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SmolBlob

SmolBlob

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  • The game can't tell if it's intentional or not. Also the only way you get that long of a timer is if you nonstop DC. If you have that bad of an internet connection and you decide to queue up anyways knowing you might crash and ruin the game for everyone else, that is your fault exclusively.

  • What if instead of punishing people for playing with their friends, we give solo queue better info and communication tools so it's less miserable for them?

  • It's kind of pathetic how quick people will jump to out themselves with such lousy excuses.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361470/since-when-was-playing-the-games-you-queued-up-for-a-controversial-ask

    Awwwww. Gwandpaw is angwy.

    Think about this Gwamps: YOU KNOW what makes players quit. I’ll spell it out anyway: OP builds, cheap killer play, bad teammates. This is probably 80% of the reason for quits. I’ll say the other 20% is being petulant because they got found early or didn’t like the map or didnt want to face their 5th Wesker in a row… So about that 80%, and getting back to the fact that YOU KNOW this is why players quit… if killers want to minimize quits:

    • Stop loading into games with OPAF builds (Nurse, Blight, your “magic build” on other killers where you run your map and the best perks and addons that make you damn near invincible)
    • Stop running lethal pursuer with an extreme mobility killer that downs someone in seconds and then steamrolls with BBQ or whatever
    • Stop camping and tunnelling and ruining peoples games because you want to be as oppressive as possible vs a team that is likely a bunch of mismatched solos already at a disadvantage.

    Solo survivors are sick of being reamed sideways because killer players are getting spoon fed wins. How easy is it to find survivors now? Every killer has access to like 100 aura perks and addons. How many killers have extreme mobility? How many have “magic builds” where they’re pretty much guaranteed a win? Killers have 100 ways to 1 hit now and slow down gens and find survivors, often simultaneously with one perk doing multiple things. Meanwhile any concept of survivor stealth is GONE. It’s all just about running and trying to get gens done fast which is damn near impossible with OP extreme mobility killers running aura perks and gen slow downs vs a ragtag team of mismatched survivors.

    Solo survivors play as one post above described: they join hoping for a fun game. But when faced with OP BS and/or horrible teammates they often leave and move on to try and find a fairer match. So take some responsibility and play fair. BHVR isn’t going to do anything to help the situation so try looking at how YOU contribute and change THAT and see what happens.

    Not reading that. Not sure why you're trying to make irrelevant excuses that don't justify quitting.

  • @Chaos999 said:

    While I don't endorse DCing nor I do it, unless I genuinely have a real life reason to, it's really not that hard to understand why those who do it, do it.

    When a DC prone player queues into a game, they do so with the expectation of having a fun enjoyable match. This mean that under the correct circumstances they can and will enjoy playing DBD, likely to a greater extent than anything else they could be doing instead.

    Once the match starts their reasoning is as follows:

    1) the games goes as I want: stay, play the game and enjoy.

    2) the game does not go as I want. Suicide (ideally) or DC, then immediately go into another match they might enjoy.

    See? They actually waste less time doing something they don't enjoy, and more time having fun matches (for them).

    Is this an incredibly selfish and immature thing to do? Yes it is.

    Can we judge them for it? Yes we can.

    Do they care about the last 2 things? They do not

    Can we make them care by making threads about or any other way? No, we can't.

    All that is left is acceptance. Ultimately what goes, can come too. Those with the mindset to see things to conclusion do so because they get satisfaction from it, regardless of the result.

    Not being able to "handle" the fact that those we play with might not care about us (or anyone else) and might do things we dislike is also a fault in my opinion.

    And the only alternative to that is to Play with SWF.

    And removing the hook suicide option so there is no stupid loophole around the penalty.

  • @Seraphor said:

    Even if it gives an advantage, it's not a major one, it's one that benefits lower skilled players more than higher skilled players (those who aren't good at dealing with 360's etc.), and it's just the sort of 'counter buff' to tackle the increased efficiency survivors will get from the new action icons.

    Killer is simply uncomfortable and disorienting to play with 87 degrees of view. Expanding it to a more comfortable range via a slider is a much needed QoL change, motion sickness or otherwise, and now is the perfect time to implement it given the sort of survivor buffs that are coming.

    Also it opens up the avenue to rework tremendously outdated perks and functions. Like how flashlight blind angle should be a static capped 90 degrees or so instead of based off FOV, Shadowborn is a blatant fossil, and so is Monitor & Abuse's FOV function.

