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Terra92

Terra92

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Terra92
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  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773678#Comment_1773678

    Dead by daylight, not, Survive by daylight.

    https://forum.deadbydaylight.com/en/discussion/comment/1773663#Comment_1773663

    Not at all, but I get how you can assume that.

    This post is full of great advice both for those that are toxic and those that are subjected to it.

    Being toxic only hurts your own character and I have no control over what you do.

    Now excuse me while I pet my goldfish.

    Is his name Steve? Please tell me his name is Steve.

  • Had a killer say that I must die a lot as a survivor when I called him an another survivor out for being toxic douchebags to each other post game.

    Like yeah no duh, everyone dies a lot. If we had a death/escape ratio I'm pretty sure 99% of players would end up with a .5 at best. .5 meaning you escape half as many times as you die.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771505#Comment_1771505

    Ah, well if it was just a misunderstanding then it's not a problem. I didn't take it personally, I just struck back a bit at what I perceived as kinda hostile. I'm not one to back down haha. Don't worry about it.

    But my killer games also went very well for the most part as you can see. Yes I do agree for a lot of people this was a bit of a reality check.

    There's definitely players better than me, I don't think I'm like, the next Otz or anything. If the ranking system was based on skill I really don't believe I'd be in red ranks at all where the top top players would be. Just with the good above average players. Where exactly on that spectrum I fall who knows.

    I really think this experiment showed even more than before that the ranking system needs to be adjusted. I shouldn't be steamrolling as survivor just because they removed something like bloodlust. We basically have every skill level at "high" rank besides brand new getting matched together.

    Yeah same, honestly. As a survivor I am iffy at chases, a lack of bloodlust didn't really make it easier. I don't think I deserve to be where I am, but I also think where I deserve to be gives me way too many victories so I might as well stay higher up 😅

  • @Chekita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770627#Comment_1770627

    MMR is not currently in place. When it was, it was a debacle, that's why they disabled (and intend possibly to reactivate). Poor matchmaking right now has nothing to do with MMR.

    It's easy to know the difference when MMR was in place, if can't even notice this I think it's rather difficult for you to criticize someone sharing his experiences. He is not saying this is how it would be for everyone, it's a way of sharing the experience in a more objetive way than all people saying: "ah nothing has changed", "ah I get 4ks every game" and so on. Hardly anyone that came down criticizing his attempts with this logic put his time to gather his own data to demonstrate his own experiences to prove otherwise.

    Not even the number of matches or their results. As such, anyone that says all this or all that is much more ambiguous and suspicious than someone trying to contribute with real numbers, no matter if they are not a significative sample, their here to compare to others. That's how feed back works. Also, only looking through the statistics you won't get the whole picture as well (it's the most important part in my opinion as well), but players also have to give feedback.

    I had no idea they got rid of it. I've only recently come back.

    @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770627#Comment_1770627

    Umm, I just did my killer matches and I got very different results, mostly 3 and 4k's. I'm just editing the screenshots that I want to include in that post to block out names, but the data is up and has been up for a while now. The link is literally right above your post.

    Maybe don't be so quick to just say people who might not agree with you right away are lying or bad -_- I'm not relying on bloodlust.

    Sounds like maybe you're the one who's not as good as you think you are.

    Yeah there are a lot of variables, but there's only so much we can do but put up our results and observations and discuss. The lack of BL in the game is having some degree of effect on matches, the more we talk about it the more we can learn about it and try to draw better conclusions as to how strong that effect is and why.

    I had written that under the assumption that you had similar results. Perhaps I misread what you wrote, but my understanding was that you were having poor games as Killer.

    Regardless, this is potentially a harsh reality for a lot of players. No, you're not a good survivor who's been screwed over by bloodlust and suddenly you were great when it was gone. No, you're not a great killer if you rely on bloodlust.

