

    You wish to nerf SWFs due the extreme end they CAN be with the advantages they have outside the actual game. We don't deny that even casual SWFs have an advantage, but most the advantages come, again, outside the game.

    What you proposed to add a disadvantage to people playing in SWFs (didn't specify duos, tris, or the full team) which IS punishing playing with friends (you can word it all you like, but this IS what it is). As others have pointed out numerous times, that's gonna go poorly. While we love a good experiment, we don't think this should be tested (this is our opinion though).

    Now, you say the threat of SWF forces killers to sweat, but that's your opinion and one we don't believe is true, especially when we're playing killer with thematic/builds with restrictions and still don't feel the need to sweat until annoyed. Do we expect to win all the time? No, of course not as there ARE ppl better than us three. Will we think "SWF alert sweat time!" each time we think there's a SWF? Nope. And surprise, we still do well in our games.

    Generally, whichever side tries harder is more likely to win. Being in a SWF doesn't guarantee a SWAT squad, nor does it guarantee that the killer will sweat bullets if they think they are facing one.

  • Ours goes to Legion for both. We especially like the guitars in Suzie's mixtape.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606106#Comment_3606106

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605904#Comment_3605904

    During chase, survivors have a red stain from the killers perspective. The killer wont loose the red stain on his part tho.

    "Discipline" - Class II is an Uncommon Add-on for Carter's Spark. Rework: replaced the Madness bonus applied to Shock Therapy with a decreased delay to shock detonation. Buff: the Illusionary Red Stain and Terror Radius now apply constantly in a Chase while in Madness II, and for 6 seconds after the Chase ends. Buff: the Illusionary Red Stain and Terror Radius are always active while in Madness III. The so-called Detonation Delay refers to the time it takes for an initiated Shock Therapy Attack

    Discipline Madness 3

  • Isn't that effectively one of doc's add ons?

  • As long as you don't try and force yourself to get stacks, it's not bad. Once you realize who the obsession is, there's ways you can get stacks reasonably quick (assuming they're not trying to hide the whole match). We do wish it didn't lose stacks on misses though.

  • Currently the highest between us is devotion 18 lvl 43. We' feel strangely happy having slowed down playing DBD.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604651#Comment_3604651

    Exposed to one thing or fixate on one thing?

    camping and tunnelling make convenient excuses to pad the ego against loss. I see the terms used for that purpose far more than to describe actual gameplay.

    Grain of salt all round.

    Depends on the individual. We know that many will just fixate, but there is probably some that are only exposed too. But doesn't mater much in the end does it?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604679#Comment_3604679

    I'm just stating that the reason we haven't see faster hooking perks on the killer side is because there's practically no value in that buff.

    Depends on how big the buff, we dont think BHVR will ever do it but think of the possibility. If we may use abit of your argument "Whereas survivors unhooking faster can mean the difference between getting interrupted and finishing the unhook before being hit." then Hooking faster can mean the difference to catching up to a survivor before they reach a safer area.

  • @Crowman said:

    Killers hooking faster just isn't that important of an increase. Once you begin the animation, you can't stop the hooking anyways. So it's not like hooking faster will stop sabos or prevent flashlight saves.

    Whereas survivors unhooking faster can mean the difference between getting interrupted and finishing the unhook before being hit.

    But it does mean that the survivor who was nearby gets chased quicker. Every second matters to both sides.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603958#Comment_3603958

    But it's absolutely exaggerated. It requires exaggeration to be valid when someones says "every X does this".

    If the reason for disliking a killer is that they always tunnel, what that says is "I don't like players who tunnel" That is different from the actual killer played.

    Some killers have mechanics that lend themselves to particular playstyles over others and you could say "I don't like X because the mechanics lend itself to camping/tunneling, so players tend to do that" that's objective and a reasonable point to make.

    Because it separates the mechanics from the player and makes for discussion about whether the Killer as a concept is any good.

    "I don't like X because they always play in a way I don't like" is just hyperbolic unproductive BS.

    We were talking about our experience and only said a majority. We wouldn't consider that exaggerated.

    That aside, while it is unproductive, if people are mostly exposed to one thing about a killer then that's what they're going to attribute to that killer and be the only thing they really know about that killer. For our experience, being generous we get maybe 1 outs 13 merchants (we can remember 2 merchants between the two of us here) who don't try to camp a 3 gen. We wouldn't have much experience with her other mechanics because what we mostly see is that from her. We COULD be specific and say it's because she can hold gens well, but so can the likes of hag and trapper, and the last few hags ATE us without even kicking a gen.

  • @CountOfTheFog said:

    I'm witnessing this usually after I die. I'll see a Survivor deplete the item, then drop it. I yell at the TV 😆

    If they're going to find a chest they should at least keep it until they find one.

    To be fair, it's harder to sneak with a bright red med kit than without

  • Probably one every month or two one of the three of us will get a group trying (emphasis on trying) to be a swat team if we're being active. Rarely do we get one that meets the standard.

    We agree that most swfs aren't the impossible challenge everyone screams, though Edgarpoop brings up an interesting point.

    We really don't think the game should be balanced around the best as that sets the bar higher and higher for everything else. While new players should have a (literal) trial by fire, the fire shouldn't be hot enough to incinerate them on the spot for 100+ matches before they cook.

  • First, we'd like to say you don't speak for all of solo Q as we have had an improvement with the hud.

    Second, the "logical" approach has the flaw of you can't nerf SWF without either nerfing solo or punishing people for playing with friends. If they put penalties in place for playing with friends, then A LOT of people will stop playing and that would be bad for the health of the game. Don't think we need to explain how nerfing survivors will go.