  • People calling themselves high MMR will always be hilarious.

  • @Ayodam said:

    I mean it’s a video game. It isn’t a hot new exclusive elite club in Hollywood. Players aren’t signing blood contracts to get into it. It’s a *game*. No one ‘agrees’ to do $#!% but play until they don’t want to play anymore. If you’re that upset with people expressing autonomy by making decisions you dislike in a video game, play with a SWF. If you’re queuing up as killer, who cares if they die early on hook? You still get credit for the kill, which is the most important thing to killers anyway. In the end survivors aren’t there for a killer’s entertainment just like killers aren’t there to be a plaything for survivors.

    It's adorable you think this excuse is even remotely relevant. No one cares if you don't want to play anymore. If you aren't willing to play out a game fully, you should never have queued up in the first place. That is 100% solely and exclusively your fault.

    And newsflash~! Some killer players actually want a game where people are trying to play out the game. Amazing, I know, right? You are free to ragequit whenever you lose the maturity to continue the match. But you should not have a loophole to bypass the penalty that exists specifically for ragequitting. Want to drop out? Then take the penalty you deserve and sit out so you don't ruin any more matches for a bit. :)

  • Unfortunately, there will be pathetic and selfish players with equally pathetic and selfish excuses for their behavior. The ability to suicide on hook needs to be removed entirely.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320546#Comment_3320546

    Very much this. Punitive measures aren't gonna do the trick. Positive reinforcement is the way to go. - And a survivor has zero incentive to stay if the forst two minutes of the game go badly. They'll depip anyway. They'll not get a sufficient amount of BP. They don't get a sufficient amount of exp (aka progress toward shards).

    Only thing I'm not sure about is the uncapping categories. - i think it might be better to add score events to categories so that actions in one category can at times carry over into another (similar to how being in chase gives you some points in lightbringer if gens get progressed while you're in chase).

    Most important point is the 4v1 3v1 situation though. The one thing that makes me immediately not want to play a game is if it's a funny killer who wants to make it 3v1 asap.

    It's almost like there's a reason almost every single multiplayer game that does well has punitive measures for immature players that would ragequit and ruin other peoples' matches.

  • @I_CAME said:

    Survivors DC because they know they're immediately going to get tunneled which is the case more often than not. Killers have no chill with regards to strong perks and cheesy tactics these days. People would rather just DC and hope the next game is goes better for them.. You can't really counter it without being extremely good at looping which 95% of survivors are not. It's made worse by not having a good anti tunnel perk anymore.

    That doesn’t justify it.

  • @durag_demon1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320918#Comment_3320918

    1. Rebuilding pallets would help survivors always have resources to go against the killer... sense we don't have weapons .. pallets is all we have.. ya keep saying balance this game will never be balance... the fact that Killers have 3 tiers of bloodlust shows this game will never be balance

    2. Slowing the killer down would be fun and it would cause the killer to have rethink his strategies... thus making the game more exciting Same with a duplicate

    You are not always meant to have resources. Windows are reusable, pallets are not, which is how they’re balanced.

    Fun doesn’t warrant bad design or overpowered.

  • These would be a balance nightmare. Pallets are balanced around the fact they can’t be rebuilt. And an on-demand killer slow is busted. And same with the duplicate.

  • The easier solution is to just make hook suicide impossible in the first place.

    Make self-unhooking only possible with Deliverance. Slippery Meat/Luck get reworked. Struggle phase skillchecks only count for Bloodpoints.

    Problem solved. The rabid entitled defenses of suiciding on hook in this thread are pathetic. Don’t queue up if you aren’t going to play it out.

    "They’ll just AFK or sandbag instead" Oh nooo, whatever will we do? I can’t believe they ruined the match by AFK/sandbagging instead of… ruining the match by ragequitting. Oh nooo, so much of a difference! AFK should be given DC penalty anyways. Sandbagging is outright bannable already if you’re too obvious.

    "It’ll kill the playerbase" Yep, which is why every other big game with proper DC penalties and no stupid loophole around it is dead and no one plays it. Imagine parroting a point so blatantly laughably incorrect.

  • I agree, I’ve been killing all 4 survivors in under 5 minutes most games on most killers. Wait, did you mean survivors finishing gens and being out in 5 minutes?

