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Rulebreaker

Rulebreaker

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Rulebreaker
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  • Overall we'd give an "ok". Its not as satisfying as doing well with old Freddy, but with all the toys he has (pallets + "snares", teleporting to sleeping healers, being able to pop to the exit gate [that one surprised us]) its not a bad time. Defiantly better than the first rework if nothing else, even if its not a high bar. We're also probably more lenient due to them giving back a weaker version of jump-scare Freddy.

  • Exhaustion perks and add-ons work wonders

  • If talking about current fast track it wouldn't be a issue adding it on a button (sans button confusion with controller controls).

  • @Mrpugalug916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076987#Comment_4076987

    Here we go with the gaslighting from the survivor community once again. Nah man thats survivors. The only role who can consistently mess around, not do the objective and still win is the survivor role. Thats why they nerfed mangled into the ground. Why should survivors have to worry about their macro play, goof off and not heal, do a whole gen and then get to heal for free after only 70 seconds? Lol survivors heal meta is insane right now because of resurgence but they nerf sloppy into the ground.

    So I got a question that I really need a answer to. How do survivors get out of the gate without doing gens?... Cause I really don't think survivors can win without doing the objective.

    Sloppy Butcher provides 90 seconds of mangled and hemorage. That's a gens worth of time. Idk off hand what gift of pain (or whatever name) gives but it gives mangled off hook, which is arguably one of the most important and/or popular times to heal no? It even helps against resurgence. Mangled isn't nerfed to the ground. Btw weren't you complaining about second chances earlier? How exactly is resurgence a second chance? How exactly did this go from "hand holding" things to healing?

  • @Mrpugalug916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076965#Comment_4076965

    Prove my argument wrong then. Good survivors benefit because of the loud majority of bad survivors in dead by daylight. They benefit because of handholding mechanics implemented based on a survivor created rule book. Is that clear and coherent enough for you?

    I'm bored so Ok~

    So first that basekit BT. If it wasn't there what stops the killer from immediately downing the unhooked survivor? You probably say the survivors should have saved better, but then if the killer camps the hook…what then? Then theres more "handholding" in the anti-face camp which allows the survivors a chance to get a clean save. These "handholding" things allow the survivor player a chance to, you know, play the game since preeeeeviously the killer could deny someone actually playing the game. Didn't matter if they're good or not. This caused ALL survivors, good or bad, to be loud (with a pretty good reason too) and both benefit in being able to actually play. Unless your new you as a killer should know basekit BT is a thing and can either go for someone else, eat through it, or count to 15 or 30 depending on how sure you want to be. If you hook at a powered/open gate then thats on you.

    Second, you explicitly admitted to tunneling. DS does exactly 1 thing, which is prevent tunneling before the end game. It has many deactivate conditions and any killer can avoid it by simply not picking them up. Someone brought a perk (aka 1/4th their build) to protect themselves in case tunneling happened to them. Other "second chance" perks (aka parts of build) are also really only useful for specific circumstances (Unbreakable for example only really helps against slugging).

    Third, you brought full "meta"…so what? Most the "meta" (unless theres a new "meta" i missed) works only if you actually catch people. Now, we all don't know exactly what happened in your matches, but your saying you got 2 hooks before you decided to try and tunnel and im inferring they got out soon after that decision you made. This tells me personally that you weren't doing well. If the survivors were bad how exactly did they get to that end point? Spoilers, they were good enough against you to reach it wern't they?

    Now fourth, between all that, it sounds like you wish to be able to do as you please without consequence. You wanna be able to tunnel when you wan't without the survivors being able to a dang thing. Perks can't save them, base kits neither despite both being able to be worked around. Sounds to me you want your hand held~

  • Because people like to abuse things here in the fog. Because dbd tends to attract the types that like to make others angry.

