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SkeletalElite

SkeletalElite

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  • Why do you deserve to be able to force an extra kill that's impossible to unhook once all the gens are done? If the survivors have gotten all the gens done, and successfully coordinated an unhook without making it a trade you deserve to lose for letting them reach that point in the game. Trying killing them before they get the gens done next time.

  • For the most part I agree but there is one part of your post I disagree with significantly. "the point remains that the only way Shoulder is able to get value is for your teammates to be competent"

    I actually disagree on this point. I think the opposite is true. No matter how bad your team is, once one of them dies the match is basically over unless the gens are already almost done, for a typical team, the gens being almost done may not even be enough most of the time. Having a terrible, but living, team mate is 100% better than having a dead one. In this regard, the better you are at the game individually, the stronger shoulder the burden is.

    I have 7000 hours in this game. Most of the time if killers chase me and don't drop chase and I have semi competent team mates, the killer puts themselves into a losing siutation that requires a blunder from my team for them to catch up. It's just a fact that because the soft cap exists I am typically a better player than most of the opponents I face and that's what happens. Killers that chase me tend to lose, while killers that ignore me and save me for last have a lot more success. Even though a killer trying to hook me will take a lot longer to use up the hook states compared to if I give them to random meghead 3, because the killer chasing me is often the best case scenario for my solo team, the absolute best thing I can do is run a perk that both encourages chasing me and makes killing my team mates harder simultaneously and this is probably one of if not the best perks for that. Even with that I don't use it every game, but that's true of a lot of the best perks in DBD. DS, UB, and others are extremely good despite the fact that you will only occasionally use them.

    Of course its also true that the stronger your team is the stronger the perk is because your team mates will do more with the extra hooks you give them with it, but the skill of the person running the perk is more important than the skill of the person its being used on in my opinion.

    But that's also part of why you never see this perk. The vast majority of players are not good enough for the perk to be consistently worth using for them.

  • 100% want to see a higher frame rate cap, it's an improvement that would instantly make the game better IMO. Having DLSS as an option would also be nice, hopefully with a DLAA quality option, running at 100% of the resolution for its anti aliasing effect

  • The real problem is that they seemingly used a dart board to decide which addons to disable for killer. There's a ton of addons that are not all that transformative and are certainly not outright bad that are disabled and others that are enabled despite being straight downgrades and it's difficult to understand how they justified the disabling of some of them and not others.

  • Killer's slowdown without regression perks comes primarily from injuring, downing and hooking survivors thus forcing the survivors to perform actions other than repair generators. Killer's ability to regress generators is not meant to be powerful without perks, it is simply a mechanic to allow killers to punish survivors abandoning generators that have progress, if survivors return to a generator after you've kicked it that's not abandoning it and the inital regression granted for kicking the generator is simply so that the time spent kicking the generator gives you an immediate effect to make it so you haven't completely wasted your time even if the survivors get back on it. Quite frankly except on very weak killers only 1 or 2 slowdown perks is enough against most survivor teams, and on very strong killers you don't need any slowdown at all against 90% of survivors teams.

  • They should make the perk have a timed aura reveal for non obsession and obsessions but do something minor like make it trigger for the obsession every 20 seconds instead of every 30 or make the aura reveal last 5 seconds instead of 3 or something.

    Just increase the perks consistency and make it very slightly better version of its current version for the obsession.

  • Define bad. A while back they had a series of matchmaking tests and one of the things I believe they ended up doing was lowering the soft cap essentially making the matchmaking "worse" skill wise but making matchmaking faster and "less sweaty" (for people who were above the soft cap, essentially meaning they just got easier opponent on average)

    Pretty much anything the devs do to give us "better matchmaking" will in all likelyhood just monkey paw us in someway. Even if every match perfectly matched skill level of you to everyone else in the match I think most people would get burnt out of DBD extremely quickly if every single match was like that. Maybe noobs would get stomped less but the experience of veteran players would certainly degrade very quickly as high end matches devolved to a complete meta fest where everyone only used the strongest perks items, killers, and addons

  • The only thing I hate about this perk is for some reason almost everyone using this perk runs a flashlight and they inevitably end up messing up their own flashlight plays because at best they tell the killer someone is nearby and help the killer avoid it and at worst it activates right when they go for the flashlight save causing them to be unable to aim the flashlight due to scream animation.

