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StarLost

StarLost

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  • @Sofi said:

    I'm so tilted, I played like 10-15 games today as soloq and I didn't escape once, I'm always either camped, tunneled, left on hook by brain dead teammates or downed in 10 seconds by 10k hours nurse. This is such a garbage game......

    I've had a 10 game losing streak as survivor, and yes - it can be a bit disheartening.

    Eventually your MMR will even out and you'll be facing killers more your speed.

    Solo queue is due some buffs, and we'll see what'll happen with the massive overhaul the game is getting soon - but it's going to have to be done very carefully so that killers don't end up eating dirt against SWFs.

    That said - yeah. Just take a break. A few days. Play a different game to clear your head (I'd recommend The Riftbreaker, my GOTY for 2021).

  • @ElizaSteph said:

    Every time I see a post about a surv complaining about a killer perk like noed, I always see killers bring up the same four perks as a counter response. Ds, bt, unbreakable, and dh. Now I definitely see how dead hard is a fair comparison or at least understand their pov because it does deny fair hits most of the time and overall I can see why they argue that if noed is unfair so is dh.

    I, however, cannot get how bt, ds, and ub are in the same realm??? They’re always brought up when killers discuss unfair perks as counter points but I genuinely don’t understand how these are unfair. They always call them second chancey and a back up for bad plays, but the perks are made to counter otherwise highly difficult situations to escape from.

    They’re in the game to make a certain game play style more fair for the other side bc other wise being tunneled and camped would have no legitimate counters, and this is even more true for solo que. It would be nearly impossible to get saves and escapes semi regularly if they weren’t in the game.

    And all of these perks can be played around as long as your play style isn’t hard tunnelling and camping. And even then a good bit of the time they don’t help much depending on the killer. Ds? Only used once with a short timer and if you go for the unhooker you don’t face any consequence. Same for bt. Go for the unhooker and you’re fine? Also, on highly mobile killers these counter perks do not do very much to help and only become majorly viable in endgame. Plenty of blights and spirits have still mowed me down a few seconds after a ds stun before I could get to a gate, and fast killers like that can tank a bt hit and down you right after with little recovery time. On slower killers who can’t shoot projectiles I can understand the annoyance at end game more, but it still isn’t very difficult to avoid those perks if you don’t aggressively tunnel and camp. I’m not saying those strats aren’t fair or are toxic, but I am saying they only should be allowed because counter play exists against those strats within these perks.

    Same for unbreakable. It doesn’t stop you from slugging, it only stops you from slugging for an immense amount of time before you face consequence. What reason would one have to slug for approx 25+ seconds when objective is to get hook sacrifices? That’s plenty of time to chase someone away in case of a pallet or flashlight save. It stops killers from bleeding out lobbies or preventing the other side from having no counter play for killers refusing to hook and denying saves.

    If all of these perks were gone, what would you recommend to do to escape a face camping/hard tunnel situation? Or even have a CHANCE to escape? Letting the others gen rush while someone takes the L and dies because there’s no chance of a save isn’t fair at all.

    Yes it’s true they can be abused, but a lot of perks can be abused. Star struck on nurse with infectious can easily give a good player a three man down because of her speed if she felt like it. Make your choice on a hag makes camping so rewardable especially with the add on that allows her to chose where to teleport without having to have traps triggered. Depending on the player and the build and the map many perks can be abused.

    My point is these perks are always called unfair for killers during any discourse about broken or cheap perks when they have counter play and, depending on the killer, hardly work.

    I genuinely don’t understand why these are always brought up as stupid and unfair and on par with cheap perks like noed and dead hard. They aren’t there to reward mess ups and bad plays. There are hook states in the game for a reason, survivors aren’t expected to never get hooked. So why should getting downed once automatically mean they shouldn’t have a way to avoid getting targeted immediately after a save? Why shouldn’t teammates have a way to ensure someone getting saved can last at least 10 seconds afterward?

    I hear stories about bt saves with ds in the killers face to be annoying and all of that, but I rarely see this in my games? Survivors usually don’t do that unless the killer is actively camping, because our whole objective is to survive and willingly getting those saves just risks dying.

    Plus you don’t get any points for unsafe rescues? There’s no real motive to do this besides being toxic, but that doesn’t tend to end well on our part anyway and because of that I don’t see any of that “oh well they unhooked in my face before I could even leave the area so I downed them” nonsense. I’m sure it happens and plenty of lower rank players have probably done it out of lack of experience, but in my mmr it doesn’t happen commonly at all.

    The only answer I could think of is that the people who hate these perks are people who solely play with a camp and tunnel style. But I don’t wanna assume all killers who say that only do so bc of that play style, because it seems unlikely and that’s a narrow minded view to have. Surely there’s more reasons. So if any killers who don’t tend to play like that have an answer for why they hate these perks anyway I’d be happy to try and understand. Sincerely.

    It's because all of these occasionally result in 'stars align' bullcrap moments where they suddenly serve a purpose far beyond their intended use and feel frustrating.

    For instance - I'm playing Hag. I hook a Meg, running DS. A David, running BT unhooks her. She proceeds to bodyblock for the David, spamming her flashlight, then runs through all my traps, disarming them. I chase, she jumps into a locker and I either have to leave her and she DS's me. I'm not trying to tunnel, but she got to use both of these offensively and there was literally no way for me to counter them.

    Unbreakable...I'm not a slugger, but at super high MMRs, when you're fighting a good SWF (or playing Twins), slugging becomes a necessity and unbreakable occasionally becomes an 'I Win' button.

    It's a tough one, because all 3 of these are needed to counter some cheesy killer plays - but can also be mind-blowingly frustrating to face.

  • @Pulsar said:

    When I get teammates like these people.

    https://www.youtube.com/watch?v=KYhfUT2o358

    I can't even enjoy the game with my friends anymore because our random is always throwing the match or brand new to the game. Every Killer we get plays extremely hard with maximum slowdown. We literally can't win a 3v1.

    It's such ######### and I'm so tired of having 10 bad games and one decent game.

    Woof. Yeah.

    A few thoughts though.

    • That killer isn't running 'maximum slowdown'. Dying Light is a terrible, off meta pick.
    • SWFs are difficult for SBMM to account for. You'll get 2 scenarios - one where your 3man gets a very good killer and a solid 4th to boot, or one where it finds you a killer slightly lower MMR than your group and gives you a potato to carry (I have a feeling that I'm often that potato).
    • Sometimes, even a good player will make a bad call. Sometimes they'll just get outplayed.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978539#Comment_2978539

    Yeah, like what do I do here? I'm playing with my friend but these Bill's made it a 3v1.

    https://youtu.be/WApQ9fubkfo

    https://youtu.be/yIZaZ1vbjqE

    It's hard to tell what happened in video 1. Video two...yeah. Sometimes you'll miss a skill check, the killer will pop up nearby and it's better to just run like hell than trying to greed the heal.

