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TragicSolitude

TragicSolitude

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TragicSolitude
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  • Nemesis has zombies. Even though they're dumber than bricks and useless 90% of the time, they do lead to some good moments. I still enjoy his music a thousand hours later. And I just love his tentacle whip.

    In terms of who I prefer playing against, I dunno.

  • I've always known it was Sadako's eye and hair, but still from day one to now every time I look at it I see the bamboo thing first. I would not expect anyone who's not super familiar with the movie to recognize that as an eye.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165071#Comment_3165071

    I think allowing Legion to see blood and scratch marks could be a buff you’d enjoy. And maybe the counterplay could be hiding? Or, since Legion has killer instinct in their kit, just hoping they go for any survivor who isn’t you. Running is disadvantageous but hey, you could simply try to hide. Like I see killer mains say, quite often, just don’t get caught. That seems like a fair trade off, no? Legion is no longer weak, survivors have a bit of counterplay that killers approve of It’s a horror game; maybe it should be more like hide & seek anyway.

    I don't enjoy Legion for a lot of reasons. I don't enjoy slowdown, I don't run slowdown perks. I don't find stabbing survivors over and over fun, I like more interesting powers. And I'm on console, so getting stunned out of his power for whiffing absolutely guts him for me. As long as that last weakness exists, he's basically unplayable for me, and no other buffs will make a difference.

    DbD was originally designed as a hide and seek game, but players enjoyed chases more so BHVR has balanced the game more around that. It's not fun as a killer to play a walking sim, and as survivor you don't earn crap for points by hiding. Legion's entire kit would need to be changed if the counter to him became hiding, because Feral Frenzy's strength is that survivors can't hide from it. I'd be all for completely changing Legion's power, they have the best cosmetics but their gameplay sucks, but changing their kit would need to be a complete change and not just showing scratch marks. No more Feral Frenzy at all.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164745#Comment_3164745

    Maybe the problem is that you think survivors should have counterplay against Legion. If Legion is so weak, then eliminating survivor’s ability to conceal scratch marks and blood against him is an easy way to buff him. Throw in some anti-loop potential via his ability for good measure. Now he won’t be weak anymore.

    Killers need some counterplay. No counterplay at all and why bother to run, might as well just stand under a hook. Looping isn't a guaranteed escape, it's potential counterplay.

    Legion is weak because the whole idea behind his power kinda sucks. His kit is slowdown and locating, so anti-loop is the one left in the cold. He has speed, and after he gets his first hit in FF nearby survivors can't hide from him, so scratch marks are hidden to give the first survivor a chance at not being hit in chase. He can't down survivors with his power. Playing efficiently by splitting up guts him. Like I said, his design just kinda sucks.

  • Better to have cheap chapters and expensive skins. Skins don't affect gameplay, they're totally optional.

    I'm tired of seeing Feng Min skins, too. I think the last time BHVR shared stats, it showed that Feng Min was the most played character. So BHVR is going to keep making skins for their most played character. And people are more likely to play the character who gets a ton of new skins. It's a horrible cycle.

  • The meta has been three gen/slowdown perks for a while, but at least killers used to run BBQ and only three slowdown perks. BHVR got rid of the reason most killers ran BBQ, so now killers have a slot for a fourth slowdown perk. Yay. Great freakin' shakeup to the meta.

  • There is some sort of bug going on with incentives. I was playing with my friend yesterday, we are in the same region and our MMR has to be about the same because we escape and die together, and we always both showed a BP bonus but sometimes both of us got it and sometimes one of us didn't.

  • Yup, had the same issue. PS4.

  • He's not meant to deny loops by vaulting. He's meant to quickly apply the Deep Wound status to multiple survivors. He's a slowdown killer. The counter to him, like the counter to most killers, is looping. Killer Instinct as part of his basekit means survivors can't hide from him; if they couldn't loop him, either, then how would survivors be expected to play against him at all?

    He's a poorly designed killer who's weak but also not fun to play against (and I don't find him fun to play as, either, personally). A lot of people agree that he needs a big rework.

  • Hide Your Name hides your name from yourself. If you're streaming, then people watching your stream won't see your name. From testing this option out while playing with a friend, it seems that friends still see your name and still see that you're online. It just specifically hides your name on your own screen.

  • I think this is the way it works:

    Anonymous Mode hides your name from other players (not including any in your SWF group) in the lobbies and on the end game tally screen. I think this also hides your profile.

    Hide Your Name hides your name from yourself. That way, if you're streaming, the people watching your stream don't see your identity. Pretty sure your friends in SWF still see your name just fine, though. My friend and I still saw each other's names when we tested this out.

  • Add to that how escaping now rewards 7k BP, and it's a recipe for disaster. I watched a teammate today do nothing but locker hop. After everyone else was dead, this survivor was still alive with about 1,000 Bloodpoints. They escaped through the hatch and their score jumped to over 10k.

    Why participate or help your team when you can do nothing and profit?

