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Thusly_Boned

Thusly_Boned

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  • @OneAutumnLeaf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660937#Comment_3660937

    I jam to spotify when I play killer, so I kinda have to use aura perks pal, and aura perks have been in the game since pretty much forever idk what your on about saying it barely existed when aura has always been used on killers....

    You don't have to listen to music when playing. Audio is a huge part of playing DbD, and if you're voluntarily handicapping yourself by jamming out when playing, you really don't have any room to complain at all. Honestly, saying "nerf this perk because I need guaranteed aura perk value because I don't actually listen to the game" is one of the most entitled things I've ever read here.

    That's they way the game is designed; sometimes your whole build is countered by your opponent's build. No one is guaranteed value from the perks they run.

    And while aura perks have always been around, they haven't been as numerous or as prevalent. We are in an unprecedented aura reading meta. You aren't entitled to seeing where everyone is all the time because you don't want to fully pay attention. GTFO with that nonsense.

    Turn the music off and play the game as intended before you complain.

  • I believe it was deemed a limited time seasonal cosmetic as part of their FOMO nonsense. You'll be able to buy it again in December.

  • @Katzengott said:

    Did ppl forget about basekit BT, the new HUD, anti-facecamp, anti 3gen and bots?

    Also i find it silly that SWFs NEVER got touched. If anything, they got stronger with the "solo buffs".

    Yeah, BHVR has done a lot for solo queue recently. The HUD update was huge. For me, solo is as good as it has ever been from a QoL standpoint.

    @saym said:

    The problem with solo queue is MMR.

    Yup.

  • Why? So you can revel in the joys of the toxic end game chat cesspool while struggling to enter text at 1/4 the speed of someone with a keyboard?

    Sounds like fun.

  • Yeah, once you get that first hook, the most efficient way to win will almost always be to just stay on them and tunnel them out. They're injured and you know right where they are.

    What I hate most about it is that it just unnecessary most of the time, especially in solo. But if we're talking about mitigating risk and taking the easiest path to a win, tunneling the first hooked surv is your best bet.

    I hate it, and I don't do it (at least not until late in a game that I am losing), but it is what it is.

  • Those killer ratings have always meant nothing. It's like they're drawn out of a hat.

  • Yes, because nothing says horror like freaking Lana Del Rey. While we're at it, let's just spin a big wheel of random celebs to determine who is brought into the game.

    The minute I feel like DbD is trying to be like Fortnite in any meaningful way, I'm done.

    @H2H said:

    Elvira would be an incredible addition.

    Now this would be cool.

  • I think playing survivor is more fun and escaping is more rewarding when I feel like losing is more probable. I play a pretty even surv/killer split, and I definitely feel like W/L should not be a 50/50 split.

    I also feel like it being likely you're going to die as a surv is more appropriate to the premise of the game.

    When I want a nicely balanced experience, I sure as hell am not coming to DbD for it. There are other games for that.

  • @Volcz said:

    She won't come even close. Not worth it when it comes to perks.

    No doubt you'll see more of her when she releases, like the usual. But besides that, no.

    People often act like it's some sort of big factor, but does anyone actually weigh perks heavily when choosing a survivor? Or a killer for that matter? I'm looking at this from the perspective of someone who picks up everything anyway, but I think what perks a character comes is this pretty close to a non-factor, since almost everyone is just going slap a bunch of pre-existing perks on them anyway. Especially survs, who are essentially just skins of each other.

    It's not like she's licensed and will cost actual money. Most people with a spare 9K shards are gong to pick her up.

    And no one will ever dethrone Feng simply because so many people already have a metric ton of cosmetics for her. But I'd bet Sable is going to be the most popular new surv in years, and will having some staying power. And I'd be stunned if BHVR doesn't immediately start loading her up with cosmetics; she's going to be a great vehicle for selling them.

  • I didn't plan on buying any of these, but The Dredge and Doctor skins are amazing. Especially the Dredge.

  • @TheArbiter said:

    But.... but trapper

    Trapper is just screwed on Eyrie of Crows regardless. Worst killer/map combo in the game; I'd rather play as Huntress on Lery's.

  • I don't really notice as much of the P100 BS (being dodged/tunneled) as I used to, mostly because I am rarely the only P100 in any given lobby. As we go on, we're going to get to a point where having a P100 is pretty basic.