  • They should honestly bring back losing collision, they could even make it so you only lose collision with the killer and not with other survivors to make it harder to intercept hits since you can't stand on top of the other survivor. It benefits literally everyone. People getting legitimately tunneled can't be blocked in order to burn their endurance timer and simultaneously you can't use it aggressively, it's the best of both worlds.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037975#Comment_4037975

    For the sake of conversation, let's assume nurse is blind during the act of charging.

    If you're within 20m of a Nurse, she doesn't need to see your aura that long. Just long enough to get an idea where you're going, likely won't even need a full charge, and often will be able to just get you anyway.

    If you're past 20m, more often than not, you're probably safe given she'd likely need to just catch up to you or risk having you juke the second blink.

    But, let's say we go this route anyway. What does that mean for other killers that can hit through walls? Why shouldn't PH be blind, for instance? You're opening a can of worms that raises a lot of questions.

    But let's say we only do this to Nurse, then there's 1 last big question at the end of the day: how many exceptions and quirks are we willing to let Nurse have before deciding enough is enough and she cannot stay how she is?

    Because pyramid head has to precisely aim a projectile that travels along the ground and with tank controls or do a flick shot while predicting your movement while nurse can just teleport somewhat close to you and then lunge for you (probably with the addon making that lunge bigger) and even if she messes up she still has a second blink to correct with, it requires much less accuracy. I'd agree if nurse couldn't lunge and instead she only got hit if she blinked right on top of you but that's not how it works. Pyramid head also doesn't actually travel through the wall when using the power so whether he misses or hits you and you use that opportunity to gain distance he loses a lot more distance since he has to go around the wall he shot at you through to catch up to you despite his shorter cooldown than nurse. She also wouldn't be the only killer that is blinded while using their power. Twins cannot see auras while controlling victor, and I believe singularity can't see auras while looking through cameras(not certain on that one but I think that's how it works) and frankly those 2 killers are far less justified in being blinded while using their powers from a balance perspective than nurse is

  • Yeah the stat website counts abandons in the bad way. Although the "official" stats are more than likely just a big jumbled database of raw information that you need to use specific tools in order to organize into useful information so whether it effects the "official" kill rates depends entirely on how they sort that information when retrieving it essentially. The stat website pulls information from the same data but is probably just framing it in a bad way.

  • @Pizzaman said:

    Just because it's an asymmetrical game does not mean you can't use metrics to try and measure skill and then match players without a big skillgap. It just isn't as easy as in a symmetrical game. Currently "skill" is measured by the outcome of a trial, instead of taking the plenty events into consideration that happen during a trial, that's where changes to skill measurement could begin (which then would be utilized by SBMM).

    But you and your opponent are playing a completly different game. This is the problem. You can use metrics to determine the likelyhood that a survivor or killer will win or lose and even do it effectively but then the problem is the game becomes more "balance based matchmaking" than "skill based matchmaking." How can you take 1 survivor put them against a killer who is playing two completely different games essentially, and say that one is better than the other. Absolutely nothing in their skill sets are applicable to each other than the fact that knowing how one plays can make you predict the other better, but beyond that the way a survivor runs and the way a killer chases and the decisions survivors make vs those that killer make is completly different. You can't truly say that one player is more skillful than the other. The system simply matched them based on an equal probability to win, but it could very well be that one player is MUCH better than the other but the other player's role is generally much stronger and doesn't require as much skill to win. This issue is made worse by significant differences in killer balance with the best killers being in a whole different world than the worst killers.

    If you take two teams of survivors and compare their performances on the same map against the same killer controlled by a player of similar skill level and give the win to the killer + survivor team with the best performance of the two you make everything symmetrical and can definitively say that one team out skilled the other in a fair match.

    In order for a SBMM system to effectively measure skill, the actual balance of the game has to be fair, which is effectively impossible become the game is asymmetrical and so there is no such thing as perfectly fair, by changing the match format to compare survivors vs other survivors we can have that symmetry that makes it actually possible to measure skill and not balance and at the same time it would reduce toxicity by reducing the us vs them mentality since your team always includes a killer.