    I've never said I was a great player. Please don't take it personally if I made a judgment call on someone's perceived skill. We all like to think we're better than we actually are. The reality is that there's always someone better and likely they're about to match up with you.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768868#Comment_1768868

    I'm not trying to push any agenda I jut recorded the results and thought to share it and my thoughts. It seems like a lot of people are having the same experiences. I also wouldn't say its useless, this is still the result of multiple games at the higher ranks and noting the general difference in performance. Just because we don't have every little detail doesn't make it useless.

    Test is about BL, the games in general are being affected and I was more interested in the general change of the matches which is pretty big as far as I'm seeing. I don't think including killer perks is really necessary. I did note the builds that stood out as well if I felt like they made a significant impact. One of the matches that match stood out to me that is not included had Ruin/Undying, but that's because it didn't do much because we weren't really pushed off gens much since chases lasted so long. it didn't have an effect on the game really so I didn't think it was worth mentioning. If it helps at all I wasn't running anything crazy myself. My build was Lithe, Spine Chill, Kindred, and either Small Same or Pharmacy depending if I had a med-kit or not. My teammates were the typical survivor second chance build that you see in all your matches for the most part, I think that should go without saying. All my med-kits were green (pharmacy) and had no add-ons since I burned through them before this test started and I haven't put BP in my survivors since. I will say I had no games with keys in them, but I did have some with a mori, which were listed. There's also data you're asking for I can't provide like when the chases started.

    I didn't really think to record rank at the time as I don't connect rank and skills since, well, they're not connected. I started at purple around rank 6 or 7, ended at red rank at rank 4. But if we are concerned about rank, my doesn't really matter as much as the killers. I did state the killers ranks were varied, but for additional info I'll also say they were mostly purples and a few reds, with some greens here and there if memory serves. But the results didn't change much, rank doesn't seem to be making too big of a difference since again, rank =/= skill.

    I will update the post with some of this info, not that its much since I'm going off memory. A match history would be nice lol. If I can get some killer matches in I'll be sure to take down ranks as well since I underestimated the weight some people put on rank even though it doesn't mean much imbho. A high rank game doesn't mean a high skill game as I'm sure we all know. Still busy for the day and I might have to make a choice between playing and sleep.

    I think it's actually more of a realization that you're not as good as you think you are, maybe your rank or mmr has been inadvertently boosted because of your reliance on bloodlust, whether it's conscious or not.


    Yes this applies to everyone else complaining about high rank games being very bad. I played several games yesterday as survivor and didn't notice any real difference in how much I died vs how often I escaped. It's always situational, depends on the day, depends on my luck, depends on who I'm facing.


    My point is that there are so many variables that affect how well you do in a game, there's no possible way that straight kills/escapes markers could ever truly give any indication of change aside from anecdotal experience.

  • @[Deleted User] said:

    I feel he needs another rework, if only because I feel he can be much more fun for everyone and be better too....

    I want the ability to parkour tbh, imagine if he could do like a leap to a wall and is then auto launched a short distance like at a 30 degree angle at survivors; and this can only be done in Frenzy; but deep wound was removed and his cooldowns, timers, etc etc were all balanced around these new changes accordingly.

    Hell, you could let him climb up and over certain walls in the game too or something.

    I feel they really could have done more with this urban teenager cult than they did, that's all I am saying. I feel he is being left as is just because...well.....it's easier =(

    I had an idea for a rework on Legion's Add On's. Basically it was changed Mix Tape(the one that makes chase music map-wide) to complete silence. Legion during Frenzy with Franklin's Mix Tape would remove Terror Radius and chase music.

  • Here's a little anecdote for you, maybe entice you to stop tunneling and just play the game. It's just my experience today but it's pretty much the same in all my games, unless we totally bomb.

    I've played about 15-20 games today. Of those, about 5 had tunneling killers. Those killers either got one kill or none at all. When you start tunneling players, the rest of the group picks up speed and gets out. No one wants to play with you.

    Now you might not care if no one wants to play with you, it's an anonymous matchmaking system, no one knows who you are until the end of the game. But I can guarantee that you won't have great matches. Maybe you'll win, maybe you'll get a 4k, maybe you'll get a perfect match. But it won't be because you're an amazing player who's found the secret to success in Dead by Daylight. No one's going to like the way you play, no one's going to put up with the way you play.