    @Blueberry said:

    That's one of the big problems with the MMR.

    With the old system even if you "lost" as long as you played well you were still moving up in rank thus increasing the quality of your teammates on average.

    Now with MMR it's completely irrelevant if you played well if you still die because of teammates like that. Not only are you not getting better teammates but since you died it's now going to drop your MMR and give you even worse teammates than that. It's essentially going to lock you into a downward spiral.

    Under RBMM, it was all crazily volatile. I wasn't playing survivor at all back then, but I do know that in one match I could be facing a team with something like 9000 hours combined, and the next one I'd be facing a bunch of randos, then I'd be facing two crazy good players and two people with sub 100 hours. I know I got to red ranks in my first month of playing, as it was super easy to safety pip as a killer and then occasionally luck out and rank up.

    Ranks were silly.

    MMR...doesn't quite work like that. If you're a better player than your MMR suggests, you'll escape more on average because you'll be facing much worse killers.

    99% of the time, 'MMR hell' is an urban legend.

  • @GoodBoyKaru said:

    That's great why do we care

    Shrug. I find it interesting.

    Not because of the 'OMG sky is falling DbD is dying' stuff, but because I'm curious as to whether the game has peaked.

  • @Leachy_Jr said:

    I despise this killer.

    Not so much the character, pyramid head is cool asf and has cake so I can't complain about that. But jesus christ it feels like the devs went out of their way to make the most boring power possible (and that's saying a lot since my 3 most played killers are artist, trickster, and slinger).

    Why is it better to just zone everyone instead of actually trying to use his ability?

    Why is it so difficult to hit his clunky projectile yet so easy to zone somebody?

    Why on earth is his initial fire time so god damn long?

    Why does he move at 110% MS when holding his ability?

    It's funny because I absolutely love his cage mechanic avoiding hook perks, it's my favourite part of his kit that makes survivors play differently and makes me reconsider what perks to bring (although the notification of where the survivor got uncaged should be deleted).

    If I wanted to have fun on pyramid, I would go play artist who is a slightly weaker, but 10x more fun version of him.

    What if he had:

    • POTD spawn delay of 0.15s or 0.2s (instead of 0.267s)
    • MS with knife in the ground being 105%
    • Increased penalty after cancelling rites to 2s, but increase movement speed to 4.0m/s during this time
    • Remove uncaged survivor notification

    (I have a feeling I'm gonna get a lot of hate by pyramid head mains)

    I like PH and I like playing against PH - but he's another killer with a kit that basically nudges you towards hard tunneling and camping.

  • @GlamourousLeviathan said:

    As players, we have all been there. The loading screen bugged or we took too much time in the bathroom while waiting for the game. For whatever reason, sometimes it is understandable to go AFK, for that reason it's not always the fairest choice to just down and hook the AFK survivor. The problem is, with the explosion noise notifications it's just impossible not to get bothered by an AFK survivor, basically forcing you to kill them to get your silence. Can't we make it so that instead of a noise notification, we get to see the survivor's auras so they get less annoying?

    It's a regrettable necessity - far too often, people will rage AFK rather than DC, and will just climb into a random locker somewhere on the map and Alt-Tab out or something.

    If it wasn't for the notification, you'd literally never find them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974377#Comment_2974377

    Haha yeah I’m kidding. I do like to send back whatever the survivors throw at me though. A few tbags never hurt.

    Knockout on ghost face sounds nasty. Is it a slug camping strategy to bait out marks? :o

    No, it's something I'd see from time to time on killers - just being nasty, never hooking anyone, just slugging and letting them bleed out. Then Otz started running Knockout on Hag and suddenly I'm seeing it way too much. It's not too bad on M1 killers, but it's outright evil on killers that can instadown.

    @DoritoHead said:

    I can promise you the Big Chill Blights exist.

    Also, I have literally NEVER seen a nice Doc. Not on Youtube or Twitch, not while playing, and not by hearing about someone's game on Forums or in other places.

    I've seen chill Blights.

    I'm an extremely nice Doctor. Once I have the game under control, he's a BP farming machine and I won't go hard unless the other side goes hard.

    He's also not a very strong killer, and can be incredibly frustrating to play when people just predrop everything.

  • @[Deleted User] said:

    Who’s to say I won’t face camp at 5 gens with Ghost Face? 🧐

    Eh, you get the occasional exception that proves the rule (much, much scarier is the dread 'slugs at 5 gens with Knockout' Ghostface) but generally, Ghosty and Billy play really chill and generally go in for funny stuff more than sweaty stuff.

  • @RisingTron said:

    So, I'm a survivor main, and I've mostly been playing killer during the Bloodhunt for BP. But, I wanted to play Survivor and track whether or not the killers camped or tunneled and WHEN they did it. And whether or not it gave them a win. I do see camping and tunneling as a valid strategy at times, but some killers will camp at 5 gens and it's like...why? But, you'll see.

    My build was the same throughout all 10 games: Kindred, Windows of Opportunity, Distortion, and Spine Chill. (I'm a solo queue noob cut me some slack plz. But hey, at least it's not Dead Hard...)

    Game 1: A Plague that camped and tunneled at 4 gens left.

    Game 2: An Oni that camped and tunneled at 3 gens left.

    Game 3: A Huntress that didn't tunnel or camp at all. But, I found out after the game that one of the Steves in my lobby was hacking. However, the Huntress was still very kind of me so shout out to her.

    Game 4: A Nurse that TRIED to camp and tunnel someone, but only at one gen left because that's how long it took for her to down and hook one of us. So I definitely think camping and tunneling is a fair play then.

    Game 5: A Nemesis that didn't camp OR tunnel...(I know...it shocked me too.)

    Game 6: A Deathslinger that camped but only when all the gens were finished. And even then he didn't tunnel at all. Always went after the person who unhooked. Shout out to that Deathslinger.

    Game 7: A Nurse that camped and tunneled at 3 gens.

    Game 8: A Huntress that tunneled and camped at 5 gens.

    Game 9: A Doctor that didn't tunnel or camp, shout out to him. However, he had Hangman's Trick and ate up my Distortion stacks so that was very rude.