    I don't use my P100 surv all as much anymore though, as being P100 makes me feel like I'm not really building toward anything with them anymore. I still use them, but mostly because I had like 400 cakes, and I put the BP I earn with them in to other characters.

  • This survivor is going to be very popular, and sell a metric ton of cosmetics, which we all know are coming.

    Usually I would resent this, but a caked out goth girl is pretty near the dead center of my area of interest, lol.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653912#Comment_3653912

    I disagree the entire coldwind realm got transferred from highly survivor favored to disgustingly killer sided. Loved that realm before but 2 LT's, 2 5 hour killer tiles and one long wall is a terrible map for survivors.

    I don't agree, it's better for killer now than it was, but at worst I think it's neutral currently. I still strongly prefer it as a surv versus killer. It's the corn. I hate tracking survs in it (except as Huntress). Unless you're running aura perks, it's a pain in the ass.

    And even if you do put Coldwind in the killer sided column, it still isn't close to even in terms of killer vs. surv sided maps. On my personal list, I'd have two killer sided maps: Dead Dawg and Midwich. Every other map is neutral to obscenely survivor sided. And there are several that are the latter end of that spectrum.

  • @humanbeing1704 said:

    Patches favouring one side isn’t new stop whining

    Yeah, it goes back and forth, as does the side doing the whining. Surv is trending down atm, but it will change. History is a good indicator of that.

    And I had to laugh when I saw complaints about no map changes "for survivors" as if 2/3 of the maps aren't already hella survivor friendly. Most of the rest are neutral and there are like 2 killer sided maps in the game.

    There are valid criticisms of how survs have been treated recently, but we have a long, long, long way to go before anyone can cry about map balance from a surv perspective.

  • @woundcowboy said:

    I’m not sure if they were trolling or just don’t know in regards to the pig “buffs.” She is, objectively, right now a better character than she will be after the patch. The slowdown/threat of a headpop is the best thing pig has, and it’s being severely nerfed

    Meanwhile they are buffing the worst part of her kit, which is still counterable by predropping and running away from the loop. Huge L for Pig.

    I don't see how this appreciably affects the slowdown, honestly. It makes a headpop a lot less likely, but against anything but total babies those were super unlikely before. The traps still need to be dealt with, and dealing with them won't be any quicker.

    If they had drastically reduced the time it takes to search a Jigsaw box or made it so you can escape with an active trap on, that would be a whole other thing.

    All these changes do to RBT dynamics is that it makes it less likely that absolute potatoes will die to them.

  • Well, they need to fix the maps, really. But it's BHVR's way to dance wildly around the actual problems rather than fix them.

    It's like how they've been working overtime balancing around Nurse for years rather than dealing with her directly.

    But map imbalance is at the core of most of the game's problems. But to be fair, balancing the maps at this point in the game's life would be an enormous job.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653597#Comment_3653597

    Yeah also I strongly believe most of the horrible mismatches are due to the backfilling caused by lobby shopping.

    How can we poop on their MMR system when it isn't even being given a chance to work properly. 🤔

    Yeah, backfilling is a problem, but the 1000lb gorilla in the room is that if you tighten MMR to the point where it is really strict/effective in its matchmaking, the queue times get unbearably long, and only people with insane levels of patience will play. So it can't be super strict. Not to mention that MMR criteria are almost impossible to quantify, especially for survivors.

    We got a little taste of it in MMR testing a couple year back, and it wasn't great. It's one of those "be careful what you ask for" things.

    Backfilling just adds even more chaos to the mix.

    That's why it'll never really get fixed, and there is no "TOP MMR", either.

  • The value of the bear traps for the Pig is in wasting the surv's time, not in killing them. I can't remember the last time I died to an RBT, and I'm honestly surprised when I get a head pop as pig. It rarely happens.

    I don't care that the timer was lengthened or I can't see the boxes; the survs still need to deal with their hats and while they are doing that (and not working on objectives), I'm dealing with the survs with no RBT. I see this as the obviously sensible way to play her. Harassing survs who already aren't working on objectives while leaving the ones who are alone seems...ill advised. To me, Pigs who chase around the trapped survs and skulk around the Jigsaw boxes are essentially throwing. So to me the nerfs to the RBT are kind of immaterial.