  • Unfortunately most of this data is useless because we don't know your rank or the ranks of all the players, what perk builds they went with, what the killer's perks are, or what their motives were that match. We also don't know when the first chase started and ended(either through escapes or downs), when the first hook happened if any, what items anyone brought in, or how long each killer's hex(es) lasted per game.

    Right now this basically just tells us very limited data and is trying to push an agenda with that limited data.

  • "Screeching."

    I mean that's a descriptive word, I suppose.

  • I mean every time I run into a 3-man group and I'm the lone Nancy, I get open handed by everyone on the team. "Hook her! She's not one of us!"

  • Yes because this game thrives off of its competitive esports nature.

    There's no way you could separate and organize players in such an undefinable manner.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/207559/my-experience-so-far-with-no-blood-lust

    It's not a problem for veteran killers, it will be problematic for newer killers. Whether it's a problem for you shouldn't be the primary concern in my mind.

    I think that the biggest issue that everyone should be concerned with is that you didn't buy a game that was in a beta test, or warned the game was in early access. If you're going to affect a product in this fashion, you should be providing your players with some incentive, because you're essentially making them work for you. Sure, they could just remove Bloodlust, but they obviously don't know if that would be a good idea at this point, hence the testing. But did you pay to test a game? Hell no. Should you be compensated for your time, hell yes! Why is it not a big deal to provide an incentive? Because they're the developers, they create the incentive out of thin air, and you paid for this game to play it in the working condition it was in when you bought it. I mean, anything at all - it's the thought that counts, if they want to be stingy about it.

    "But it's only for three days!" The point is that this sets a precedent for the future; you shouldn't ever accept this kind of treatment from a company you've paid for software.

    All multiplayer games have updates. Your argument is basically any game that has major changes, even for a short while, isn't a complete game.

    So what, full release multiplayer games should just be static the whole time?

  • What is with people trying to guilt trip developers? Like have an actual argument, don't just chock it up to "oh they have a preference so of course they hate us :("

  • @Eleghost said:

    Hmm i think you may need to seek some psychiatric help. Killer is more stressful as you have to juggle a bunch of things at once where as survivor you must sit on gen and loop killer.

    Getting into character in a game isn't needing psychiatric help. If you truly think this person is licking their lips in anticipation then you must not read a lot. It's flavor text if anything.

  • I like Inner Strength, it keeps me on the lookout for totems and if I break one before I get hit then I have a very short heal in the chamber.

    I like pairing this with Quick n Quiet and/or Head On.

    I also like Kindred. It's one of the best Aura perks in the game. On its own, any time someone gets hooked, you see everyone's location, and the Killer's aura if they are within a certain distance of the hooked player. This means that you can always(except for T1 Myers) know when a Killer has bbq(when they look directly at you or beeline straight for your position) or when they're heading towards someone else and you can make a safe unhook. That alone makes it worth having for me, but a little bonus incentive is when you are hooked, this perk is transferred to everyone, and they have Kindred until you are unhooked.

    Personally I keep both of those perks in the bag and swap between a bunch of others. Small game is great for when you're learning typical totem spawns if you have trouble with totem finding and don't want to buy Tapp.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761756#Comment_1761756

    NO! That gives A FREE ESCAPE and that's WHY people are slugged for hatch. If you got outplayed with gens left, you shouldn't be able to just STILL escape. You failed your objective.

    I've had plenty of games where I'm doing so well, on the top of my game, haven't been hooked once, escaped a chase several times. But everyone else on my team just isn't as good and they get picked off one by one. Of those games, half of them have been slug n seek and the other half have been roll the dice. I rarely find the hatch when it's the latter, and I only sometimes get away when it's the former.

    The killer didn't earn my death any more than I earned the hatch. In these instances maybe two or three gens will have been completed and most of the time the game has only lasted like six minutes. But why am I held to the standard of three other players who couldn't keep up with the killer?

