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Thusly_Boned

Thusly_Boned

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  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638388#Comment_3638388

    The thing is, what if they are removing ALL events we know of in 2024? Meaning, no anniversary event, Haunted by Daylight, or Bone Chill this year. Instead, we will be getting random hit-or-miss limited time modifiers?

    I've been saving shards for the anniversary cake offerings, but what if there will NO anniversary offerings this year? They honestly could be removing all of the events for some reason.

    I highly, highly doubt that's the case. At the absolute least, the Anniversary event would have to be retained. They'd be stupid to cancel it for any reason.

    My guess is that they have something they've allocated the manpower they would normally have on the Lunar event to something else, and that most of the events are still safe.

    But even if it is a new game mode or something like that, it won't be enough to offset potentially getting rid of most of their regular events. I expect (hope) the Lunar New Year event will return next year.

    Still, bypassing the Year of the Dragon feels like a real missed opportunity for some really cool stuff.

  • All you have to ask are two questions to find your answer: do I hate myself? Do I value my time at all?

  • @Chocolate_Cosmos said:

    They killed Sadako and now they are coming for Blight as well LMAO xD.

    Take from the Blight and give to Sadako. I'm well sick of sweaty ass Blight players.

  • @burt0r said:

    The problem is not only aesthetics but also gameplay.

    What kind of power would a mummy have? A bandage toss that snares or pulls survivor? Already there with killer like deathslinger or cenobite.

    The options get more and more limited gameplay wise, especially with an old engine and multiple times mangled spaghetti code.

    A mummy isn't really on my list, but there are options.

    TP isn't exactly original, but a Mummy could TP using a sarcophagus they enter and pops up in other areas of the map (like PH's cages).

    Attack powers could be any number of things, from plague related powers to summoning familiars/minions. Mummies have been portrayed as slow and plodding, but a fast mummy would be pretty original and terrifying.

    Cosmetics would be wide open, almost limitless (like Dredge).

    I could think of a number of super cool moris, too: brain removal, conjuring scarab beetles/locusts that eat survs alive, burying alive, rapid desiccation, etc.

  • Fewer and fewer as time goes on. And as a killer, I would say a majority of my lobbies have at least one P100 in it, so if I dodged them, it would be pointless in most cases, because I'd just get more P100s.

  • @HerInfernalMajesty said:

    Dang, and it’s the year of the Dragon too!

    Yeah, I was looking forward to some dragon themed cosmetics. Maybe dragon fireworks.

    The more I think about this, the more it irritates me. It's not like the anniversary is getting skipped or something, but it's the little things that keep the game fresh (relatively).

    If BHVR is looking to cut some of the smaller events, this isn't one I would want to see go. Especially if they are going to replace it with uninspired stuff like the summer bbq.

  • You'd think that we're nearing the point where enough people have P100s that they don't stand out anymore. Being P100 never really meant a lot, but it means less and less every day.

    I occasionally get tunneled when using a P100, but not so frequently at this point that I can say it's more often than with any of my other survs.

  • We knew she would be when the changes to the PTB version were announced. I recall they've already said that they are going to revisit her again shortly (after the reaction to the announced changes/nerfs).

    It shouldn't have come to that, but at least there is some hope. Just another case of the dev team demonstrating an inexplicable lack of understanding of their own game.

    Onryo has been my most played killer since she dropped, but I've essentially had her on the bench for months now as they bungle the hell out of reworking her.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403784/new-sadako-is-hot-garbage

    At this point, her condemn has 0 lethality, and she still has no chase power. And since the heartbeat was added she has no stealth either.

    Why they need to do is either:

    1) Buff her condemn back up again, which they seemingly don't want to do.

    2) Give her some kind of chase power, maybe she can phase through pallets/windows while demanifested, i really have no idea honestly, but something. Or maybe while demanifested she just sees the aura of all survivors nearby or something.

    3) remove the noise/heartbeat/lullaby she makes while demanifested and turn her into a stealth killer.

    Right now she has basically nothing other than a decent teleport that gets her around the map, but even freddy has a better power than she does at this point.