    The buffs are right direction to go, my only problem is that they don't go far enough. She should move even faster when crouched (at least 4.0), and the ambush should be even longer (or faster) than the buffs are making them.

    Overall I see this as a light buff to the Pig.

    Some of the other buffs (Huntress) just seem unnecessary and a little puzzling. But they also aren't hugely strong. A couple extra hatchets (or bottles, in the Clown's case) aren't going to make them any easier for the player to use.

  • @Seraphor said:

    Legion isn't particularly OP, but their power is pretty annoying to go against. Similar to Plague, it basically negates any healing attempts, which can instantly screw over survivors who invest in healing perks/medkits.

    That's not to say bringing a medkit or a healing perk means you instantly lose against Legion, I've brought full healing builds against both Legion and Plague, and still escaped. But there's still that initial disappointment and pang of hopelessness that comes with knowing right away that you're at a disadvantage, and some players can't handle that, they have to be winning all the time.

    Not "particularly OP" is being kind; Legion is one of the worst killers in the game, and unless you're at low MMR you're probably getting out when you face them.

    I don't think many people feel hopeless when they realize they're facing a Legion, they feel exasperated. All the mending (and playing against them in general) is tedious as hell.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649000#Comment_3649000

    Fascinating thats how it works... and quite illogical. Skills on killers certainly do not transfer universally.

    Rather than scrap MMR (see the madness of the PTB for how bad that would be), this is a factor of it that should be fixed.

    I kinda get it because I think they figure your basic killer skill set (chase/M1/general game sense) will translate and use that as a base. And this is largely true. Say if you're a Myers main with thousands of hours and you switch to Wraith and you're at rock bottom MMR, you're going absolutely decimate all your opponents for a while.

    But as we know, there are a number of killers whose power/ability is so unique and they are so dependent on it that the translatable skills don't matter. You could have thousands of hours in killer, but it you're switching to Nurse/Billy/Etc. for the first time, that experience just doesn't mean all that much. And as such, I think it has been a barrier to entry for veterans of the game who might want to try out one of the more unique killers.

    Currently, I think all you can really do is get a feel for these killers in custom bot matches, and then just be willing to eat ######### for a while in pubs.

    Even though there's a lot of talk about how ineffective MMR is and that it should be scrapped, like you I don't think we actually want that. For killer, I think all of them should start at bottom MMR, but adjust up quickly (and individually) if they're rinsing everyone.

  • Sometimes it's just better to say nothing, and after an extremely one sided match is one of them. I don't personally care, but it's not hard to see how it rubs people the wrong way. If it was a non-competitive match, it wasn't good for the losers, and it wasn't fun for the winner (maybe for some, but I don't see a non-competitive win as being fun).

    A quick GG in postgame after a rinsing is disingenuous enough, but seeking out a person outside of the game really stinks of an excuse to remind them that they got stomped.

    Just move on.

  • Excuse me if I have a hard time conjuring sympathy because the S-tier killer got an extremely light nerf (almost lateral change rather than nerf, it could be argued).

    Lots of people threaten to quit DBD for a myriad of reasons, but citing the soft Blight nerf as one of them is comedy.

  • Throw it on the pile of joke iri add-ons, imo. Good news is that I didn't use it much before, so not using isn't going to hurt too much.

  • Yeah, I played only about 10 lights out killer games, but I didn't tunnel anyone, and won most of them.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647211#Comment_3647211

    But it does reflect the opinion of many players I have played with over the past 3 years. You were speaking exclusively from your own experience and opinion about them as if there was nothing intrinsically wrong with it. The mere fact that moris are optional and by no means required to win a match makes them a form of BM. Its fine if players are doing it for a challenge or think it'll give them a better chance to win, but don't pretend like there is never any ill intent behind players using them. I've dealt with enough toxic killers over the past 3 years to know otherwise. I can tell you the many leatherface killers I've went against using the red mori and face camping before the changes weren't doing it to be sportsmanlike and without any ill intent. Like I said, if moris were built into the game as normal gameplay from the very beginning we wouldn't be talking about this.