    The hatch is fine as it is, it's an RNG feature that the killer will have found before any one survivor more often than not. And the vast majority of players who bring in keys are basically tunnel killed anyways. Caps locking words doesn't bolster your argument, it just shows that you're using buzz words to illicit a response out of people who don't actually read what you wrote.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764686#Comment_1764686

    we all know these are one and the same. Nobody plays on SWF without comms and the ones who claim otherwise are lying.

    I'm not against this chatwheel thing, being upfront about that. It's been suggested in the past and pings and small forms of communication would be good.

    But I find it incredibly backwards to think that an application like a video game should take that much control over your computer that you cannot use voice chat via third party app. This also doesn't make sense for two consoles that allow voice chat through parties and private calls. There is absolutely no way you can nerf, remove, or restrict voice communications in any way without removing people's right to control their own computer. And even then they'll just find a different way to communicate via voice, like a phone call. I don't know why people think this is in any way possible, you simply cannot restrict players like this, it's literally impossible.

    The only thing you can do is stuff like a chatwheel or simple pings, maybe even make them proximity. I don't think anything complicated is necessary. The above example is way too complicated and redundant.

    What really needs to change is the survivor status. Perk buffs should be notified where they are coming from, players should be notified when someone is being chased with a small amount of delay. Players should be able to simply mark chests, totems and generators that can be seen from a certain distance(not across the map but not a terribly short distance either).

    It's more of a quality of life change than anything seriously groundbreaking. We probably don't even need a wheel, just a smart clicker. Point your cursor at something, anyone within 24-30 meters will get a non-intrusive notification that you are at this place, either doing something, seeing the killer, or whatever. 5 second cooldown so you don't spam it constantly to get people's attention like some neglected misbehaving child.

  • @Justalittlepeeck said:

    And please, quit with bullshit that the game isn't supposed to be played with communication.

    If that really was like that, SWF feature wouldn't have been implemented or deleted long ago, but here we are.

    "Feature?" Are you talking about queueing up with friends or the fact that everyone talks via 3rd party applications?

  • @Halbix said:

    I do it when I either need a challenge, or going for adept

    I need to keep this in mind more. Sometimes I'll have found hatch so I don't quite want to give up the game, but my buddy is lying on the floor with the killer patrolling them waiting for me to show up. The competitive person in me wants to try to get them up and escape, but the realist in me realizes I either have to give up the game or give up my buddy, can't really have both in that scenario.

  • @[Deleted User] said:

    If you play a CASUAL game competitively then you shouldn't complain about balance. This is not an esports or something like that. If people are having a miserable experience on pubs then they are on the right to complain.

    I find it weird when people want this game to be an esport. Like how would that even go?

    "Million dollar pot, who will get it? Team Cloud9 or Faker playing as 1blink Nurse blindfolded?"

    And commentary over the game with a live audience would basically give the killer all the info they'll ever need. Or give survivors way too much info about the killer's perks.

    "Team Solo Mid has decided to genrush the first gen in the killer shack, oh no Oztdarva seems to have overhead my announcement of their location! He's heading straight for them and he's got devour hope!"

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764073#Comment_1764073

    wait there are claudetts that dont blend? lol

    https://forum.deadbydaylight.com/en/discussion/comment/1764077#Comment_1764077

    im not being funny but i wouldnt mind one person not doing something, but like i said if im chased at game start from 30-120seconds when i go down i should see at least someone doing a gen. i dont mind people not being perfect or being the best but i expect them to actually do something, there is no reason not to be on a gen and when im running perks to help the team (kindred,better together,sole survivor etc.) they have plenty of info to actually do something. its just too common, its why iv gave up carrying people and just kill myself on first hook and i shall continue to do so every game like such

    In solo queue you shouldn't play the support role, you should be playing the role you like the best. Kindred is a ridiculously powerful perk for solo survivors, I'd say it's leagues better than Spine Chill in most scenarios and unfortunately it's most useful part is taken away when someone plays Scratched Mirror Myers. It's usefulness to the rest of the group isn't even a factor when I bring it, it's more a bonus. I'd still use the perk if it didn't give vision to everyone else while I was hooked.

