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Sava18

Sava18

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Sava18
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  • Alch ring is so completely over blown, especially with the upcoming patch. I can get from top left of Ormand to bottom right and now I can get from Top left to bottom right? Map traversal isn't too only decent regarding this add-on and in chase it's worth nothing.

    Like explain it, because with what I've said I can't think of something else.

  • With blight they changed completely non problematic unique addons into boring stat increases, kinda boring.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698853#Comment_3698853

    Respect. I usually play without slowdown, so I have to kick gens every now and then. It's the only regression I have after all.

    Yeah I get that especially if the gen is 99'd. But when it's 20% and the killer chose a kick of a game changing injure it pains me.

  • Not to be biased blight guy, but I think you might underestimate magical steroids.

  • -I play mostly survivor these days, if a killer kicks a gen rather taking a free hit I lose a little bit more of my want to play this game. Tbf I haven't personally kicked a gen in coming up on two and a half years but it actually makes me angry.

    • Survivors not even trying to win off the get go for no reason in particular. Tomes, challenges and spending all game doing nothing.
    • Returning to unhook every time. Some people would call it macro (which takes almost no time to understand), I would call it lame in every way for both sides. Billys do this a lot and it's made me like him a lot less after his overdrive buffs.
    • The ability to give up on hook.

    That's all.

  • I'd insta leave on both sides.

  • @Jay_K said:

    Wasn't aware this was a thing but would explain a lot of my nemi games.
    My question is why does ducking at a window even work against Nemisis. The tentacle physcally still goes through a survivor and would very clearly have hit the hitbox of them yet the game sais "na there is something else you can hit so you are denyed.". Easy fix would be change the priority of hits with powers like this. Basically priority would be Survivor first, then something breakable (pallet or wall), then scenery. Obviously survivor would only be hit if you hit their hitbox but its just stupid that now a survivor can jump a window and just crouch to never get hit. Anything that comes in contact with a survivor hit box should score a hit regardless of where they are.

    Otz got in talks with the devs directly regarding how nemi hitbox works, he even gives a hitbox animation example. If you look it up you'll find it.

    Why you can crouch at a window and deny nemi power most of the time? Idk it's obviously dumb.

  • @Unusedkillername said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695740#Comment_3695740

    I know I'm just piggybacking off your post to say why it matters by comparing Wesker to an unhealthy killer considering imo you hit the nail on the head and it has just been overlooked.

    Gotcha, most players seem to not understand this but it's just the nature of this game and the killers the devs design.

  • Yeah at shack blight is the only one with any counter play, you have to look down at the start of your rush and that allows you to usually hit the survivor doing the elevation bug stuff.

    In general though I would never play nemi anymore because of how many windows remove his power.

    Demo and billy are also affected too much due to the distortion of the survivors hit box in the open but they can play around it when it's not shack.

  • It's no wonder the guy got banned he literally just spouted false statements and got deleted off the forum.

    "Mandy said so 3 months after blight released"

    The hug tech didn't exist 3 months after blight released and mandy didn't say anything for nearly a year actually lmfao.

  • @Ilikechips said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695610#Comment_3695610

    They are doing the opposite. Reworking and buffing killers to get past 60% kill rates. It's only going to get worse for survivors.

    ?

    It's all perks and things irrelevant to most killers. In my time playing this game they have reworked GF, Sadako, Legion and Twins and non of those are real reworks. GF and Legion are beyond non problematic, sadako is whatever and twins just hit the ptb broken beyond belief. None of the bad killers have been buffed to be oppressive compared to just base artist or wesker. It's just pop/pain res tunnel and bad matchmaking.

    Don't act like all the F-B tier killers are all of the sudden strong because of any changes made to them, that's just not true.

  • @Unusedkillername said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695037#Comment_3695037

    Its to do with what killers deserve to be good honestly this comment hits the nail on the head so im piggybacking off it

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695192#Comment_3695192

    Some killers just deserve to be better than others because 1-They are harder to play and 2-Survivers have input so they dont feel inherently unfair to go against. When a good survivor goes down to a knight they are likely to think "nothing could have been done about that" That happens less with Wesker.

    If Knight was made the best killer in the game but you had to know his power inside and out it would still be a catastrophe because 1-Its very simple 2-Survivers can't do anything about it.

    If Wesker became the best killer in the game in his current state. 1-This would be on the condition you had to nail down ALL his techs because like a knight you would have to know his power inside and out (same criteria). 2- It would still feel like the survivor has more input in the chase than against a knight.

    I'm not saying either should be the as good as in the example the point its that some killers just deserve to be better than others. Clown deserves to be better than Myers and Wesker deserves to be better than Clown and so on and on.

    I mean yes, I thought I made it quite clear that I thought the same.

  • It's been a long time since I've bleed someone out(once in the past two years) but after 10 min let them afk on the ground, obviously they enjoy doing nothing. Ofc I mean when you find one. I actually have the mind and heart to understand the games over and all I am doing is wasting my own time in this scenario. But hey i get it, some people like to act like a 10 year old.

  • I mean god dh validation + CoH at 100% leaves me tilted just thinking about it. I've used dh since it's rework into a endurance perk and I still feel bitter. I played blight who was one of the few killers with actual counter play towards dh and I still feel bitter.

    Nothing will ever top going against a 500 ping survivor, perfectly predicting their dh, phasing through them, turning around during fatigue, finishing fatigue and watching that survivor then animate the dh.

    The initial stage after the god validation update was leaving the killer in place at an invisibile hitbox swipping the blood off your blade as the survivor made distance, they eventually changed it to be a missed hit cd but you sitll got stuck on a non-existent hit box that so heavily pitied survivors it was laughable.

    From the god update until april the next year I felt no mercy when running alch-ring every game into the same "high mmr survivor bots" all running the exact same perks and playing the exact same way.

  • In an ideal world every killer would be mid A tier in power level however, within the confines of what dbd is and with how many killer powers are designed it isn't feasible. Ontop of that ideal certain killer perks would be reduced ofc.

    There are few killer designs I deem fit to be A tier or even inching into S tier: Blight, Plague, Oni, Wesker, possibly artist, Pyramid head(a coin flip here, but he has some glaring problems that could fix the unhealthiness of his kit) and Huntress. As far as I am concerned no other killers could be put on weskers level without feeling awful to play against. Even someone as beloved as demo being buiffed by 15-25% in all aspects would push him to a point of uninteractivity. Wesker outside of his infection tunneling bit is the best designed killer in the game imo, that's coming from someone who mains blight. Spirit, chucky and nurse don't deserve to be half as good as they are, they are just far too simple and strong to warrant their strength.