    This change would make becoming the last survivor the most avoided thing ever. I think it would change almost entirely how survivors play the game and not for the better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647235#Comment_3647235

    I've seen enough survivors tunneled into a mori to come to a pretty clear understanding of what their intent is. Either way, this all comes down to how we each see it personally. I absolutely reject the idea that moris are not used as a form of BM by many players. Besides that, the idea of a finisher mori to end the match seems too rewarding to the killer. It would also mean killers wouldn't have to 12 hook to 4k anymore. I think it would also encourage more slugging to the last 2 survivors since the killer knows that if they down 1 and refuse to hook them they only have to find the other one to win.

    The list of things on both sides that are by no means necessary (or even necessarily helpful) to win but can are are sometimes used to BM is a long, long one.

    Of course some people use them to BM, I'd make the same (but stronger) argument about flashlights. But like flashlights, I think most people use them because they are fun. To General's point, there's a reason you see a lot more of the more cinematic moris than, say, Wraith or Trapper. They're entertaining. As I said in a previous post, I'd much rather watch a mori than be smacked on hook or bled out.

    And if often leads to fun (I'll never forget how funny I found it the first time I performed a Ghostface mori and had another surv come teabag on their head as I did it).

    Personally, I've never brought a mori because I thought it would rub the survs' faces in their loss. I either bring them for the entertainment value, or because I have "kill by your hand" challenge. And in the past, they did have quite a bit of actual utility. Much less so now, but the most memorable killer match I ever played (which was relatively recently), I only won because I brought a mori (it was a very good flashlight/hook denial squad, and being able to skip the pickup/hook phase at the climax of the game won it for me).

    But I think part of the issue here, as it often is, is that a lot of people assume the intent of their opponent. And if the mori comes at the end of a tunneling, the mori isn't the issue, it's the tunnel.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647064#Comment_3647064

    Toxic? Fatalities in Mortal Kombat are awesome, they are one of the reasons why people play that game.

    Moris in DBD lack brutality, but they are cool. The downside of them being nerfed is that you barely see them anymore.

    Yeah, calling them toxic is an...interesting take, but everyone has their own perspective. Some of them are just fun (Ghostface's being the most notable) and can lead to some hilarious interactions. And even if the killer were being toxic, I'd rather watch a mori than watch them smack me on hook and/or nod at the camera like a dumb goober.

    I mean, if you're being mori'd, you're pretty much dead anyway, so it might as well have some flair.

    Once moris were limited to use only after the second hook, they lost most of their utility. Once DS was nerfed, they lost even more (occasionally survs would try to use their DS to offensively in the exit gates, and just mori-ing them instead of attempting the pickup was great, *chef's kiss* level stuff.).

    At this point, the only actual use they have is against hook denial/flashlight bully squads, where just getting a downed surv to a hook can be a battle.

    I agree with just making the cypress mori basekit if they want to force it to be part of the game. Or attach a BP bonus to successfully using a mori (like +100% Brutality or something).

    Another idea I've had is making it so the killer can mori any survivor inside the exit gate, regardless of hook state. Or (and I know this would be problematic so I'm only half serious), allow tombstone style (i.e. regardless of hook or heath state) moris inside the gate. That would make for some crazy endgames, and really curtail exit gate teabagging.

    As far as the Finisher Mori, I just thought it was too weird and disjointed from the flow of the game, and I didn't care for it.

  • @KateMain86 said:

    All this does is reward the killer a 4k for getting 2k. Way too much plays in favor of the killer in this game. The current hatch system is not very good either in my opinion. Its complete RNG that takes nothing into consideration. You could be the most altruistic, gen repairing, totem cleansing, killer looping survivor on the team but if you end up being the last survivor the hatch could still spawn right at the feet of the killer and then you die. There definitely needs to be an alternative way to escape for survivors and the current hatch system isn't it.

    Yeah, hatch is too RNG based. But just as often as I've had the hatch spawn in my face as a killer, the same has happened to me as a surv. I've had the hatch spawn right in my path just as the killer was going to down me on more than one occasion. And yeah, it feels bad to get totally jobbed by RNG like that. It feels every bit as bad to play an amazing, fair game of killer, get three kills, and then have the hatch spawn right under the last surv.

    But the reality is that the game is essentially always decided by RNG to some degree via map generation. If you're playing DBD in either role, you're either being helped or hindered by luck. It's baked into the DNA of the game. But all that passive RNG doesn't seem like as much of a direct middle finger as when the hatch spawns under the killer, or vise versa.