    If implemented correctly it wouldn't even have a significant impact on matchmaking times. When queueing you would set each killer you own and the survivor role to a level of priority divided between: Never, Low priority, Medium Priority, High Priority, Very High Priority.

    The game would look for a team of similar skill level while trying to give as many people their highest priorty preferences as possible while matchmaking within acceptable skill ranges. Matchmaking times would not be poor because on a stack of 5 you could easily have each of the 5 players having several killers they like to play. Even if every player on your team perfers survivor, if they have even have 2 unique killers each that they don't mind playing your 5 stack has 10 different killers you can match as.

    Edit: and this is also has an additional benefit. Survivor vs killer balance suddenly matters much less. A killer could be completely overpowered and you can still win because the match becomes about, did I do better than the survivors Im being compared to in the same situation. This makes it okay for killers to have different balance and the devs can simply focus on killers being fun to face and play. It doesn't matter that its unbalanced if the match format makes the game balance itself.

  • this perk combo is a nothing burger. If the killer is camping the basement they're going to hit you once on the way out and you'll be injured again, the exact same as if they had hit you with your endurance on the way out. If they aren't camping hte basement you could have dome the same thing with resurgence + a medkit allowing you to heal yourself in 7 seconds. potentially 3.5 seconds if you get a skill check with the green suture.

  • I don't think its nerfed. If my understanding of undetectable is correct It should fade in more often but it only ever fade in to 8 meters before fading away again when you place a new drone, Compared to the old version which faded in less often but faded into 16 meters before a new drone could be placed.

    Screenshot_20251025_123733_Reddit.jpg
  • Remember when people were raising security concerns about potential DDOS issues some time ago and after we made a massive stink about them saying nothing about it they came out and assured us there was no DDOS/security issues?

    Aged like milk

  • Screenshot_20250804_122456_Firefox.jpg

    This is exactly what I'm talking about. If streetwise is not currently meeting the criteria for the kill switch then the current criteria completely arbitrary and ineffective. Anyone with any significant amount of experience knows how game breaking this is. Medkits and toolboxes are very specifically tuned around how much they can be used and being able to completely ignore that restriction is game breaking. You CANNOT win against a team abusing this bug. It is not possible. You cannot compete with 40 second generators. You cannot compete with infinite 12 second heals.

    The bug is not hard to do nor time consuming. One stop at a chest enables the bug for the rest of the match.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    then the criteria needs to change

  • Would be a great opportunity to declutter the junk on bloodweb. Move the map offerings to brown, get rid of all the garbage brown offerings that you'd never use and let the map offerings take their place as blood web filler and hte massively overinflated blue category gets shrunk down.

  • @UndeddJester said:

    Meh, I feel like this achievement was not so bad myself really, it's just a time sink. Considering there are plenty of achievements that also require a strong time investement, and have some nasty requirements to boot; I did this one without using maps even when I could, and it certainly wasn't one of the last in my list.

    The one that really sucks though without map offerings is Haemophobia, and with that in mind I still think maps should be 33% chance overall per side. I'd also consider returning unsuccessful map offerings back to the player as if the map offering was "rejected", unless a different players map o was chosen or a sac ward was used.

    "Time Sink" is a bit of an understatement. It could easily over 100 hours of using RPD offerings just to get this achievment.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975658#Comment_3975658

    The July one was the unreleased Chaos Shuffle.

    But you are right that there are 2 at least.

    Still, I feel like they didn't have to butcher milestone rewards for no good reason other than lolz.

    I agree there wasn't really much reason to nerf the milestone rewards, but as long as we get 3 sets of extra quests before the end of the rift or the quests provided by the 1 modifier and 2v8 we're getting have more quests/rewards to compensate I don't think it really matters too much

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975404#Comment_3975404

    The issue are the milestones.

    They have been made more difficult AND less rewarding, giving you less than half of what they used to, but requiring more time to finish.

    As for events, the only planned one coming soon is 2v8, and that's it.

    image.png

    There is also 2 modifiers planned, one before 2v8, sometime this month most likely and one after.