    And trying to use mmr as an excuse for it being competitive is faulty. It's to try to have somewhat fair matches so newbies aren't consistently getting gutted by veterans.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076306#Comment_4076306

    Indeed, appreaciate the open mind. Obviously not every perk mentioned is sorted in the same category. Let's dive into exhaustion and other perks tied to it. It's clear that those perks make you very hard to catch with no mobility killers while high mobility killers have no issue with that. Which already pinpoint that weaker side shouldn't be disentivized to play because of spamming exhaustion perks. That's reasonable. A lot of second chances perks noted above have high impact on the outcome of the game with again punishing mostly those with lack of pressure built in their kit. Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements. I went maybe a bit too hard on deli, might be enough to take two tokens instead. So overall idea is to keep the perk truly a menace while also limiting their free usage or make it's secondary effect a little bit more reasonable. As I said I'm fine with people not willing to discuss but at the same point leaving just "good lord" or "no ty" isn't anything leading to deeper conversation is it… if anything is not fully clear just ask…

    For the exhaustion group, while the goal of wanting to inscentivise something other than high mobility is... nice, for lack of better words, these don't really help that. Infact it would make mobile killers more attractive since there's less effective ways to get away from them. Not getting into how extreme you went.

    Most the second chance perks (we're also not entirely sure which all you mean tbf) generally either punish a certain tactic (unbreakable, DS, Shoulder the burden) or already require a set up or cost (resurgence, deliverance). The nerfs here are just unnecessary and extreme.

    Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements.

    You've also really didn't do this, more like locked them till your nest dead or similar. Look at Sprint burst, how is it only being active when nearly dead along with it's other restrictions something that links it with set up perks? It doesn't even get a set up (in this case set up: doing tasks to unlock) it's just tracking on a additional requirement to be on death hook. Shoulder the burden just got straight up permanently broken. The reasoning doesn't hold.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076322#Comment_4076322

    Yes, problematic. It's beyond expected that problematic perks would be in the top position, what is even your comment about?

    That you really haven't explained why they are problematic?

  • The reasonable part of me says bug, the hopeful part of me says trapper got buffed finally.

  • @Elan said:

    1. Decisive strike - lower the duration to 40s like OTR has, no point to keep such a long duration
    2. Resurgence - upon being unhooked you get 40 % instant heal progress (was 70 %)
    3. Unbreakable . remove the faster recovery modifier, now must be activated by unhooking someone
    4. Sprint burst - Is unlocked when one hook from the death, keeps the rest of current perk conditions
    5. Shoulder the burden - upon using it, you will become broken for rest of the game (was exposed for 40s)
    6. Deliverance - requires 3 tokens to be activated (1 token per safe unhook)
    7. Fast track - unhooking survivor grants 3 tokens (was 1), each token grants 1 % progress bonus (was 1 % reduced charges)
    8. Windows of opportunity - lower the range and make them go on cooldown once again once any resource is used
    9. Vigil - decrease recovery bonus to 25 % (was 66)
    10. Dead hard - can now be used once when one hook from death
    11. Lithe - has to be activated by completing healing other survivor for equivalent of full health
    1. Nope. The long duration helps so punish tunnelers who would just wait it out.
    2. That's a bit low for a whole perk slot which also costs a hook state.
    3. No. Why nerf it when it pretty much is only good against one tactic (Slugging)? Or alternatively depending on if reading this right your ok with giving multiple uses as long as the faster recovery is gone?
    4. That's ridiculous so no.
    5. As above.
    6. As above
    7. Why is the fast track hate still here? Side note nope. (Admittedly this one might be spite)
    8. Possibly the most reasonable one here, yet it's not really needed is it? It's info, most use it to auto to nearest loop but it doesn't make them harder to loop.
    9. Again, a bit low numbers for the slot.
    10. Same as Sprint burst. Ridiculous so no.
    11. As above.

    We're also curious as to the rational behind these if you wouldn't mind sharing

  • @Sleepypanda9 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075716#Comment_4075716

    1. fast track literally added >permanent< progress. Are you telling me you are arguing for a perk that you dont know what it does?
    2. you havent given me a single incentive as to why killer mains shouldnt just start slugging. My positions or talking points on this have remained consistent
    3. i dont need to act smart, its very obvious im more intelligent than you, especially when you dont know what fast track does so it seems

    If youre done, you can leave

    1. And obviously theres progress that CAN be regressed if survivors were working on it for more than 5 seconds. Thats just basic game.
    2. I gave multiple. You just dont accept them. Thats not my problem now is it?
    3. Ha. Best joke yet.
    4. At this point i feel like trolling the troll. Or least till you get the points.
  • @Sleepypanda9 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075444#Comment_4075444

    one benefits from killers doing their objective which requires killer mains to down the survivor. Fast track literally just requires you to exist. Again, i suggest you go back and read the prompt as you just showed you didnt do that at all.

    Your words:

    if it benefits fast track it literally makes those 2 perks useless.