    Team perks are for team games, games where you play with friends over comms. In a solo game you play for yourself and maybe grab the lone Dweet or Sailor Steve if it's safe, but other than that they're there as fodder. That's not your outward mindset but deep down we all play like that in solo. Hell I even do that when I'm playing the healer, I wanna heal your sorry butt so you can keep being chased, I can't finish these gens if you immediately go down again!

    I'm sure my dry humor isn't translating well across text, but honestly you should be playing to your strengths, not to keep three people alive. Otherwise you're always going to be picked off and you're always going to be annoyed because you've(at least from what I'm reading) built yourself up as the perfect sacrifice. Save the funky team perks you see YouTubers do for the times when you can play with a few friends.

  • This is such a blanket statement on a really niche amount of players.

    I understand you're frustrated that people aren't doing objectives or getting you off hook at an optimal time/before 2nd phase but you really need to understand that there are five perspectives in every match. Four of those perspectives are not yours, and your perspective doesn't have any authority or meaning above any of the other four. They're all doing whatever they want or need to do in order to play the game they think is the right way to play.


    Sorry if you had a teammate who crouched in circles in the corner of a map. Move on and play the next game.

  • @OniWantsYourMacaroni said:

    "people shouting nerf and buff after 1 match...."

    Yeah,that's the forum experience right there.

    "I've played a million billion games, I,have twenty seven trillion hours into this game, so I think I know what I'm talking about when I say thbpbpbpbpbp thbp thbp thbp fartsnacks."

    -every armchair expert on the forums

  • It gets easier after first devotion. You basically can afford a new character every 50/25/25 levels, or several perks if you're not interested in the characters and just want to get lucky with perks/extra blood points.

  • @Smeson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757521#Comment_1757521

    Would absolutly solve the issue alittle, but would still be a huge grind

    I think it'd be a good start though.

    I think the concept of the grind really hurts people in the long run; a lot tend to experience burnout after getting all the teachables or buying a ton of characters.

    But there also needs to be something there.

  • I've been thinking recently, especially with the perk organization update a little while back, they should just make each character's teachable's maxed out on their respective characters from the start. 3 maxed out skills won't break the game on an early survivor. It'd be great if Killers could get something like that too, instead of having to deal with rank 1 perks.

    I think it would cut down on initial grind for specific characters. No one really plays a character because they own a perk, anyways. Most play what their favorite is even if they don't have the right perks for them yet.

  • Semantics. Point still stands.

    I swear it's like nobody can post a single thread without someone flipping the table, like it's some sort of disease. Can we just talk about a single subject without bringing up the other side? Like once? Maybe?

  • @Mikeasaurus said:

    I don't understand survivors who tryhard against killers who aren't tryharding, but hey, that just seems to be the game we're in these days.

    Wow great response, perfectly executed, brilliantly worded. Hit em with the old "No you," counter. Brava, brava

  • A cursed Ent would be really cool though. Something like maybe an Ent sapling. Think Treebeard, only rotting, festering, maggot-infested, and the size of the Great Deku Tree reborn.

  • I mean I don't play as much as I used to, I still have the same normal occasional gripes about how boring it is to play against certain playstyles/killers(who generally only have one way to play against them), but like it's still fun overall. I'm still having fun, I'm just more busy than ever and I have other games I want to play, other things I want to do.

  • @[Deleted User] said:

    Grow a thicker skin? Honestly, if they start talkin' smack, just move on. The only loser is them. If they start chasing you after the match screen, that turns to harassment and can be acted upon with much more severity.

    Not that I condone being a jackass, the less strict chat is... Nice. There's not much of a facade.

    Course an easier solution would be to remove in-game chat entirely, especially now that cross-play is enabled, and let all chat be handled via the respective 3rd party platforms and their support teams. Less work for Behavior, and better censorship.