    That hatch is a coin flip, and that's about as statistically fair as it gets. If we're looking for a "skill based" alternative, I don't think one is forthcoming. What could one be? Last surv can hack the gate via minigame? Solve some sort of puzzle? Any solution would difficult when there is only one surv for the killer to focus on, and if it were a means that was quickly accessible, it wouldn't be fair to the killer.

    I'd actually be curious to see what the stats are when hatch spawns in terms of the killer closing it vs. the surv getting through it. I'd expect near 50/50.

    If someone has a viable alternative, I'd be happy to hear it. But there is a lot of complaining about hatch, but essentially nothing in the way of solutions (if it can even be considered a problem).

  • As much as it would be deserved, you can't just delete a character that people have paid for and invested time in. If it were even feasible, Demo, Steve, and Nancy would have been removed when Netlfix pulled the ST license. I mean it could in theory, but in practice it simply isn't going to happen.

    If you set a precedent of content removal, people are going to be less confident in buying, and BHVR would lose a ton in future sales.

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643813#Comment_3643813

    Discussion about Skull Merchant were never constructive. People were asking for her removal since practically day 1. People simply just refuse to adapt.

    I don't think adaptation has anything do do with it. She's an irredeemable, POS killer, and there's no degree of adaptation that is going to make her anything less than painfully tedious to face. You can adapt the difficult killers with new mechanics, but there's no way to make anything fun out of the dumpster fire that is the SM.

    But yeah, removal is a non-starter. People are just going to have to accept the here and there they'll have to tolerate her, like a root canal or prostate exam.

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643230#Comment_3643230

    If they weren't buffing other aspects of her kit I'd agree, however clearly they want to make her chase potential better and honestly I like that direction better than focusing on condemn

    I agree that condemned shouldn't be the focus, but if you're going to introduce a mechanic, it should at least make sense. If you can't max it before the second hook, it's almost useless. It becomes like when they changed moris only work after the second hook; it makes it more of a flourish than a feature. Their reasoning for capping the lock in is still nonsensical.

    That said, I'd rather see her stealth/chase buffed than her condemnation.

    One dead horse I'll continue to beat is that her lullaby should be removed. She's not Huntress, she doesn't have a ranged attack you need to game around. She's a stealth killer (with poor chase) that you can hear coming. It's stupid. It's too bad because the audio design is great, but the lullaby is an unnecessary handicap.

    If they insist on keeping it, they should give her a chase buff. Like instead of having a slowdown when manifesting, give her a speed boost.

  • There are a number of reasons I may do something like this:

    1. Some of the survs were dicks on others weren't.
    2. The survs were all really bad, and I felt sorry for them, but also wanted some points (most common for me)
    3. 2-3 of them seemed to be in SWF and were hanging the random(s) out to dry
    4. Or survs sandbagging other survs
    5. One or two of them threw themselves on my mercy after the others were killed, and I was feeling charitable
  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642677#Comment_3642677

    Again, the issue is the uptime. Almost every other aura perk has contextual counters that you can play around. For example, BBQ you can hide behind a gen or in a locker when it procs. They have a much shorter window to reveal you than UW, and it's usually only in one moment.

    With UW, you have to hope you're nowhere near the killer for every other 30 seconds potentially. It needs its duration taken down significantly.

    Also, just because it's scream based doesn't make it inferior to other aura reading perks automatically. With every reveal you can pretty much always make it into a chase because the killer can make it to the scream bubble before Scratch Marks fade, and the Survivor can't make much distance at all from walking.

    All those things are true. What I was trying to express was that there's more nuance to it than a lot of people are making out, and that UW isn't some singularly OP perk.

    And if I were to rank perks that reveal surv's locations in terms of utility to me as killer, UW would not be at the top. Or even in my top 3.

    As a surv, I would much rather the killer have UW than many of the other aura perk combos.

  • @TheArbiter said:

    I still think the condemn stacks should be able to lock in up to 4, but this is at least way better than her current state

    I don't think there should be a cap on the condemn lock in at all. If you can't max it out before the second hook, it loses a lot of its utility. Sure, you can still get there without the lock in, but it would really add some urgency to survivors getting rid of those stacks.