    I would have put billy up here previously but honestly most billys just return to hook and trade which even when put into the highest level of play takes little macro to understand the timing to return. Within the span of a couple months they buff billys turn duration by 33% and remove the hug tech, both having very similar properties and both originating from an something unintentional.

  • I would implode if I didn't m2 constantly.

  • @TieBreaker said:

    Based on their highest potential, I would only consider Blight and Nurse to be OP. Not broken, but stronger than they probably should be.

    If they were as strong as Spirit, I'd consider them balanced, as I think she's in a great spot as far as potential strength goes.

    Blight being strong in the top.5% is one thing, but putting him at the same level as spirit absolutely not. Spirit is just blight if blight was a motorcycle and spirit was a tricycle. You don't compare the training wheels to the real deal.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687912#Comment_3687912

    I thought you were defending Bug'tech' in another thread because it also was around for a while, but to be fair it might have been a different Blight icon poster. You can ignore the rest if that wasn't you. So we should accept any and all old bugs? Is that the stance you want to take? When is a bug old enough to be considered 'good'. If the locker bug lingered beyond a hotfix would that be considered 'good'? I don't understand the point you are making here.

    My stance is bugs=bad, remove bugs.

    I don't understand the bugs = bad thing. It's created some of the most entertaining and fun gameplay across every genre of gaming.

    Every conversation I've had about the hug tech goes like this:

    Person: Hug tech isn't counterable because!

    Me: Hug tech adds a layer of skill to anyone who's put time into this game (not a lot at that) and has plenty of counter play.

    Me: Lists off several scenarios where hug tech is a gimmick and several where it's actually good but very niche

    Person: But, but… IT"S A BUG it's not intended!!!

    Me: What logic/reasoning did you provide to the conversation here?

    Conversation ended.

    The point is that the hug tech was a fluid mechanic that created another layer of skill on both sides and was very interactive most tiles, although it seems it was hard for people to learn blight could hug off of anything that wasn't a bush/jagged. Now it's far more linear, some interactivity is left as it's blight but a lot of tiles will be is it playable for blight? Is there anything I can do but guess? We love 50/50s around these parts, we love anything that could make this game more uninteractive!

    The only reason it's being removed is because people simply can't be bothered in this game, regardless of the reason they prop up.

    Regardless there's a solid chance blight gets 10 new techs that either get him kill switched for 2 years or take 2 years to patch. I'm all but done playing killer but it's so odd people talk about things like this like it hasn't been permitted not only in this game several times but in many, many others.

    PS: If they delete something the blight initiates aka the hug tech that is skill expressive for both sides in major collision update it only makes sense they delete the pluto tech, something the survivor can control that also regards collision and is skill expressive. It's not just an us vs them thing it directly regards what's being changed about blight. It's not pain res for dead hard it's blight on blight.

  • Survivor:
    1. Sheeva

    2. Bill

    Killer:
    1. Blight

    2. Hag

    3. Neme

    4. Pyramid head

    5. Bubba

    6. Doctor

    Everything else is 20 games or less.

  • I'm not sure how anyone can believe hug teching was ever better than just playing blight at majority of tiles. Saying it lacked counter play is like openly admitting ignorance.

  • PR is outright too strong with other meta gen perks. You either lock gen perks to one and balance around that or nerf them with the idea of a full build in mind. There is no middle ground, that's just how it is.

  • @Mentally_Mechanical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681619#Comment_3681619

    I want to know why you think that, considering there's already several stealth perks and mechanics. Why should it not exist?

    Not sure why the mechanics and perks would have an impact on my ideal. Stealth provides boring game play for both parties, except for a few exceptionally weird survivors. After a certain amount of time maining stealth only a very slim amount of people commit to it without suffering extreme boredom. Only so much of a pvp game can be played with MINIMAL interactivity.

  • It's better if stealth dies, it provides nothing to the flow the game.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675374#Comment_3675374

    I think BHVR does care. It's all they've shown for a long while now. Killer this, killer that. If they get their hands held anymore, they won't even have to play the game to win anymore.

    Also you know who else thinks my happiness isn't their responsibility? Every random survivor, as half of them aren't playing to win :).

    What a nihilistic view. I primarily solo'Q and I make sure any killer who isn't a shithead has a lot of fun in that match. New killers are easy to spot, and they mostly don't get ######### on if Im in the game. I straight up shame survivors who bully a clearly new killer.

    Not a good idea to lob an entire population into a ridiculous assumption. You know as well as I there are good and bad apples in any bunch. Survivors, killers, both sides have sh*theads and good peoples. Alas it seems the bad apples are spoiling the entire orchard of dbd.

    I disliked survivors giving up when I was a killer main because I wanted a real game and now far more than before I hate survivors giving up when 8/10 times it's winnable and half the time it's our favor. 1200 hours and on both sides I've had to watch people just throw the game and the game encourages it. It's not a few bad apples genuinely. Otz did a video covering a few hundred of his solo queue games and 15% of his teamates just gave up. He as a streamer with better mmr should have much better matchmaking overall than most people and still yielded this result.

    I want to play the game, I want my allies to play the game and I want the killer to play the game(ideally in a way where they don't kick gens over a hit). The bot like killer players can be easily beaten but it doesn't matter when survivors don't even try to stomp them.

    Let me say this again. In the span of two weeks I played about 20 survivors games in mostly a 2 man group but a few 3 mans. In 12 of those games someone gave up(ONLY 1 DC!!!!). I have literally never had less than a 50% WR on survivor, I am over the threshold. In 10 of those games it was favored towards us the survivors, in 2 it was even. When tunneling did happen it was to either me or one of my friends, but the game was heavily favored towards us and tunneling itself was rare. Not a single survivor who gave up was being tunneled, camped or slugged prior to their suicide.

    I have played league for over a decade. People will say ff15 at 3 min in or even earlier and you know what they do??? They continue playing the game normally as if to win because they can't afford to leave because of how strict punishments are. DBD players don't get it, they think they should be allowed to ruin the game for everyone else because they ****** their first chase just like in league you mess up your lane state early. Except league is 10 times more punishing in on average far longer than a dbd game.

