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Thusly_Boned

Thusly_Boned

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  • Jason, for sure. If for no other reason than he's on he mount rushmore of killers and it just feels wrong that he's not in DbD.

    Pennywise is a close second for me, though as a character, number one.

    Candyman is also on my personal wish list. Also the real Freddy. M3gan would also be fun, as would an original Wendigo killer.

    I'm a huge X-Files fan and there are a few "monsters of the week" I would like to see ("Flukeman", Tooms, Pincus (the insect monster)), but I know none of them have the juice to make it into the game (Mulder and Scully as survs are a dream of mine, though).

    Semi-related, I'd be surprised if the Twins weren't at least partially inspired by the killer from S2E20, but I digress

    One thing I'm not in love with is are killers that aren't distinct or part of a collective (like the xeno, even as a huge Alien(s) fan). I think that killers in DBD should be a unique individual and not just one of many. Just my opinion.

    And not to offend, but I don't get the Art the Clown love. The star of those movies was the inventive kills and practical effects, and Art was just a vehicle for them. Not an ounce of personality, imo.

  • @cogsturning said:

    My TV has one of these built-in so would be crazy if someone got banned for a thing many have by default.

    It would be, but I wouldn't risk using any sort of third party anything, personally.

    But yeah, on the spectrum of "is it cheating?", crosshairs are way out on the mild end. I mean stuff like ReShade is is miles more dodgy than an crosshair an it is allowed. But again, I'm not adding anything to my game file, even if it's benign as can be,

  • @cogsturning said:

    The problem I consistently see is this: very good Nurses and Blights win, but bad Nurses and Blights lose; bad Ghouls will still win. Powerful killers should also be at least kinda challenging to play, but even if the player is bad at looping, the mobility makes them able to constantly be on top of someone or in a new chase. Toning down the ability would be nice.

    He is also annoying and tremendously unfun to play against.

    This is pretty much it; he's not OP, but he's strong, has a very low skill floor. You can be a totally mid player but still able to be really annoying with his mobility and auto aim. As you imply, at least Nurse and Blight have something approximating a skill floor.

    Ghoul is just plug and play.

    Exacerbating things is that Ghoul is also really fun to play as, so you see tons of them. I can't really blame people for playing Ghoul so much, I just wish they wouldn't lol

    I won't DC like a baby against Ghoul or anything, but ngl I do just kinda tune out most of the time when I hear his TR. It's just tedious.

  • @kit_mason said:

    i dont like ace because of his smile lmao

    shoutout to all the ace enjoyers out there im sure you love your silent man but couldnt be me

    It's funny, I was just about to say the same thing. I hate him because his face, mostly just his dumb smirk. He's like an insufferable, smarmy lounge lizard and I can't stand him.

    I also agree with OP on Freddy; it's an icon of my childhood stripped of all his personality and made to look boring and generic. I actually resent this version of Freddy; it's like he is mocking me with what he should have been every time I see him.

  • I'm someone who has had chat turned off for years, but one benefit of making the filter toggleable is that you could more effectively report people and get them banned lol

    But I am kind of in favor of making it optional because I have seen on Twitch/YT where the most benign stuff gets filtered and people think others are being nasty when they aren't. But that's the only legit reason, imo.

    If the filter keeps a person from expressing themselves, at best that's a linguistic/interpersonal communication skill issue, and at worst that's a good reason to keep them muzzled.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073148#Comment_4073148

    I've always said they need to overhaul the post-game thumbs up system. Surely it's not hard to do. Have it give 'reputation' or 'good sportsmanship' points that, at monthly reset, give something extra like shards or a bp boost. If you get enough points maybe you can get a special badge. It won't solve the problem of bad sportsmanship or bad manners, but I guarantee you'll probably see less instances of it.

    It is true that positive reinforcement of good behavior is much more effective than punishment of bad behavior when it comes to modification, but people are also more motivated to act on negative feelings than positive (i.e. use the post game system to be negative than give a thimbs up).

    Still, I think your idea has some merit. That said, think you'd need to separate it from the existing system, like have one for reporting and a separate mechanic for giving kudos for good behavior, one the has only a "thumbs up" option. Especially if there is a karma ranking/reward attached. If you have a karma-type system with up and down voting, people will spam the negative one just because.

    Like we've seen with the downvote since it was added here on the forum.

  • @QwQw said:

    The AoT collab in general was such a disappointment to me.