    BHVR does not think things through.

  • I got the vial charms for purchasing outfits after restarting the game.

  • They need a charm section somewhere, that way players can choose what charms to show when customizing survivors/hooks. There are just way way way too many pages of these things. The more there are, the less useful they become as you can't find anything.

  • Yup, this was the skin I wanted. I'm certainly not buying that trench coat. Such a waste. And we know BHVR could achieve this outfit, because it's similar to the Lunar New Year dress Feng Min has, and that was created before linked sets even existed.

  • You need two survivors near each other, and you need to position yourself so that the three of you are in a line. Then you dash at the nearer survivor and they should get pushed into the survivor behind them. I've done it about four times so far. It helps if the survivors and you are all friendly and they'll stand still for you. I'm pretty sure if the second survivor gets the Deep Wound effect, then you've done the necessary action for the achievement.

  • @VoidVictorious said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160310#Comment_3160310

    You have to do it 20 times, but upvoting this topic will definitely help bring attention to the issue. 20 times is ridiculous especially with this rotation.

    Oh, 20? Holy crap. That's nuts.

    Thanks for letting me know. I forgot to look at the new trophies. Lol.

  • Also, this trophy seems bugged. Opened the gate and escaped twice on RPD and that achievement didn't unlock. (PS4)

    Does it have to be on West specifically or something?

  • Really?? I got this map five times in a row without offerings. That's not including the other times that weren't in that batch of five. Also playing on PS4.

    I must've stolen all your RPD matches from you. Sorry :(

  • Are you using anonymous mode? The reward doesn't seem to apply if anonymous mode is enabled.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150333#Comment_3150333

    If you're fumbling left trigger and and left bumper mid chase then you may want to consider a different controller with buttons further apart or a grip over the controller that gives your fingers more room to move from one to the other. I play with a 360 controller on PC and have never accidentally crouched when I meant to hit run. I have accidentally hit drop pallet instead of heal self (medkit) but that's because healing and interaction is always RB unless you're using an item then it's RT. Playing on switch you have the option of the pro controller or whatever it's called if you don't want to use the joycons

    I play on PS4 and Switch. It happens with both controllers. Other people on the forums have mentioned it happening to them, too, so it's not just me and my friend.

    I changed the button binding on both systems, so thankfully I never drop a pallet when I mean to heal. That's something that can be done in the in-game settings, unless it's different with controllers on PC vs console.

  • Yeah, no. I've been taking a break from the game because I'm so tired of the playstyles I come across. My friend still plays attempts to play daily for some reason, and he's never toxic, but I watch him get tunneled out all the time. The killer ignores the other survivors to tunnel my friend out. He's often running some meme build and is just an easy target because he doesn't run second chance perks and he's solo.

    Unless some of the killers think that randomly crouching at terrible times in the middle of a chase is toxic. It's not, by the way: it's what happens when you play on console/controller. It's also part of the reason he's easy to tunnel out, because he's only able to drop maybe 1/3 of the pallets he gets to, and the other times he's button mashing and nothing's happening and then he's on the ground.

    Oh, also, Switch killers will attempt to tunnel out Switch survivors every time. This I know from experience. You can't tell me it's toxic simply to play survivor on Switch.

  • I don't think any killer would choose to keep aim dressing. It only exists to make hits "look" nicer. Aim dressing only benefits survivors.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144014#Comment_3144014

    Your right I did say that they should remove it and not change it. However if they changed it to make the wiggle function actually worthwhile or buffed the perks that are supposed to help then removal wouldn't be necessary. If that involves changing the maps or making it take a little less to wiggle off a killer then there wouldn't be an issue.

    My response to why the wiggle mechanic exists would be that they could lower the speed of killers when carrying survivors to prevent them from basement hook every time. This would give survivors a lot more time to finish gens while one person is being carried and all you would have to do is stay away from basement while in chase. If the killer decided to hold a survivor hostage the whole game then they would allow survivors to finish all the gens while they just wandered the map. Or they could set a time limit that the killer would be able to carry the survivors since there are plenty of hooks on each map. Your third point is essentially the first point just rephrased when the basement hooks are the strongest hook locations in the game.

    My response to why the wiggle mechanic exists would be that they could lower the speed of killers when carrying survivors to prevent them from basement hook every time. This would give survivors a lot more time to finish gens while one person is being carried and all you would have to do is stay away from basement while in chase. If the killer decided to hold a survivor hostage the whole game then they would allow survivors to finish all the gens while they just wandered the map. Or they could set a time limit that the killer would be able to carry the survivors since there are plenty of hooks on each map.

    I don't understand how implementing any of those would be better than the wiggle mechanic as it currently is. If you don't like how the wiggle mechanic works, then just don't wiggle: then wiggling doesn't exist for you while other survivors like me get to continue using it. I personally want to keep wiggling, I do wiggle off sometimes as survivor, and I definitely prefer it to the alternative of being stuck on the killer's shoulder while everyone else actually gets to do something and earn points.