    Game 10: Another Doctor that didn't camp or tunnel. BUT, I had a group of survivors that were trolling around the whole game. Taking hits for avoid hooks (he had sloppy) refusing to heal or do gens, AND they brought us to the game...was a tragic end to my experiment. But the Doctor was cool though.

    This isn't a "Omg killers are camping and tunneling I hate them" post so killer mains put your pitchforks down.

    I actually wanted to address the amount of kills each killer got. The ones that camped / tunneled early. Games 1, 2, 7 and 8. All got 4ks.

    However, the ones that didn't camp or tunnel at all, got 0-1 kills...even the Nurse in game 4 didn't get a single kill. What I hate about camping and tunneling is that it's such a valid strategy that I can't even argue against it at times. Like, this could be something that's changed with the meta shakeup. But, why hasn't BHVR addressed this. It's such a boring and annoying play style but it's annoying how necessary it is.

    I'm also not saying that every killer can ONLY get 4ks if they camp or tunnel. And a couple of my games had survivors DC or give up on hook so there's not much you can even do there.

    How would you guys stop the camping / tunneling issue? For killers that camp or tunnel early on, what would encourage you to move away from the hook and patrol gens / start a chase with another survivor?

    See: here's the thing.

    As a streamer I enjoy put it a good while back, camping and tunneling is like eating a puppy.

    There are times when there is no food, and it's do that or starve.

    But when someone immediately starts asking the waiter about their puppy special for the evening, they probably need watching.

    I think most people understand why a killer will tunnel someone out ASAP or camp someone if it's a tough game. It's the killers that will slug everyone at 5 gens with Knockout and watch them bleed out, or hard camp their first down that people dislike.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974001#Comment_2974001

    No. These people called devs worked hard for this map. Why can't you appreciate it?

    ...Did they?

    The map was basically already there. They just recreated it, slapped some blight over some parts and stitched a few bits together differently.

    RPD sucks, and fortunately is getting reworked.

  • @Souplet said:

    I love how you implie that killers are more sweaty than survivors by putting "as sweaty" on c

    ...

    How on earth did you get that at all? Seriously, relax mate. It's a Saturday.

    I'm saying that if the survivors seem to want to meme around, or are newer, or obviously doing archives the killer will likely play along, but if the survivors are going hard they will go hard too.

  • @[Deleted User] said:

    Doctor in S tier? His power makes it easy to find people and go for chases idk why people would use him to camp.

    There's something about the laugh that brings out people's inner villain I think. He can also make it literally impossible to unhook with his power.

  • @c0gnu5 said:

    https://us.v-cdn.net/6030815/uploads/V32VASLGPUD0/20220529011528-1-jpg.png

    3 survivors switched last second to flashlight; I thought it's gonna be a fun match and it was, but apparently only for me. I thought that people with 3 flashlights won't be mad about losing, I mean, why not 3 toolboxes, it would be easier...

    BTW, they didn't get a single flashlight save, despite many attemps. Maybe they are not used to play against such tryhard perks.

    Yup. I've seen some...truly ridiculous things said by survivors in postgame.

    Generally the worst a killer will say is 'GGEZ UNINSTALL', but survivors will berate you for ages after.

    Don't engage them, report and move on.

  • @dugman said:

    I’ll never understand why people get mad at “slugging and tunneling” beyond sore losing.

    Because of the way BP/grades work for survivor.

    It never feels nice to depip or end up wasting a rare BP offering because someone got onto you from word one and then bled you out with Knockout.

  • @xxxShadowsidexxx said:

    Nowadays MMR is completely broken ######### i ever seen. Every fkin game on killer i got tryharders who know all map, all looping patterns, repairing gens even wounded.. Thats ok then u see this on killer and expect that on surv. BUT!!!! On survivor u got theese teammates - cleansing totems, trading safe pallets for free when only see killer, yelling "I DOESNT REPAIR WITHOUT HEAL" and running around looking for teammates, hiding rats, who got 0.0001 sec of spine chill proc and oh nooo, killer coming to me i run away! ahh and also theese - I DO MY QUEST (and only when u play on survs)

    ######### is happening with MMR devs? why against me i got tryharders - fast genrush and gg and for me as survivor i have easy bots in lobby with tryhard killer like 3000k nurse??? Why? Can u repair this ######### u call MMR???

    It's been weird during the hunt - there seem to be a lot of killers right now compared to survivor, leading to me getting a 1500 hour Nurse earlier today into a team with 300 hours between them.

    That said - this is the exception, not the norm.

  • @Ladyinadress18 said:

    Ok so I have played DBD on PS4 since 2018 when the game was released for free. I’ve been dabbling in streaming and decided I wanted to try moving to PC. I went all out and spoiled myself… getting a nice gaming computer, mouse, etc. I installed all the programs, updated graphics cards, bla bla bla. Now comes the moment where I purchase DBD for PC, load in, do the tutorial because I’ve never done keyboard and mouse before…

    THEN I LOAD INTO MY FIRST MATCH!!! I was terrified because I was a beginner all over again (with the controls). We all went down in 30 seconds against an Oni and then were instahooked. There was no pick up and carrying. Once we were all slugged, the killer walked up to each one of us and then we were instantly dying on the hook and immediately sacrificed. The match ended within a minute.

    … what the heck PC DBD?

    Zuh.

    I've...literally never seen this before.

    Just file a report after the game.

  • @tippy2k2 said:

    I kind of wonder at this point if it's just a...power move for lack of a better word

    "Look, I have given you all 2x BP!!! BUT I decide if you get to have any of it and I have decided no"

    They are certainly free to play however they wish but I'm of the same mind as you; if BPS is in play and I have dominant control of the game, I'll ease off a bit and make sure we all get out of this game with good BP (Doesn't mean I'll let everyone just escape for free but I might "lose" that chase when I accidentally turn left when you went right. Clumsy Tippy!).

    Yeah, this is basically how I try to play as killer.

    @RenRen said:

    What if they didn't have a pudding? Also if that's how they normally play they are getting 4x BP so I don't really see the problem for the nurse.

    I guess it's a question of mindset/empathy. It's just interesting to me when I encounter a psychology that I can't really understand.

    @Sepex said:

    Could just be the Killer doesn't need or isn't interested in the extra BP and therefore just playing to win. Which of course he's entitled to just as survivors are if they choose to super slam gens.

    But we were clearly outmatched. A 1460 hour Nurse, against a group of survivors with at most 400 hours (I've got...maybe 100 hours on survivor and I'm still terrible). There was no risk of losing.