    The music is good don't get me wrong, but the skins themselves are really underwhelming. I hate how they're just cosplays of the AoT characters, not the actual real characters. Some like Mikassa and Annie look pretty decent, but then you have others like Levi and Armin who just look terrible. Then of course you have the killer skins which don't come with any new animations, voice lines, sound effects, or mori's.

    Either we should have gotten actual legendary skins of the AoT characters, or if they wanted to stick to just cosplays then there's no excuse not to add more of the cast.

    To your point, it is pretty funny seeing the Attack Titan walking around setting up bear traps, though I actually do like playing Trapper. Unfortunately I'm almost certainly not going to buy this skin if it doesn't come with any of the things I listed above.

    The Hange skin for Zarina is the best one, imo. The Mikasa/Annie ones are okay, and the rest outside of the Armored Titan just range from meh to bad.

    Of course even as a big AoT fan I have always thought it was a weird fit for a collab overall.

  • @ShanoaLegendaryPlz said:

    Well i think they try to please both sides at the same time, which doesn't work. The only thing that keeps a round feeling casual, is if the killer decides to keep the rulebook gloves on, or the survivors aren't a fully loaded swat/bully squad with discord. If any of those 2 things change the match turns "sweaty" which is just a casuals term for competitive as the 2 don't get along. (Not to say a match can't turn competitive at any moment)

    If they add stuff for casual, the competitives abuse it, if they add stuff for competitives, the casuals suffer from it. So we are just stuck a mixed bag that can't decide what to be lol. But most of the killers lately tend to be for competitives. Whereas the last casual we got was springtrap.

    Yeah, this is it. They try to please everyone and as a result please almost no one.

    But they make their money on the casuals who pick the game up, spend some money, and then move on after a year or two, so they don't really pay for this poor approach in the way that they should.

    Real veterans of the game aren't where the money is, as they've gotten most of what they're going to get from us already (the exception being the content creators out there showcasing the game).

    But the game is too imbalanced and riddled with exploitable design flaws to be a truly comp game. But at the end of the day it's really the sweatlord players who keep the "comp" thing going; the devs are just trying to milk them.

  • @Hex_Llama said:

    I think there are probably a lot of factors that go into which characters get new skins and/or high-effort high-resource skins. I don't think it just goes in one direction — I think there's a loop where we like characters like Meg, Kate, Feng Min, Yun Jin, and then BHVR is like, "I bet they'll like Sable," and they put a bunch of effort into making good cosmetics for Sable, and we do like Sable and we buy her good cosmetics and it further reinforces the loop.

    They aren't really trying that hard to convince us of what's sexy and cool about Haddie and Jeff.

    I also don't think the loop is random — it's part of a larger culture where we're used to thinking that the way clothes look best is when they're draped on one particular body type, and so if no one is deliberately trying to steer out of that, that's what we all steer into.

    I actually do think BHVR puts effort into making lore-accurate outfits for a lot of the characters, but it's almost like that's treated as a completely separate exercise from making something people will want to buy.

    Yeah, they know what they're doing here, and it's mostly about money and how predictable people are. Sable is a great example of this; you don't need to be a marketing genius to know that she was gonna be popular and get a bunch of cosmetics queued up for her.

    But I also think it is kind of a self-propagating thing; many people do choose/stick with certain characters because they have a ton of available cosmetics and avoid characters that don't. Then the characters that don't get cosmetics because they are less popular stay unpopular because they don't get cosmetics.

    Haddie is a great example; she came out of the chute with few cosmetics and never really caught on at least in part because of that, even though she's a unique character plucked out of the lore (Haddie is probably my 1a surv so I am biased, but I think your other example, Jeff, has been treated even worse). But certain characters do get more support at their launch than others, and it's obviously due to who they predict will be popular.

    And you're spot on about the body type thing. You don't have to tax your brain too hard to notice the pattern of giving certain kinds of outfits to certain types of characters and not to others, and how that reinforces the way we look at them, and in a negative way that reinforces body image issues, but that's almost a separate discussion.

    My question is if you're not going to set up a character for success, why bother at all? I mean why waste the labor creating characters just to let them rot from the outset?

    And you're also right that they do put out the occasional amazing lore accurate cosmetic for even the neglected characters, but it only serves to highlight how neglected they are, like "wow what an amazing outfit for that character I almost forgot existed".