    I always find it strange when people say this.

    "Grow thicker skin."

    It's like being beaten down every day by racial/homophobic/sexist slurs and just being told to ignore it, it doesn't matter. Like imagine you were called something your entire life. Something you aren't. You're called this every day, to the point where others start to believe it, to the point where you're made fun of for it, to the point where you're beaten up for it. To the point where you're killed for it.

    I don't think it matters how thick your skin is, you could have dragon hide, but that won't matter to the parasite that these words are and mean. It's a silent killer and no one seems to care about it.

  • I'm boosted whenever I go against a Freddy. I'm always found first, I'm always mindgamed, his claws always have the reach of Huntress' hatchets, and I'm always downed near basement. It's quite the unfortunate experience lol

  • @DaDuck said:

    I don't really understand this one. You do the bones every game and still getting hit by noed?

    If Survivor is considered a team game, and this player is doing 3-4 bones per game, then it should be expected of the other three to do a bone or two. But no one does bones but this player, so that last set of bones, wherever they are on the map, are never done, so NOED gets activated anyways.


    I mostly agree with you, but there are also some, ways to give yourself better odds against NOED, albeit it's a gamble and you don't get as many points for cleansing. What I'll do is pop a bone for Inner Strength, and then keep track of the rest of the bones on the map as I come across them. There are only 4 max on the field at any time since I'll usually pop one immediately, so that's a 25% chance of a bone becoming NOED so I can cancel it out immediately. While ideally all five are gone before end game starts, sometimes teammates decide to rush the game. At that point all I can do is hope that the two or three I've found are one of the NOEDs in play. I've a better shot at seeing one of those bones up(25, 30, 50% chance) than finding the last one that somehow hid itself in the buttcrack of a bush hidden behind a tree and a mountain.

  • It's a cycle, neither side really "started" the fight, but one person or a team thought something would be fun since it gives a bigger chance at escaping or killing a lot of players, and so they started using it. A lot. And so in response, the people on the other side started complaining because they were being "forced" to use perks they didn't really want to use.

    The reality of it is that no one is actually forced to use anything. Everyone has just become so accustomed to their high kill or high escape games that they view it as the norm. Many veteran killers and survivors alike have gotten complacent in their meta. They feel trapped because they think they have to escape, they have to get as many or more kills as last game. And the fact that these perks make it much more difficult, or at least mentally dissuade players from trying to do normal things in the game, they feel they can't get out.

    Honestly, while frustrating, it's also a little funny when a killer decides to leave me on the ground because they think I have DS, when I've only ever run the perk like three games ever, and all three of those games I've never been able to use it.

    Ya guys all countered yourselves, you expect every player to come in with a perk list, that instead of thinking around the perks, you just don't want to deal with them, so you run the same perks you always run that counter them. There's no growth in that, sadly. Which is why the meta has been pretty stagnant since it was established. No one wants to try something new anymore, except those of us who don't really care about perks or rank.

  • I'd say about 3 minutes, giving ample time to let survivors find other generators. I assume one will always be running from the Killer, they may have gotten 10 seconds on a generator before being caught.

    1:30 for the first three generators, giving every survivor 10 seconds to get to one. Plus another 1:30 for the last two, assuming one generator has two survivors on it and the other is solo, even if they all started at the same time, the other two would have to find the last generator being worked on, which might take upwards of 20 seconds depending.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520845#Comment_1520845

    Well... Let it me say on this way:

    In real life, not everyone is happy if you suggest that someone has a smaller brain, or is dumb :). I bet you haven't mean it on this way, but this is the dbd community... How long do you think someone needs to get those words in the wrong throat?

    Edit: What the complainments matters: So yes you are right, but imo they are often exaggerated and posted with the wrong intensions (like that someone, somethings dislikes - but your likes or dislikes should have nothing to do with balance).