    The game encourages survivors to throw with outside challenges, survivors will play for fun which is throwing, survivors will give up if they mess up. There are so many ways a single survivor can and will destroy a game for all 4 other players. But it's fine right?

    Killers having fun isn't my concern, it's all on them for the most part. But survivors will ruin it for everyone whether it's obvious or not.

    I've watched many different youtubers on both sides watched 1k+ of lilith omen and played 1.2K+ hours myself, but it's the same for everyone. It's not just me.

    PS: It's not giving up at 4 gens left and 6 hooks in that I am referring to. It's only about games thrown out of the pure greed of an individual player who doesn't get punished. I'll throw killers under the bus too idc, players and mmr are the root cause of this games strive. The average killer is only strong because of how disgusting the highest tier of meta is for killler right now and guess what? I don't think bhvr has an inkling of an idea how strong it is. GE+PR+POP+Literally whatever, they were just looking at individual perks and couldn't foresee the future. BHVR doesn't hand hold anything they always just lack awareness. Just like god Validation DH+bugged IW+ 100% CoH + UB or whatever else in UB's place. They just can't add it up and that survivor meta was far stronger than this killer meta no contest.

    I'm don't think the entire survivor player base acts this way but you underestimate it to a very high degree. No other game have I played with this many bad apples, not even close.

  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678919#Comment_3678919

    Yes - it's accepted and I'm all for that - but it's not the same as sliding off objects to get to your target.

    Absolutely disagree about them being counterable. Just for example taking Blight, with the highest recorded win rate of over 1000+ kill streak (which shouldn't exist in any game) - it just shows you how hard it is to counter a slide tech blight.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678925#Comment_3678925

    I actually agree with this - being a killer and being able to hit survivors with them seems wrong.

    I also remember the Dev's saying its unintended so not sure why these exploits are still in game after all this time.

    If you actually watch a blight playing hard core to win including the 1k+ winstreak person you mentioned you would see they very seldom use the hug tech, only on tiles where it's required to make them playable with the power. That in itself proves how counterable it is, if it had no counterplay someone aiming for such an immense streak would be constantly using it. Any comp blight gameplay would show you the exact same.

    Blights creator actually wanted blight to slide on quite a few things when the blight wanted to, something called the scoot slide but not the hug tech. Although he accepted the hug tech as being a fair thing until he could fix blights collision on a base level, but he left before doing so. A different person came in and randomly commented on the topic 2 years ago now that the hug tech was not intended but as you've seen it's probably far harder to fix blights collision or collision in general than not.

    There is genuine counter play to the hug tech as someone who up until a year ago mained killer and at that blight, but now mains survivor. From both perspectives counterplay is possible.

    Weskers tech was literally reverted if I am not mistaken because he felt horrible too play without it.

    Onis was "capped" but people found a movement to bypass that cap. That was before I started playing years ago and with no statements and immense counterplay vs a very fair killer it's fine.

  • Name a really good comp team who in the last few years played full meta(best items, best perks), with clock callouts and using everything at their disposal to win the game.

    What you want would require four exceptional players to queue up contently together like they are playing a real e-sport game with 100% focus and coordination while running the best stuff every single game. How viable does that sound when you read it out loud in a assym like dbd?

    Also no one talks about how blight had his add-ons significantly nerfed near the end of the win streak, if I am not mistaken after 1700?

    I don't know momo and I don't stand for him whatsoever. But you just have to think how many more factors there are in the game for a survivor team to lose the game compared to killer by nature, not balance. But again I literally haven't heard of a team performing what I said at the start of my reply in my 2 and a half years of playing dbd.

  • @Slowpeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678973#Comment_3678973

    To be fair the survivor streak was done with comp restrictions which massively weakens survivor capabilities. To my knowledge this means only one of each item, the whole team can only use the same perk once, certain perk combinations addons and map offerings are banned. Someone can get the exact details if they like but the point is they were rules and restrictions placed upon them.

    The Nurse and Blight streaks had no such rules upon them. Still though, it does prove that those killers are basically cheating within the rules. Such streaks just should not be possible. The game is designed in such a way that your luck should run out and things should eventually work against you.

    It absolutely boggles my mind how these two have been so dominant since I started playing and have gotten only baby nerfs and some could argue those weren't even nerfs at all. Also just because two killers that can cheat within the rules can create these streaks does not mean the game is killer sided. It's been said before but the game is sided usually to whichever side is willing to optimize the broken state of this game more. Map offerings alone are hard evidence of that.

    Blight went from a potential 400% increase in power level from add-ons to a max of 150% generously. The nerfs to his add-ons were immense.

    *before anyone refers to the thread* I am not defending playing comp on the strongest killers with the strongest loadouts as the strongest players, that's a really mean combo. I am just explaining changes to a killer I know far more about than maybe a few on this forum. I've had too many people argue the nerfs weren't nerfs and then just restate their opinion without backup in their follow up comment.

  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678937#Comment_3678937

    A lot of players will argue that for some reason killers who win hundreds or thousands of matches in a row should not be talked about as far as balancing. For some reason the "best" killers incredible win streaks doesn't mean that the game is so ridiculously killer sided. Balance only matters if the game is balanced around your particular skill level, which in most cases is average at best. Most killers want the game so ridiculously easy that any game were they try to win they will. Momo actually was salty about losing (getting a draw) against a crack team that used certain perks. Lol, can you believe that someone that plays like that complain about anything? Momo is the embodiment of the DBD player base, and that's so incredibly pathetic.

    Scott put it the best.

    The amount of emotion he felt after loosing that immense win streak caused him to lash out without thinking, he even said he was mistaken later.

    He's been on that streak forever now, 99% of people would break down even if they made the mistakes causing them to lose.

    Should that win streak be possible? No. But a person with empathy might understand why he had a moment of blind anger.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675266#Comment_3675266

    Pre 6.1 was one of the best eras we had. A quick aside for people who forgot all the bad of 6.1(.x).