    @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466324/skins-x-popularity

    ”I honestly feel bad for some characters such as David, Gabriel, Jonah, Haddie, Renato, Thalita, Vittorio, even the new ones, Vee and Orella…”

    It was actually worse before. Back then in the store you could see how many cosmetic pieces every character had and for characters like Adam or Elodie, they had like 30 or 40 and then you saw characters like Feng or Meg with 90+. And I remember mikela had more than Adam Jeff or elodie and those characters came out like 3 or 4 years prior


    Yeah, it used to be so much worse; it was a joke how many cosmetics a select few characters got (FENG) compared to others, and every match seemed to have 2-3 Fengs in it. The money motivation was not hard to see.

    Now I think Feng has been supplanted by Sable as the "cute" surv like half of people seem to main. But I think we notice it less because with the larger roster there are more "favored" characters, but the dynamic is still the same.

    I try to speak with my wallet as best I can (for the little good it'll do); I almost never spend actual money on cosmetics, and when I do it's on characters who don't get as many and I would like to see more (like I will buy every Haddie outfit on day 1 even if I'm not crazy about it). The rest I will wait until I can buy them with iri shards.

    Except licensed characters, obvs.

  • Against a coordinated sabo squad? Slugging. Sucks, but if the team makes it their primary mission to keep you from hooking, the answer is to stop trying to hook.

    I'll give hooking a few tries even when I know they're sabo'ing, but I'm not going to just keep pissing into the wind for long.

    Now you can certainly run anti-sabo builds, but these squads aren't common enough to justify it, imo.

    Or you can just main Executioner.

  • Gotta be honest, as someone who plays both roles equally and spent my first thousand or so hours in the game as a killer main, I think the aura reading has gone a bit too far. The fact that people are acting like they can't find survs without them is a testament to that.

    Back in the day, you had BBQ, OoO, and maybe like I'm All Ears, and we still found survs easily enough, and were in chase all the time. Now the lineup of really useful aura perks is like 10 deep (add the Distortion nerf to the pile). It's kinda like cognitive load theory - the less you use a mode of thinking/perception, the more it atrophies. It seems like a lot of newer killer players really feel like knowing where everyone is all the time is somehow necessary.

    Now I won't act innocent here, I use some aura heavy builds on certain killers (mostly Executioner), but I know I'm being lazy, and it feels kinda cheap.

    Frankly I think the proliferation of aura reading is part of the general focus on catering to casual players. It's not game breaking or anything but definitely feels like a bone being thrown to players who never developed their surv tracking skills. But maybe I'm just old and cranky lol.

  • @Leon_van_Straken said:

    Well first of all you will not be able to stack perks in near future so this won´t work so well

    Second, countering such build is slugging…

    Not a pleasant varient if you ask me

    Yeah, this would only lead to more slugging, which no one wants. I mean I hate to slug, but if there were a combo like this, I'm leaving everyone on the ground as soon as I suspect it's in play.

    The entire wiggle mechanic wasn't mean to lead to wiggling being a regular thing, just to prevent killers from being able to carry survs indefinitely.

    And as you say, these effect stacking builds are all going the way of the dinosaur anyway.

  • Yeah, the killer should be hidden for at least 60 seconds, if only to protect the stealth/trap killers, and maybe a little to curb people from checking immediately and insta-DC'ing.

    The only way you can keep the killer knowable immediately is to crank up the penalty for a DC inside of the first 60-90 seconds.

    Otherwise, people would just pop in, check the killer, see it's a Ghoul/Blight/Etc. and then just dip.

  • No, it doesn't necessarily mean anything but that the player has spent a lot of time playing. Some of the easiest opponents I've faced have been P100.

    But there are a lot of reasons a P100 player might not be out there juicing everyone other than they just suck. It may come as a shock to some, but a lot of veteran players just like to play casually, and not everyone with thousands of hours is sweating their balls off in every match.

    I can only really speak for myself of course, but I have ~6K hours and like 5 P100s and at least half the time I'm just taking it easy and (apologies to many solo queue teammates) just half-assing it. Now at my experience level I can turn it on and play like a sweatlord, but that's not how I prefer to play all the time.

    And I'd wager there are a lot out there like me who just want to relax while playing.

    But yeah, some are people who just funneled all their BP into one character and are still potatoes, but I don't hold that against them, either.

    On the flipside, you never know if that P1 is someone with thousands of hours and just started usung that character and they just own you.

    It's best not to put stock in any of it, really.

  • @Wezqu said:

    Yeah this forgets the people who play both sides that are in reality the majority of players so if those that main killers would leave then queue times might get higher but it would not remove all killer players. I myself for example would not really get why you play a game but only half of it anyway.

    Yeah, most players at least dabble in both sides; removing those on either side who only play one side would be disruptive, but not game ending by any stretch.