    Yes, these are close to my own thoughts. The one really good idea from the latest round of changes were locking in the condemnation on hook, but limiting it to two stacks effectively nullified any use that had (because they don't seem to understand tunneling at all). Revert that back to the PTB version.

    Remove the lullaby. I've been saying this since she launched, she's not a stealth killer with it. It seems so obvious.

    Make bloody fingernails basekit

    Maybe reduce manifestation time add a haste effect when manifesting to give her something in chase.

  • Wow, that's really, really lame.

    It's one of the events I look forward to; I love the themed cosmetics and aesthetics.

    Bad move, man.

  • I don't SWF (I have, but very rarely), but it's not hard to understand why:

    1. Better escape odds, more relaxed gameplay
    2. Get to play with friends and/or make new friends
    3. Not being as subject to grab bag SBMM matching you with/against gods or children playing their first ever video game

    I think solo queue is probably the more "lore friendly" (as in strangers from disparate backgrounds getting dropped into the Entity's realm), and it feels more "right" to me, but people are all looking to play for different reasons, and I don't fault anyone for wanting to have fun.

    Calling people pussies for not playing solo is just cringe gatekeeping.

  • @ChaosWam said:

    Or my personal favorite popping up "Rework Sadako"

    I propose trading the Knight for an actually good Sadako re-work.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637511#Comment_3637511

    Like how is it even practical to wear a backpack with nothing inside, it practically eliminates most stealth plays, it would add weight that the survivors unnecessarily carry, and they always make them so unique and quirky.

    I've said it before, but I feel like it's a lazy way to add some character specific flair to an outfit without having to be creative with the design of the actual outfit. All the while making the outfit less practical in-game, as these monstrosities are distracting to you, and make you way more visible to the killer.

    If it was just like 1-2 outfits per character with a goofy thing strapped to the back, but it's out of control.

    What's really galling is when the outfit is really cool and totally worth buying, aside from the giant eyesore on the back. I can think of 2-3 in the last few months I would have purchased with actual money if not for the backpack add-on. And one I did buy (Haddie's most recent one) only because I want to support that character.

    Also, I have no idea how we ended up on backpacks in this thread, but I'm always up to rant about backpacks.

  • @ShinobuSK said:

    I havent seen spirit in so long, I have probably completely forget how to play vs her lol

    Yeah, it's nothing like it was a few years ago, when it seemed like it was all Spirit, all the time.

    Plus she's less annoying to face than used to be, on the rare occasion to draw a Spirit. I think that rarity/reduced familiarity is leading to some people's struggle.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637447#Comment_3637447

    With such a hefty demand for them, I doubt they would ever stop! Can't wait for the new Feng cosmetics also!

    With their inane backpack fetish, I'd bet they won't be satisfied until every surv looks like a hermit crab

  • No, the basement has a lot going for it:

    1. There's only one approach/exit, and serves as a funnel. You're almost guaranteed multiple hits if survs rush the hook, and at least a trade in most circumstances
    2. Unbreakable hooks
    3. Confined space to do a lot of damage
    4. Easy to trap/monitor
  • @Huge_Bush said:

    Yes, I’d like more emotes and some new ones for killers.

    Id like a “Stop” emote at the very least.

    I'm generally not big on the idea of a ton of dumb emotes that people would undoubtedly use to BM, but a "stop" one would be good. Also, and pointing at yourself emote would be great. In combination with the pointing away one, you could get a lot of communication done.

  • @[Deleted User] said:

    Though I am a PC player I use console style controller for survivor as the keys are just horrendous. Only use M+K for killer.

    I am almost exclusively a PS5 player, but I do have a Steam account I use sometimes (usually for PTBs), and I also use a controller when playing surv on PC, and M&K for killer.

    The biggest problem with the console is the lack of options to tweak your controller settings, not the controller itself.

    As for OP's take, while it is easier to make certain quick movements on M&K (like a 360), at a certain level it becomes very hard to actually spin the killer regardless of what equipment you are using. Aim dressing shenanigans are a bigger issue on console, but in most scenarios, getting spun is a skill/experience issue.