  • And both can only reveal you once per proc. Once you scream, you're invisible again until the killer can reactivate it. Of course DR is map dependent, while UW isn't. But UW has an effective radius, and DR doesn't. And with UW, the killer gets the scream, but that's it. I would argue that in most circumstances, the five seconds of aura is more useful. With the scream, you know where they were, but not which direction they were moving, etc.

    As others have said here, the main reason people are more up in arms about UW than many of standard aura perks is that you get immediate feedback when you're revealed. With most aura perks, the survivor is blissfully ignorant that the killer sees them. Like half the time survs are like "oMG, hOw dId the kiLler knoW wh3re i wUz? hAx!" is because of totally legit aura reading that they had no idea was going on.

    And the scream itself is useful info for the surv. You know your location has been revealed and can adjust accordingly. With most aura perks, you don't get any warning that the killer knows where you are.

    Any survivor who runs Distortion consistently could tell you that killers are constantly seeing you. There are tons of aura perks out there, and many of those have more utility than UW. I get more value generally out of Nowhere to Hide than UW.

    The only situations were UW is exceptionally useful is finding hiders/immersion gamers. And if you're the last surv alive, UW is your worst enemy. Beyond that, the value the killer gets from it is pretty mixed.

  • @apathyinc said:

    No, some people live their life by cheating, trolling, and making the game miserable for other players. Sometimes this causes DCing to be the best option against them. Make them continue to play their games out against bots so real players don't have to deal with that horseshit.

    I mean obviously people only DC because they were forced to by toxic, cheating sweatlords, and never just because they're giant diaper babies

  • @BlackMindPrime said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641055#Comment_3641055

    you could have just kept scrolling. It didn't really need another "stun too short" response. We've established the stun is too short in like 8 different posts by like 8 different people. All I was adding to the conversation is that I liked when you could run out in the killer's face.

    No, you said it was more useful when you could do that, but it wasn't, really. If they added that part back in but kept the three second stun, it'd still be largely useless.

    The entire crux of the perk's usefulness is the stun duration, and though it's a dead horse, it's one that needs to be beaten in any conversation about it, if we're pretending that anyone on the dev team is actually listening.

  • @GeneralV said:

    I'd say David.

    Dead Hard can still be decent, but it is nowhere near as powerful as it was (which is a good thing). No Mither is an optional hard mode, so it was always meant to be a bad perk. And WGLF is useless without its bloodpoint gains.

    You may be right, and it's funny because when I started playing he was probably the surv whose perks you wanted to unlock first.

    But really it's probably Ace. Which is fitting because I hate him and his dumb face.

    But it's all debatable since like half the perks in the game are total trash, and I can think of like a dozen survs whose perks I never use. Same with killers.

  • @BlackMindPrime said:

    It was more useful when you could run out the gates in the killer face. Now when the exit gate turns it off it lost al lit's usefulness.

    That's the least significant part of the nerf, and any future buff will still have the end game deactivation, I'm sure. I'm sure it got some people's little rocks off to flip that middle finger at the killer on the way out (and boy was it hilarious to drop a mori on those people in the exit gate), but the real utility of DS is in the stun duration and extending chase, and how much time it can buy you in the middle of the match, when it matters the most.

    As it is now, the stun is too short to be useful unless you get picked up in just the right spot.

  • If I see a toxic name as a surv, I stay in the lobby and then sandbag/harrass the ever living ######### out of them. And then I report them.

  • I'd remove collision, personally. Not a huge issue now, but if DS gets buffed, it may become one.

    As it is now, if someone BT bodyblocks me, I just tunnel them out. Every single time.

  • The only instances I predictably lobby dodge in is if there are 3-4 TTVs. And I dodge those not because I think it'll be hard (I really don't mind losing), it's because when there are 3-4 of them in a single lobby, it's almost certainly coordinated and you can bet it's not going to be a "normal" game.

    Some sort of dumb hijinks are going to ensue to entertain their viewers, and I'm usually just not there for it. I won't dodge these lobbies every time (sometimes I'm in a spicy mood), but most of the time.

    The only other times I ever dodge is if I'm just chilling and/or doing challenges with a weak killer I rarely use, and get one of those insta-load backfill lobbies with all matching cosmetics, themed names, four flashlights, etc., and I am just like "nah, I don't want to do this right now".