    • Removed (meaningful) anti-tunnel from the game
    • Nerfed Ruin/Thana/Calm Spirit/Self-Care/Iron-Will for no good reason
    • Buffed OC/CoB/Eruption to the point that a monkey with a spacebar would win as Killer

    The problem everyone complains about in terms of the meta being the same, is that no perks are competitive for the top slots. The default balancing decisions for both sides are to make 10 Amazing perks, 20 inferior copies of the previous group, 30 even more niche perks or inferior versions of the previous group, and the rest are so bad that by attempting to get perk value you set yourself behind more often than not. We want the bottom 90+ to be reasonable options in the first two groups, and maybe still keep some goof perks for funsies.

    Adrenaline/Unbreakable/Pop/Lethal are examples of fair and useful perks. Their strength is often high, but that is matched with the cost. Knowing the exact spawn of an entire team allows me to plan out my initial stalk route as Ghosty, and it can then help my Iri Cam/Floods proc to re-update and adjust my line of attack. Adrenaline heals an entire health state, even on the ground or on hook, but it requires all the gens to be completed to get that effect. (Taking my Killer games into account, that is only 26% of matches where Adren can even proc.)

    The two largest meta shifts for Survivor were from Boon: Circle of Healing and Made for This. I am glad CoH got nerfed, but it never should have been a better Self-Care to begin with. Personally I was fine with MfT as Killer, as Sprint Burst always gave Survivors more value against my playstyle. Since both meta shifts were from new Survivor top-class perks, and both got nerfed far below what people now consider usable, BHVR appears to be afraid to mess with the core they made from the onset. Looking at the top 10s recently posted, the newest Surv perk came out June 2018, and the newest Killer perk came out Nov 2021. We have nothing useful in the past 2-5 years, but at least Killer gets a tad bit more variety. 6.1 Initially came out in July 2022, so even now we are still stuck with an old Meta despite multiple 'shakeups'.

    ----------

    On the topic of Survivors throwing, we have tomes to blame for that. Lets look at the 2 worst for Survivor and Killer this most recent tome. Now at first the Orange Glyph looks bad for Killer, but you can basically just read this as a 'play Nurse for no drawbacks' tome, so I'll include a third for Killer. First off take 2 protection hits, or 'give a Killer a free down/64 gen seconds of healing'. Next up we have lose chase 3 times in one match, or 'hope pre-dropped pallets are kicked'. For Killer we have... wait ... Kill 2 Obs, Sacrifice 8, hook 8, get a 3k+, hook the Obs twice, hook 3 different Survivors? All of those are progressing the win condition and not throwing at all. Once they make Survivor tomes not ludicrous throwing mechanisms, Survivors will be allowed to enjoy the game instead of raging at their teammates.

    On the other end Killer variety is ludicrously low (at least in my Survivor games), and I don't blame anyone for not wanting to face the same Killer 5 times in a row (other than new Killers on release week). Also if someone brings a heal build/tome, they shouldn't be slapped in the face with Plague disabling 25% of the game. I personally don't understand why we don't have either a Killer ban or repeat prevention system yet, as every other ranked game with different characters knows you need that. (I say ranked because MMR is NOT optional, so all public play options are ranked game modes, and customs can be coordinated with those in the customs.) Personally when I sign up for a ranked game mode, I sign up for the basic QoL of being able to ban the character that counters my intended playstyle. Being denied that QoL just means the game is incomplete, or it should be unranked instead.

    Hopefully this gave more insights into why people throw, don't want to play, or complain about the meta perk selection.

    -While old decisive was good, new dh/ds/otr is just a better anti tunnel albeit way more perk slots to use. Also far less accessible.

    -IW deserved everything it got coming to it, I'd rather god validation dh to come back than old iw. The perk fabricated 50/50s the instant LoS was broke. If it got either the exhaustion(on half the survivors in the game) or 100% back it'd be hard meta yet again.

    -Yeah. Gen kick meta was a plague still affecting killers brains to this day.

    P1: Obviously that's the case. But shifting the meta after 6 years is better than trying to meaninglessly buff up perks that are so poor design they could never be anything but op or trash is better than not.

    P2: I agree but I think pop with any other useful gen regression makes it too strong. Also it involves kicking a gen so it's on my hit list.

    P3: BHVR made bad perk designs with mft and ALL boons. They simply don't have enough creativity/insight to change them appropriately. I actively abused mft and it was busted busted. Boons have no real counter play when used properly, the killer is typically left with no options when they are used right.

    P4: I've said a lot of this in other posts or maybe even in this post. Yeah, tomes actively encourage survivors to throw.

    If people don't want to play then don't play. 0 point in queueing up to leave 30 seconds in.

  • @Spare_Them_Mori_Me said:

    If they implemented this, killers would be upset that most games are 'basically a swf'. I think BHVR wants to avoid that, but its feels bad. Most of the killers who openly talk about how hard they always tunnel would be the biggest noise, as they probably wouldn't be able to get their inflated wins. But as they told me plenty of times: their happiness isn't my responsibility. Gross huh? Yeah lol

    Those killers would be upset but I really don't think bhvr cares even a little bit about their opinions on this. They are more concerned on an opinion they made at the start of the game regarding survivors being survivors. They'd rather never go back on their word.

    Also you know who else thinks my happiness isn't their responsibility? Every random survivor, as half of them aren't playing to win :).

  • It's sad to see but I'll repeat what I said somewhere else.

    DBD is a horror themed game. The unknown is a simply a grotesque creature dressing up as the humans/victims it's seen, even to the point of bodiliy features. I'm not even a horror fan and I've seen 20 cheer leaders killed over the years.

    It doesn't even represent trans people so there's no point in giving these people trying to make it that thought. The voice is also irrelevant, it was just another person doing their job.

    @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675332#Comment_3675332

    "Just get back in the closet and pretend that you're not lgbtq+ for the rest of the world because some bad actors hate you" do you understand how bad this sounds?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675028#Comment_3675028

    She's also said that she had no idea the killer would look like this and if she'd known the amount of transphobic vitriol that would spawn from it (there was no model at time of recording) she never would have taken the role so, yk, bad feelings all around for everyone affected by some anti-trans #########.

    "Just get back in the closet and pretend that you're not lgbtq+ for the rest of the world because some bad actors hate you" do you understand how bad this sounds?

    Ok, I don't have deep thoughts on this but you seem to be taking it quite far. If you open yourself to the world for all to see, it's reasonable to expect these "bad actors" to give you hate and malice. Purple haze seemed to have good intentions and you kinda just threw them into the dirt there by making them sound terribly bad. I've gotten more hate in overwatch from the lgbtq+ community than anyone else and I say that even though half the profiles were privated. That doesn't make me feel the need to private my profile or hate that community just because those people were so toxic to me.