  • Why do killers slug for the 4K? Because it’s strategically stupid to not if you’re trying to ensure the highest odds possible of the fourth kill. If you don’t want killers to slug for the 4K, rework the hatch to not make the smartest strategy to get a 4K being slugging for the 4K.

    1. She already has counterplay even before the nerfs
    2. The difficulty in Nurse comes from mindgaming survivors who are experienced at mindgaming Nurse
    3. Removing any character ever is a terrible idea that alienates the playerbase
    4. Full reworks are also a terrible idea that alienate the playerbase and destroy the identity of a character, which is why the Freddy rework was such a disaster
    5. Even at the most recent release on pick rate data, Nurse had just over 5% pickrate.
    6. "Some" perks? Do you have a source? Because if you mean Awakened Awareness, that perk was already terrible even before its nerf, and Nurse wasn’t the only reason.
    7. If an interaction with a single perk is enough for you to call a killer ridiculous and a problem, then do you also view Legion and Plague the same way for being the prime culprits behind the Thanatophobia nerf?
  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319809#Comment_3319809

    Ok question why do you care one bit? You are stilling getting your kill why does me not wanting to waste 4 minutes bleeding out make you killers just see red?

    I don't know where you got this weird idea it makes anyone "see red". I expect people to play out a game they queued up for, regardless of side or what happens in the match (with the exclusion of cheaters and genuinely game-breaking bugs like being permanently stuck in a hill).

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319729#Comment_3319729

    idk DBD is the only asymm game I’ve seen with this issue. I’ve often wondered why people who queue as survivor are so inclined (more so it seems after patch 6.1) to quit a match in some way. What’s really interesting is that these players often play other asymm games and do not behave this way. It’s got me thinking there may be something about the survivor role experience in this game that encourages game quits.

    Yeah gee I wonder why a penalty-free loophole to ragequit gets abused by immature players?

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319531#Comment_3319531

    Take your l and walk away? Man you are stuck in wins and loses. Go touch some grass man it isn't healthy being in the mind frame about everything.

    Back on subject maybe a suicide button would be a nice compromise for all parties.

    If you want out of a game early, DC and take the penalty you deserve.

  • Or you could just kill the fool that decided to hide that close to a killer instead of working on a gen.

  • @SkeletalElite said:

    There's no point, have you ever unhooked someone trying suicide before?

    They just go afk, it wont make a difference.

    AFKing is against rules and potentially bannable.

  • It’s incredible that "play out a game you queued up for" somehow manages to be a hot take in this community. How absurdly pathetic.

  • Him spending the time to shock you slows himself down, meaning he loses distance, and you only lose "future" distance you didn’t gain yet.

  • Closing the information gap between solo queue and SWF

    Reworking and rebalancing most of the maps in this game

    Making Bloodweb leveling instant

    Making it impossible for survivors to hide and take the game hostage

    Making hook suicide impossible

    Kicking AFK players and giving them the DC penalty

    Reworking several aspects of the game flow itself to actively reward playing without tunneling/camping to lessen their value as necessary strategies

  • LMAO at the people defending ragequitting. Oh nooo, they might sandbag instead and ruin a game… that would have been ruined anyways from them ragequitting. What an utterly stupid garbage argument.

    Sandbagging can get a person banned from the game outright if it’s too obvious. Disconnecting gets a player temporarily banned from queueing up. Suiciding on hook is a way to disconnect while dodging the penalty meant for disconnecting.

    "People should be able to ragequit without penalty" isn’t the argument you think it is.

  • No thanks, to hell with them getting more money.

  • If hook grabs were removed, unhooking needs to be uncancellable, and unhook speed bonuses need to no longer exist. That way, it is a guaranteed trade, rather than trade OR denial entirely of the unhook. Otherwise, it means survivors are actively rewarded for divebombing hook because they’ll just take the hit and then run off and someone else unhooks or takes a hit for them. Which is an awful idea and majorly abusable.

  • @Dark_Alex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319130#Comment_3319130

    Was the game a smokehouse simulator from the very beginning? I don't think so.

    The meta leveling update showed that certain aspects of the game might not work as expected, so your argument doesn't count.

    You might as well say that the generator should be repaired in 60 seconds, because it was like that from the very beginning.

    Your argument would hold water if it wasn’t for the fact BHVR rebalanced and redesigned the game around chase years ago.

  • Can you just list the ones you changed so it's easier to tell what your ideas are?