  • I had absolutely 0 trouble finishing the last rift and I didn't even play that actively during that season. The natural XP earnings are lower but quests are more numerous, easier to do, and multiple can be accomplished simultaneously. It seems slow in the first week or so of release but over hte course of the next few months the rest of the rift quests, event quests, and modifier quests will release and the fragments available will increase significantly. I didn't even complete a signfiicant portion of the killer milestones, although I did get most of the survivor milestones last season and I was well into the repeatable tiers before the new rift released. I don't think it's that hard to complete the rift and getting to the deep rift (which is really the only part that matters because everything after that is reskin and you've already been refunded your auric cells) is trivially easy even if you barely play.

  • Thought maybe I was just getting unlucky but yeah they feel very rare on my p100 ace

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963358#Comment_3963358

    I mean, not really…

    I understand they don't want Bamboozle to change special vault animations, but Unbound happens after the vault. The trigger is vault action, which would be same as window blocking.

    It's not really consistent, they just choose what they don't want to work.

    and you bet Bamboozle blocking removal from special vaults would have way bigger backlash. Unbound is not that popular.

    The animation being sped up is probably not the reason. It's more likely the reason they have applied such a restriction to bamboozle is that killer power vaults are specifically balanced with their intended speeds in mind and by allowing those speeds to change with perks means the killer's default power vault speed and the perk itself has to be set with the fact that it can be sped up in mind. In a similar manner, applying haste to a killer for performing a power vault action could drastically affect the saftey of many loops against that killer.

    If the devs allow this they are then put in a position wherre they have to choose which set of killers the perk will be bad or unusable on. Either they allow it to work with powered vaults, set the values for the perk and the killer's default power values with this possibility in mind, and the perk is a usable perk for the killers that can use this synergy and is terrible on everyone else, or they don't allow this synergy and set the perk's values knowing that only your standard vaults will trigger it and can use higher values for the perk, letting it be usable one every killer knowing that it won't be a possibility its completely busted when the ghoul (or similar) jumps over a window with it.

    I'd much rather they buff the values of this perk and make it actually good without needing specific power synergies than rely on power synergy to make it usable.

  • Bamboozle's faster vaulting effect does not apply to killer power vaults and the devs equate haste on vaulting with the speedboost from bamboozle, not its blocking effect, in this regard it is consistent.

  • This is just objectively not true, just look at otz 50 wins series, if you go back before MMR was implemented it was relativly easy for even garbage killers to get 50 wins. These days any killer thats not high tier seriously struggles to get 50 in a row and many of the videos in this series he gives up before reaching 50 wins as a result. Survivors have not gotten stronger since than. For the most part, survivors have actually been sevrely nerfed since then. Longer gen times, less on hit speed boost, lower hit cooldown for killers,, as well as significant nerfs to the 3 core survivor items. Medkits got worse at self healing, flashlights lost their lightburns, and BNPs were reworked to be much weaker compared to the old boxes. as well as many killers getting significant buffs since then. Despite this many players feel their matches have gotten harder and if MMR were doing nothing that would simply not be the case. MMR has had an effect, it's just not extremely strict and has an upper limit.

  • I agree they made it so it takes 30 seconds to start gaing points, you need 180 points for 3 crows and you gain points at 25% speed while moving. So if you're moving it literally takes 12 minutes and 30 seconds to get crows, and you can loot 1 chest to completly reset that.

    It's also bad because the anti hostage change barely works anymore. You also gain crows at 25% speed while nearby the killer so if the killer bodyblocks you in a corner and holds you there you have to wait 12 minutes to get out, which is way too long. If not moving and not near the killer 3 crows should take like 3 minutes. If moving or near the killer it should take 6 for 3 crows, but the 1st and 2nd crow shouldn't be evenly placed. You should get the 1st crow at 5 minutes, 2nd crow at 5.5 minutes and 3rd crow at 6 minutes.