    Since theres progress that CAN be regressed then things like pop or pain res are not useless.

    Since finding survivors faster means faster downs, things like BBQ or Friends till the End are not useless.

    Next your words (from the OP even):

    so what incentive do killer mains have to not slug at this point? Like fast tracks existence alone is a valid excuse enough to just start slugging all game every game. Gens already go really fast and theres no real viable counter towards fast track so why shouldnt killers slug at this point?

    What incentive? The ones listed. Why shouldn't you? So your not being [insert choice of insult here] and actually playing the game with people.

    Just because your blindly biased doesn't remove these facts. Nor is trying to act smarter than you think you are being. Look at your own OP, at no point in there did you request things that do not benefit fast track. You just wanna change the argument to "Fast track bad" and not look at ANY of the things that making hooking good.

    Now, try again. Or don't.

  • If we said we legitimately forgot and thought there wasn't supposed to be a trap normally would you hook us?

    (:

  • @Sleepypanda9 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075342#Comment_4075342

    if it benefits fast track it literally makes those 2 perks useless. Lets use our brains just a little

    Since there's both regressable and non-regressable progress, thinking your the one not using the brain here. Also WAY more than 2 perks.

  • @Sleepypanda9 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075220#Comment_4075220

    pain rest requires hooking, which benefits fast track, pop requires hooking, which benefits fast track.


    only perk that speeds up the hook timer (the one you referenced) is monstrous shrine, which barely anyone uses.


    wanna try again?

    So first off you asked the benefits of hooking, not whether or not they benefit fast track.

    Second we're talking about ACTUALLY killing the survivor. What happens after the 3rd time you hook a survivor? They gone. Tada you completed part of your objective 🎉

    Third monstrous shrine is part of "perks that activate on hook". Didn't even reference it directly.

    Fourth you've said nothing that disproves that these are benefits to hooking a survivor.

    Fifth smartbutt remarks only work if they're smart or funny.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075290#Comment_4075290

    Also, i'd argue that you expecting someone to play unoptimally because its "not fun" in a competitive setting, is unsportsmanlike

    Well, the next argument is that this isn't a fully competitive setting.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075290#Comment_4075290

    Yeah, it says it right there, its about how you treat people and ADHERING TO THE WRITTEN RULES. I know you are going to argue "spirit" but again, i already said you can't do that when these set of "rules" that go against the "spirit of the game" aren't even able to be defined because they are subjective to everyone. People can't even agree on what tunnel and slugging are, and you somehow want to, before a game starts, with anonymous players that you can't even speak to before the game starts, somehow come up with a set of rules that you all are going to follow that will keep the game "fair" for everyone? That is never going to happen.

    explain to me how we are going to, without being able to even communicate with each other, decide that "ok no tunneling this game, also tunneling means this very specific thing" and have that discussion when nobody can consistently define it?

    And again, it brings be back to my other point of it being allowed. Are we going to be mad at the other team in baseball because they "stole a base" even though its technically allowed? But its unfair and "cheap" right?

    And of course, why for some reason is the onus always on the killer player to be this paragon of "fun" and "fair play". Why do survivors get to bring 4 dead hards and use basekit BT to body block while forcing a DS? Why do they get to bring 4 fast tracks and commodius with BNPs? Why is it ALWAYS on the killer player?

    Lastly, i'm not trusting an AI as any kind of source of information.

    To be blunt adhering to the written rules basically means no cheating. And if you going for the treatment route then it's not good for the sportsmanship argument is it? After all treating the others like disposable toys isn't very good.

    For spirit yes you can. There ARE obvious things that a majority agree on like Valuetown said. What would you call dropping a chase from across the map to try and rehook the recently unhooked survivor? What else would that possibly be? While most are case by case, there are some things where you really can't call it something else without deliberately choosing to ignore it. You don't have to be strictly fair, just not being (censored) by repeatedly using tactics that all but the newest players know are hated, especially out the gate.

    My someone almost remembered the bats~ Almost. The baseball bats are for whom to blame. What we had was someone doing something to you and you want to blame the people who make the bats instead of the guy swinging it at your face. It being "allowed" doesn't magically mean that person is absolved of their own actions.

    Its on the killer generally because they're the ones who more easily dictate the pace. Tell, when do survivors dictate the pace of a trial? Usually it's when the killer is hopelessly outclassed. Killers also have various easy to use comeback tactics (which are some of the very things being abused and complained about) while the survivors rely generally on luck or the killers mercy.