    It's simply not as deep as people want it to be. Again grotesque creature replicated a cheer leader to the best of it's mundane abilities, f the people trying to make it transphobic and people talking about it will only make it worse. People get off on the disdain of others if it's their doing.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674804#Comment_3674804

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674809#Comment_3674809

    In the face of bullying, it's essential to acknowledge the emotional impact it can have on individuals, recognizing that everyone has feelings and that it's normal to be affected by hurtful comments. The idea that "not caring" about what people say may not be an effective response is rooted in an understanding of the potential consequences of sustained exposure to bullying on mental health.

    Instead of dismissing these emotions and encouraging isolation from the online world, its crucial to be fostering open communication, encouraging individuals to discuss their feelings with trusted friends, family, or support networks to gain emotional relief and potentially find constructive solutions. It's important to convey that setting boundaries and standing up against bullying is not about being overly reactive but rather asserting one's right to be treated respectfully and promoting a positive, inclusive environment for everyone.

    By empowering individuals to respond assertively, seek support, and contribute to a culture where bullying is not tolerated, we can collectively work towards creating a healthier and more empathetic community. It wont happen tomorrow, but things are better these days than earlier.

    So to return to the topic, it becomes a problem when bHVR's new Dead by Daylight Killer becomes the catalyst that causes bullying and its worth it for bHVR to consider what they enable. I'm not blind to seeing that everyone who responded to OP is basically saying they are wrong, but that's really up to bHVR anyway and I think we should encourage bHVR considering that.

    Your first three paragraphs were perfectly fine.

    But let me say a couple things here. Every version of the unknown is degusting and distorted by design. I doubt "trans centered skins" even crossed the skin artists mind when they made each skin.

    They made a horror creature that takes from it's victims aspects and applied that to it's skin simple as. How in the world is this now about trans people? People will try and bait any individual regardless of association, you can't just delete everything that can be considered a minority in someway for fear backlash/bad people. I don't consider it ok to tip-toe around certain things just because people have the ability to slander them as they do with all other types of people.

    Take it as is, a grotesque creature who dresses up like it's victims. If we slapped a gym top and leggings on nemi would it be so bad? Xeno? Blight?

    It's a horror themed game regardless of if that's it's gameplay genre these days.

    Also flat out every player on pc has the ability to 100% mitigate bullying to themselves. Turn off chat, private profile. If you don't like that insta block people the second they say something even remotely toxic. What's left is in game and tbh any toxic action done in game is not indictive of a players thoughts what so ever, there simply is not enough expression there.

    All I see is a creature picking up the aspects of a generically killed cheer leader, as the horror genre has always done. If it wasn't a horror thematic game op may have an argument here but now they don't. If you took sett from league, slapped on some lipstick, distorted him in a grotesque but female reminiscent way, that would be ground for complains. That would be absurd. It's not the case here.

    I genuinely don't care if it gets changed but I don't see a real reason to.

  • Everything involving race or gender can both be used against or for them.

    I'm not quite sure why they would change anything. If they do it's simply a pr move to appease the few while no one else even thought about it.

    Is it only a horror game when it can be used in argument for people? It's literally a creature wearing the skin suits and clothing of it's victims.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675266#Comment_3675266

    Well I don't know how I'm contributing to any problem when I've basically stopped playing for awhile now aside from one or two full swf matches.

    I know you dislike my opinions but even then it's a weird assumption to think I'm actively ruining games.

    Anyways, modern survivor isn't about besting the killer in chase anymore, it's about forcing them into unwinnable macro situations by taking initiative with holding m1 on gens.

    I win most of my games, solo or otherwise, it's still boring. There's no interaction, and looping is now just static loops on safe tiles and static downs on unsafe tiles. It feels like playing in a tournament.

    It's not shocking that players now don't care about escaping because they're so thirsty for fun interactions with their opponent, but this is the result of balancing through nerfs instead of buffs.

    Alright let assume 6.1.0 never happened and killers overall got more buffs then they got while survivors were left the same. Survivors would still be running the same meta loadout from back then and killers would be far stronger basekit overall. Survivors still wouldn't have time to essentially mess around as you and many other want to be able to.

    Chase is the best part of survivor but if it takes survivor being op vs all but the A tier and higher killers then nothing changes.

    Old survivor just had the time to waste and it was fun for them even if they ended up throwing the game, now it's "I can't win the game while not being progressive and that's obnoxious". Again, except for a small portion of killers.

    It sounds to me like you want a rework of the survivor system itself in it's entirety.

    If you agree that map changes have been bad and an overhaul to the survivor objective is needed then I agree.

    But there is 0 point in queuing up just the preform the myriad of ways to solo end the game, unless you are selfish or oblivious.

  • @WolfyWood said:

    Well what do you expect survivors to do?

    This meta is godawful, boring, and almost zero variety, skill-expression continues to get watered down, maps made more bland and killer sided, perks are being released that literally only benefit the Killer, among other things.

    Taking it out on the killer is a wrong move and shame on those people for being unsportsmanlike, but there is not point in putting effort to escape right now.

    "This meta is godawful, boring, and almost zero variety,"

    Haha, so pre 6.1.0? Literally the entire meta after the first year the game launched was the same.

    You only contribute to the problem and everyone who thinks like you. I would have a 65% wr as survivor instead of 52% if people just tried, that's it, TRY.

    Sometimes I run into good killers, playing good killers while running the meta but not more than 1/4 games(keep in mind good killer players are probably 1/50 easily and to say otherwise would undermine your own station).

    So what do I expect? Survivors to play the game they queued up for. Or do we just kill the game now and always do nothing?

    I will say what they do to maps is never good for the most part, that's it.

    If the killer was good, survivor wouldn't be able to "take it out on them". Factually.

    It seems to me you have played too much solo queue and it's skewed your perception. Survivors throw the game at least 1/2 of games by not playing well(not even optimally) just playing to win. Oh no, survivors only have a 40% win rate bare minimum when 1/4th of the are throwing every game. How sad.

    I didn't play survivor until after 6.1.0 and I have mained the role since a few months after. I don't need those old perks to carry me, I need my teamates to play semi-competently and THAT"S IT.