  • @Batman781 said:

    Years ago when I bought my xbox 360 i made the decision based on PC and Playstation being absolutely plagued with hackers and cheaters. Iv invested thousands of dollars and tens of thousands of hours into my xbox account to date. All has been well for years until i invested 3,500 hours into Dead By Daylight then cross play was introduced. I chose the xbox platform so i could play games and enjoy the strict no-cheat multiplayer aspect that came with it. Now DbD has cross play and I cant play a game(literally not a single one) without having PC cheaters in my game. Survivors that run faster than my killers and vault at boosted speed, people being able to use as many perks as they want at the same time, killers who know exactly where every survivor is at all times, and the list goes on. I know everyone will say that I have the option to turn cross play off but the reality is that during prime hours in the evening and the weekend it takes over an hour to get into a match with cross play turned off. And if its not peak hours it is impossible. I have started the killer que around midnight during the week and left my home to go out and do something and when i get home multiple hours later my killer is still waiting in the same que. Its absurd. I realize that the only reason cross play was introduced was due to low player count and the need to improve que wait times but having to play against cheaters every match makes waiting 20 mins for a match not so bad. Something has to give. If u need to add a game function that monitors random matches to check things like character movement speed and action times in order to ban cheaters mid match then get on your horses and make it happen. Dead By Daylight is turning into how GTA5 used to be when online first came out and its a shame.

    Okay...let's go through this, because a lot of stuff is, well...

    • DbD has never been released on the X360.
    • There are no hackers on PlayStation.
    • You didn't spend 1000 dollars on DbD.
    • You can turn Crossplay off yourself.
    • If they removed Crossplay, you'd have long queues anyway.
    • You aren't seeing cheaters every game.
    • The queue would have found you a game by then.
    • If, for some reason it didn't, the queue would have manually ended with an error long before then.

    Also, this made me laugh.

    @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971926#Comment_2971926

    youre lying just to have something to say. are you really that starving for attention?

    Mate.

    Tell us more about that X360 release, your queues taking multiple hours, those PlayStation hackers, you spending a thousand dollars on the game, you seeing cheaters every game and probably more I'm missing.

    No, seriously, this is the pot calling the Mariana Trench black.

    @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972050#Comment_2972050

    if i turn it off it renders the game unplayable because i will literally never get into a match. with crossplay off the game needs to find other players on my platform with the same MMR as me that all have crossplay turned off. its impossible. i could stay in que for weeks without shutting off my console and i wouldnt get into a single match.

    Just tried this. Booted the game up on my dusty PS4 Pro, with Crossplay off. Got a match after 3 minutes - and this is early, early morning here.

    @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971895#Comment_2971895

    i dont know why you think crossplay matters to PC players? PC players are the ones who cheat. its literally impossible to cheat on console. iv never faced a single, solitary cheater until crossplay was added. go look at the websites that sell cheat services and software as well as the forum sights that post cheats for people. every single one of them will tell you that console cheats for any game dont even exist. Since i posted this i turned on a movie and left my survivor in que with crossplay off. a match still hasnt popped. its been like 4 hours. Stopping cheaters on PC would cost the developers a lot of money so they wont go that route. If they wont remove crossplay then i think Behaviour should give me a refund for my game and DLC purchases as well as all the money i spent on cosmetics and rifts. Befor you jump the gun and say they shouldnt have to, remember, they added crossplay and ruined my ability to play their game in the name of making revenue. If they arent going to give me the service i paid for when i bought the game then they should give me my money back.

    Yes, there are cheats in DbD. There are cheats in basically every popular mainstream PvP game, because it's a multi-million dollar industry at present, and nearly impossible to prevent, due to how sophisticated obfuscation has become.

    That said - again:

    • You aren't being truthful about the queue times. Yes, they can be long with crossplay off. But it's not physically possible for a multi-hour queue to occur, because if it literally can't find players for you, it boots you back with an error.
    • You're exaggerating about the number of cheaters you face. In the last month, I've seen 1 blatant cheater and 3 suspicious survivors. I also watch some big streamers who play at absurdly high MMR, and while they face slightly more cheaters than I do - it's not much more.

    TL/DR:

    • Cheaters suck, but you're never going to get rid of all of them. DbD does ban waves like most games do, and it looks like the bans are as harsh as they come (permanent MAC bans). There isn't that much more the devs can do.
    • I'm going to be generous and say 'exaggerated for effect', but a lot of your posts don't have much resemblance to reality.
  • @ArchAbhor said:

    So I'm wondering if anyone else has ran into this. At the start of the match he goes right to the box. He's so efficient at finding the person doing the box or when it spawns in going to it that the whole match is a chain hunt. At the start there are vids to how people find it with lethal. Only thing is that he wasn't running it and went right to it.

    Finding the person doing the box makes sense. A lot of people don't know how to time doing the box with the chains hitting them. So they could be giving him a warning.

    Where I call bs is when it just spawns in. Its usually after he downs someone who has the box and it spawns in as he's hooking them. Now there's an argument to be made that if he's running bbq he can figure out the general direction. However I was watching his movements with kindred and every time he went right to it. Even if only 1 person would have been seen with bbq.

    He's crossplay so I cant report him with the current report system bhvr has in play. I'm about 99% sure hes on epic or windows and using some cheats. I've ran into it quite a few times. If a mod or a dev sees this could you give us some insight on how to report non steam users?

    I tend to have a good guess where the box will spawn on most maps (RPD can...step on a Lego) and I'll usually head there as I do my initial sweep.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973237#Comment_2973237

    • I have to award you for giving me a genuine belly-laugh with this line: "Which I fully suspect will generate enough salt from you to cure my current batch of biltong."

    Thanks, I needed that! I didn't expect to get actual pleasure from a Sluzzy thread aside from ironically!

    Any thread with biltong is better than any thread without biltong.

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973244#Comment_2973244

    That build is every Pinhead I've faced, and I face them too much for my liking lol.

    Pinhead?

    Huh.

    I...haven't seen a single Cenobite player in weeks.

    Unless - wait, your name does sound familiar. You might well have played against me this afternoon - I tried this exact build. Barely got it started though, if I recall, a Mikaela DC'd pretty early.

    It's an...okay build on him (a lot of people sleep on Penti, but it's great). To really use Penti well, you need controlled, sustained traversal, both to set up the pentis and to defend them - which only Onryo, Wraith, Blight, Nurse and Demo can really boast - and it's a waste on Onryo, Nurse and Wraith.