    Removing players on both sides who only play one role would benefit the game. It would hurt BHVRs bottom line a bit, but the health of the game itself would improve.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066229#Comment_4066229

    rolling in the 500k wow so much BP.

    Minimum should be 2 mil, these outages last a couple hours on average, you could easily make 2 mil in a few hours, but no all we get is 750k followed by more outages

    Seriously, though - I'm not the type to be an entitled malcontent, but the BP comps/rewards have always been a joke, and are getting worse. 500K is a pittance.

    It's like being a server and being tipped like 5% - it's almost more insulting than nothing at all. You're right, imo; a major service disruption should warrant millions of BP, especially since it's not like they're shards or cells or anything that has any sort of monetary equivalence.

  • @100PercentBPMain said:

    I hate relying on addons, but these days I crutch on her iri seal and prayer tablet; let em all get injured, and let em pay for it. I take tinkerer and mindbreaker to come say hi.

    Yeah, or the Black Incense and the Iri Seal, along with Thana/Mindbreaker. Tinkerer is also a good idea.

    Or you could run Deadlock and Secret project, so you get the stealth everytime a gen is blocked

    If they want to try to deny your power, you can make it hurt.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061201#Comment_4061201

    Such is the nature of PvP games. If you don't like it, then play singleplayer games. There's no PvP game in existence that is immune to this and I don't know why people expect DbD to be any different.

    Obviously people are going to do it, but that doesn't mean it isn't kind of silly. I mean there are tightly balanced games where it's actually fun and sensible to make as science of winning, but man, DBD ain't it.

    I suffer under no delusion that a certain subset of the player base will play this way, but I just find it kind of sad. For me, playing this game is all about the experience and not the outcome. With the amount of hours I have in the game, it would be a simple thing to start playing by the numbers and robotically pile up wins, but that would just suck the joy out of it for me.

    I would much rather add artificial drama to a match by playing suboptimally against less experienced opponents than become a one-dimensional terminator, even it means losing many matches I could otherwise win.

    But BHVR has had a big hand in creating this by trying at the same time to cater to the common/casual player (that is where the money is) and the competitive ones, even though it's pretty clearly not a game well suited to contests of actual skill.

    At this point I think everyone just needs to accept it is what it is.

  • I kinda get the rationale for not awarding a cosmetic (only because of licensed characters; if not for that a legendary outfit would be completely appropriate), even if I hate it. But something a bit more than a badge would be appropriate, imo. Like an animated banner to go with the badge, as has been suggested.

    What is totally not cool is not having badges for Baermar and all of the Legion. Not doing legendaries is one thing, but these are distinct, base characters, and it's not like one of them is "canon" or something. I think you have to do all of them.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060511#Comment_4060511

    the only time you can pop in is after a match. thats the only time you get an After Action Report, win or lose. people forget things and move on. we don't know what the other side thinks.

    we don't know if OP only says hi after a win.

    I remember streamers' handles pretty well (moreso if it was a good/fun match) so it's pretty easy to drop into their stream later, actually.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060488#Comment_4060488

    is it though? visiting a stream isn't necessarily bm or rubbing salt. as an empath I always want to do a vibe check

    It is if you only do it after a win, imo. And you might not mean anything negative by it, but you have to know that's how it will be taken by most. Especially if the match was contentious at all

    I often like to pop in to the streams of people I play against (just out of curiosity; I like to put faces to screen names), but I'll usually wait if I just beat them

  • @Junylar said:

    Hard tunneling is the only reliable measure against teabagging at the exit gates, so survivors are living in the doomed world of their own creation.

    You know you don't have to stand there and watch that, don't you? I mean it's not like tunneling or humping where you kind of just have to take it.

    If the gate(s) are open and the survs aren't leaving, I just go around and break stuff for the destruction points

    But honestly the worst part of the BM is that people are just trying to take out their frustration about what someone else did, especially when it comes to survs BMing killers because there's no way to even know who the killer player is until after that match

    @m_0on said:

    I’ve had so many matches in a row where me or my friends get tunneled for absolutely no reason at all. The killer might not have a good strategy, or might just be bad at playing this killer. Then they will start tunneling or targeting hooked players for the kill. Either because they wanna kill them fast or they just wanna activate their mori. It’s just not fair and ends matches pretty quickly for many survivors. Would be nice if there’s a timer for whenever the killer’s nearby a hooked player or someone who just got off the hook. Once the timer stops and the killer is still around, the killer won’t be able to use ability or hit unless they leave. That would make the game more fun to play so we won’t get tunneled or camped put of nowhere.. what do you all think?