  • @FunkadelicPeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674055#Comment_3674055

    While I do understand where you are coming from, I think the "you're* lucky to have 40% win rate as a survivor" is not a healthy statement for the longevity and community of the game. This is textbook patronizing and condescending language. Why do you feel survivors are "lucky" to have 40%? Don't you agree that "balanced' would mean 50/50 on both sides? My personal opinion (as stated in the post) is that survivors should ideally be slightly more catered to, since that would mean more players are having a positive experience, in any given game.

    Lastly, you listed off a few survivor-objectives that you seem to have a negative opinion of. Why shouldn't survivors be able to do totems, self heals, rifts, objectives, etc? Shouldn't we be encouraging more playstyles rather than just "m1 on generator"? It'd be cool for survivors to be able to experiment with different gameplay like this without it being excruciatingly punishing for the rest of the players in the match. Especially with newer players who are still trying to figure the game out and will likely spend more time cleansing, exploring, hiding, etc. These are valid playstyles, even if they aren't yours (or mine, either, lmfao).

    What do you think? Interested to hear more, of course

    First paragraph response: Survivors are lucky to have a 40% win rate because of the many ways they can AND WILL THROW. You cannot factor game throwing behavior endorsed by the game itself in to balance. "Balanced" would mean 50% if people weren't throwing the game. You don't balance towards one group because they are the majority and we have seen how that turns out in REAL LIFE hundreds of times. Survivors had a 47% win rate in DH(god validation), IW, UB and CoH(Prime 100%) meta. How in the world can we expect survivors to be balanced around 50% win rate when they can't achieve 50% when their only competitors were 4 killers on equal skill level? Keep in mind that the killer queue was 1/4th to 1/10th or potentially 1/20th of survivor queue at that time. Survivor was generally more powerful no doubt, but the average killer was doomed vs human survivors. I don't have any empathy for survivors or killers. Survivors don't play to win and killers play like bots to the point of disgust.

    Second paragraph response: The survivor objectives you mention are not progressing the game. Cleansing totems with no purpose is throwing the game. Self care standalone(non med-kit or a build centered around it) is throwing the game. Rifts are out of game bonuses that end up just throwing the game. You call them "playstyles" but they are still just pressing the m1 button anyway. At some point you have to consider playing the game properly more than the "side objectives" that aren't really side objectives because they only put you at a disadvantage for doing them.

    Could side objectives be more worthwhile? Yes. Could we limit the ways in which survivors could single handedly decide the games a loss? Yes.

    Survivors hinder themselves more than killers, that doesn't mean pop+PR+2perks on a competent killers player isn't op. I'm just saying if every single survivor player went into each game trying and without options to instantly throw the game they would be at 45%-50% instantly.

    You lost a game because the kate booned 2 times for 0 reason and you think that's ok? You think that ash cleasing 3 totems in one game(so they did 1/2 a gen) is fine? You think it's fine to win a game after the first survivor to go down gives up on hook(leaves the game without penalty)? I want it to be a 50/50 but survivor players aren't actually trying.

    BTW I am a survivor main for the last year. I hated how survivors acted when I mained killer and it's even worse as a survivor.

    Personally I want my teamates to try and very much so at least know what to do or CARE what to do. A part of survivor is coinflip but it gets so bad one person insta loses you the game on purpose regardless of whether they understand or not.

    You don't have a problem with what I said you have a problem with the current game design for survivors.

    Edit: Killer being a power role is worthless to me, it's a gimmick created by the horror fanatics' that make up the player base. I don't want to win for free, but survivor's don't get to be buffed to an absurd degree just because 33% of survivors aren't playing to win.

  • People: Solo queue is unplayable

    Survivors:

    Except there's 20 different ways for something this inefficient to happen.

  • Your lucky to have 40% win rate as survivor.

    Don't spout stats when you can't factor out your own bias.

    Survivors have many ways to throw and/or leave the game EVERY GAME. I just listed 8 things a few days ago so I won't now.

    Survivors want to be inefficient, survivors are inefficient. One totem, one archive, one rift, one corner map self care, one fruitless flashlight save, not splitting.

  • While at the time I was extremely salty with the current state of the game, 2021 was the most fun for me. I referred to survivor as "bots with perks" as everyone ran the same stuff and played the same way. I was already relatively nice in that time compared to me being a perfect example of a nice killer now.

    Thing is I could try really hard, I could actually feel tilted or really happy based on what happened. Now it's just meh. Ok I ran 0 slowdown, no add-ons, didn't kick a gen and 8-hooked everyone but I still won while playing on a survivor sided map while playing at the most optimal time for mmr to work properly and half the time I get two really good survivors but the other two weight them down into a pit. Survivor play hasn't improved they just lack the perks to prop them up, kinda like killers these days.

    I could be mad, run my strongest loadout even if I wasn't technically going all out. Now I have to limit myself to the point of unfun. There's a reason I've been able to play league for 11 years now, even while chilling I can still go 70% try hard and feel no remorse(although if i'm willing I still have 0% remorse at 100% try hard). In dbd all I feel is remorse. No reason for me dominate. Keep in mind my 30 hour survivor friend is on average worth more than the classic 2k hour dbd nea I get. People just suck at this game and don't want to try, then they complain when they lose while not trying and not being good.

    Dbd has completely changed for me as killers are the bots now, they don't deserve remorse but my teamates readily give it to them. My friend half trying is way better to have on my team than the average survivor player and even bots could be welcomed.

    I so badly want to improve at survivor, but survivors don't allow me to.

  • I'd rather pop be nerfed back into the ground(I'm not biased I haven't kicked a gen in 2+ years now)

    Pain res is fine in a vacuum but stacking certain things on top of it tips it over the edge.

    Either pop and PR get a minor nerf each or one gets destroyed, I'd be surprised if PR didn't get deleted since pop got a buff recently.

  • As a former killer main who hasn't kicked a gen in 2+ years, a killer who doesn't kick gens. I swear if I see another killer forfeit a free hit to kick a gen I'll implode.

    Eruption meta rotted killers brains and pop + 5% base hasn't helped even a little bit.

  • Like I said in my post last week, 12/20 games had someone suicide(only one DC). Out of those 12 games only 2 we were losing in and in exactly 0 of those games were the 2 randoms being tunneled/camped or slugged ever. If any of those things did happen it was rare and happened to me or friend. 6 of those games we won and I have to reemphasize nothing even close to annoying happened to these players. We saved, did gens and healed.