    On Cenobite though, I prefer to run:

    • Agitation
    • Pain Resonance
    • Starstruck
    • Discordance

    He's amazing with Starstruck, as if you get a single hunt off you're going to be wiping the team.

  • @Triplehoo said:

    I guess you haven't gone through the Overwatch community. It was the first thing that ruined the game. After that, it was ActiBlizz...

    Overwatch is a bit rough around the edges, but has improved a lot since release. It's also a game with native VOIP - and even then, it's seldom as routinely unpleasant as DbD is. The developers have also actually done a fair bit to fight toxicity.

    The only communities I can think of that rival DbD for toxicity are Smite, UT2004 and the original DOTA map. Maybe pre-Tribunal LoL.

    @[Deleted User] said:

    The community of a game mostly reflects its gameplay elements. As survivor there's not really anything to do besides holding M1 and getting chased, and one of the ways you almost guarantee getting chased is by messing up with the killer. Then killers get annoyed and also use their gameplay elements (camping and tunneling) to get back at survivors (vice-versa also works).

    There's a bit more to survivor than that...and 'being chased' is an enormously, nearly infinitely complex part of the game on it's own.

    When it comes to 'messing with the killer', there's a right way and a wrong way to go about it.

    If you're bodyblocking or baiting them, that's fine.

    If you're spamming flashlight macros, that's toxic as all hell.

    The former - okay, chase is on. If you teabag a bit, I'll give you a nodding once I down your cocky butt, but otherwise no issue.

    The latter - yeah, you're getting camped and tunneled out.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973020#Comment_2973020

    If the killer is hooking survivors very quickly, survivors do not have a way to come back from that. There is no second chance perks for survivor that help them win when they are losing. The only second chance perks helps only if the killer plays a certain way, in which case tunneling.

    The base slowdown would have to be extremely weak, otherwise the killer is playing with more than 4 perks.

    Yes, they do.

    Don't get hooked so quickly?

    Loop better, run better, hide better - be better.

    Sometimes you will lose games. The sooner you learn to accept that, the sooner we'll get less petty us versus them threads like this.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973036#Comment_2973036

    Scourge prevented the gen twice from finishing and with Ruin it regresses a lot.

    Dead hard don't win games. A very small dash can't be comparable to perks that constantly remove or prevent objective progress.

    Wait...how exactly did he put a pop into a gen that was being regressed by Ruin exactly?

    Also...

    That last part actually hurt my brain.

    Sluzzy, there is bias and then there's deliberately ignoring how Dead Hard works.

    @Phantom_ said:

    I mean if two teammates are bringing 2 toolboxes it's not that weird for a killer to bring perks to counter them. I don't think it's being outclassed by perks as much as being forced to play on a more equal playing field. As a survirvor I'd love to go against the perks that Demo player used instead of the by now standard 3 killer perks (I'm facing): Corrupt, Pain Res and DMS.

    Tinkerer is a great info perk and can work beautifully to a killer's advantage whilst in a chase, but otherwise doesn't slow anything down by itself. POP and Scourge Hook are conditional perks though, so the killer has to be strategical if they want to put them to good use. And ruin,,.. well you can literally ruin it by finding the hex totem.

    Be glad you aren't going up against my Demo build :)

    • PR
    • Pentimento
    • Plaything
    • Discordance

    It's so, so dirty with how well Demo can work around Penti.

    @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973066#Comment_2973066

    I don’t have a problem with either of those perks on their own, but together they are OP. Changing it so you can only activate one perk per hook would balance this out. Scenario I often encounter:

    survivor is downed, I stop working gen, PR hits my gen, wait for 15 seconds to see if killer comes. While I am waiting killer pops a different gen and mine has regressed an extra 15-20 seconds OR I do tap the gen at 20 seconds and killer comes around to finally pop the gen. That’s totally OP.

    No, no they aren't.

    They are indeed strong perks, but they don't have a perfect synergy between them. PR is much better with DMS or Agitation. Pop is much better with Call of Brine.

    Just...play around PR, release the gen a second before the killer hooks and don't tap the gen after PR hits. Boom, it can't be popped.

    If you're waiting 15 seconds for a killer to come, you're doing it wrong mate. Give it 5, maybe 6 seconds then get back on it.

    Even then, 15 seconds of regression is almost nothing.

  • @Sluzzy said:

    I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.

    I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.

    Demogorgon should not be able to put portals close to gens, which is the survivor objective.

    You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.

    The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.

    It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.

    https://us.v-cdn.net/6030815/uploads/11VTLAFCL2OO/tally.png

    Woof.

    Okay, let's dig in here.

    • Something about this story is...well, off. Pain Resonance makes gens start regressing. You can't put a Pop into a gen that is already regressing.
    • If he's using PR, you'll see it immediately on hooking. In the future, immediately release the gen about a second after he picks up and wait. If he comes closer, he won't be able to pop the gen, if he doesn't you can get back on it. If you get hit by PR while working on a gen, *do not tap it* if Pop is in play. Just run away, circle back if you evade him.
    • Now, if he's dedicated 2 slots to both Pop and PR, it's easily beaten by exactly this.
    • Killers run at least one, but often two perks dedicated to slowdown for a reason - if they don't, there is often no way to win. A single bad chase means that 3 gens have popped, and now it's impossible to ever recover. If you want to see what this looks like in practice, go and watch some of Otzdarva's recent 'all perk streak' attempts. It's...insane.
    • If he's running Pop, PR, Tink AND Ruin, there is no reason that you shouldn't be able to demolish him. Ruin is barely a threat these days, just find it and break it. Plus, it has a direct anti-synergy with Pop. This is now a killer with barely any sort of info perk, zero lethality perks, a weak early game and a weak late game.
    • Yes, the meta reworks are going to likely nerf these three perks - but it sounds like it's more that some of their efficacy is being applied to the game baseline, via reduced gen speeds. Which I fully suspect will generate enough salt from you to cure my current batch of biltong.
    • Believe it or not, killers also need to have a reasonable chance of winning - and part of that involves countering the ridiculous speed at which gens can move in games. I've seen a gen done in sub 20 seconds at the start of the game, thanks to PTS and toolboxes.
    • You're...really QQing about Demogorgon of all things? No. Just...no.
    • You didn't lose because you were outclassed by perks. You lost because you gave up and didn't play around these perks. PR can be countered easily with sabos, bodyblocking, letting go of gens before it hits or noting and avoiding those hooks. Pop can be countered by not automatically tapping gens once they get PR'd. Ruin...just find it and break it.