    ... didn't you use Google before when you wanted to define something? I need to go hunting

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075281#Comment_4075281

    That's not sportsmanship. Sportsmanship is like, not being toxic in endgame, or saying "gg" at the end. Shaking hands after the game, if it were. Sportsmanship is not "well technically this thing isn't against the rules, but because its unfun i'm going to be mad at you for doing it"

    Expecting empathy from ANONYMOUS people who you will probably never meet again is never going to end well.

    When Googled:

    Sportsmanship is the ethical, courteous, and fair behavior exhibited by participants in sports, encompassing respect for opponents, officials, and teammates, alongside grace in both winning and losing. Key examples include applauding an opponent, accepting decisions without complaint, and shaking hands after a game. It prioritizes integrity and respect over winning at any cost.

    Key Aspects of Sportsmanship

    Fair Play: Adhering to both the written rules and the spirit of the game.

    Respect: Treating opponents, officials, and teammates with courtesy.

    Graceful Losing: Accepting defeat without making excuses or blaming others.

    Respectful Winning: Celebrating victory without gloating or taunting opponents.

    So…some of this is being violated here. No integrity, likely no respect, no spirit, and definitely not treating the opponent with courtesy.

    Tell us, why's it to much to ask for basic decency from the other players? Dbd is a cesspool yes but humans CAN be decent to each other, why not in a game with nothing at stake?

  • @Moried said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075146#Comment_4075146

    If it is so much more advantageful to hook why you'd say slugging is so commun?

    Just trolls?

    To make others miserable, because survivors being stupid while trying to blind, because said killer jumped onto the "ohh no fast track must slug" train, Etc.

    Many possibilities, take your pick.

  • @Sleepypanda9 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075146#Comment_4075146

    you mean the one perk that no one uses because of how bad it is compared to fast track?

    Pain res is bad now? Pop is bad now? Bbq is bad? Someone better tell the meta jockies then cause that seems all they running. Surprising they still win if they're good isn't it?

  • Various perks that activate on hook, getting a survivor to die quicker than 4 minutes or more possibly, not being [insert choice of insult here], actually playing the game with people.

    Ya know, basic humanoid reasons.

    Seriously gettin old with everyone blaming fast track for everything.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074881#Comment_4074881

    Statistics aren't a one all conclusion to the state of a character. They are nothing more than a reason to look at said character. Tell me do these stats in Broad MMR really say "Dredge, Sadako and Pinhead are these top tier killers?" Vecna 1 and MAYBE Freddy if you really stretched it but, in most cases, its the HARDCORE mains that are doing that well along with a majority of people not understanding the counterplay or are just bad. When you get survivors that know how to play against said killers you see quickly how they just fall. At least with high mmr you could make a reasonable argument for all of those having that high of kill rates as those are undeniably strong killers.

    Idk about you but I like to go into why a killer is strong and not look at "muh statistics" only.

    https://us.v-cdn.net/6030815/uploads/J5W74SRGAUSU/image.png

    Annnnnnd maybe they decide to tunnel out the "weakest" link so they snowball? Maaaaaaaybe they get super altruistic survivors? Maybe the survivors keep throwing? Maybe each and every killer is better at a base level than a single survivor? Theres a ton of reasons.
    You say survivor is really strong but theres so many easy ways to simply kick them down as long as your decent with anyone. Generally killers fail due to misplays or mismatches.

  • sweatiness by how hard either side plays and wants to win

    Then measuring from last nights matches:

    As killer then not very (lots of people bringing flashlights and failing, but no gen burning tools or perks). 5 rounds of Chucky.

    As survivor…mixed. In order:

    SM meyers who slugged everyone but me (the first 2 might have been fair since there were lights but he left them to go chase the third one so calling it.)

    A merchant who was campy enough to almost fill the bar for 3 people and slugged for that 4k

    Another Meyers who literally let everyone go. No chases or nothin, just let ppl work.

    A dnd Vecna who tunneled a bot and would have camped me enough to swing free if not for teammate intervention.

    A knight who wasn't sweaty but seemed to be horribly miss matched.

    A literal cheater Meyers (…does this count for sweat?) who teleported and instant downs ppl out of power. First cheater in a long while at least.

    And lastly another knight who was both decent and not sweaty. A good death.