    Welcome to DBD, friend. You're asking for solutions that people have been asking for the past nine years, and odds are they'll asking for another nine years (if BHVR is fortunate enough to survive that long).

  • If it was a bully squad not engaging in normal gameplay, they get what they get, honestly. And I never cease to be amazed at the audacity of people who:

    1. Try to make it impossible to pick up/hook and then get mad when the killer stops trying to pick up/hook

    2. Call a player trash when they themselves can't adjust when plan A for the match goes out the window. Can't use your flashlight? Try actually winning the game.

    3. Act like the killer is some sort of jerk when the whole team intended to coordinate to do nothing but waste the killer player's time and/or piss them off. At that point you've abandoned any sort of ethical high ground lol

    I run Lightborn only very occasionally because normal flashlight counterplay (i.e. not a comms coordinated beamer bully squad) is easy and effective. But I have zero sympathy for squads who act wronged in these situations. If you can't change gears and still extract fun from a match, that says more about you and your "skill" than the killer, tbh.

    The same goes for sabo/head on bully squads who run into killers running Iron Maiden/Iron Grip/Agitation/Mad Grit; watching them brain lock when they can't do their thing is kind of karmically hilarious. I get some of these people are just bored and trying to do something different, but they should have some self-awareness about what they are doing and accept it when these things happen.

    Going to their stream after is kinda childish though, it just makes you look petty.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052413#Comment_4052413

    It worked out in TCM, with victims having different abilities (though no perks, iirc), but this roster is so big it would be even harder to keep balanced. Coordinatied teams would be synergizing perks and characters and the complaints about SWF would be even worse.

    Yeah, with this many survivors it'd have to be more class based than on an individual basis. For one, creating balanced individual powers for 50 survs would be too much.

    For another, the amount of game knowledge you'd need to manage it all would be another huge obstacle for new players.

    Also it's probably not fair to say anything in TCM really worked long term, lol

  • @cogsturning said:

    I started this game when it was well-established and already pretty unapproachable for new players. I stuck around because I only played killer. It took awhile to switch to survivor, and I viewed it as the role that was meant to lose, which made it easier to do so. Just not dying first was an accomplishment then. As time went on, I got better, I made friends, and I no longer have that view. But a gentle progression was needed to keep me playing.

    Fast forward to now, where I occasionally play a round or two with my partner. If they jump on alone and I observe, I see the typical and baffling new player antics: everyone ducking and creeping about—even when there is zero danger—and killers who are legally blind. This is fine for the baby leagues. It's even. I can give a couple lazy instructions here and there and it'll be an escape. Then we play a couple rounds together, and I carry them to a higher lobby with matches more like my own, and even with me on constant babysitter duty, I cannot keep them alive. We are both dead every match, me usually first because I tried to defend them, and them after because they're helpless alone against a decent killer.

    The worst way to be introduced to this game is by SWFing with established players. You'll be in over your head immediately. People need to go against or play with people at the same level of cluelessness as them or the game is a wash. People should probably start in solo to learn survivor so the matchmaking doesn't ruin the experience.

    Totally agree. My story is much the same; I started as a killer main for almost 1K hours, moved into surv viewing it as a role where losing was almost a given. Now I have only really played solo queue and though I have gotten a lot better, I do still believe that the intent is that death is supposed to be probable, even if it isn't a given.

    And remember, coming to surv having played a lot of killer puts you at a huge advantage over a brand new player.

    I think new player retention is an issue for a number of reasons:

    1. SBMM doesn't work. New players in both roles often go right into the meat grinder, and that has to feel bad.

    2. As a surv, you're not supposed to win most of your games regardless. People don't like losing.

    3. Some people start out in SWF with friends, and discover life outside of SWF is a lot harder

    4. It doesn't take long to realize just how much content there is, how much of it is necessary to succeed, and how much of it is paywalled

    5. A lot of killer players choose a killer they like, only to discover as they get better that their chosen killer kinda sucks and isn't viable. Also a bad feeling

    6. The comprehensive, global imbalance that is baked into the game's DNA.

    I suppose the question that should be asked isn't "how do I keep my friends playing DbD?" but "Do I want to do that to them?"

  • @cogsturning said:

    I'd be pretty unhappy if my main got shafted with a crap ability yet I know I'd still play as them and just be mad all the time. This would have needed to be implemented when the game began.