  • @Sparxlost said:

    these changes would fix the two main issues with nurse as a killer....

    one it would reduce the skill gap/requirements for people playing nurse as giving chase without having to use her power would be easier.. thus not forcing player to practice perfect and precise blinking, and rather for them to play the Nurse as they would any other killer....

    two it would reduce the ability of people who do have perfectly precise blinking to be a very obvious counter to survivors all on their own....

    without perks, nurse mains are the most powerful killers conceptually due to her power being so good.. throw perks into the mix and she is the essence of imbalance.... i dont think it is a perk issue it is a nurse issue....

    That implies there is an issue with Nurse.

    There's nothing wrong with having more difficult characters to pick up. Nor with having more difficult characters to master. Variety in level of ease to pick up and/or master is a good thing. Accommodates for different types of players.

    Even the world's best Nurses can still be beaten just fine (by survivors of the same level).

  • Friendly reminder that tunneling, camping, and slugging are strategies that the devs have acknowledged and balance this game around. To make DBD not reliant on those, the game would need some fairly large sweeping changes.

  • Friendly reminder that BHVR has stated before the reason hatch exists is to prevent an endless hide-and-seek. Not for it to be a good chance of survival for the last survivor.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317789#Comment_3317789

    You mean the same mindset the killer walked into the game with by knowingly using a perk and strategy that makes the game miserable for 4 others?

    Your ant doesn't want to be burned by the magnifying glass anymore. So he's the jerk in the scenario... Killer mind at work.

    Throwing is against the rules.

  • I think it would be interesting if BHVR tested out the following:

    1. Basekit Endurance after unhook changed to invincibility + collision removed (to prevent bodyblocking for allies) for 15s as long as Exit Gates are not powered. If Exit Gates are powered, is Endurance + collision removed.
    2. Hooking a survivor that isn’t the most recently unhooked one gives an additional reward
      1. Maybe like IDK, automatically damages most progressed gen by X%/damages all gens by some lower Y%/etc.
    3. Leaving 24m or so area of the hook gives additional reward as long as you stay out of those 24m UNLESS you’re in chase
      1. Maybe like IDK, basekit temporary Ruin-like effect to reward pressuring survivors off other gens, or BBQ aura style effect to give next place to chase, etc.
    4. Nerf/readjust slowdown perks and whatever else necessary to match
  • Just rework hatch so it prevents survivors from hiding/incentivizes killer to kill the third ASAP:

    1. Keys no longer open hatch
    2. Hatch now can only be opened by someone who fulfills the conditions (detailed below)
    3. Hatch can now spawn at 2 survivors left, but only appears after at least 1 fulfills the conditions
    4. Hatch spawns closed
    5. Hatch only works for the first person and will vanish after and start modified EGC (detailed below)
    6. Special Endgame Collapse: Gens will stay repairable and Exit Gates will not be powered unless the last survivor fulfilled the conditions OR all 5 generators have been repaired

    "Proper conditions": Once 2 survivors are left, each survivor has a personal goal to obtain 90 seconds (number subject to change) of repairing, healing, or chase. Unhooks count as +20 (number subject to change) sounds towards that 90 seconds. Doing said 90 seconds counts as fulfilling the proper conditions.

    This means for survivors, hiding and doing nothing hoping for hatch/Exit Gate means you LITERALLY can't use either of them to escape. This also means for killers, they want to kill the third ASAP, since one of those 2 will now be able to escape at 2 survivors left if they get those 90s and find where hatch spawned. And if killer found and killed both before either could get those 90s, then it means killer did better than both of the remaining two. So certain death at that point.

  • This is why hatch should be changed so it incentivizes survivors to repair and killer to kill the third ASAP.

    1. Keys no longer open hatch
    2. Hatch now can only be opened by someone who fulfills the proper conditions (detailed below)
    3. Hatch can now spawn at 2 survivors left, but only appears on the map after at least 1 of them fulfills said conditions
    4. Hatch spawns closed
    5. Hatch only works for the first person of the 2 to use it. Will vanish after someone uses it. Starts modified EGC after someone uses it
    6. Endgame Collapse is changed. Gens will stay reparable, and Exit Gates will not be powered unless the last survivor fulfilled the proper conditions OR all 5 generators have been repaired

    "Proper conditions": Once 2 survivors are left, each survivor has a personal goal to obtain 90 seconds (number subject to change) of repairing, healing, or chase. Unhooks count as +20 (number subject to change) sounds towards that 90 seconds. Doing said 90 seconds counts as fulfilling the proper conditions.