    But the overwhelming majority of the time, I don't even pay attention to who is in the lobby. I just queue up and look at my phone, surf the net, get a snack, etc. and don't tune back into the game until I see the match loading screen.

    But really I don't have a huge problem with people dodging so long as their not full on shopping for favorable lobbies every time they play. In a heavy week for dodging I might dodge like 2-3 lobbies; some people dodge that many lobbies between every match.

  • People have gotten into the details, but here's my tl;dr on why I'm peeved:

    Sadako started out as a low-mid tier killer, an absolute noob stomper, but fell off hard against good competition unless you play like a dbag.

    Then they buff her, but into a killer that almost fostered a really braindead and unhealthy play style.

    Then we get teased with a rework back toward her original state but better. Then the rework implements some exciting new mechanics, but has some shortcomings that the community give feedback on.

    But then they seemingly ignore the feedback, didn't fix what needed to be fixed and essentially gutted the positive changes for totally nonsense reasons, leaving her in her weakest state yet.

    She's not the weakest killer in the game, but if you're a Sadako enjoyer, it's been a demoralizing ride.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639604#Comment_3639604

    6.1.0 was a doozy, I had it on good authority all the solo queue survs were gonna quit if most of the changes weren't reverted. They weren't, and they didn't (or at least no more quit than came into the game).

    To be fair, 6.1.0 was a terrible patch. There is so much wrong with it that it is hard to know where to start.

    It didn't cause a massive loss of players, but it definitely had the potential to.

    Eh, 6.1.0 wasn't that bad; it did a lot of things that desperately needed to be done. The problem was, as it often is, is that BHVR always puts one foot in front of the other and never are both in the same place. Either surv is in a great place and killer is in a bad place, or vice versa.

    6.1.0 was a patch that did a lot for killers that needed to be done, but it left survs compromised. That said, there was a massive overreaction from many because some heavily used crutches were pulled out years too late.

    I said at that time that the changes were jarring, but everything was working toward balance, even if in a really uneven fashion. Then survs started getting things (the HUD, slowdown meta getting blown up), but now survs are getting the (really) short straw, and the killers are in an advantaged position.

    I think BHVR is generally moving things in a good direction, but their pacing really, really sucks. It just seems like we can't get both sides in a decent place at the same time.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639596#Comment_3639596

    I feel like that's not true, doesn't MMR scale off of your highest MMR Killer?

    Because I've been trying him a bit and I've been playing against higher hour players than I do on my mains, which doesn't always equal skill but jesus dude.

    EDIT: Yes, MMR does scale off of your higher MMR Killers, they all get bumped to a certain point if you have other Killers high up. That probably explains it.

    Yes, but it's based on your top 3 or so killers, and that "certain point" isn't particularly high. Even if you have three killers at really high MMR (say 2000+), it's not going to bump your new killer to that level. It bumps them to like 1200 (I think), which is well below the soft cap*. In that range, most of competition is going to be pretty lousy (or at least mixed), particularly if you're a super experienced player.

    Now in cases like Billy, Nurse, etc. who are very mechanically distinct from all other killers this is still slightly unfair to be sure, but it's certainly not the same as being thrown into the same matchmaking tier as your best killer.

    But at the end of the day, the prescription is the same: take your lumps.

    I totally get that losing most of your matches really sucks, especially if you're used to winning most of them. But thems the breaks. And it'll be temporary.

    *All of this is based on the best info I could find, since BHVR isn't terribly transparent

  • @BubMickey07 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639535#Comment_3639535

    They need to fix it fast or a majority of the soloq players are gonna quit

    Ah, this old song. There's ebb and flow, and with it comes the "all the survs/killers are gonna quit!", or just wait a while, killer/surv mains, your queue will be an hour long soon!" refrains. How many times have we heard it? Too many. Never happens.

    6.1.0 was a doozy, I had it on good authority all the solo queue survs were gonna quit if most of the changes weren't reverted. They weren't, and they didn't (or at least no more quit than came into the game).

    Don't get me wrong, I empathize with you, but the sands are constantly shifting, and it won't be long before the shoe is on the other foot. Or you'll quit and be replaced by a baby potato, and the circle of life will continue.

    @radiantHero23 said:

    I'm sweating in every match as hard as your local Singularity main to get 2ks as Sadako :D

    I'm dying inside.

