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SunaIIanu

SunaIIanu

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  • I have heard speculations that it might be related to dead hard. The player used dead hard too late or the connection isn't good so they move when in dying state, not before.

    But I don't think that dead hard can explain all the cases.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488175#Comment_1488175

    Are you sure? I heard nothing about auras during the PTB (which I didn't play this time around.)

    Then the patch releases and it's an onslaught of aura threads. I still haven't gotten to play yet so I'm out of the loop in this mess.

    I am 100% sure. I only watched PTB and it was the first thing I noticed, because it is so awful. There were some discussions about it too, but like I said, they didn't get much attention.

    Edit: https://forum.deadbydaylight.com/en/discussion/170055/auras-healing-the-ui-revert-and-bubba#latest

    @cactoidking said:

    Auras shouldn't only show when there's obstacles. Not sure why this change was made. It's a huge nerf to solo survivor as half of the maps are open enough that there's only like a 50/50 chance you'll be at the right angle to see an aura. Literally no one was complaining about the way auras worked, this change is bad

    I'm honestly quite dissapointed in the community, you can say many bad things about BHVR, but you can't blame them for not changing something that most of the Community accepted when it was introduced.

  • It was on PTB, the people were just too busy complaining about Billy.

  • Had the same experience. I asked my bf, the survey asks question to the games you selected, so if you selected none you get no question. The question aren't specific for a game though, they are generell but you have to answer them for the game you selected.

    (Opp-Topic, I was really surprised that CSGO wasn't in the list.)

  • So you're pissed at the emblem system and complain about survivors instead? Okay.

    I don't play Ghostface but I guess his emblems get punished because of his instadown, which is obv a problem, it sucks that the emblem system penalises some Killers, but changes to survivor gameplay won't fix that.

  • @Sylorknag said:

    Funny thing tho, I'm yet to receive any "gg ez" from a killer.

    Goes to show how toxic and entitled you get by being pandered for so long for clueless developers.

    Good for you, but I can quarantee you, there are killers that gg ez after matches too.

    Seems more common for people who bring an ebony mori and good addons so they are obv looking for salt, but I have seen that also after super normal matches without any form of toxicity like teabagging so...

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452740#Comment_1452740

    Well that would also be a idea, but it would be more restrictive as the one above^^.

    Edit: BP Punish is something we at least know, I mean, Killers get already punished for facecamping via bps for a long time now in DBD.

    They get punished by not actively earning Bb while facecamping, the game doesn't take Bloodpoints away from them for doing it, so that's not the same.

    Also despite what cheetocultleader already said about survivors earning Bloodpoints, it would also suck more for some the killers than others, because some earn Bloodpoints easier.

  • The matchmaking has been broken for quite some time and its a known issue (if you scroll through the forums you will find many discussions to the topic).

    This is one of the Devs answer to it:

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png

    We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.  

    https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png

    Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.  

    This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks. 

    To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches. 

     

    Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly. 

    In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. 

     

    Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”. 

    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times. 

    The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.  

     

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers. 

    When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. 

    We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward. 


  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444351#Comment_1444351

    If yoi had time to heal youre not being tunneled. If adrenaline just popped then you got a speed boost and healed already. Immunity on top of that is stupid op.

    The survivor could be healed fast with we'll make it, second wind is a possibility, a syringe aswell, it's also possible to run a green medkit with addons and heal at pallets while in chase. All are options to get healed despite being tunneled.

    Also, if the survivor is healed up, isn't that a reason for the killer not to tunnel them, because they will need as many hits as they would on a survivor, that wasn't freshly unhooked?

    I can understand the issue with adrenaline, but I think that is just the general issue with DS being super strong in egc, so you could address that separatly.

  • @GoodBoyKaru said:

    This seems like a brand spanking new bug I've never even heard of before lol.

    It isn't new, but I didn't know, that it was possible in a live match.

    I experienced this bug sometime (1,5 - 2 years) ago in kyf.

  • @Seiko300 said:

    You actually baited me.

    Don't do me like that man, there's a new Clown skin on the way (or so I've heard) and I'm trying to keep an eye out for any signs of love for the big boi.

    Poor clown only has a grand total of seven outfits (only add two if you participated in the rift in Tome Two). Four of which are locked behind a paywall. That's horrible.

    So the devs don't care to give him a full overhaul for his power to make him more viable, less one dimensional, maybe give him a secondary ability like he deserves, and they don't give him cosmetics either. WHERE IS THE LOVE FOR CLOWN AROUND THESE PARTS????