    This means for survivors, hiding and doing nothing hoping for hatch/Exit Gate means you LITERALLY can't use either of them to escape. This also means for killers, they want to kill the third ASAP, since one of those 2 will now be able to escape at 2 survivors left if they get those 90s and find where hatch spawned. And if killer found and killed both before either could get those 90s, then it means killer did better than both of the remaining two. So certain death at that point.

  • That is on purpose. It is meant to make it harder to hear other sounds.

  • People really complaining about hug tech, lmao. It’s weaker and easier to counter than standard bump logic. BHVR’s announcement they plan to eventually remove it is unhealthy. Removing fun gimmicks is how you alienate the playerbase. Even if it WAS a balance issue, which it isn’t, it would be better to balance around it as a result.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318286#Comment_3318286

    I literally never see anyone holding me or anyone else "hostage". It is a non issue.

    Just because you never saw it happening doesn’t make it not an issue. Others do. And even if it’s rare, more than 0 is too much.

    @LilKingfish03 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318288#Comment_3318288

    I feel that being forced to wait motionless until you've gained idle crows is still not a great solution. You would still be stuck for a full 60 seconds before being able to "free" yourself. If being stunned for half a second feels bad, how does being held hostage for 60 seconds feel?

    As for the 'not running' requirement, what if instead you could only shove a survivor that currently has an increasing idle timer?

    Hmm, would be willing to see it tested on a PTB.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318283#Comment_3318283

    You seem to never have gone against someone who pursues a hard 3gen strategy.

    "Four survivors means one of them can take turns leading the killer on a useless goose hunt where they run super early and play things hyper-safe while all 3 gens progress." ---------- That's the part that never happens if a killer wants to 3gen.

    They don't follow someone who runs early. They just go and kick the gen and then check the other two. - If someone gets greedy and they get a free hit they take that - but they won't "chase" for more than ten seconds.

    That's precisely why it is so obnoxious to go against. - Granted, some killers/maps are especially suited to it - but those are the ones who typically do it.

    Okay so then the survivor they quit chasing after 5s gets back on the gen and immediately undoes the generator regression and progresses it again. Congratulations, the killer achieved worse than nothing because the other survivors progressed the other generators and they didn’t get any meaningful regression on this one.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318273#Comment_3318273

    Ah, okay - that Peanits post is pretty conclusive.

    The cap thing is tricky, because it used to be stricter, but people complained that their matches were too sweaty and their queues too long, so they relaxed it.

    Heading home shortly, will ask Ryuga about that 150 wins Legion streak you said he did. Very curious if he's got some videos from that era, as that's pretty incredible - considering the only similar streaks I can think of either involved someone deranking or playing much stronger killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318262#Comment_3318262

    Nah. That's also not the sort of 'vent game' I'm referring to. It's more along the lines of 'okay, well that last game I played a chill Demo with a flan into a comp squad who were jerks, so I'm going back to my stacked Blight'.

    The cap thing is an issue that multiple games have, yeah. The percent of players at a given level continuously shrink as you move into the high levels. And then the dilemma is making their game queues take forever, or making people who would absolutely 1000% get stomped by these players have to play against said players. I think another part of the issue is because DBD has a smaller playerbase. Games like League suffer this too but to a lesser extent since a massive playerbase and more of the top players too.

    Didn’t realize that’s what you meant by vent game. Then I think it’s fine. I thought you meant like Bubbacamp and hit on hook.

  • @LilKingfish03 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318274#Comment_3318274

    I understand what you mean by stunning feeling bad. Which is why with the idea in this current state could leave the stunning survivor open for retaliation; they have to be moving slowly to activate it; they have to complete the shove animation; they are now exhausted. It would be similar to stunning an Enduring Killer with a pallet on the same side as you with no Dead Hard to save you, which is why squaring up with the killer would still be a major risk.

    But your point does still stand: being stunned feels bad. What is your opinion of the primary purpose I proposed; moving a player that is holding you hostage?

    I think an easier method would be is that people who gain AFK crows lose collision. So if you’re being held hostage for a bit, stand still and then go through them. And because all that they’d have to do to prevent being Shoved is run around in place but still keep you trapped.