  • I don't know that I've seen this exact thing in my thousands of hours in the game. Which is good, because I don't think there's anything you could do, really.

    I've seen a killer spare the second to last surv in hopes (ostensibly) that they will lead them to the last surv, but only really in games that have gone on way too long because the last person is hiding/hatch scumming. I've had survs turn on the last surv and try to lead me to them because the other surv has been immersing/hiding for half the game and they've decided that if they are going to die, they at least want the hatch scummer to die as well.

    But to just immediately go to soliciting help from the second to last surv after downing them? I can't really recall seeing that. And it would never even occur to me to do it. As a surv, if the killer did this to me, I'd assume they were letting me go; I certainly wouldn't lead them to the other surv.

    And for a killer to stoop to such a desperate tactic to get a 4K? Pathetic.

  • My problem with it is that it doesn't really work, which is whole point if MMR.

    Why? Because quantifying skill (to the degree that it is even necessary) in this game is nearly impossible. W/L doesn't really mean much, what else do you measure?

    You can't tighten up the parameters to an effective level without sending queue times through the roof, and as it is you're almost as likely to be matched with or against people with a fraction of or multiples of your own experience as you are someone on your level.

    We aren't shown the MMR rating of other players because it would just exasperate people, and there's nothing to be done for it anyway. Prestige doesn't mean much. Grade meant a little bit more, but still not much. But we'll not see anything with any meaning anymore because it just makes people mad, and turns players on each other.

    Frankly I'd just be satisfied if the system did its best, but started hard disallowing extreme mismatches (your 5 hour vs. 5K hour horror shows), which are far too common. No new player should ever end up in a match with a multi-year veteran; there's no excuse for it. I have come to accept it'll never be accurate, but there has to be some limit to how inaccurate it can be, backfill or no.

    I think that's the best we can hope for.

  • One of the first things that baffled me when I started playing DBD was the luck mechanic; I couldn't comprehend why it had so little application, and why it didn't apply to things that would make sense (like chests).

    As it is, it's pretty useless, but it doesn't have to be.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634878#Comment_3634878

    This is welcome news but this shouldn’t have been necessary in the first place.

    Now we’re going to have to wait potentially weeks just for Onryō to be playable because the PTB feedback was, for some reason, discounted.

    Unnecessary and unwanted changes like this just add pointless work to an already long backlog…

    I'm really glad the Onryo changes are being re-evaluated, but it's still astonishing how little BHVR seems to understand their own game sometimes.

    With Billy and Onryo here, it's gold in one hand and poop in the other.

    Onryo is my favorite killer (and highest prestige killer), and I stopped using her as much after the last major change (because it was unhealthy), and was really excited to see what they would do this time. The changes were good (but nor everything I'd hoped for), but then they decided to essentially neuter the best part (locking in condemned) of the rework because they don't seem to understand tunneling? Madness.

    I'll just keep her on the bench for a while longer, I guess.

    My one additional request would be that please, for the love of god, give her something to help her in chase. It doesn't have to be busted, but anything would help.

  • Yeah, if you are the last surv in the match there is absolutely no good reason not to just leave. If you don't, you get what you get. Stupid games, stupid prizes and all that.

  • Yeah, but only because I'm a slave consumer and can't stand not having something available to me in game, even if I'll never use it, lol.

  • I'd love to switch to PC, but after 4K hours and tons of money spent on my PSN account, there's essentially 0% chance I'm committing to PC without substantial cross progression (all my characters/level progress at a minimum). I felt that way at 1K hours.

    But it'll probably never happen, and I think people would be wise to plan accordingly.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634972#Comment_3634972

    There are definitely times where you try to go around a loop, and somehow the aim dressing decides to 90 degree turn you into the wall instead. After 3k+ hours, i can promise you this is a thing.