    Seriously, Sluzzy. Just...stop. I know that you have a deep and abiding hatred for the killer role and seem to think that every loss you take comes from killers being OP - in this case, complaining about frigging Demo with an odd perk loadout.

    I think this may be the first time I've ever said this on these forums, but this is a 'git better' issue, not a balance issue.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972906#Comment_2972906

    They are saying the opposite in that post. Trash talk is what is toxic, and they suspended me for calling survivors rodents, I think? So they are technically consistent about it. Lol.

    Forums are very, very different.

    I got banned for literally saying 'don't be a jerk'. Yes, I'm still rather salty about that.

    My understanding is that the forums have a much higher standard for discourse, while the game is more of a wild west approach.

  • @Brimp said:

    For wacky fun like having someones feet to be sticking out of a locker yes. Actually trying to play..... never. I still remember when I think it was shroud who uninstalled live on stream.

    I enjoy playing both sides - when everyone is actually trying to win, and not just cable pulling or going AFK the second it looks like it might be a challenging game, and also not just being a deliberate prat.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972906#Comment_2972906

    "flashlight clicking is not toxic... these are things in the game"

    Also BHVR:

    https://us.v-cdn.net/6030815/uploads/UODOCK4RLZH3/image.png

    This makes me way angrier than it should

    Yup. And it's not like repeated strobing and noxious stimulation could possibly cause anyone actual issues...

  • @DoritoHead said:

    This is definitely one of the more toxic game communities I’ve seen. Doesn’t help that a lot of people here on the forums complain about everything under the sun, but I think it’s just because it is human nature to be competitive- and Dbd is one of the worst games for that.

    Mm.

    I think a lot of it comes down to the bizarre positions of the devs themselves - who, on one hand, pride themselves on being ultra-progressive, but on the other hand will literally defend trash talking and nastiness as an integral part of online gaming. This is how you get a community that is both shaved-bear levels of touchy and BM as all hell.

    Toxic Mandy.JPG

    @Aneurysm said:

    Yeah it feels more grim than usual atm. People dcing after getting downed pretty much every game (are the penalties off? It really feels like they're off) and the last two survivors taking the game hostage out of spite if there are still multiple gens left seems to be happening more and more often 🙄

    (fyi killers- if you're searching for the last two survivors and they haven't touched a gen in a good while, go to the basement. 9/10 times they'll be in there climbing in and out of lockers)

    I think it comes down to the bloody archives this time around, some of which are pretty fiddly on the survivor end. So people queue up, and when they realize they're not getting it done that game just cable pull.

    The DC penalty system as a whole needs a look, because it's about as effective as a fart in a hurricane.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972820#Comment_2972820

    Really? Huh, I'll have to try that if it's that good, lol thanks for the suggestion

    I'm now running Discordance basically basekit on most of my killers - it's incredible. Will almost always give you an early chase on multiple people, and is godlike in the endgame where everyone's on one gen.

    It's especially great on Doctor - you know that your blast will hit a minimum of 2 people whenever you see it.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972675#Comment_2972675

    Eh, if they are cocky enough, they'll 99 the gate then come running after me, then something miraculous will happen, get the down, they open gate, I hook, and goodbye, lol agitation is in my what I call my wildcard slot, idk what to put there, lol

    On Doctor?

    Discordance.

    It's insane on him.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968320#Comment_2968320

    Family Residence okay, fair enough, but Sanctum of Wrath is horrible, easily one of my least favorite maps.

    Really? I love both, but Sanctum is my preference. It's just a really 'fair' map.

    On one hand, you've got a decently predictable gens, some strong loops and the like. On the other hand, there aren't a bazillion stupidly strong pallets and vaults, you've got a decent choke/vantage-point in the middle of the map and decent visibility.

    It also has incredibly rich atmosphere and audio design.

    If I wanted easy wins...I generally go Midwich or something.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972039#Comment_2972039

    I guess yeah, if you can get the proper amount of zaps, you actually slow the game down quite a bit, I have such an off meta loadout for him and works quite well considering it's doc: Blood warden, Agitation, lightborn (LOVE THIS PERK) and thanatophobia

    Lightborn can be amazing. If you are decent at hiding it and pick it as a contingency into 2+ flashlights, oh man. It's also sleeper S tier during the Lunar event, due to firecrackers.

    Agitation is nice, but I always try to pair it with at least 2 scourged hook perks.

    Blood Warden...just not a fan. People always try to 99% gates if they are smart.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971983#Comment_2971983

    dont you get extra BP for struggling during second phase?

    Very, very little. You'd earn more BP/time by suiciding and moving to the next game ASAP, team be damned.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/325495/why-do-so-many-killers-run-thanatophobia

    Because when you're doc, you have to cure your madness if you want the penalty gone, which is probably something like a gain of 15 seconds if I had to guess, cause you have to cure madness and heal, also imo, one of the most consistent slowdowns, even though easily countered

    Yeah, Doctor. I approach him as standard as they come - STBFL, Surge, Pain Resonance, Discordance. Thana is an odd idea on him to me, as he's more of a 1v1 killer.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972009#Comment_2972009

    My favorite is Deadlock. It buys you an extra 30 seconds on the gen that needs it the most, right when you need it the most, without any input.

    I went through a phase of 'blocker' perks, but I sort of gave up on them.

    Unless you're on Artist - what will happen is that the game will look like I'm winning - 6 hooks at 4 gens, with Deadlock or DMS postponing them being done.

    Then the dam breaks, and suddenly at 6 hooks at 1 gen, with the last gen half done.

    I'm sort of coming around full circle to info and hard regression. Call of Brine has actually been growing on me.

  • @BenOfMilam said:

    I personally don't run it, but I see the appeal.

    It's slowdown both ways; survivors either waste time healing to clear the debuff or do a slowed down gen. It's also completely passive and requires no additional playstyle changes to get value; such as seeking out a Scourge Hook with Pain Res, a gen to kick with Pop, not hooking the Obsession with Dying Light, downing a survivor with an M1 for Surge, ect.

    So it's a "set it and forget it" slowdown perk with 100% guaranteed value every single game. Good for people that just want to turn their brain off and chill, but I would prefer Spirit Fury + Enduring for that haha

    Yeah, the passivity does make sense. But I find that people heal fast anyway, and attrition styles aren't great right now - mostly thanks to CoH being in maybe 75% of my games.

    I'd honestly rather run Surge...or better yet, Pain Resonance. Also somewhat passive.

  • @sizzlingmario4 said:

    I rarely run it on anyone other than plague and legion. Almost always use it on them, though.

    I only really use it on Plague.