  • People don’t seem to understand. A 3-gen is an advantageous position for killer, but it is absolutely an indefensibly losing one if the killer does it while 3-4 people are alive.

    A killer in their full power can only be in one place at a time. Even someone like Knight sending Guards isn’t a full equivalent because they operate under preset path + basic AI + restrictions like time limits.

    If 3 survivors are alive (eg killer is defending from start of the game), one gets on each of the 3 gens in the lockdown. Every single gen is being chipped at. Even if a survivor messes up and goes down, that’s two other gens being heavily progressed. One of them goes to save the other and get back on the gens while the third leads them on a goose hunt.

    If the fourth survivor is alive because killer is defending it from the start of the game, it’s an actual joke to crush. Four survivors means one of them can take turns leading the killer on a useless goose hunt where they run super early and play things hyper-safe while all 3 gens progress. Killer will be forced to waste a lot of time for that chase, or give up and go back, at which point the survivor will get back on a gen. Even if a survivor messes up and goes down, that’s all 3 generators being heavily progressed. One of the three other survivors goes to help them and get back on gens while another leads the killer on a goose hunt.

    The fault is on survivors that don’t do this/don’t know to do this. Yes, you can’t control what your solo teammates do. But them not knowing how to prevent a 3-gen or not doing so is their own fault. AKA, for a 3-gen to happen, ESPECIALLY from the start of the game, means at least SOME survivors are at fault.

  • I’m against the latter portion. Certain breakable walls are problems because they create issues on loops and one of them makes a loop an infinite. And an on demand stun is unhealthy.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318024#Comment_3318024

    • Okay...but that's not what we're talking about. 'Good' does not mean 'MMR capped' either.
    • Raging_Ryuga did a 150 win streak on Legion with weird perks pre-rework? I literally can't find any mention of this whatsoever...and it's something you'd think people would be all over. Let me see if I can get ahold of him on his Discord when I get back in, because that's amazing.
    • Which BHVR posts?
    • Okay...but that's not whataboutism.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318012#Comment_3318012

    1. Killers can't play in an SWF. Although that would be sort of fun.
    2. Playing mean - yeah. Tunneling someone out, running strong perks and addons etc. Basically the opposite of playing chill.
    3. Okay...
    4. -
    5. Because for some reason people like to compare this to camping.
    6. Generally, I see strong players run 2-3 regression perks, with the goal being to layer them.
    7. I'd love some better chase perks.
    8. -
    9. I'll be doing the survivor version in due course.
    10. -
    11. -
    12. Shrug. Both are obnoxious.
    13. I agree. But it's sort of inevitable.
    14. -
    15. I don't think that killer has ever been considered the power role.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318138#Comment_3318138

    I'm generally a Cheryl or a Feng, actually :)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318087#Comment_3318087

    1. That's...not what I'm saying at all. I'm saying that we need to come loaded for bear because we might be facing an SWF next, even if it seems like overkill against solos.
    2. I don't think the majority of human beings can do that at all, and even those that can struggle to do it well. Hell, even Otz loses his cool once in a while.
    3. Shrug. Once again, you can't blame someone for getting irritated at irritating behavior.
    4. What? Yeah, no. Passing up a chase against someone vulnerable is how you can lose a game right then and there.

    An explanation isn't an excuse. And I'm not saying me. I'm saying 'this is what people are like'.

    Soft capped doesn’t mean good, but good players are among the soft capped players. BHVR also mentioned this on a Q&A stream that there were a small portion of people who had like 3000 MMR and had to be matched with worse players so their queues wouldn’t take literally hours.

    BHVR Posts:

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006823#Comment_1006823

    It is, yes. Blocking someone in a corner is just one of the ways it can happen.

    EDIT: Specifically if they're making no attempt to finish generators, and the hatch isn't available (so you can't close it and start the EGC).

    @Mandy said:

    I think the question to this has been answered many posts prior to this, but I will emphasise - Not participating in normal gameplay can result in a ban and taking the game hostage is not normal gameplay.

    Video evidence is required of course and an in game report also mandatory.

    Furthermore, the Game Rules posted on this forum ARE the Official Game rules, please do not doubt that, it's something we've made clear many times before. And it's a players responsibility to make themselves aware what is in these rules.

    @Peanits said:

    Struggling on the hook is not taking the game hostage, first of all. It's only considered to be holding the game hostage when it's indefinite or for an extended period of time. The longest you can stay on a hook is 2 minutes (+34 seconds if you happen to have Camaraderie).