    Yeah, beside the fact it would lead to only seeing the same survs, a lot of people would be salty af if their favorite surv(s) got the short end of the stick.

    And as has already been said, it would just create the same problem we see with the killer roster.

    But it does seem like it would have been a fun idea had it been part of the core game, provided you think BHVR could have balanced these powers out to make them equally appealing.

  • You mean you don't enjoy lining up a hit only to whip the side and hit random piece of environment? It's hard to imagine DbD without it lol

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052352#Comment_4052352

    Sometimes, I do wish that the map size was scalable with the killer's ability to traverse the map.
    Say for example that you faced a Trapper on a smaller map variant, and if you had a Blight or Ghoul, you'd have a larger map variant.

    That would be amazing, and as straight forward as it seems, I feel like asking BHVR to make that work would be like asking Patrick Star to reconcile quantum physics with general relativity. Especially if you want to include more killer-oriented rng variables

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463551/the-next-map-needs-to-be-good

    Map design is not one of bhvrs strong suit.

    All maps we had recently since transmission was blantantlynone sided.

    Haddonfield to this day was NEVER balanced.

    An understatement.

    Map design/imbalance and killer imbalance consistently run neck and neck for the biggest issue in the game, imo.

    I mean I don't think anyone wants everything to be stock standard, but the variance in maps is insane. Neither killers nor survivors should feel like they know they're screwed when they load into a map.

    Though it's hard to balance the maps effectively when the killers are so imbalanced.

    And I think Haddonfield was actually close to balanced right after its major overhaul, but then they re-worked it again into a totally killer sided joke by nerfing all the good windows, which I'll never understand. It's almost like they were like they decided it needed to be imbalanced the other way after being a surv playground for all of its previous life.

  • If done thoughtfully (lol), buffing the low tier killers can only be a good thing for the overall health of the game. I would also say that about nerfing the S-tier.

    I don't think all killers to be equal (that would be impossible due to the poor design of many of them), but narrowing the power band to the point where winning or losing aren't extreme likelihoods based solely on the killer you choose or are facing would definitely benefit the game as a whole.

    The lack of parity among killers is part of what makes "high level" play such a repetitive bore.

    But the number of changes, tweaks, and adjustments (just just to killers but to survs) that would have to be tactfully executed to make it all work is likely completely beyond BHVR, so I feel like the whole discussion is kinda academic

    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051757#Comment_4051757

    I'll give it a shot on what they might have meant.

    If the MMR system does what it is supposed to, the whole issue is moot. If you play a C tier killer eventually you should get to a place where your KR is 60%. If you play an A tier killer, eventually you should get to a place where your KR is 60%. The killers would be in different spots of the MMR, but those numbers are secret so the player wouldn't know. Unless a player is on the edges of MMR, everyone should end up feeling like they ended in the same spot

    That's conceptually what should happen, though I don't think anyone feels like that is what happens.

    Yeah, in theory it should work that way, but anyone who has played this game for any length of time knows that MMR/SBMM doesn't do what it purports to do at all. It's one of the reasons "winning" in DBD means so little.

    At least half the games I play are joke mismatches to some degree.

  • Aim dressing has always been an issue on console, but I have noticed being sucked into pallet stuns more recently than any time ever (I started playing in 2019).

    Not all the time mind you, but a lot more "######### was that?" moments

    • Step 1: Turn off/hide chat
    • Step 2: Profit (in terms of sanity)

    I haven't participated or read a postgame chat (in game) since like 2019 and I that has made the game much more enjoyable. On PC I have it hidden, and on console I have my messaging set to friends only and don't accept requests form people I just played with or against.

    Let the monkeys fling poop at each other and just move on.

  • @HommeBizarre said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462742/serial-lobby-dodgers

    You're complaining about people leaving before the match start instead of leaving mid-match?

    You guys will never be happy for real.

    By the way, THIS, case, isn't against the rule

    There's a difference between occasionally dodging a bad lobby and habitually lobby shopping. Dropping out of lobbies screws with the matchmaking by causing backfilling, and shouldn't be done lightly.

    People who hop from lobby to lobby every time they queue up are part of the problem with SBMM.

    The only time I will dodge a lobby is when playing killer and there are 3 or more TTVs, because I know odds are good they're just going to be memeing or some other nonsense for their viewers. Beyond that, I just take it as it comes.

  • There is no level of the game where the best way to increase your odds of escape isn't to help ensure your teammates stay alive as long as possible (save maybe for the endgame).

    Obviously there are some matches where the wheels come complete off and it becomes every player for themselves, but going into matches with that mentality is not the optimal way to play, and is rat behavior.