    Agreed, it absolutely is. I've seen it in my own games, and lot of other people's games as well (many of them really good players). The degree to which a surv can intentionally trigger this is debatable, but there's no question it happens with some frequency.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633864#Comment_3633864

    "That is why I find its really stupid that some survivors tbag killers when killers being mercy."

    For some reason it's usually the case for me. It's often the survivors that I feel bad for because I keep running into them and they last 10 seconds in chase that I let go. They could have been eliminated very early on in the match and they know it but still tbag me at the exit. Where as the good survivors at the exit with them don't tbag. I just think "what are you tbaging for? You were bad and didn't do anything."

    Some survivors have so little game sense that they don't realize that they're bad. It's the Dunning-Kruger Effect in action; you have to know enough to know what you don't know. Or in these cases know enough to know that you're bad, or when the killer is toying with you. A lot of new players (or solo players who usually play in SWF and think they're good) don't.

    I can't even count the times I've gone about as easy as I possibly can while still giving the appearance of playing and the survs tbag and/or otherwise act cocky. It's so cringeworthy, but it's also funny.

    When some 10K hour player is going easy on me, I know it and usually express appreciation.

  • Well, she's easier to face than she used to be, and she's a lot less common to run into.

    But you're not really meant to know precisely how close she is, just that she's coming at you and getting closer. Which is easier than it used to be when all you really knew was that she was phasing somewhere in your vicinity.

    I used to main Spirit way back when, and the directional phasing audio essentially made her really hard to play for me, since my hearing is jacked up and I can't track sound directionally, so I depended on outguessing survs and or predicting where they were going and meeting them there, which was fun. That doesn't really work anymore, and that is what made her easy to use for most people.

    She's still powerful, but knowing when she's phasing at you was a really significant change.

  • Losing is absolutely fine, that's how you learn.

    But people don't really learn anything from a swift, brutal curbstomping. All you get from that is demoralization. And that's often what we see, which is a problem.

    Just last night I played a match where I was up against four survs who couldn't have had more than 20 hours in the game (I have like 4K). A couple of them it felt like it could have been their first game ever. I could have ended the match in 2-3 minutes, as a Legion. But I tried to give them something in the way of experience, shaking my head at them when they tried stupid things, trying to direct them a little bit.

    It was tedious as hell (though at least I got some BP) and I ended up killing a couple of them, but I don't think it would have benefitted anyone to just annihilate them.

    But matchups that lopsided shouldn't ever happen. Mismatches are going to happen because MMR can't be perfect and still keep the game moving along, but there should be some hard limits to how disparate the experience of players can be.

  • Totally depends on context; It can be wholesome, or it can be taunting/mockery.

    But at worst it's BM, not toxic.

  • Again, I think most people are smart enough to realize that you're not really losing anything if the surv 4%'s right when you get there.

    BUT...

    It feels so disrespectful of your time, especially if it's successful. I left my gen to run across the map just so you can kobe in my face? I recognize nothing was lost (probably), but it really fills me with angry energy. It's not a super serious or even rational thing, it just rubs people the wrong way.

    Plus, what if the killer is proxy camping and/or stealth and gets a hit on me before I get to you? Now I have to accept a hook trade because you blew part of your hook timer trying to be cute for 1500 BP? Don't assume that because your potential rescuer is almost there that nothing is going to go sideways.

    Mitigate the risk, just let them unhook you.

  • Twins is by far the killer I see least often. Seeing the Twins is almost like a bi-annual occurrence for me at this point.

    Hag would be a distant second.

  • Man, nostalgia is one hell of a drug, lol.

    The atmosphere was way better, but other than that, "old" DBD was comprehensively worse the further back you go.

    People have fond memories because 6+ years ago it was novel. But it was an absolute mess in comparison to what it is now, and that's saying something.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633633#Comment_3633633

    But there is a difference between suggesting an overhaul and suggesting a removal. BHVR will never remove a character that people paid for and then refund everyone, that is simply unreasonable.

    The most extreme thing that can happen to Skull Merchant is the Freddy treatment. And while his rework was the worst change ever made to this game, at least in my honest opinion, maybe SM would be luckier than the Nightmare was. Or maybe not.