    …how do i stack up chief?…

  • And once they go down like a chump again they'll find some other excuse~

  • 1000001308.png

    They want us blind so we don't see what new ridiculous things they cooking

  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073817#Comment_4073817

    Well you can use sprint burst practicly whenever you want cause you get it by walking or by just sitting on a generator which is just a free escape button, free faster healing for free like why? And vigil just deletes all status effects for free also like why? its a 4v1 game

    1. Because they cost a perk slot? Aka 1/4 of your available build? (Item not included)
    2. When it was said it gimps you speed to objectives that what it means. The longer it takes a survivor to physically get to a gen, the longer it takes to finish it, which gives the killer a longer time to kill.
    3. Sprint burst is a free escape from Billy? Free escape from Kaneki? Free escape from a well thrown hatchet? It's not a free escape. It's unarguably a pain where the sunshines, but it doesn't make it an escape.
    4. Vigil doesn't delete status effects, it makes them shorter. Please try not to be dramatic about it.
  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073809#Comment_4073809

    well most of them yes but not sprint burst, botany and vigil you got the effects for free without doing anything.

    Sprint burst requires you to manage your exhaustion or walk everywhere which requires gimping speed to get to your objectives.

    Botany and Vigil are both passive effects and are arguably don't do what they do strong enough to warrant an activation condition. Alternatively their condition is that they need something to affect (botany is useless against plague after all)

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466293/overly-strong-perks

    Maps have become so safe it barely matters, nice try though.

    Just wanted to show you my safest pallet

    1000001306.jpg
  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073349#Comment_4073349

    Wait so during this conversation, you've said people were playing 2v8 like a sweat fest and then said that your personal 2v8 matches were fine? Pick a lane.

    Just because your games are perfectly fine apparently doesn't mean it's like that for the majority of the player base. Just need to look at the forums to see that the majority of players, experienced or not think that the current situation sucks.

    And if they add a casual playlist then they simply need to do a trial period. If it impacts queue times and games are still just as bad as before then theybget bad feedback, it's a failure and they roll it back and move on. But if it does tangibly improve the situation then they keep it. It works this way with every game I've played that has a ranked casual playlist split. If I'm of a mind to get the prizes, I'll play ranked and sweat like a fat dude locked in a sauna, and when I need a break, I'll switch to casual/quickplay and take it down a gear, games will be a mixed bag but the atmosphere is a lot more relaxed and less stressful. At least I know what I'm letting myself in for.

    Specifically as killer when playing at a casual pace and playing survivor we see the aforementioned sweat (admit to not wording well there previously).

    And again this supposed solution of separate qs is heavily likely to not improve anything. People playing like lives are on the line make the situation suck. The main pain point is that it's the players who's making things suck. Putting a separate thing of "competitive" and "casual" wouldn't stop this.

    If it impacts queue times and games are still just as bad as before then theybget bad feedback, it's a failure and they roll it back and move on.

    You've seen previous ptbs and feedback right? That's living on a prayer of the most vocal people.

    If I'm of a mind to get the prizes, I'll play ranked and sweat like a fat dude locked in a sauna, and when I need a break, I'll switch to casual/quickplay and take it down a gear,

    This however is you. There's going to be those hop in, grab prizes, and go right back to sweat in the "casual" q and then "casual" stays the same as what we got now, which is where the situation sucks for the causals. Its not helping the "casual" base. There's also a bit of reversing. I can say that should I want those fabulous prizes I'd hop in rank and still play like normal. How many people do you think I'd upset as a survivor in "ranked" till i grab my fabulous prize?

    But ya know what? Not even sure why im botherin. Im even only arguing about 1 part of the downsides. Its been argued a zillion times, by a zillion ppl, probably a zillion more times commin, and personally im just tired of it. If you think it'll help, ok. I don't think it'd help, ok. To each their own.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073270#Comment_4073270

    2v8 is a bad example because it's so 1 sided. If killers don't sweat on 2v8 gens get rinsed in no time. The main reason i think a playlist split would help is because, currently the whole game atm is an arms race. When I play killer, i know that if I don't run a meta build or a B tier or higher killer, I'm going to get absolutely clapped. I'd love to play experimental builds but I don't have the freedom to. Conversley when I play survivor i spend souch time getting stomped in landslide 4ks that when I come up against a weak killer I will gen rush and juice as much time as I can in chase to get the escape.