    Same.

    The leakssite said that multiple charakters will get greek inspired skins and I'm so hyped (even though some of them will be sets.)

  • I'm too lazy to calculate, so I just screenshotted an old comment:

    Screenshot_20200709-005813.png

    As far as I remember I calculated it assuming that someone always tries to be as cheap as possible, so if you try to get good addons, your cost will be higher.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421227#Comment_1421227

    Just for the moonwalk. Nut sure if with current Mending they still would. And the mending was the only thing that needed to change and most people complained about. But they changed the whole package just to change Mending an additional like 3 times because it did not work as expected and then they reactivated old Legion with bringing Nemesis. The Mending thing wasw the only big issue

    I've seen it on Legions that didn't moonwalked.

    And why wouldn't they bring it? If you can't see scratchmarks, it's a logical choice to run a perk that can help you to not lose track of a surv while you are in frenzy.

    So no, I don't think that mending was his only problem.

    Imo Legions main problem was/is that they have a power that could be very strong, so it needs to be balanced and well, as we all know, Balance has always been a touchy subject in dbd.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421513#Comment_1421513

    Indeed, they state that it matches against the highest, but it definitely does not seem to.

    Survivors seem to know this as well, because the number of, "3 red ranks and a 16" groups that I encounter is far too great to be some strange coincidence.

    I tested it with my wife (Since she's red rank and I'm extremely low rank on survivor) and the results reflected what we suspect - we got mostly very low rank killers.

    I have seen some opposite situations too: I'm a red rank survivor and sometimes there are low ranks (the lowest I have seen was 18) in my Lobbys against red rank killers, because they are queued with a red rank. Also I've seen someone post a picture as Rank 12 killer, who faced three Red ranks, that weren't SWF with the other rank 12 surv in the lobby, so sometimes the system ######### up without odd SWF pairings.

    My guess would be, that the system has trouble to find lobbys for the 3 or 4 man Swfs and therefore ignores the ranks, but if you had the same Problem with a duo-SWF... Maybe they indeed turned the matching to the highes rank of or maybe the matchmaking is so ######### at that point that it just matches however it likes.

  • Theoretically the match making is supposed to do what you suggested:

    Screenshot_20200707-203832.png

    But lately matchmaking has been extremely weird, sometimes even without intervention from SWF.

    The Devs said that they are working on a New matchmaking, so we can only hope, that it will come soon and fix those Problems.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421229#Comment_1421229

    Everybody that doesn't understand that nerfs are not as important as fixing gamebreaking bugs as sound is just biased and entitled.

    Who says that balancing and bug fixing is done by the same people?

    @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421357#Comment_1421357

    No, it doesn't. Which is the entire point of the thread.

    I'm asking what their reasoning is so I can understand why.

    You're trying to pick a fight where none exists.

    I mean only the Devs can answer that question, but from what I remember they said quite some time ago in a q&a that the chainsaws are on the list (could have already been a year ago, but I'm not sure).

    Maybe they are happy with Trapper's Performance after the changes or maybe they want to finish the addons reworks, that give all killers the same addon structure, before they change other killers.

    The last mid chapter Patch had no killer rework, so imo it makes sense that this one has. Also they will buff Bubba (and it wouldn't make sense to change the chainsaw killers in different patches imo) and some perks with that Chapter and I would assume that bug fixes are a different team's reasponsibilty, so it's not like the only thing they are doing this mid-chapter is nerfing Billy.

    Another reason could be that they fear that planned general changes in the future (like the early game mechanic mentioned in the stream) would make Billy OP, so they change him first.

  • @Deadeye said:

    I'm happier with new Legion, but this feedback is a typical "I never wanted to learn". Old Legion had several counterplay options. Noone mentions the possibilities you had because you don't leave scratch marks. There were quite a few jukes you could play

    Many Legions used to run Bloodhound.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/168362/reminder-billy-has-a-75-kill-rate-at-red-ranks

    You should know about these stats that red ranks does not mean red ranked killer vs red ranked survivors.

    It means red ranked killer vs survivors of all ranks. This has been confirmed by bhvr. So nobody knows how it exactly looks like at red ranks. Given the fact that many boosted survivors are there because the game is too easy to play as survivor, killers probably have a high killrate as 70-75%.

    As far as I remember the matchmaking worked a bit better back when they collected the stats.

    But that's not the point, I don't think the actual numbers matter as much as the distribution does. If you look at the numbers every Killer would need a nerf because they all have a killrate over 50% but that's obviously not the case.