    However, asking for a character to be removed from the game won't take us anywhere.

    I don't think anyone is seriously suggesting or expecting that she be deleted. Like I said earlier, just deleting content is a non-starter, and I think just about everyone realizes that. It's hyperbolic rhetoric to express their displeasure with an irredeemable killer.

    If BHVR were willing to take such an extreme measure, odds are Nurse would have been long ago, if nothing else but to save themselves from having to balance around her constantly. Or they would have taken all the Stranger Things content when Netflix pulled their license. But you can't just take content away.

    But if it were to be done, you'd need a relatively equivalent exchange that would replace the removed content with something similar but better (like replacing imitation Freddy with actual Freddy, which would be glorious).

    For SM, I'd advocate totally gutting her and replacing her power with an entirely new one. Not tweaking, replacing. Like bye bye drones altogether.

    But they won't, she'll just fade into obscurity on the island of misfit killers no one uses or cares for with the Twins, only to be a novelty that makes people say "OMG, what is that?" when they see her once every 6-8 months.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633182#Comment_3633182

    Honestly people need to stop with the whole "delete Skull Merchant and refund everyone". It is annoying and it doesn't contribute to the discussion.

    It's mostly a joke (obviously just deleting content is a non-starter), but because she can't be fixed without fundamentally overhauling her, and that depth of change is not something BHVR has shown a willingness to do in any case. There are a few killers in this category (Nurse, Legion come to mind), but while others are too weak or too strong, SM is just completely insufferable to play as or against. It's DBD at its least fun.

    By far the worst designed killer in DBD history, and I'm not sure that there is a useful discussion to have about her that doesn't start and end with "take her back to the drawing board".

  • Plague. One of my mains, but as a surv the constant barfing sounds drive me crazy.

    Doctor is another; I don't play as him often, because I always feel slightly guilty when I do because he is annoying af to face.

    Already mentioned, but Trapper. Few things are as satisfying as a well sprung trap, but playing against him gives me anxiety. Especially Trapper players who don't place traps in a way that makes conventional sense, because that adds another element of chaos to the game, lol.

    I don't know how many times I 've stepped in a trap in some weird place and been like "why the hell is there a trap there? That's a stupid place for a trap", and my wife is like "apparently not too stupid, it got you". Which just makes me saltier, lol.

  • I know its for the points, but it's pretty irritating to leave whatever I was working on and run across the map just to have someone kobe in my face. There's no actual harm, but it somehow feels disrespectful of my time.

  • @ChaosWam said:

    C'thulu inspired chapter at the very least.

    Any of the Old Gods would be too OP to be believable as a killer, bust something Lovecraftian/Cosmic Horror-ish would be awesome, and there are many lesser gods to choose from. I just don't know if that's too niche to really sell.

    Of course I would argue that the Entity is inspired by Lovecraft.

    What do I want to see? Robert Englund Freddy (with trash talk), Nancy surv. Chuck has only highlighted how lame imitation Freddy is.

    Jason, of course. Pennywise, many of the other usual suspects.

  • @Beatricks said:

    Despite what this forum would have you believe, not all of your killers matches, in fact the vast majority of your matches, aren't against a 4 men SWF with 4 BNPs and Garden of Joy offerings.

    Agree, and this is the thing to me; most of the time, hard tunneling is just so unnecessary. A lot of people have worked themselves into the mind set of "I have to tunnel to win", but you really don't in most cases. Most games are against at least partial solo queue players (and a good percentage of even "high mmr" matches have a sprinkling of potatoes in them), and you can play pretty casually and do well.

    I literally never tunnel to start matches, and still 4K (or 3K and let the last surv go) about half the time.

    I'm not saying killers shouldn't ever tunnel, just that going into every game with the intent to tunnel out the first surv they find is egregiously unnecessary, and quite frankly really lame. It says they are terrified of losing and aren't confident they can win any other way.

    And yeah, teams coming into matches with souped up tool boxes with the plan to just slam the gens out as fast as humanly possible is also quite lame, but in my experience it's also far less common than killers just tunneling out the first surv without thought.