    Legion...I've come to love Nurse's.

    My build is generally:

    • Call of Brine or Pain Resonance
    • Discordance
    • BBQ
    • Nurse's

    Works really, really well. I wish that Oblivious didn't suppress their ability, because I'd love to go for a Plaything/Penti build on them.

  • @UnluckyDucky said:

    So I usually try my best not to camp as a killer--and when I say camp, I mean any of kind camp whether is face or proxy camp. I hook them, take a look around to see if any of their friends are hiding nearby, then I leave and go look for another survivor.

    I am seeing an INSANE rise in camping killers. And not just proxy, but like--stand right there and wait for a survivor to come along and save them--camping killers. And whats even more frustrating is they are rewarded for this gameplay because as survivors, you WANT/NEED to save your friends, because the game is nearly impossible to do with just 3/2 survivors with 5 gens left. Like if you dont have 4 survivors to get at least 2 gens down in the beginning, the game is going to be unbeatable unless you have someone who is a looping GOD who can distract the killer for 4 gens.

    I just got out of a game that really grinded my gears. RPD map, me and Tapp are on a gen, we see Claudette almost immediately get downed. Dang, that sucks. We see her get hooked and one of us as Kindred, so we can see Huntress appearing/disappearing by Claudette as she paces in and out of Kindred range. Proxy camping.

    So, this is gonna be a camping game. I see Huntress as Thanotophobia and even if I were to just stick to gens and grind them out as fast as I could--it wouldn't be fast enough. It took me and Tapp working together just to get 1 gen done in the time it took for Claudette to get camped to death. So If I wanted to get my 2 gen challenge done, I HAVE to save my teammates. But Huntress literally just camped us down one by one, relying on the survivors altruism to come save their teammate. What makes me even more frustrated is even if we DID just leave the survivor hanging there, with Thanotophobia being active from the hooked survivor, we can't get gen's done fast enough in the time it takes the hooked survivor to die. Theres 5 gens, 4 survivors. Even if we played as selfish as possible, we can't win. Huntress refuses to chase, and just camps. So it's just me now, and my 2nd gen is 90%, Huntress finds me.

    I thought, "Well, they're guarantee'd a 4k." So I gesture to the gen, "Please let me finish" Huntress doesn't attack, walks over and kicks, I think cool a little extra BP for them, I'll just finish my gen now--and then Huntress rips me off the gen, one that was at 99 now, and hooks me, hits my body on hook, then in post game chat trash talks us.

    I just asked: why do you play like this, why camp, why not just let me have the gen? etc.

    And of course, "Maybe uninstall lol sorry youre not good enough to even get 2 gens" (insert all the normal trolling trash talk)

    The game rewards camping SO MUCH for killers. I know is a "viable" strategy, because clearly it works--but it literally ruins the game for everyone else. I'm not saying I deserve or even want to escape every game, but most of the fun in this game is the chases, the escapes, the CHANCE of getting out. A killer just face camping like that gives ZERO of that, and I don't understand how the killer is even enjoying themselves that way. "oh just gen rush the killer will lose that way" No, no they wont. Because I've played several games like this. Unless you're all working together all the time while someone is dying on hook, the BEST you can hope for is 1 survivor left with 1 generator left, and odds are the killer WILL find hatch before you, because they don't have to hide while looking for it, and then your chance of opening a door is even slimmer.

    Personally, I think camping completely ruins the game, hurt the community between survivors and killers, and overall just bring the game down.

    I see a fair few, yeah.

    I never camp as killer unless it's the EOGC.

    The core issue is that, in a SWF you can often do planned exchanges while slamming gens, or just get a 3 out if it's a Bubba/Ghosty/Myers or something you can't really save against. But in a solo queue game, there's always someone that insists on trying a risky unhook - or worse - the person on the hook kills themselves. Which generally means a lost game.

    See - there's no real reason to not suicide. You're going to be sitting there for the entire game getting hit on hook, twiddling your thumbs. You get no extra BP or grade points for sticking it out.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971362#Comment_2971362

    1.) You shouldn't get rewarded with direct BP (like 1k BP for one minute or something like that) for doing nothing (when being camped). You are not proceeding the game, so there's no action to reward, imo. Thats why I brought up the multiplier. That rewards you more for the things you did before you got downed. So someone who was harder to catch before being camped would get overall more bonuns BP than someone who was found in a locker without any chase (and then camped).

    2.) If we had bots filling in for disconnected / kicked players, I would agree with kicking afk players. But until such a things gets added, I still think its better for the remaining players to not kick afk players. I wouldn't be against a post-game penalty, though, so when the game recognizes that a player never moved, they would get a significant penalty.

    The thing aber the DC's penalte length depending on trails played i guess i got now.

    1. I'm...unconvinced. I don't think that this would achieve the goal I mentioned.
    2. I'd love bots to replace DCs/AFKs. Another thing to consider is how powerful an AFK player can be with certain killers/perks. For example, I got 3 free Pain Resonance/Floods of Rage procs that turned a losing game into a winning game earlier, because a Dwight went AFK after a Meg did something silly and got downed.
  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/325387/3-easy-fixes-that-would-make-this-game-substantially-better

    1.) I'm against giving out bonus grade points. If you lose, you lose. But I wouldn't be opposed of bonus BP, maybe a BP multiplier increasing with the time you are unable to do something meaningful (so when hooked or slugged), something like 1.1 to 1.5.

    3.) I'm not sure kicking an afk player is a good solution. With afk killers, survivors have nothing to fear and can get the more difficult dailies done (opening a gate / escaping the trial). Also I have games from time to time, where the survivors are so incredibly toxic that I just want to chill in the basement and wait for them to leave. Forcing me to continue with a game where I get heavily abused / bm'ed is not feels very wrong. For afk survivors, kicking them is worse for the team then just leaving them so the killer might waste some time hooking / downing them.

    1. The issue isn't just that you lose - it's that getting camped is a literal lose/lose situation for you. The correct response is to hang in there, to waste the killer's time while your team does gens. However, this means doing literally nothing but getting hit on the hook for ages - and you'll generally depip too. So you either DC or suicide, which means that now your team is going to lose. A multiplier wouldn't help, because you're multiplying...well, nothing. At least if you got some portion of what your team does (as it's supposed to work like if you lead the killer on a long chase, but that's another topic) it gives you some incentive to stick it out.
    2. This would only apply if you go AFK for ages, just move a bit in the basement and you'll be fine. The issue is more that right now, you can basically AFK out a dozen games to drop your MMR and stomp lowbies - and there is absolutely no way to prevent this.