    I cannot handle playing if my own team is going to sabotage me every other game.

    Edit: when I said we won I mean a two man escape at least between us two and the other random. I know that's not really a win but in this context I consider it to be.

  • @WolfyWood said:

    Just like the last thread about this I always have to ask why it circles back to 'Survivor bad' and not a deeper look at why people DC.

    If killers are allowed to tunnel, 4-slug, hump on the ground, hit on hook, bleed out, and camp and if survivors are allowed to bodyblock their teammates, hide in corners and lockers all game, play for hatch, etc.

    Then why is it so shocking that people will also use a method in game to avoid what they would consider to be a waste of time? Why is that considered unreasonable and why does it anger you so much?

    Yeah it does suck when someone goes next in a winnable game, but that happens so rarely that I'm almost certain it's hyperbole to say it happens every other game.

    The overwhelming majority of hook suicides that I see are when against killers known for terrible playstles (yes Pig is one of them) that involve not actually playing, or if their teammates do nothing for minutes at a time.

    Let's fix those before we come after people wanting to avoid them.

    You just didn't read their post lmao.

    OP listed off every killer related thing you deem people can give up for and said they literally don't do any of that. Besides the weird bm things that probably didn't even cross their mind.

    There's many unfun things in the game, but when none of them happen there's 0 excuse.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653839#Comment_3653839

    I hope you are joking.

    That experience doesn't align to the majority.

    Ignore this person^ they are the most survivor biased individual on the forum :).

  • @Ilikechips said:

    Survivor is in the most boring state in the dbds history. Nerfs to basically every item and addon. Nerfs to any fun or decent perk. Half baked buffs to weak perks. Buff upon buff to killer.

    More time spent holding mouse 1 on gens.

    More time spent holding mouse 1 healing.

    Boring hand holding mechanics added like anti tunnel, anti camp. Interactions removed like hook grabs, burning killers with flashlight etc.

    The game has become far too simplified, dull and stale. There are no real epic moments or epic plays anymore. The game is starting to play itself. I would not be surprised if an auto-loop and auto-chase button was added to this game in the future.

    Survivor is incredibly bland to play in 2024.

    I agree survivor is bland to an extent but the alternative is worse as a current survivor main. Buffing all the B tier or lower killers to their current power level running the best builds would make them abysmal to play against. If you try and get clown pre 6.1.0 to where he is at now net total including game changes and perks he'd have 5 more bottles and double the slow. Is that better than the average bot like playstyle of 99% of killers?

    The base kit gen time increase of 50s total per game isn't that bad, it's like CSing in league. The last couple killer metas just make it seem worse because they are too good. As an active green med-kit abuser, they were beyond broken, literally a 1/3rd of current heal time.

    All the perks survivors had in their meta pre 6.1.0 were some of the worse designed perks ever by nature.

    Personally I think it's a nerf killer perks moment and revert kick percentage back to 2.5 or EVEN LESS. A bunch of reworks to weak trash design perks.

    The best part of survivor has always been base kit gameplay, killers simply have too much right now.

  • I don't give the "high mmr" bit credibility and I don't think I've ever mentioned it myself. Thing is I don't think your quite correct with what you said or what most people here believe. The game does want to give you a well matched game but queue times take prio and the day/time of day/luck matters too.

    I main survivor for the most part these days but I do get consistently good survivors on killer playing after midnight on NA. Playing before then is a cakewalk 85% of the time.

    It's cringe to say I'm high mmr but I used and abused blight to his fullest back at the start of 22, probably having a 75% killrate+. The more I learned the killer the less I used add-ons but the kill rate probably remained similar. The only way over the past couple years to play vs comparable survivors even when reducing my power level by several hundred percent was to play at the time I mentioned. To me that indicates the numbers past the threshold do mean something but only when you play at the right time/get lucky.

    When I used to watch lilith all the time a year to two years ago when he played on EU all the time, it seemed his "sweat" time was 6pm-10pm there. Although it didn't seem all the consistent.

    Just my two cents, something to think about.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664982#Comment_3664982

    Disregarding it outright would simply remove a feature (thats been here since atleast 2017) people can use and there are ways to increase it from 4% [had to do the math and its 32% with 6 tries at maximum]. Your of the opinion that it doesn't mater and thats fine, but your opinion isn't the only one that maters here since this affects everyone and we personally don't want things removed, especially when its because the players are the root cause and not the mechanic itself. There have been ways others have said to tweek it to not be abusable which is more what the devs should do than outright remove it, but thats our own opinion on that mater.

    "Up the anti" increases luck by 12% and technically the upcoming "Wicked" uses the same method as deliverance unless changed.

    Alright, we removed a feature that I'd guess 95% of the means someone is intent on throwing the game or the game is already a minute away from being over.

    I have clips of 4% when it's literally not possible to get off hook from a teamate just because of the game state, not due to poor teamates. I enjoyed those moments but they literally don't matter, the ability to 4% only servers as a detriment to the game and community.

    Imagine for a moment that survivors could just kill each other for the lolz right? That'd be funny for 3 games with friends. But then you realize you lose everytime that happens even in a full party. A different scenario but the same result as someone giving up on hook.

    The devs have spent too much time focusing on rng that at this point only serves to disrupt the real gameplay. Make everything consistent, the rng of tiles, survivor spawns and 4%s doesn nothing but swing the game instantly to one side so overwhelmingly that It's an instant loss.

  • As someone who mained killer forever and I know both sides are bots. Killers after 6.1.0 have gotten worse. They'll take kicking a gen over a free hit 85% of the time and they preform bot like actions everytime.

    It's not to say survivors aren't the same. I know my mmr on blight is very high from how abusive I used to be of his add-ons in the past and I take every step via time and day to get the most accurate match. But even then, I only get a real game 1/3 times vs people who actually know what they are doing.

    I used to endorse slugging/tunneling and camping as killer for the first 9 months because I thought it made the game less linear, but that turned out to not be the case. Every killer seems like a bot due to low skill level and them playing around these things(besides slugging).

    I used to call survivors bots with perks in the few months leading up to 6.1.0 but now killers are bots with strats(ironically these strats besides slugging at the right time nullify brain power).

    in DELETED Comment by Sava18
  • @Xyvielia said:

    “I @td you because I have repeatedly seen you say you haven't experienced this phenomenon much. That's it. I didn't at you to call you out, but only because I've read your replies and nothing else.”