    And when playing killer and smell a rat, if when I find them, they're going to die.

    That's not to say it isn't a person's right to play that way if they choose, but you have to know that it isn't something most players have any respect for, and will often be punished in game by teammates and/or the killer.

  • @Khastrx said:

    Age restrictions mean nothing. Can often end up playing with adults who act like entitled kids when things don't go their way in a match…

    Yeah, all one has to do is go on YT/Twitch to see numerous examples of fully formed adults acting like spoiled five year olds, sadly.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038847#Comment_4038847

    True, but buffing any Killer will only buff tunneling as a consequence. That's why tunneling needs to be addressed first, and then the weaker Killers can finally receive meaningful buffs.

    Which is why you nerf the top end hard at the same time you buff the low end; you don't only address one end of the spectrum. You just can't meaningfully nerf tunneling as a whole with killer imbalance as it is.

    Until the OP nature of the S-tier is toned way down, we won't see effective change to tunneling, because S tier killers are almost immune to most of these things. To effectively inhibit their ability to tunnel, you have to essentially nuke everyone else.

    So bringing them down a notch would be my first move.

    Of course whether or not BHVR has any motivation to do that is questionable.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038812#Comment_4038812

    Yeah, but no Killer will do that because of DS, lol. If a Killer wants to tunnel, they just tunnel through DS. Especially because the most sweaty Killer players also mainly play Killers who can easily be right back at the Survivor after the stun animation.

    Yeah, to the primary tunneling offenders (sweaty Blights, Nurses, Ghouls, etc.), DS is nothing more than an trivial inconvenience.

    Which is a reflection of the primary hurdle to properly nerfihg tunneling: killer imbalance. You can't have a blanket solution to nerfing the ability to tunnel without disproportionately screwing all non-S/A tier killers.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038568#Comment_4038568

    I have no idea why it doesn't seem to happen directly to me as much as it does to others but I do see it happen frequently to people I unhook. If I'm not the one getting tunneled then all I've done is reduced myself to playing as if I only have 3 perk slots.

    Just because a survivor isn't psychic and doesn't want to waste a perk slot on something that counters a situation that hasn't happened to them in more than a handful of matches doesn't make it their fault if they get tunneled. If you insist on painting it as someone's fault then you might want to start with the player who chose to tunnel.

    I can't imagine killers actually want to see all survivors start to run DS. With as much as they doom posted when the last PTB made hard tunneling slightly more inconvenient I'm pretty sure this is just about shifting the blame onto survivor players as if they were asking for it.

    Yeah, I just don't get tunneled enough to justify running DS. Like 1 in 20 matches do I get hard tunneled. I see it happen from time to time, but I've never in my 6 years in DBD seen it as prevalent as many make it out to be.

    I might have a day where I see it happen a lot, but then then it evens out statistically. I just can't rationalize using the perk slots, based on my own experience.

    From the killer side, I'm fine with everyone running it, because I don't tunnel.

  • @Nazzzak said:

    I've never played on PC so don't know what I'm missing, but I do remember when I went from the Switch to PS5 and the game became ten times easier. I imagine PS to PC would be similar lol

    Honestly PS5 isn't that bad; the really notable thing is the input lag, which is significant. That said, it really screws me more when I hop on my PC because I am so used to it that it takes almost a whole match of early missed skill checks to adjust to the button press actually registering when I press the button lol. You really have to be in rare form to consistently hit great skill checks on console.

    And yeah, it's easier to get spun as a killer on console, but you can make adjustments. I haven't had a consistent issue with it in years.

    But DbD is much more of a lax couch/TV game for me, and difference isn't enough to change that. And I 'd wager that after like 6K hours on PlayStation, I'm better than like 90% of PC players out there (if only because that many hours have allowed me to compensate for the handicap).

    And yeah, it is easier on PC, but playing effectively on console (even at mid+ MMR) can be done.

    Switch 1, otoh…I have no idea how that can even work lol. Props to anyone masochistic enough to manage it

  • I'm not a Sable main, but I'm saving up for the new Jane and Sable cozy break outfits. I'm still sitting on a few auric cells, but I am saving those for ST2. After that, I'm taking a long hiatus from spending actual money on this game.

    I used to rack shards up pretty quickly, but I haven't been playing as much lately, and now with BHVR pretty transparently curtailing iri shard accrual to influence people to more spend actual money on things, it'll be even less. There's still a lot I want, but I can live without it.

  • There are 41 killers and like 4-5 of them are OP.