    He didn't say anyone had a smaller brain, he was negating the argument outright. "It is NOT because they XYZ." Means that anyone about to throw that on the table should just stop, because we're establishing what something isn't, rather than let anyone come up and say what something is.


    The stress is real on Killers, but the snowball is also just as real. Once a Killer has hooked someone, the snowball can begin. One person comes in for the save, that's now two people off generator repairs. If that person starts to get chased, they've wasted time not repairing, and someone else has to come to the rescue. That's now three people off generator repairs and one possibly repairing.

    Once you start getting that cycle going, you can't let up. Killers have but one objective, there are no side objectives to do unlike with Survivors. If you keep up the pressure then you can start to really slow the game down. But if you just decide to take it easy, then the one or two generators that popped earlier will quickly turn to three or four. The point is to get that hook and start patrolling the other generators. If the game was designed so that every generator was equivalent to two hooks, survivors would never escape.

    The game is designed so that the early game gives survivors a little bit of a headstart, but will slow down once the killer has started hooking people.

  • @Veen said:

    The community when the devs dosen't do anything :

    https://us.v-cdn.net/6030815/uploads/RLXU6UQK8P5Q/image.png

    The community when the devs tries something new :

    https://us.v-cdn.net/6030815/uploads/MOCZG54HE45J/image.png

    Pretty much. Outside of the forums and a few streamers that seem to affect the forums more than others, the general attitude towards the game is super positive.

  • I mean your argument kinda falls flat when people have small game or just use their eyes.


    Trapper is more of a setup guy who leads his prey in the direction he wants them to go. You shouldn't rely on the trap set up a mile away to do anything for you.

  • @Fellek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513667#Comment_1513667

    how about making holes that you could crouch through? just a thought, not saying this should be in-game but. Let's say that it's pretty balanced as the survivours will take long to get through giving the killer some time to hit them, or as killers such as pig and ghostface it would also work. Im not fully sure how you would balance ghostface with that though, since he has no cooldown. again, just a thought

    I think they have merit, but it's hard to tell for sure, y'know? I've seen Hunt gameplay and it has similar features, but they don't feel all that great.

  • @Mikeasaurus said:

    I think we all wish chases were a little more interactive, but beyond Pallets and vaults, theres not much we can do. And BHVR have spent 4 years doing nothing to add more to chases. I'd love to see more interactivity with killers and maps. For example, Hawkins. We all know the doors either open when a Gen completes, or stay sealed, but what if both survivors and killers could activate buttons within a room to seal a door, and open another in the area. Essentially, you'd create a new pathway for yourself, and slow the other person down. Just simple little interactions like this would spice up chases across all of the maps. And it wouldn't have to be limited to doors. It could be anything.

    I mean what do you want them to do? What can they do to make chases more interactive for both sides of the field without seriously nerfing the Killer's damage to survivors or increasing survivor's health?

    It's hard to find something good that will stick and be fun to do over and over again without becoming tedious, it's much harder to program and implement such ideas to the game.

    There are proposed ideas outside of chases that would potentially make the game more fun, but since no one is able to test those concepts no one can know for sure, it's all just speculation.

  • @Deadboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513062#Comment_1513062

    They kind of do when they can choose when to hook someone and if they have the doors open at the same time with end game timer near depletion can grantee a four kill. Kinda op in a way but also is a big gamble so I think it speaks true to what dbd is played around. Skill, and playing with builds to test what works for you. Not a bad gig so far if you ask me.

    No that's what I'm saying, the current BW gives them a ton of agency, which is a good thing for a perk like that. Changing it to match this concept we're debating about removes that agency, leaving it the same also removes that agency, because the Killer doesn't actually know when the doors are open, unless they happen to catch it.

  • @dark_bassist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503579#Comment_1503579

    Then let's rework BW, lest make it that it activated the second the last gen is done, EGC triggers and the entity claws blocks the gate switch for 10/20/30 seconds how about that?

    That concept sounds a lot worse than what BW currently does.

    Everyone's been pointing out it lights up when activated, but honestly it just feels like agency is taken from the killer by not letting the killer activate it on their terms.