    I think a lot of killers can't wrap their brains around the fact that losing 2-3 gens early is pretty standard even in wins, and it's at that point that the game really starts.

    Of course the reality a lot of people don't like to face is that they're not playing at some elite tier where sweating your nuts off is necessary to compete. You can play with some discretion on either side and still win. Let the match breathe for a few minutes and match the energy your opponent is bringing; the game is so much more enjoyable that way.

  • @Krazzik said:

    The effect is still just as strong as it was, it was just limited to 2 uses per game. Killers also don't expect it much nowadays so it's easier to get use out of it too.

    Yeah, I still play for it sometimes, but at this point I'm usually surprised when a surv DHs me. I don't see it all that often, and this far removed from the nerf I don't instinctively try baiting it out in every game anymore. I think a lot of people are in the same boat, which makes it a little but more effective than it would otherwise be.

    I think it's fine with the limitations it has on it now. Old DH was the most unhealthy, busted thing I've seen in my years of DBD. Current version is totally tame in comparison. It's a non-issue for me.

  • Whet people find to be intolerable is relative, that's just life.

    Even if BHVR fixes the issues that are motivating people to leave the game, those same people will find new reasons once the new status quo settles. It's like perks; when the most egregious ones are fixed, people move on to complain about other ones, even if they're not bad.

    There are people out there who quit on games they don't like habitually, and they won't change. They are the problem.

    Don't get me wrong, DBD has a myriad of really, truly annoying aspects, bugs, and features that BHVR can and should address, but players who bail every time they don't like what is going on for whatever reason (I could probably double Xernoton's list) are never going to stop. Even if the game was changed to totally suit their individual whim, they'd probably then quit because it was boring.

    These people won't ever be satisfied, because they apparently feel like they're entitled to the experience they want, every time.

    Here's the reality as I see it: DBD is an asymmetrical, imbalanced game. It's kind of a mess, tbh. That isn't going to change, because that's the foundation. But our collective experience is in large part dependent on how the players behave in game, and as such we should feel some sort of obligation to actually play the game when we queue up to play the game, if nothing else.

    If you've been a DBD player for any amount of time, you know what it is. You can (and should) openly lobby the devs to fix the most glaring issues, but imo, if you're not willing to play whatever hand you get dealt when you queue up, you should play something else.

    Quitting on matches isn't an effective form of protesting, and it just screws other players. Want to send a message? Stop playing and/or uninstall. Stop buying cosmetics. Leave bad reviews. Hit them in the player count and the pocketbook. But if you're gonna play, play, ffs.

  • If you're really going to try and make it the anti-tunnel perk, I'd do it something like this:

    45-60 second duration

    5-7 second stun

    7 seconds of no collision with killer

    30 seconds of endurance

    150% haste with no scratch marks/blood pools for 5 seconds

    Deactivates when performing any action besides self healing. If you perform any other action in that time, you're exposed, scream and reveal your location. You can run, hide, be healed and/or heal yourself for its duration, but nothing else, or the perk turns on you.

    Obviously, that's a lot of moving parts for one perk. Too many. But it doesn't have to be all that, just something like it. The takeaway is the perk should really, really effective at helping you escape a directed tunnel, but ONLY that.

    If the above doesn't stop a killer from tunneling someone, nothing will. And for some killer players, it won't, even at the cost of throwing the game. But if you're going to try to rework the perk and frame it as the premier pure anti-tunnel measure, don't half measure it, do it.

  • Legion isn't the worst, but they're bottom 5 for sure.

    And there's no easy fix, as the problem is inherent to the power itself; so long as something as simple as the surv team splitting up (which is what good survs do anyway) essentially neuters their power, Legion will never be anything but a noob stomper, and really weak against most good surv teams.

  • I almost never run it, but it's fine. And while it has never been necessary, it's probably more justified now than ever, with Background Player and upcoming perks.