    The number of OP killers in and of itself isn't an issue. The problem is that killer balance is so bad that you see those 4-5 a disproportionate amount of the time.

    Nerf the top end, buff the bottom bottom end.

  • Pretty much any of the ranged killers (other than Plague) should be avoided (though I do okay with Huntress on PS5) on controller. Nurse is kinda rough, and I don't bother with Oni. Some have mentioned the Executioner, but I do really well with him on PS.

    Though I think a distinction should be drawn in this conversation between "controller" as a generality and console.

    As someone who plays on both PS5 and PC, I can tell you that sitting on my couch with my wireless DualSense (and relative lack of controller optimization) and playing on PC with a wired tournament style controller are very different experiences. Even controller on PC is well above console when it comes to precision and responsiveness, and your ability to tweak.

    @Pulsar said:

    Pretty much every Killer can be played on a controller, in my experience.

    Some just can't hit their maximum potential.

    100%. Being on console won't stop you from finding some level of success with any of the killers, it's just the the top level you can achieve with each will vary, regardless of your skill as a player.

  • Lots of things in this game aren't fun or fair, but almost all of them are more impactful than NOED.

    Yeah, it's a low skill tool (I wouldn't say "skill-less" since the killer still has to catch and hit you) utilized primarily by bad killer players, but it's not all that commonly run above low MMR, and it's not all that hard to play around.

    I'm not tying to be a jerk, but I haven't been aggrieved by NOED since my early days playing survivor. I think I might die due to NOED once like every other month. Most games where I see it actually activate everyone still gets out. Again, not to be a jerk, but most of the games I do see it, I guess it's coming because the killer is a potato. If you're getting owned by NOED enough to have strong feelings about it, that's kind of a self-report.

    Don't get me wrong, I wouldn't care if it were just deleted. But people acting like it's a pox on DBD that makes survs just drop dead as soon as it procs is just silly. The list of bigger issues is very long.

  • @100PercentBPMain said:

    it may as well exist. Ragers on your platform will message you regardless.

    Yeah, but you can block messaging from non-friends, and as has been mentioned, if someone says something really awful in e direct message on PSN/XBOX, they're risking a lot.

    @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025999#Comment_4025999

    Problem is there is no chatting at all.

    The defeated side just leaves while the other tries to put as many insults into the chat as they can.

    Or in the case of solo survs, the defeated side cannibalizing themselves with blame.

    The last time if looked at post game chat, I was getting roasted by one of my potato teammates for only having been hooked once (apparently for not taking more aggro even though I had 10K boldness points) before I died on a suicide mission to save someone else in the EGC when I could have easily walked out a gate.

    Ad the person was the first to die and waited for like 5 minutes to say it.

    I mean there's just no winning with some people, and it's better to just not subject yourself to it.

  • @jamally093 said:

    Being able to change killer at any point

    I remember when I first started playing you could when you ready up and in a lobby you could then poof you no longer could. I thought it was a bug but then nope you couldn't permanently. I would want to have the ability to change killer since maybe I wanna change to someone else since I wasn't feeling the killer I picked but don't want to back out of a lobby for no reason other then thaf.

    Eh, I get what you're saying, but I don't think the convenience is enough to offset the potential downsides (mostly it could lead to egregious abuse of MMR).

  • @dragonfrutaa said:

    Since the new kbm update i think its only fair console players get to know what the pc players are talking about 👀

    Spoiler alert: It's nothing you want to read anyway

    But I don't care, so long as I have the option to hide it like I do on PC. Every once in a while I'll open the chat up for a second just to remind myself why I have it hidden, and it usually does just that

  • I would say there is a spectrum of cheating and using reshade is definitely on it. No in the same range of full blown hacks/cheats, but not the game as intended, either.

  • @UrKnightmarettv said:

    I think devs need to adjust twins with victor. He shouldn't be able to camp hook. Lately ive been having twin matches where they will place victor infront of hook knowing we won't get anti camp meter progress

    Wait, you've been having Twins matches?

  • Friday the 13th

    Wendigo/Skinwalker

    Some sort of original nautical, "haunted diver" like chapter

    I'd also like to see a Robert Englund Freddy or film accurate Ghostface/Scream rework of existing chapters.

    And this might me unpopular, but I just recently watched two of the Terrifier movies for the first time, and I just don't see the appeal. As a horror film fan I love the amazing practical effects and creative kills, but conceptually the character itself is just "meh" to me. The effects/kills were the star of the show for me, not Art himself.

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