    My advice is to bench her until the next (alleged) round of changes. She's in a rough state. Onryo is my favorite killer, but I'm not wasting my inventory pissing into the wind here.

    Meanwhile, Blight gets "nerfed" and is somehow just as good (or better). Funny how that works.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639562#Comment_3639562

    That's great until you figure out that the bots are absurdly bad.

    I seem to remember them actually being good when they first got introduced, idk what happened.

    Honestly, most of the survs you're facing when using a new killer for the first time are almost certainly worse than the bots.

    But the best answer is you play against bots until you get a decent grip on the mechanics of the killer. This is luxury of the bot matches.

    Then you move into live, where you will face relative potatoes for a decent amount of time. Then when you hit the soft cap, you'll just have to eat some losses. Maybe a lot of losses.

    If your fundamentals are good, and they should be after thousands of hours in the game, you at least won't get absolutely and brutally pantsed the way you did when trying a high skill floor killer before bots were implemented.

    If you're looking for a nice scaling sandbox to help you transition smoothly directly into the same win rate you have with your usual killers, that's just not a reasonable expectation to have. And one isn't forthcoming.

    Just be willing to eat some #########. It's how you learn. Losing isn't the end of the world, I don't know why so many people seem so terrified of it.

  • Billy is largely fine. He might be a touch on the OP side, but he's far healthier than the sad, destitute version we saw for three years after BHVR essentially kneecapped the poor bastard. And while not as high as before, there is still a high floor there. Billy is like a really raw but powerful sports car it takes a certain driver to win. I have no real issue with Billy.

    But the Sadako fiasco...ugh. Between that and some other things, it's seems like the dev team has a shocking lack of awareness of why people tunnel, and what encourages/discourages the behavior. Stupefying, really.

    I'm afraid they'll give up on Sadako after making a bunch of alterations no one asked for, none of the ones everyone suggested, and wondering why people aren't satisfied.

    I'm not usually the patient who questions the doctor makes, but in some cases it really seems the devs (or some of them at least, I imagine they're divided into teams) just don't have a firm grasp on what they're doing. Sometimes it really feels like there is this ego based, contrarian, "we're the experts, we're not going to be told what works by the players" attitude, and it's no bueno.

  • I definitely think BHVR should address it further, though. At least a brief reasoning for why the event was cut.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639525#Comment_3639525

    I see where you are coming from, but please think about this: the devs did not announce that there would be no Lunar event this year. They only briefly mentioned it after someone from chat asked about it. And they just said 1 sentence, and then brushed off the subject as quickly as possible.

    There has been no official statement on the Lunar New Year event not taking place this year. They haven't made a single comment in this forum post. They haven't made a single comment on my post about this in the Feedback section of the forums. Doesn't that look like they are ignoring this completely and are just hoping we stop asking questions as soon as possible? The whole thing was done in the background and they don't seem to want to explain anything. Complete lack of transparency.

    I wouldn't hold my horses on the Anniversary event and other events happening this year. Hopefully they still are, but based on the lack of transparency from the devs on the Lunar event removal, anything's possible, sadly.

    (Unless they want to comment on this thread and clarify things!)

    As disappointing as it not happening is, the Lunar New Year event is a relatively minor entry on the DBD calendar. It has been an event that just kind of happens without a lot of fanfare or runup. And there is precedent for minor events just kind of dropping off (and then returning, in the case of the summer bbq).

    The Anniversary event is essentially of the heart of the DBD year, and has been a major production for a long time now. I would expect the first year there is no anniversary event will also be the first year there is no DBD at all. Removing it would be...not well received.

    I think the Anniversary is safe. I think Haunted by Daylight is largely safe. Bone Chill as well, if slightly less so.

    My one real concern here is that that they might be cutting content in favor of some new game mode. Now there has been demand for new game modes, but with love and peace, BHVR has shown to be absolutely abysmal in recent years at anything outside of standard DBD. At the very least every other notable endeavor has been underwhelming. Or a trash fire.

    Obviously something will have to change at some point because nothing in gaming is evergreen (except maybe brain dead formulaic games like CoD and Madden), but making big changes to your one successful IP is kinda risky.

    Which is why I am highly skeptical of the idea they'd scrap all their annual events together in one year.

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