    And comparing flashlights to medkits is apples to oranges because flashlights are still weak. Depriving people of the ability to blind the killer really isn't a big deal, and if your approach when playing surv is flashlight dependent, you're setting yourself up for failure. Once you play enough, countering flashlights in most scenarios is pretty easy, and becomes seconds nature.

    So why would I argue for keeping lightborn as it is? Flashlight bully squads. It's a small use case, but with new perks the ability of such groups to torture people is only going to be greater.

    And F those people, they deserve to be hard countered. There's little more justified schadenfreude in this game than the moment beamer bully squad realizes their plan is shot.

    In conclusion, Lightborn is kind of a wasted perk slot in most cases, but in the cases where it isn't, it's totally justified. It's perfectly healthy, imo.

  • That's solo queue for you. Sometimes you get good teammates, sometimes you get the three stooges. It's a dice roll every time you queue up.

  • Trying not to die of exasperation is my DBD objective most days

  • What's the use? So you can stream your matches and create content with a TOP MMR tag, deluding yourself and fooling others into thinking it means anything at all.

    But seriously, I appreciate what the system is trying to do, but it doesn't do it well at all. Better than nothing? Yeah, but still a crapshoot unless you're only playing at peak hours.

  • @MikaelaWantsYourBoon said:

    I honestly prefer 3 v 1 instead of braindamaged bot.

    At least we won't have bot who will sabotage the team.

    I know it feels like that most times, but having another body for the killer to track is almost always a net positive. Only exception is if it's a live player actively trying to sabotage the team.

    But from what I've seen, bot play is pretty inconsistent. I had a bot in a game last night with a RBT on (player DCing versus a Pig is pretty pathetic, but that's not the point) that kind of ran around in a seeming panic and died to it without doing anything of value.

    But most times the bots are at least doing something to progress objectives, and I'll take that over nothing, even if not by much.

    As far as ######### on hook, I'd do away with it. Like no unhook attempts unless Deliverance or the anti-camp mechanic are in play.

  • That depends on what kind of re-work we're talking about.

    A proper Robert Englund with voice lines and proper power re-work? 10 of 10. He'd be the most fun killer in the game.

    But anything short of that is just re-arranging the deck chairs on Titanic.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630351#Comment_3630351

    Franklin's didn't work if the survivor was smart, all you had to do was at the start of the match put the key down on the ground somewhere and leave it there until it was time to use it.

    You could tunnel the survivor who brought the key, but unless they brought a white ward and died with it in their hand (which removed the item from the match to give it back to them), you couldn't prevent someone else from picking it up after they died. So there was still a key in the game even after you killed them.

    Luckily I never actually had to experience the old moris, I started playing not long after they were removed.

    They couldn't come back for it if they don't ever have the opportunity, and they won't get it if you mercilessly drum them out of the game. Yeah, if it was a SWF they could just relay the location, but most matches don't have a full SWF.

    As far as the moris, just imagine if every killer could being a tombstone piece, essentially.

    Both mechanics essentially let one side deprive the other of a full opportunity to play the game to varying degrees.

  • @sizzlingmario4 said:

    Because it wasn't really an "alternative path" to victory as much as it was just a shortcut and much easier way to a victory that wasn't properly earned. Completing generators and then opening exit gates are survivors' 2 main objectives in order to escape, and old hatch + keys allowed you to just bypass part of that with no downside or additional requirements; instead of needing to complete the entire objective you only needed to do part of it.

    The only downside to bringing a key into the game was the killer knowing you had it, but that meant very little considering they couldn't actually do anything about it except dodge the lobby. Old mori offerings were comparable in nature and thus why they were also (rightfully) changed to not be that way anymore.

    But you could do something as a killer besides dodge - Franklin's and tunneling. I don't like to tunnel and almost never do it. But I sure as hell tunneled out people back in those days, and that's why. Lots of killers did. If I saw you with a key in the lobby? You were dead. Multiple keys? Then I dodged.

    Just a terrible way to feel like you have to play.

    Removing that mechanic and 0/1 hook moris was one of the best things BHVR has done, even if it made the associated items nearly obsolete.

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