    But some killers are clearly higher than others and because I can't see a reason, why the killrate should be distorted for some killers but not for others, I think the stats can still give you an idea about the strength of the killers.

    As I mentioned, Spirit and Freddy, the other top killers from chart, were already nerfed so I'm not surprised that Billy gets a nerf too.

  • The fear of clowns may be irreproducible for people not affected by it but one DSM-V criterion for a specific phobia is:

    "The fear or anxiety is out of proportion to the actual danger posed by the specific object or situation and to the sociocultural context."

    If it would be a "normal" reaction, it wouldn't be a phobia, so I don't get your point.

    Telling a phobic person "Your phobia is irrational, get over it." is most likely not going to cure them fyi.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415375#Comment_1415375

    I'm on the fence about that. Something experienced killers could do (I guess survivors too) was to look through the shack and play mind games with that information.

    If all the holes and stuff become solid I fear that the shack might become impossible to mind-game consistently instead of getting lucky.

    @CheersTC I completely forgot this game recently got a tutorial lol.

    Recently? I'm pretty sure they added it with Clown.

    Gives you 50.000 BP for completing it btw, so if you haven't played it and could use some Bloodpoints..

  • @FootMan2893 said:

    An even better one is an Otzdarva video from 3 weeks ago where a gen was rushed in 17 seconds before he could even move across the map. Another example is one of Truetalents leatherface games from recently where he went against a potential SWF. He had back to back to back chases and quick downs and he still got gen rushed. 4 gens were finished in 4:45. He never strayed too far away from gens being worked on, he got 4 hooks with 1 hook on each survivor, and a total of 5 downs.

    One of the biggest problems is you have people parroting the same phrase of "Just pressure gens" when there is physically no way you can actually do that. No matter what happens you'll always have to chase a survivor and then the rest of the team will just go do gens like normal. People act like you can just pop up at a gen, yell "BOO!" real quick at the survivor, and forever scare the survivor from coming back to that gen again.

    Otzdarva: https://www.youtube.com/watch?v=7CdIwSJRjFE

    Truetalent: https://www.youtube.com/watch?v=YBEHouthP7M

    I don't think Otz's Video is a good example, because they brought 4 toolboxes and 3 BNPs and did only two gens.

  • With the new update the Devs will bring a Promo Code System to the game, maybe they can give away the deathgarden mask about that system.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414465#Comment_1414465

    Saloon is enormous.

    Midwich might look small but you'll put it the same amount of steps as any other large map.

    @Doddle28 already linked you the wiki so I don't have to.

    And I think the outskirts of that map are really bare (opposed to the swamp for example, were a gen can spawn right at the wall) so that makes it even smaller.

    I think it's hard to extimate midwich's size because it's an indoor map and has a second floor, but you're right, the Layout sucks, but that not necessarily Behaviour's fault, maybe the license holder insisted on it.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414360#Comment_1414360

    No yeah...like Dead Dawg Saloon right?

    And then Midwich.

    Yeah, 2 recent small maps? Amiright?

    Sarcasm aside they only made 5 maps smaller out of all of these.

    https://us.v-cdn.net/6030815/uploads/1W7A869AXT25/tweeks-png.png

    I'm sorry, I don't get what you are saying.

    Midwich and Saloon are small or not?

    Because I'm pretty sure the Saloon is one of the smallest maps.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412125#Comment_1412125

    Just because the balance team is honest, doesn't mean he doesn't have control over them. I'm sure he mostly gives them free run, but I don't think the balance team really has that much say on what's screwing up the game's balance anyways. To my knowledge, the balance team is separate from the new character development team or least that's what I've heard. Hell, I don't even know if the balance team the one who do reworks either.

    And when you really face facts, the things that are really impacting the balance of the game are swf, genrushing, tunneling, and camping. While they cancel each other out, individually they all have a significant impact on balance. It's possible the balance team considers all that balanced, but it would strike me as odd if they did. I can't help feeling it's somebody else who's saying that's not worth focusing the team's efforts on.

    Screenshot_20200704-194029.png

    If Almo is really half of the balance team, than I would say the issue seems to be, that the balance team consists of two or three people, so probably they don't have the time to fix all the things that need fixing.

    But I don't know if McCote is responsible for how many people are hired for which team, so I wouldn't want to blame that on him without knowing that.

    And for who is controlling whom: As long as we don't work there we will never know, but I would give McCote the benefit of the doubt.