    If you add an explicitly casual playlist, yes some players will use it for easy wins, because people are asshats. But. There will be enough players who are tired of the constant sweatfest that dbd currently is to have some halfway decent games. Killers running weaker, experimental builds, not playing for 4ks like their lives are on the line. surv teams who won't be losing 9 out of 10 games. So will be a little more relaxed and less toxic. In all honesty the atmosphere in the game is so negative right now it's honestly hard to make it worse.

    See, I don't see that because I run gimmick/thematic builds as both roles and as a variety of killers yet I only get smacked when i play poor. Even in 2v8 there was no sweating and still broke even. Its sweat because people think the other side is gonna sweat, which then causes you to sweat, then causing the other side to think this and it goes on and on and on.

    If people use it as target practice then its currently no different than what we got right now. Theres already killers running experimental builds, just like theres ones running whatever the latest thing a famous streamer told them to. There's all types of people running about. What would need to happen is that those target practice matches become uncommon. What i see is a miniscule improvement to the sweats at the cost of q times at best. Most likely outcome is no improvement at the cost of q times. Worst outcome is the devs screwing up a lot of unrelated things trying to implement this with no improvement for casuals.

     In all honesty the atmosphere in the game is so negative right now it's honestly hard to make it worse.

    While whole heartedly agree with this, would rather a positive change than a side grade one. Or at the very least one that's not a complete gamble on the community's self regulating behavior.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073267#Comment_4073267

    All theory unless it's actually tried and tested. People always say "it won't help enough" but tbh the mmr at the moment is rancidly bad. When I play surv I'd say I get a fun balanced game maybe 1 in 20 games if that. Killer i get a better balance but well over half my games are one sided stomps.

    Can't really say if a playlist split would help unless bhvr actually tried it. Otherwise it's all just theoretical

    Which then makes us ask how it's a no brainer to help

    Regardless of that, for a admittedly sketchy example of what is likely to happen, look to 2v8. People were playing like lives on the line, Slugging to secure kills despite the self pick ups, and everyone thrown into the mix (experienced, casual, newer players). And the q times for normal trials were hampered and still the same (atleast 2 versions ago, didn't try the last one).

    Your correct that this is all theories from both us, however players have shown their... vibrant personalities...often enough that there's reasonable proof of it going sideways

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073154#Comment_4073154

    I suggest this a lot too, naybe even make more prizes for ranked, like exclusive skins. But people seem weirdly resistant to it. No sure why, seems a no brainer to help separate the sweats and the casuals a little.

    One of the many repeated reason is it wouldn't separate them to a satisfactory degree. Sweats would go to "casual" for warm ups, people who want to just make others miserable go to either, and casuals are still left with the same thing only with possibly longer a times.

    If you put exclusives then the majority flock to that screwing over q times for the other and depending on how you get said exclusives wouldn't separate them at all as a casual would go to ranked just for it.

    It really wouldn't help more than it hurt.

  • Should a perk as broadly useful and easy to activate as Sprint Burst have comparatively identical effects to something as situational as Balanced Landing? Is it appropriate for an easily-activated perk like Lithe to give almost exactly the same distance as a difficult to activate perk like Smash Hit?

    Personally, we would argue no they shouldn't. We'd argue that the harder the condition to trigger it, the more value it should give. For practical purposes though we don't think you can tinker to much with them since haste on survivors is generally very useful. Ex: you can get good distance from smash hit due to the stun and sb that follows, enough that unless your a mobile killer is a bad chase to continue less they're near the edge/cornered. Improving it further is asking for trouble to the killers who can't say "screw pallet".

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072753#Comment_4072753

    Yeah and others see it differently. I am all for features that will not cause annoyance and that one does cause it for some people.

    Just trying to point another way to look at it so it might be less bothering

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072738#Comment_4072738

    Mainly because it can be seen as last "middle finger" to he killer so he does not really get to mori the survivor but the bot. In the end 10 seconds is not end of the world to wait. There is also the audio clue that happens when someone abandons even to drive the point down that the survivor abandoned.

    So this is just my view but since I caught the survivor and got to mori its basically me mori survivor with them not watching. I've already proven my superiority and getting a show after so it's not like it's taking anything away.

  • For us it's been pretty random unless you REALLY don't want it to hit you at that moment, in which case that's when it picks you

  • @ArkInk said:

    I dislike the effect it has on forum culture and think it should go, but it feels like a lost battle already.

    Ditto

  • ...is this a thing now? Are people dodging just because a sable in lobby?...