    Beyond that, nobody is allowed to take the game hostage. Whether that's survivors crouching around in corners refusing to touch generators to drag on the game for half an hour or a killer blocking someone in the corner and refusing to kill them, it's reportable either way.


  • @WesCravenFan said:

    It's almost like lower skill players don't wanna deal with your nonsense.

    I don’t know how to break this to you. Prestige has literally nothing to do with skill.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317840#Comment_3317840

    • Zuh? That's...not how literally anything in this game works. No, in a game with SBMM, 'good' is relative. At your MMR, you could get put up against 4 decent solo players, or those same 4 players in an SWF. And SWFs...have, what? 15-20% higher chances of escaping. Skill is important, naturally - but all things being equal, you should be playing against people who you need your best to beat. If you aren't, then you're deliberately playing chill - or the SBMM system pooped the bed.
    • 150 game winstreaks on..pre-buff Legion? On a meme build/adept? That sounds like a fascinating watch - where did you see this? I just did a search and the closest I'm finding is Otz on a 50 game streak. Before SBMM. And that was with the nastiest build he could muster at the time.
    • You...play the exact same when you're annoyed?
    • Again, even if it's circumstantially bannable - wouldn't you find some anecdotal 'I got banned' threads?
    • I'm...not sure if you understand what that word means. A counter-example isn't a whataboutism.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317839#Comment_3317839

    1. Sure. And similarly, playing killer doesn't mean you are good. I'm saying that SWF get no MMR changes, so you could be playing against 4 decent solos or those same solos in an SWF - which does confer a pretty big statistical advantage. And sure - but that's not relevant.
    2. I'm not saying 'I do this'. I'm saying 'this is how people are, and you need to keep it in mind'.
    3. What sort of answer do you expect to get, exactly? 'Oh, I'm very very sorry, what's your Paypal?'. Yes, I'm being facetious, but it really just comes over as sour grapes.
    4. I'd say it's at least half and half, based on both the QQ I see in postgame and the QQ I see on streams. I think ol' Otz even had a video called 'Tunneling everyone at the same time' based on this.
    5. -
    6. That word - most - is the key. And...as I said, there aren't that many attractive options elsewhere. STBFL doesn't work on a lot of killers, really. PWYF? Starstruck? Agitation? Enduring? Either pretty meh or extremely circumstantial.
    7. There are. But you usually only need 1, maybe 2 with LP. Otherwise you're mostly getting the same info from multiple sources.
    8. -
    9. There is, but not likely in the way you think. SWF and solo...you aren't really going to be able to balance around both. So you need to balance around SWF, while helping solos where possible.
    10. I love a good chase. But if you annoy me, yeah - bye bye.
    11. You'd be surprised how often I get called sweaty or unskilled for getting two kills in the endgame.
    12. One is over in 4 minutes, max - and is, at the very least, on the devs rader in a big way. The other can go for 30 minutes. These are not the same thing.
    13. They aren't. But they are likely willing to hold up precedent when survivors complain that their complaint choice of the week hasn't already been nerfed.
    14. -
    15. Eh...giving the killer an extra hook at 1 gen isn't going to snowball the game, or even giving them a few extra hits at the gate. I'm saying that mannered play informs mannered play.

    MMR is more reliable than rank-based matchmaking was but still inconsistent, and for players above the softcap, they get matched with worse players just off the fact there’s not enough people at their own level for queues to be quick.

    Raging_Ryuga did it on his Twitch channel. It wasn’t even a formal winstreak attempt. He just was playing and noticed he hadn’t lost in a while and decided to see how long he could keep it going, but didn’t bother going super all out for it. He did games where he did serious builds, but also games where he ran only Legion’s perks, and games where he did only meme builds, and all of this was on pre-buff Legion. And in doing so ended up getting 150.

    I’ve gotten past the point of tilting in DBD to the point it affects gameplay. Even for the things I complain most about on these forums, they don’t tilt me in game, I just think they’re issues that need to be addressed.

    Multiple official BHVR posts that state it can be potentially bannable is enough evidence for me. Also a reminder that ban appeals or talking about previous bans and so on is against forum rules. So of course you won’t find much.

    I called it whataboutism because people being stupid about defending ragequitting or making dumb complaints about tunneling/whatever doesn’t make things like taking out frustrations on a completely new innocent lobby of players not also stupid.

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