  • Can't you all see the Entity is pitting us against each other? It's been their plan all along! Wake up sheeple!

  • That's literally doing the same thing as just leaving, but now you're potentially fooling your teammates into thinking you need to be unhooked or healed. At least with a DC no one has to worry about your dead weight.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504026#Comment_1504026

    99% the door put the door in the survivor favor 100% if there 4 or 3 survivor left they know if that wow best would be if they 99% the door and walk away to save someone it need to start slowly lose progress on the door.the doors shouldn't be survivor or killer sided how it is now it survivor sided it only killer side if it 1v1 and the doors are close together which also need to be fixed.

    The Killer benefits just as much as the survivors. Usually the killer hasn't hooked someone right next to the door. If they're smart they're waiting for the survivors to bum rush, the killer can likely get a trade and start the whole process over or get a few kills out of it.

    Let's not pretend that everything is worst case scenario, yeah? Makes life a little easier. And please cut up your run on sentences. Makes life a little easier.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503579#Comment_1503579

    Technically the Blood Warden perk icon lights up when an exit gate is open. You can also see survivor auras standing inside the exit area. But yes usually the EGC timer showing up is more obvious.

    Changing the formula to meet expectations only kicks the little guy and makes it boring for everyone else. The EGC not starting gives just as much freedom for the Killer as it does Survivors. The EGC is only that final point so that survivors can't just teabag the gate the entire time, or hide in a corner because the killer has traps lined up on one gate and is guarding the other. The Killer can also just open the gates to prep up Bloodwarden, and it's one of the better strategies for the Killer to do if they're running that kind of game.

    But starting the EGC in the manner suggested just rushes everyone out the door, it's not fun, it would just feel like someone pushing you out the door because they already got your money.

  • It's a good perk but I'd rather run something else. If I end up in a game with a tunneling killer I either just move on to my next game. Yeah it's a little frustrating, but not every game gives you a tunneling killer. And at high ranks the killers can time it pretty well, often times any time I have DS they've initiated another chase with me right after it's deactivated, so there was really no point in having it to begin with.

  • @Pipefish said:

    Honestly the endgame collapse timer should start the moment all the generators are powered in my opinion.

    That would put Bloodwarden in a really weird spot, though. Killers are notified when they can activate BW because the End Game Collapse has started. With EGC starting before the gates are opened, now the Killer doesn't know when they can hook someone and trap unwary survivors, yet if they do, likely all survivors are trapped inside before they even have time to react.

    It puts BW in an unfair situation for Killers prior to opening the doors and an unfair situation for survivors after the doors are opened. Triggering BW would now be way too difficult to pull off right and simultaneously impossible to beat if it ever managed to activate.

  • The problem with this assessment and conclusion that all survivors who die on first hook do not take into account the mechanic built-in to attempt to escape. It also doesn't take into account people who legitimately die on first hook, spending absolute minutes repeatedly pressing a single button.

    That mechanic exists to allow survivors their own chance to escape the hook. 4% Roll the dice. Play your cards right. Use certain perks and those chances increase dramatically, one of them even lets you successfully get off the hook every time.

    Saying that people shouldn't use those mechanics, even if it's a detriment to their team, is basically punishing someone for playing the game.

    Sure sure, you can simply wave this argument away by saying something like, "But the devs can build a system that recognizes these things, then there's no problem! Problem solved!" That kind of system takes a lot more time than you think it does. It also can't take into account every nuanced reason why someone did or did not attempt to escape off the hook. And punishing players who want to roll the dice and get off the hook themselves because they realize that either their teammates are too busy to care, or you're being facecamped and just don't want to be in this game anymore, or any number of reasons that aren't "I hate this map/killer I'm gonna throw myself at the hook and die," is just spitting at people fairly using game mechanics.


    You might as well remove the mechanic if you're going to punish people for using the mechanic "too much."

  • It still applies. "You" is "they" and we still only have information on five matches.

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