    Still tho, was a pretty big @

    Kinda pulled her in to the discussion from the get-go in a less than flattering way.

    There are more positive ways to voice the intent and incorporate others into the mix; or just not.

    Just sayin

    fwiw, self unhooks don’t happen very often in my matches either

    …Guess we’re both Lucky, Nazzzak and myself🤷🏼‍♀️

    It's not personal and I made that very clear. Any reasonable person would understand that. Does @ing them hurt them emotionally in any way? I've seen them say that often, I'm essentially contrasting my own argument with what I've seen to be their experience via this forum. That is a very common way to write arguments and they happened to be a good example as well as them self proclaiming to be a casual player in every way.

    It's simply how you make valid arguments, there was no ill intent at all. I @ed them because they are the most relevant person on this forum I've seen regarding this discussion, should I just not bring in an extra resource? Was it that traumatizing in my attempt to make an argument that sent no negativity in their direction? 

    @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664983#Comment_3664983

    Yeah except BHVR have to reach a balance between reasonable punishment and negatively impacting queues with excessively long bans.

    If you remove people from the queue you either increase matchmaking wait times, or in the case of DBD what I suspect is that the quality of matchmaking goes down as it will try to get you in game rather than make you wait a long time for compatible MMR team mates.

    I don't think excessively banning people will work, they will simply play something else instead and if you hand out long bans they will have no choice but to play something else. I do not think this is the way forward with the DBD community, it simply wont work and will have negative long term consequences imo

    The first step to better games is to remove consistent problem childs. If you remove people who consistently solo lose the game for one side, eventually matchmaking will equal out for the better. Those people will play something else or eat the penalty, that's the point. You don't allow game ruining bhvr to exist FOR THE BETTER, not because I am so hateful.

    @Hex_Ignored said:

    At least from my experience, self-unhooks depend on the killer and their playstyle quite a bit. Dull merchant for example almost always has self unhooks but I've very rarely experienced that against someone like huntress.

    Most of the games I am referring to were against acceptable killers, with very little tunneling/ camping. Even if they did tunnel/ camp we were winning the game and the randoms weren't on the receiving end of it. Only 2 games out of the around 20+ were just gg early on and guess what, no one "took a chance" in those games. One game me and my duo literally got through two gens and were at end game to find no way out, we would have won if someone didn't just let go for 0 reason.

    @[Deleted User] said:

    The mechanic needs to go. There's too much RNG in the game as is. And the devs need to take an honest, objective look at what self-unhooks positively add to the game vs the negatives they introduce.

    Someone might love the mechanic. Cool. They might think it's a comeback mechanism for survivors that provides a memorable moment and swings trials. But that's not how the mechanic is being used by players. Similar to MMR. It's been explained ad infinitum. We understand what the devs think it does. But that's not how players are using it.

    The 4% is rare, and it's not even wanted in many cases. If I'm trying to give a teammate hatch because the game is effectively over, the last thing I want is to 4%. It's actually going to irritate me if I get stuck in the trial longer at that point and I have to lose 5 minutes from now instead of immediately.

    The mechanic serves almost no relevant purpose in higher level play in a 4v1 or 3v1. It's used to get around the d/c penalty. I genuinely can't recall the last time a 4% turned the game around for me. It's not memorable. The downsides don't warrant the mechanic being there. Keep it around in a 2v1 so trials can actually end (something the game struggles with).

    As always you are right, truly the most unbiased and knowledgeable vet on this forum from my pov.

    @Xernoton said:

    That's rough. I see some hook suicides too, don't get me wrong but for me it's nowhere near as bad. I see it in maybe 1/4 of my matches (sometimes more, sometimes less).

    But I agree that something should be done. ScottJund actually suggested something that I think could improve this situation. Instead of being allowed to dc / suicide instantly, how about there is a countdown before you can actually do it? Many times, people that are unhooked after trying to suicide on hook still play the game, so it's likely that many just do it in the heat of the moment. This suggestion would however give them time to reflect and calm down before they ruin the match.

    It wouldn't fix everything but I know that feeling when something absolutely doesn't work your way and you just want to end the game but then you calm down and keep on playing.

    Yep, for sure. Not sure if I mentioned it in this post but in league people will say surrender @ 15, 4 min in and then go on to play the game normally seconds later. DBD simply has a bad playerbase compiled with the fact that the game lets them leave, it's just a bad combo.

    @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406951/self-unhooks-dont-happen-very-often

    It's just unrealistic to expect BHVR to rework the 4% mechanic as well as all the perks and items that would need to be changed.

    BHVR could try and police it, but that would require resources for just that, which would be a lot of man hours considering how often it happens.

    There's a bunch of things I would like to see changed in this game, but I don't bother asking unless there's some chance it might actually happen. If perks being displayed in the lobby will take years to implement, how long would it take them to fix this?

    Rework the 4%? You mean remove the mechanic, change slippery meat to another meaningless perk design, leave deli the same and luck offerings can just be deleted as they are only bloat for the bloodweb anyway.

    @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665345#Comment_3665345

    Agreed. I haven’t played league or even seen gameplay outside a couple clips but their punishments sound overly harsh and almost outright unfair. I don’t think these type of punishments would go over well at all with the community this games built.

    Like 2 weeks for a disconnect that could potentially be something out of their control?

    You got to remember that sometimes life just gets in the way. Imagine getting suspended from a game for 2 weeks because your baby was crying and needed attention or any other of lives various issues that can pop up at a moments notice. Just last night I DCd from a game because my girlfriend came home crying and she deserves my attention and time way more than the 4 other people playing a video game did. DbD should not and never has been taken that seriously.

    Sometimes people are just having a rough time too. People play video games as a form of escapism, they want to enjoy said escapism. If you had a bad day and wanted it to get a little better by playing some video games, it’s not exactly enjoyable to get someone who can clearly be out to give you a bad time.

    Ok.

    You haven't seen or played league which can be far more tilting than this game in it's current state.

    I'm not saying the penalty needs to be as harsh but yes if you leave the game in any way lets say 4 times in one month that should be a week. Life gets in the way but at some point you realize when you should be pressing play on the game within the context of your life right?

    I get the bad day thing, I get the life thing. At some point it's just your fault for pressing the ready button at the wrong time.

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