    @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971047#Comment_2971047

    So you mean, you get a higher penalty when you DCed more often in your recent matches? But thats not much different form the current solution, counting DC's for a day. I feel I don't understand you point there :-/

    It's more that you'll get a higher penalty if you DC a lot proportional to matches where you don't DC. Right now, it seems to reset pretty fast - so you can squeeze in 2-3 DCs every day without issue. So for example, I DC - now I have a 5 minute wait. But I play 5 games out and it'll reset.

    However, if I DC again during those 5 games, the matchmaking queue goes up to 5 minutes before I can play gain, and I'll need to play out 6 games to reset it.

    If I DC during those 10 games, it'll be a 10 minute timer and 7 games. And so on.

  • @WesClayton said:

    Kept getting destroyed by SWFs So started trying hard. Now I keep getting survivors DCing when there about to get hooked. I think the 2x blood event making game extra sweaty as if it was not already super sweaty.

    If they wanted make everyone even more try hard They succeeded. Whelp of to make more people rage quit.

    Yeah, it's wall to wall DCs on my end. Literally, more than half of my games have had a DC on the first down, and far too many have multiple DCs. It feels like pure BM, particularly as I'm bringing streamers and puddings for the event.

    There also seems to be a lot of killers on right now, meaning that queue times plus SBMM is giving people Kafka matchups at times.

  • @MikeyBoi said:

    I don’t find builds an issue on her I find her power to be very unfun to go against, there’s almost little to no counterplay..

    Really? I both love playing and playing against Artist (despite her rarity) precisely because she has so much play and counterplay.

    A lot of people go against her wrong and try to get greedy on loops, or follow predictable switchbacks. They also love to get greedy on gens, and far too often give me easy snipes.

    The easiest counterplay to her is to just hold W, listen for the cue and then juke her birds. Treat her a bit like you'd treat a Huntress or Slinger.

  • @Sandwich_Jesus said:

    https://forum.deadbydaylight.com/en/discussion/325384/killers-you-want-to-see-mechanically

    i want a killer that can shape shift/ mimic the survivors, (e.g. The Thing).

    i understand voice comms basically completely wreck its whole purpose. but god damn it, it would be fun.

    Yeah a lot of people have suggested this, but as you said - SWF makes this sort of pointless.

    Which is why I suggested a 'possession' killer.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971056#Comment_2971056

    I think I had it at red ranks or at least gold rank. Believe me or not I would get it if I would finished the last guy as well.

    Huh.

    As far as I know, a DC gives credit for a single hook state. But I could easily be wrong.

  • @Laurie268 said:

    I just played a match where I got around 27,500 BP as killer and at the result screen, my total was 55k with BBQ. Is this just a visual bug? Or does Bloodhunt not stack with BBQ?

    It's a visual bug, yeah.

    AFAIK, it works like this.

    (Match BP x2) + Match BP.

    It's not (Match BP x2) x2.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971048#Comment_2971048

    oml I didn't even notice what I did fml

    Also the only reason I thought of a tunneling/burrowing killer in the first place is because of Deep Rock Galactic and the Nayaka Trawlers (basically sandsharks), and how terrifying (at least, on paper/for newcomers) it would be to be running as a survivor only to be yoinked from underground.

    image.png

    Hmmm...

  • @Obelt said:

    https://youtu.be/LWuJhpj8yeQ

    So with the inevitable bbq and chili being changed for better or for worse Darkness revealed may be the new bbq and chili Perk to be used especially on ranged killers like huntress and trickster with no limit to the range from you like bbq you can find even the most stealthy of survs Thoughts?

    It's...okay. Great on Nurse, Huntress, Dredge and maybe others - but if BBQ gets mutilated, I'll likely switch to Floods of Rage.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970993#Comment_2970993

    Dc:ing actually gives points towards it so it's still possible to get just debends when they dc. I had match were 2 dc:t pretty early and I farmed with the last 2 and killed the other at the end and let other one escape. After match turned out I was very close getting iri devout.

    At what grade though?

    At Iri (or even Gold) you aren't getting this with an early DC.

  • @mistar_z said:

    I think we've all had one of those matches against her that just makes us wished we hadn't logged in to play today. But whatabout playing her.

    On Artist?

    If I'm feeling like I'm in for a tough game, I default to:

    • Discordance
    • Floods of Rage/BBQ
    • Pain Resonance
    • Dead Man's Switch

    I'm actually not the biggest fan of DMS on a lot of killers - I think it gives you a false sense of security before 4 gens pop at the same time. But Artist works well with it.

    Discordance and FOR/BBQ gives you plenty of targets to hock birds at post hook. PR is just a wonderful tool all round.

    Another great build is:

    • Ruin
    • Undying
    • Pentimento
    • Devour Hope

    She's incredible at defending totems, and this build is evil as nobody ever expects Devour on an Artist.

    @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970979#Comment_2970979

    I would agree this strat isn't "easy to counter," but it can be counterable maybe. Basically, once you're forced off the gen you're working on, you just hop onto another gen and rinse and repeat and hope that you can get a little progress on all of them slowly. This artist strat is very annoying though because it basically guarantees a 4k and is extremely boring to play as. Camping someone and blocking all the gens is just not a fun or skilled way to play here. Very hard to counter and I'm glad that the few artist players don't do this. (I main artist)

    @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970980#Comment_2970980

    She sends birds after hooking so either you don't do the gen while she camps, or the gen would block when you dodge the birds. Either way you can't make meaningful gen progress before someone is out of the match.

    It's a tough one, but revolves around camping which is hopefully getting changed very soon.

    That said, your best bet is to rotate around the gens. DMS only blocks - it doesn't regress. This can create a 'dam' effect, where you're stuck at 4 gens for longer than feels good, but suddenly the dam breaks and all 4 pop together.

    Always release the gen just before she hooks (to dodge PR) then get back on it. If she sends a birb, do a bit more then leave the gen, drop the birb and get on the next gen. Rinse/repeat.

    She's also a bad camper - remember, she can't use her power at hooks. So you can wait for someone to get close to the next state, then exchange.

  • @[Deleted User] said:

    A tunneling killer. Think Demo's portal travel but a chase power.

    Not going to make the obvious joke :)

    @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971019#Comment_2971019

    I had an idea a while back for a killer based on old-timey diving suits, where the traps are 'cracks' in the realm that spray water out like a leak in a submarine, either damaging or preventing them from passing. You can get quite inventive with traps!

    That's a nifty idea. I'd love an oceanic themed killer.

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