  • @Rookie1978 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959934#Comment_3959934

    Yeah let's pretend Hoarder, Franklins, Weave and Nowhere is a real good meta build that everyone's running LOL

    Nowhere is the only perk I have that's regularly used by killers and even then it's just a convenience perk, I could throw a gen slowdown instead but I choose not to because i'm specifically running a silly build

    I didn't get baited into chasing them, I realized they moved every single time I did despite them having no line of sight, and assumed they had wallhacks, which they did, but it was just because of object and not exploiting

    I think it's a rare interaction to have because i'm running a weird build but the perk in general always giving 1-1 auras feels bad

    That alone is powerful enough I don't even know why it also gives an action sped buff

    every single one of those perks except hoarder is good. That is not a meme build. A meme build provides little to no actual useful game play enhancement or is picked solely based on useless non enhancing criteria or is dedicated to an overly niche/gimmicky mechanic. Two examples the backpack build and eye build. Backpack build agi iron grasp mad grit. The only actual enhancement it has is making bodyblocking hooks entirely impossible, and the entire purpose is to chase a survivor while carrying another one, which there is no reason to do other than the fact that mad grit is funny. Or the eye build where you select only perks that have eyes for their perk icons regardless of the effects of the perks.

  • Someone got baited into ego chasing an object user while running weave. "meme build" yeah sure buddy

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957895#Comment_3957895

    Fogwise requires you to work on a generator and wait for a skill check, and you have to hit the great skill check. RNG, skill, and action dependent, not to mention hard countered by mindbreaker.

    Rapid Response is literally on demand, given that it will be paired with 2 perks you were bringing anyway if you run this perk. It can be used in chase, at the start of the match, in between gen uses, any time your teammate asks you to use it.

    Being only 2 seconds of aura does not hinder this perk in any way. If you need it to be longer, you can bring eyes of belmont to extend it.

    There is not a single function that rapid response has that either fogwise, trouble shooter, or alert cannot do better individually.

    While fogwise does require working on a generator, rapid response requires that you walk for 24 seconds if you want to use it while not on a generator, which is a massive waste of time if you're doing it just to get a 2 second aura read. If you can't hit the great that's quite literally a skill issue. And as I mentioned before. it's very unlikely that you don't get a skill check in 24 seconds of repair. every second you repair there is an 8% chance of a skill check appearing. The probability of NOT getting a skill check in 24 seconds then is .92^24 or 13.51%. 86% of the time you will get a skill check sooner than the amount of time it takes your exhaustion to cooldown with vigil. It is literally better to run sprint burst vigil fogwise than sprint burst vigil rapid response. The synergy build is literally weaker than the non synergy build.

    edit: and the synergy build gets countered equally by mindbreaker, in theory you could hop off wait for your blindness to end then trigger it, but guess what, then after you get back on your exhaustion doesn't recharge meaning you only get to use it a single time regardless when repairing the gens (which is when it matters most), while in theory with sprint burst vigil fogwise you could hit a great skill check, get off the generator, 3 seconds later your blindness will expire than you can get 3 seconds of aura read for every skill check even with mindbreaker in play

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450255/rapid-response-needs-a-buff

    With vigil you have every ~20 seconds a free Intel drop on the killers exact location and who they are at the start of the match. I don't think this perk needs a buff, it's pretty good at what it's designed to do.

    When repairing a gen there is an 8% chance per second you get a skill check. The chance of not getting a skill check in 20 seconds of repair is only about 20%, the chance of not getting one in 30 seconds of repair is only 9%

    If you run fogwise that gives you a 6 second aura read, doesn't require vigil, and doesn't waste your exhaustion perk leaving you more vulnerable if the killer shows up to chase you. Fogwise will give you more info more often with less investment than rapid response

  • @KA149108 said:

    Nothing wrong with crows now. If your spending ages looking for the last survivor just hook the one on the ground and move the game on.

    this is not about having a slugged survivor this is about having 2 survivors hiding, it takes 12 minutes for them to get crows in this circumstance. You can abandon before that happens. Abandon feature needs to have a long time like 10 minutes to prevent abuse but even at a shorter time than it's currently set crows are easily preventable. 3 crows should take something like 6 minutes of doing nothing (much longer than the 3 minutes before the nerf, it used to be 90 seconds and 50% while moving)

  • what if I want to disarm a hag trap in the exit gate? or need to avoid getting scanned by a skull merchant drone?