    As for SWF, tunneling etc: I think some people see it more as a issue to fun than to balancing and SWF for example is rather hard to fix because it's related to Marketing interests.

    Like probably the majority of the community I'm not happy with how long some bug fixes and balance changes take, but if they really have such small teams for these areas, I'm not surprised.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411921#Comment_1411921

    Are you honestly telling me that the Game Director doesn't control which direction the game goes in?

    He said once in a stream that sometimes he approaches the balance team about stuff that he thinks is op and they tell him: "No, it is not."

    From that quote I would assume that he gives inputs regarding balance sporadically, but the final say has the balance team.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409600#Comment_1409600

    Also you should edit-add this important reminder since you are first comment: I think devs changed the rank reset system at that time already. Which means red ranks was already overfilled with every single potato survivor. So having a high kill rate is pretty much meaningless.

    No, if you mean the change that only sets you back one colour. That came in December with Oni, the stats are from November.

  • @SpaceCoconut said:

    Reminder that the post also says "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."

    Also according to those stats, Ghost and Pig have similar kill rates in NOVEMBER of 2019

    You've looked at the wrong chart. In the chart for Red Ranks Freddy is on Top, followed by Hillbilly, than Spirit and Hag.

    Obviously you can't draw conclusions from stats alone, but both Spirit and Freddy were nerfed after the stats were released (Spirit got her chances in December with the Oni's Release and Freddy's Slowdown addons were nerfed in one of the hotfixes).

    The Fact that two of the top tier killers (according to the chart) got nerfed and with Billy now the third one gets changed makes me believe that the Devs do consider those stats for balance changes (but that's just a my conspiracy theory).

  • @Fiv55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404202#Comment_1404202

    weird, dunno why mine is bigger. I just played for 2hrs with no issues...

    That's strange. Might be a bug, but @ChrisFuFuu's update was also 67 MB big so if it is a bug, I'm not the only one affected by it.

    I' ll just verify the game files to make sure.

    Thanks for you're answer :)

  • @Fiv55 said:

    Restart your steam client. For some reason it wont show up until then.

    My update is only 67,4 MB. Should I be worried?


    DSC_0612.JPG


  • I usually play in the evening, but when I used to play in the morning, I was matched with people from US or Canada (atleast according to their profiles) too.

    Maybe there aren't enough people playing in the EU-Region in the morning and therefore the system matches us with people from different regions.

    Or maybe they all lied in their steamprofile.

  • That is intended matchmaking though, the system searches for opponents up to 6 ranks above or below you.

    Considering you got a 4k with almost max points (and the survivors scored also all well) it looks like you were able to fight them well.

    Were they toxic ingame? There isn't even one d-strike, so from your Screenshot it looks like you got unnecessarily rude after a relativly balanced match.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396653#Comment_1396653

    Even if it is not right, you got a way better than me, that I thought we needed to consider this:

    x × (yaz) - 3 = area

    May you explain to me how you made your equation?

  • I can't believe that I wasted that much time with it but here is my take: (can't promise that it's right though, it's been quite some time since I did something like that the last time.)

    DSC_0592.JPG

    I rounded 'a', so if you do the check you will get 24,99 instead of 25 and 31,99 instead of 32, but I would say close enough.

    But like I said, I have no clue if I did it right, might be just be luck that the numbers work.

  • https://youtu.be/KjWLd5D5mqE

    At 2,24 you can see a normal "we'll make it" - heal, at 2,35 you can see it stacking with multiple perks that increase healing or action speed in general, including botany, so I'm pretty sure that Yung_Slug is right.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396068#Comment_1396068

    of course i am prestigied

    Not really, no. If it were obvious, I wouldn't have asked.

    Prestige increases the likelihood of items with higher rarity to spawn on your bloodweb. Event items have low rarity to make them easier to find on the bloodweb. So you're getting screwed by your prestige.

    That makes sense. I found items in the first web on Meg, who isn't prestige, but haven't found one on Feng, who is P3.

    What I don't understand is why I've never experienced that in one of the other Events, I usually had no trouble getting Event items on Feng.

    I'll just save my BP for now, I'm hoping that they will increase the amount of Event items when they release the fix for the offerings.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387302#Comment_1387302

    Bees are absolutely fascinating! Waggle dance, royal jelly, fanning the hive, capping the honey, on and on. Seriously, look it up, there’s so much to know about them. Loads of websites dedicated to the info. Did you know you could be a beekeeper, legally, in most towns and cities? Small hive on your apartment balcony or roof. Yup! Free honey AND good for the environment!