    We want to say that it's Very VERY unlikely that BHVR is alienating ANY part of the player base.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603178#Comment_3603178

    Yeah but "hating" on a playstyle is very different from "hating" on a killer because most "hated" play styles can be universal and completely irrelevant to what killer. Some killer's mechanics may make them better for using a particular playstyle but often its just

    "I hate X killer because they always camp", which isn't comment on the killer being used at all, but rather a hyperbolic expression of perceived gameplay.

    Not entirely sure its exaggerated when a majority do as claimed. Everyone may have different experiences, but at least in ours it genuinely is as advertised and has cause us to project that hate to the killer. We will, play it out and see what the player does but we will be rolling our eyes until they show themselves different.

  • @pseudechis said:

    You notice some replies have nothing to do with the killer, but rather assumptions about the player? Just an interesting observation.

    1. Trickster - Silly design from the aesthetic to the gameplay, not a fan of any of it.
    2. Skull Merchant for the same reason
    3. Twins, because mechanically I'm not sure what it is they do. They don't really seem to do anything.

    The rest of the roster are generally fine and mostly fun to face.

    In our defence atleast, we're generally fine with any killer (barring 7 repeats in a row or something) as we like how everyones different so we can only realy "hate" the play style we face.

  • While we rarely know the details of what everyones doing in solo, the hud gives a lot of info for free and game sense tells us what to do with it. Example: if no ones on a gen or being chased and the survivor is still on the hook, its very likely the killer is camping. If everyones working and no one gets off the gen within 3 seconds, we'll probably go to try and unhook because no ones going for it. Etc. Sooner or later it become on instinct.

  • Probably Artist or Pyramid Head. We like Artist kit (it's very versatile) and are Silent Hill fans (with a bonus of being able to shoot though loops and walls).

  • For us it's merchant and the saw bros, though without face camping bubba, spirit may take his place.

    We don't hate the killers themselves, but we hate how a majority plays them. 3 gen merchants, spirits sweating like their lives depends on the 4k asap, and point blank billies just about every time.

  • Long, looong while ago had a match against a plague with friends. Was a usual game until the end. So I was on the last gen, popped it and was immediately struck by noed. Now the thing is that I didn't go down. Infact I got up for some reason T-posing and started to float around. Apparently everyone else was seeing this cause the killer stopped to stare and my friend were going "#########?". The Killer, reasonably wanting their prey down, tried again. Swung right through me. Eventually I went to the basement to try a box, but couldn't open it....or use the stairs after as I went through the stairs and under the map. Couldn't even escape. Had to DC so the match would end.

    Have no idea HOW I got to that point (and probably won't ever recreate it) but was a hilarious invincible mode.

  • US eastern coast yesterday at 9:00 pm through 10:30

    Killer: a minute max

    Solo survivor: two to 3 minutes max

    3 person SWF: 3-5 minutes max

    We're not waiting to long here at least

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602402#Comment_3602402

    Do you mean before or after the initial nerf?

    I didn't play back then, so I only know second hand information but 7 seconds survivor god mode and people that could bodyblock Freddy from hooks without the danger of getting hit doesn't like a well working killer to me.

    The 7 could be reduced a few ways so it was only mildly annoying but the near infinite wall hacks plus built in slowdown made up for a lot. Mostly if you could juggle survivors and repeatedly put ppl to sleep, he was decent (though we'll admit that we were somewhat reliant on add ons if we didn't want to sweat bullets). We really miss jump scare freddy...

  • Still Object. Hate Object. Doesn't matter if its irrational, still the only thing we genuinely hate in the game.

  • Something like the Paris catacombs. Cave system filled with the dead, noises to help cover sound (either from the environment or dead), multiple ways around areas, a stealth killer's paradise to surprise everyone.

    Raining neon city streets for the All-Kill chapter. Dark and gloomy to contrast the psycho star about to torture you with throwing knives.

    A ghost ship. We'd prefer something...piratey but probably a modern carrier or something would make a better map. Something out at a stormy sea (would need to figure out the exit gates without the ship being docked though).

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602369#Comment_3602369

    His slowdown addons were definitely not ok. Forever Freddy was a problem not just because he was overplayed.

    Wasn't the problem that games took...forever? Like how people played merchant forever? Thats what we remember most....

  • The only thing we could dig up to fit the criteria is, as everyone said, Mettle of Man.

    As a side note, why does everyone care about Billy's overheat? Yes its useless, but it doesn't really do anything unless you purposefully overheat it.

  • Only at suffocation pit. Pretty sure thats the only map with a tunnel.

    To the topic. While yes its kinda hypocritical, but because its an aysmetrical "tunneling" gens is less....impactful? than "tunneling" a survivor so theres some merit to the whining. jmwjmw27 probably put it best with the second and third paragraph. If a killer tunnels (and we mean true tunneling, not survivors being stupid) 1 survivor is going to be stuck just running from the get go till the end while the other 3 will pretty much do their own thing till the target dies and get their "turn" or finish gens (which they're probably gona do because they may want their team to live or ya know...not be tunneled next). The killer can still do pretty much whatever they want, even if survivors "tunnel" gens.

    As to the bullet points, some of those have actual valid reasons to focus on gens as others have pointed out. While there are a LOT of players willing to call "tunnel" for the most stupid reasons, there are some who do know theres a difference between your example and actual tunneling.

  • If the prey is dumb enough to purposefully, not accidentally or coincidentally but 100 percent full intentionally, get in the hunter's way, thats on them and anything else is excuses.

  • As a killer he's ok. Can be fun to play as and against but most we see tend to just try and camp a 3 gen from the start (around 3 outa 5ish) so our opinions are abit sour on him and his crew.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597978#Comment_3597978

    Your facts are not BHVR's facts tho because all i am seeing both sides are complaining and both sides are getting nerfs or buffs.

    Finally a voice of reason in this mess

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