  • It's a little killer sided unless you're playing in a SWF, background player SWFs with party pallets are insanely strong. I agree otherwise remote hooking and pallet breaking is generally a lot stronger than the survivor powers which are mostly minor advantages.

  • The hour count only shows hours spent in public matches and excludes certain modifers and game modes like 2v8, while steams count includes time spent in the lobby, afk, spending bp, looking at challenges, reading lore, and playing custom matches

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951370#Comment_3951370

    This amount of time is lengthened when you are moving or near the killer, although I am not certain of the amount

    It's 50% slower accumulation, though I, for my part, don't know the range in which it checks for the killer's presence.

    Though it should also be considered that long sightlines can still make it important to be patient and sneak. If you're trying to go for the rescue, even if the killer is on the other side of the map, if they spot you, your rescue is bust. So you need to wait for an opening to go for a safe unhook.

    By the time you get a single crow, the survivor on the hook will be nearly dead if you started going to the hook the instant they got hooked in that time frame

    It's 40 seconds to get the first crow, and 70 seconds for a hookstate. But also, this is missing situational context. If I finish a gen and am halfway towards another gen when I decide to go for the unhook, I've already accumulated 'AFK time' when I start heading for the hook. Even if I arrive at the hook with 50 seconds on the hookstage left to spare, I could get there with an AFK crow yapping over my head.

    Because that's also a problem with this system; it doesn't allow you to change your mind. You can't be on the way to one gen, then see a gen in another area get popped, and then decide you should be going for a different gen because otherwise you'll 3-gen your team. That's flagged as going AFK, even if you are actively participating and doing your best to help your team out.

    Interrupted actions suffer the same problem. Not finishing a heal because the killer is on the way over is also flagged as AFK. Logical, correct decisions will still get flagged as being AFK. There should just be no false positives, especially not to this degree.

    Even if someone is playing sub-optimally, this is supposed to be AFK detection, not 'you did not play META'-detection.

    According to the patch notes, the slowdown of the timer applies to moving as well as being near the killer's radius, so unless you're literally standing still it would've take longer than 40 seconds to get your first crow. Like I said none of the hypothetical situations you're posting in your post have happened to me in actual gameplay. Since 9.0 came out I've personally gotten a crow a single time, and it was for less than 10 seconds that I had a single crow before it was gone.

    I've yet to see a single clip of actual gameplay where a person getting a crow that was actually impactful on the game, and hasn't made baffling bad decisions leading up to them having the crow, and I'm not saying there aren't any flaws whatsoever with the system. Certain interactions weren't great as I've mentioned before, but my in game experience leads me to believe anyone who was consistently getting crows in their matches is just bad at survivor.

    Although It doesn't matter much anymore since they've made the system take much longer now and it now takes around 12 minutes to get 3 crows if you're moving, I just didn't think it was that big of a deal either way if you were playing well

  • @AmpersandUnderscore said:

    The crows are a huge problem with defining gameplay and removing player agency.

    Hiding is a core part of the game. If the killer is between you and the hooked survivor, you aren't going to walk directly through the killer to go for an unhook like you're brainless, you're going to walk around stealthily trying not to be seen.

    There is nothing wrong with stealth in moderation. The onlytime stealth is even a problem is when done excessively: so that's basically all they are doing and nothing else. Hostage situations have already been dealt with by deleting distortion and the 10 minute abandon feature for killers who just really really struggle with their role of hunter.

    This doesn't target extreme stealth, it doesn't even target stealth at all.

    This system has a list of 4 or 5 very specific things and says "were going to assume you're afk and not trying. To convince us otherwise, you have to check one of these 5 boxes every 60 seconds, or we punish you" .

    This system does two things that this community cries about all the time for insignificant things, but crows actually does this:

    This afk system tells you how to play, removes player agency, and has effectively deleted an entire tactic from the game.

    People have said that about camping and tunneling deterrents in the past (despite the fact that these are still meta), and these strategies are similar to hiding: situationally, and in moderation they're fine and good gameplay. It's only when used excessively that it's a problem.

    But the crowd don't take situations into account here. Nearly everyone recognizes that "camping and tunneling is basically all the killer can do in end game", and that's why those systems, perks, etc disable at end game.