    It does sound like a cool idea to do something like that for the Environment, but I'm not sure if that's allowed in my country (and my general phobia for all insects would be a problem too).

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386525#Comment_1386525

    I can actually answer that for you! It makes evolutionary sense because they can’t reproduce anyway, so it doesn’t matter to future generations if the die. Only the queen can lay eggs, and the males never leave the hive.

    If you get stung, it’s by a non-reproductive female. (In fact, the stinger is what would have been the reproductive, egg-laying part). Furthermore, it makes even more evolutionary sense because the death of the bee means it stung something that is now far less likely to endanger the queen. As long as the queen keeps laying, that’s all that matters.

    I would have never expected to learn something about bees in a game forum, but that's really interesting, I had no idea that the stinger would have been part of the reproductive system.

    Thank you!

  • That sounds indeed like an adequate Equipment. ^^

    @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385869#Comment_1385869

    Oh yeah! Hornets, wasps, yellow-jackets, scorpions, venomous spiders.

    Not bees though. I love bees! Plus, bees can only sting you once since the barb on their stinger pulls it out and kills em. Wasps: nice smooth stinger. They can repeatedly poke you till they get bored and move on.

    So all venomous animals that can sting or bite?

    Bee stingers are such a weird concept, you have weapon, but you will die if you use it. Makes me wonder what the evolutionäre sense behind that is.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386001#Comment_1386001

    they live in a lot of places, not just Japan, they're actually a threat to US honeybees (from what I remember)

    That so sad, bees are already an endangered species. (Not that I like them or think they look asthetically pleasing, they are insects after all, but from what I remember they are important for the environment.)

    I've asked Google, apparently the Giant Hornets are slowly invading Europe too, but they haven't reached Germany for now.

    But I guess I shouldn't go for a vacation in some countrys.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385869#Comment_1385869

    Hornets are capable of melting your skin (see Japan's giant hornet)

    Thanks, I really didn't want to know that.

    But I think the giant hornets haven't made it to me country yet, so I think I'm somewhat safe for now^^

  • It was Hallowed blight for me aswell.

    Yeah, people killing themselves on the hook was a problem, but I really enjoyed the new objective and that it didn't make survivors and killers fight for the same objective like the moonlight did.

    Withering blight wasn't an event imo. It was just annoying battlepass challenges (that had no link to the event as far as I remember) and a bit decoration ingame, pretty lazy in my opinion.

  • @yobuddd said:

    Wasps

    How do you feel about Hornets?

    I'm scrared of most insects, but I think Hornets are the worst because they are so big.

  • It is fixed now, atleast with the stripes and spots skirt.

    With the bunny feng skirt for example you can still see a very small cap, I'm not sure about other cosmetics.

  • @Papayarng said:

    Male:

    Bubba, Oni, Gun person, Myers, Clown, Frank, Joey, Doc, Billy, Wraith, Trapper, Freddy

    Female:

    Plague, Pig, Spirit, Huntress, Hag, Nurse, Susie, Julie

    Both/Neither:

    Demo (Wierd plant alien thing), PHead (Looks like a guy but has no sex), Ghostface (portrayed by both guys and girls)

    Ghostace's backstory in dbd portrays him as a male, Danny Johnson.

  • They might hope that they can wiggle of when the killer picks them up in a corner.

    Also the killer gets only a few Bloodpoints and no points in Devout for a survivor that bleeds out so they might do it to annoy the killer.

  • @xI_Fabi_Ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360249#Comment_1360249

    Oh, almost forgot that Killers aren't allowed to use survivors mistakes as advantages.

    I also know that it's a scummy move to do that but so is Facecamping, Insidious Camping, Slugging for 3 Minutes. . . . . . But these are not bannable either :)

    Yes, because slugging, camping etc is part of the normal gameplay. You're not supposed to just stand in a corner and get kills that way. I guess that's the reason why afk Wraith is a touchy subject (and you won't even get kills that way): The Devs want active Gameplay, not people standing in corners.

    In the end our discussion is pointless, a Dev said it's reportable, so I would guess that the people who review reports judge it the same way and avoid behaviour like that.

  • @xI_Fabi_Ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359184#Comment_1359184

    That's way too complicated. What if the last gen is close to done? Yeah sure I wanna get one kill instead of 3 free kills.

    He can't be serious.

    What's complicated about that? Just don't block for an extended period when egc isn't active.

    Your scenario that you can block three people in a corner is really hypothetical and won't happen often, so you don't need to worry about that.

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