  • While we agree that people whine about the ghouls way to much, when you say that there's counterplay and then go on to rant without even saying anything about it, your REALLY not helping anything here

  • @100PercentBPMain said:

    too many cute people running around in this event. trickster is not allowed to be played he has fans all over the world that want autographs

    and his level is no better I can't say no to Adams charging me at the convenience store or noodle stand...

    It sorta irks us that we're getting flashy or sabo tbaggers while everyone else apparently gets these survivors...

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071506#Comment_4071506

    If my original obvious satirical comment regarding the state of the game prompted you to type up multiple paragraphs just to delete them in apathy and resort to some platitude, then I must say this unironically: it really isn't that deep.

    And yet you're still trying to provoke

  • @MechWarrior3 said:

    Several maps currently are boosted to 40% while other maps sit at lower % around 20.

    I want them all to be the same so I am not going to the same 4 maps every day. I’m asking for very little. lol

    Your asking them to move the heavens mate, we need something less reasonable than equal chances~

  • would say hacks but knowing dbd it really could be any reason

  • @ArcT said:

    Killers have been able to do all this for years. No items? Can take off Franklins. Four flashlights. Lightborn. 4 matching Aces, dodge.

    If it hasn't been a problem for killers to do this, then it's not a problem for survivors.

    Or better yet, prevent both sides from seeing anything about the other, which would help curb sniping as well.

    Just a reminder that survivors can switch their entire build with a button click
    That said, would also rather both sides see nothing

  • Your really going to need to explain how killers are op as them "destroying" you and your team doesn't give anything to work with. For all we know it really could be a get good situation.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069076#Comment_4069076

    Nothing stops the killer, but seeing that in the survivors case i did mention also nothing stops them but they can still forfeit, whats the point in asking?

    Being able to "meaningfully" play or not doesn't seem to be a factor in being able to forfeit.

    In most cases it is. We're going to admit to stretching this one but it would be in the vein of being able to "meaningfully" play with at least one human on your team/opposing side as survivor and killer respectively.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069045#Comment_4069045

    With all honesty, survivors can also forfeit when the rest of the survivors are bots. On that case they could also normally play.

    And when all survivors become bots the killer can abandon too.

    That said, doesn't answer the question does it? In that scenario, what stops the killer?

  • What stops the killer from being able to "meaningfully" play in that scenario?

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068826#Comment_4068826

    there is no spam this is probably the biggest nerf in dbd history. Just because survivors can’t hold w and pre drop.

    Personally think that bnp not instantly finishing gens counts as the biggest nerf in dbd history.

    Also there's ghouls from Tokyo and a Hillbilly...so holding W don't seem like a good idea still

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068724#Comment_4068724

    It does not effect serial quitters anymore then old sytem where you didnt click ready button as those people are the ones that continue to play when they disconnect, along with serial quitters will just let their penalties get to 5-15 mins then start giving up.

    It is a mild inconvenience but my point in making post is that inconvenience is put on players that In my opinion the dc pently should not be targeting to punish more. If you take a longer period away from the game you should not be punished when you come back for disconnecting.

    There are better systems that could be put in place to address the serial quitters rather then having the click ready system which does nothing to them and punishes players for putting down the game rather then trying to ready up again.



    Examples of better systems to address actual serial quitters

    - stacking penalties for swfs so the culture of SWF mass dc is gone because they would all get 4 stack penalty, and if one dcs you give the other a timer too so people would be more likely to call friends out on it

    - increasing match reset requirement

    - Go next prevention started being utilized by killers rather then trying to leave them alive. the go next prevention stacks penalties onto your dc penalties but almost every time someone is trying to go next killer just slugs and as survivor you go heal them and they just stand their or go run to killer again.




    Yet they still have to wait and can only do so so many times before they can't really afford to. The other end gets time to make sure it doesn't happen again. In the end a dc is a dc, and while there might be better solutions, this one works out pretty well.

    As to your ideas:

    When one person in a swf has a timer the group can't ready up anyway. They all have to wait or the one who dipped has to leave. That's to make sure the whole group isn't punished with stacking penalties if one of the party has their Internet exploded.

    Wouldn't that just make harsher penalties? All for it but sounds like something you wouldn't want.

    the go next prevention stacks penalties onto your dc penalties

    This is fine to us. The rest of that sentence seems... like rambling so if we missed something in that we apologize.

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