    Crows doesn't take that into account, at all. Slugging for the 4k, the game is over, and at least 4 minutes of stealth is the only gameplay available to the last survivor standing.

    But instead, you get crows. It's a free kill, because punishing the player, and assuming the worst (you're just not doing anything) is how the system is designed.

    It needs to be reworked. Period.

    Because if not, then the only way BHVR can remain consistent is to use ham fisted, broad changes for the anti camp, anti tunnel, and anti slug.

    Because if, say, anti tunnel were implemented the same as crows were: a timer starts when you hook a survivor, and you have a limited time to hook a different survivor. If you don't complete one of those 3 specific actions, the survivor team gets to know where you are until you do change targets. No accounting for end game, situation, or whatever.

    That sounds awful, but that's how crows are implemented. Assume the worst of the player, dictate how they play, and punish them for not doing it right.

    And, for the record, I don't think this should be implemented in this way, for any of these tactics. Tunneling, camping, slugging, and hiding are perfectly fine gameplay, situationally and in moderation.

    You shouldn't just delete these from the game, but that's what 9.0 crows have done to stealth. It's too much, and by a lot. And it needs to be undone, so we can get reasonable measures for "anti tunneling", "anti camp", "anti slugging", and "anti hiding" that don't just delete those from the game entirely.

    Because right now, BHVR's only consistent stance moving forward is to go overboard, continue to remove player agency, and just delete the other 3 next. I think that's a bad idea. Almost as bad as them being inconsistent about which players can have agency in their game or not.

    Hiding is important, but hiding too much is straight up a bad play. Yes, if the killer is between the hook and you, you might need to stealth, but that shouldn't take anywhere near the time it takes to get crows, much less the time it takes to get enough crows for noise notifications to reveal your location. You are "AFK" when you haven't done an action considered to contributing for 10 seconds. After than it takes 90 seconds to get 3 crows. This amount of time is lengthened when you are moving or near the killer, although I am not certain of the amount, in my experience even if you need to stealth to the hook, you are granted more than enough time as long as you were doing something meaningful before you came for the hook instead of running around like a headless chicken and while moving it takes at least 1 minute to get even a single crow above your head. By the time you get a single crow, the survivor on the hook will be nearly dead if you started going to the hook the instant they got hooked in that time frame, that is far too much time doing nothing. Currently the system is a little too punishing under certain very specific circumstances mostly related to perk and killer power interactions, but in most cases it works perfectly.

    As for slugging for the 4k, I frankly do not care. The game considers hatch escapes to be "draws", and I consider a match a loss whether my team got 3kd or 4kd so I really do not care what happens at that point in the game.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951305#Comment_3951305

    I work gens injured but if I get hit with something like Friends Til the End I'm not gonna sit on a gen and wait for the killer to come get me.

    I run Small Game on my basic build for finding hexes. It doesn't take that long, but I have to sprint a lap around the map, and the sound notifications don't give me exact locations so I have to look around, and then I have to fully cleanse it. If I get interrupted by the killer hurtling towards me, or a perk that makes me scream, or Doctor zapping me, or any other potential problem, then there's that. There's also the lengthy cleanse time for Thrill of the Hunt.

    You might not think cleansing them is worth it but it's an aspect of the game, and one I like, and people shouldn't be punished for participating in it.

    Friends till the end exposed status lasts 20 seconds, nowhere near long enough to trigger crows. If you're running small game you should be able to find and cleanse the totems long before you're getting crows unless you get interrupted or the killer has thrill but like I mentioned before, cleansing hexes requiring action completion to remove AFK points is dumb and should be changed anyways.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951305#Comment_3951305

    Currently, the way it works with totems is that you only lose crows after you break them.

    I'd just change it to trigger after 14 seconds of cleansing/blessing so it takes Thrill and blessing Hexes into account.

    or they could make any progress on hex totems count like gens. Not overly concerned with dull totems not counting until completion since the killer generally doesn't know the location of dulls to defend nor will they commit resources to doing so. Although anything that interrupts actions should get rid of crow points like screaming from killer perks/powers.

  • @SoGo said:

    The main issue are perks like Grim Embrace, and powers like Myers' Tier 3, Oni's Demon Mode and Pinhead's Chain Hunt.

    Like I said power interactions are really the primary issue, but this can be pretty easily fixed. Gen blocking could be an issue too, but once again this is fixable, these perks/powers just need specific interactions to reduce AFK points when they activate but is good otherwise

    @cogsturning said:

    Sometimes you have to lay low when your exposed. Sometimes you're stuck near the killer and can't just break out in a run. Sometimes you're looking for hex totems, which is how I'm getting crows. As a very active partcipant who doesn't hide unless I absolutely must, I'm hella embarrassed showing up to gens with crows.

    Getting crows for actually interacting with a hex totem is dumb, touching hex totems should remove crows even if the interaction isn't complete, but simply running around the map looking for the totem is totally deserved, most hex totems aren't worth spending minutes searching for nor are they such an immediate threat that you can't stop to do a gen if you don't find the totem relatively quickly. Devour is probably the most imminent threat, but the killer has to get several hooks before it even becomes a problem. Very few exposed status effects last long enough to give you crows, nor is being exposed/injured a good excuse to stop participating complety in most cases. Doing gens while injured/exposed is okay.

  • Incentives can be weird because of MMR splitting matchmaking essentially into separate buckets, I believe the incentive system does somewhat account for this, but under certain circumstances there can be a mistmatch between the incentive offered and matchmaking time because no matter what role you play you're being put into an overpopulated bucket based on your MMR

  • It only counts time actually in a match, not lobby time or time spending bp

  • "bully squads" are 90% a matter of just being worse than your opponents. They rely on tricks that will only work on an ignorant opponent. As you get better at the game it becomes a non issue. The remaining 10% is bad matchmaking and people who throw their matches in order to keep getting new and bad players as opponents, but there really isn't a way to nerf them in a way that doesn't negatively impact good faith players.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936878#Comment_3936878

    I've not seen a lot of Killers do this when I am Survivor, though it certainly does happen.

    That's my point, it's pretty even for survivors and killers. You're a little more likely to have an opponent interact with you with you in general when playing killer simply because there's 4 different people to possibly interact with you but generally speaking the quality of the interaction you have is roughly the same whether you're playing killer or survivor in my experience, and therefore you could say the same exact thing about killers that OP has generalized about survivors

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936876#Comment_3936876

    Lets ignore the flaw that its relative strength will determine its use.
    Humor me, How many people need to use a perk for lets say a month before its considered worth buffing for you?

    I'm not saying they shouldn't buff it I'm saying your suggestion isn't a strong enough buff. Consider even small numbers buffs have to essentially fight their way through corporate bureaucracy before they see the light of day in game, so even small changes take time and effort to get implemented. If they're gonna buff better together they need to buff it in a way that actually matters

  • Why do killers say "GG" or "EZ" when they win, but say nothing when they lose?

  • The problem is that even if the range were mapwide it would still be a bad perk, so why bother going through the effort of buffing a perk that's still never gonna be used. If they do buff if it, it should be more than that. There's too many perks and they add new ones that are also bad too quickly for them to take teeny baby steps with buffing perks as bad better together.

  • @TragicSolitude said:

    I don't think most PC players would wait for console players to type out a response. Chat would probably mostly be PC players talking at console players, and there's a good chance it wouldn't be nice. This game is the entire reason I turned off messaging on PlayStation.

    MnK support is coming to console soon though so people will be able to type quickly once that comes, although the chat feature should be on a toggle thats default disabled.

  • @OnryosTapeRentals said:

    While we're on this topic, reduce the size of ALL invisible barriers in this game. There's so many spots where you get needlessly screwed over because there's an invisible barrier that serves no purpose.

    They recently added invisible walls to the tables in Dead Dawg Saloon (same as they did on Mother's Dwelling years back), preventing you from falling onto them and causing you to sometimes snag when dropping off the balcony. And what even for? Standing on the tables there wasn't causing ANY kind of balance issue. Both survivors and killers could get on top of it, and it was low enough that killers could still down you without even having to mount the table.

    These kinds of things just waste development time and stifle fun.

    They blocked the tables because skull merchant could put one drone on top of the table that could scan basically the entire inside of main and in order to hack it a survivor has to run all the way upstairs and drop down.

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