    Your third point is essentially the first point just rephrased when the basement hooks are the strongest hook locations in the game.

    Not necessarily. If the killer has a three gen and they chase and down a survivor away from those generators, the ideal situation would be to carry the survivor back and hook them in the middle of that gen setup. If the distance is far enough that the killer is worried the survivor could wiggle off, they'll have to use a less ideal hook, meaning they either allow the survivor to be easily saved or they abandon their three gen.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143654#Comment_3143654

    When you watch a killer walk by 2 hooks and manages to hook you on the next one there is something fundamentally wrong with the mechanic and needs changed.

    Your suggestion isn't to change it: it's to remove it. If you remove the wiggle mechanic, that means a survivor can't wiggle off, and then every killer would run Agitation and Starstruck and it'd be infinite instadowns all match.

    Anyway, the hook thing is a map problem, not a wiggle mechanic problem. The wiggle mechanic exists so that 1. the killer can't carry every survivor to the basement, 2. the killer can't hold a survivor hostage by carrying them indefinitely, and 3. the threat of a survivor wiggling off influences killers to use a nearby weak hook rather than a farther away strong hook.

    You imply that maps have too many hooks too close together, but it's much worse if there are too few hooks and so the killer abandons hooking and instead slugs everyone to death. I've done that before when there's bad hook RNG. It's much better for the survivors for there to be too many hooks.

  • Not only was it in a previous Rift, it's not even from an early Rift. My second DbD account is barely over a year old, yet this new Prime reward is still new enough that I already have it. I wouldn't be thrilled that it's recycled from a Rift no matter what, but I'm annoyed that it's useless even on my Switch where I have practically no cosmetics for Plague, but I do have this one.

  • Right, okay. I've had plenty of times when I let someone else finish the heal, and then later I had to use what was left in my medkit to finish a heal that got interrupted. Saving medkit charges just in case is not a bad thing. But you do you and limit your own options.

    I use Empathy to go to injured people, and I'm running Botany to speed up the process. I can't necessarily tell who someone is from their aura. If they start healing as I'm making my way to them, I don't know if they have a medkit (usually they don't) when I see them healing themself. And at that point I've already wasted time getting to the person. If I offer to heal someone and they don't let me, I rarely offer again.

  • Rarely do survivors in solo queue play like a team. Many start playing for the hatch quite early. It's not fun.

  • I rebound the button for dropping a pallet/vaulting, it's square (I think, or triangle, one of those). Rebinding that was something I did pretty early on when I discovered that problem. Otherwise, it's R1 for everything, and yeah it loves to choose pallet over heal. It's an awful default setting.

  • Shattered Hope is general pool, why the hell isn't Reassurance?

    That's basically all I have to say. BHVR can release new general pool perks, and they did after all the complaints about not being able to permanently break boons. They're releasing a second RE chapter because the first one sold crazy well, so there's no need for them to try to entice players to buy it by including their band-aid fix for camping killers. Reassurance has no business being behind any paywall.

  • The problem I have is that it feels like the humor is written for a 13-year-old, not an adult who plays DbD. Plus, when adults write dialogue and humor like they're hip young people it often reads very cringe-y.

    It also feels like some of the jokes are passive-aggressive jabs at the DbD playerbase. It's not a good look.


    In terms of secrets, has anyone discovered a purpose for getting the Up The Ante perk at the beginning of the game? Or is the entire thing a joke about the perk being "useful"? I assume the latter, but the coins you collect do have a use, there is an achievement for getting the Trickster ending a bunch of times (warning/spoiler: it also erases your save file), and if you eliminate Trapper when dating a certain other killer then it can actually cause you to die when you otherwise wouldn't, so you never know.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/340939/bbq-and-chili-and-were-gonna-live-forever-bloodpoints

    This

    Since they removed the bonuses on bbq and wglf im having less and less energy to play the game

    I feel the same way. I stopped playing a couple weeks ago, and since then the one time my friend handed me the controller to do a match, I was just not into it.


    @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130671#Comment_3130671

    Theres literally no other point to distressinf which is already a lesser used card when youre using it on characters that dont benefit from the increased terror radius

    Remove that and the pick rate will go from 7% to 0.5%

    But there are characters and other perks that benefit from the increased terror radius. Distressing is great on Doctor, I use it on every build of his I do. Distressing + Whispers + Unnerving Presence is my go-to on him. Whenever I return to playing the game I mean to try out a build that also includes Merciless Storm.

    There are perk combos that have synergy with Distressing. Starstruck + Infectious Fright + Distressing (and possibly + Agitation) is one off the top of my head. So, you're right that the point of distressing is to use it when the killer benefits from the increased terror radius, but you imply that's a bad thing or super rare when really it's perfectly fine.

    Now, if you're not using it in one of those builds, then it can actually become a hindrance because survivors can get a good head start running away before you get near the gen. But if someone is playing on hard mode for the BP, then that's the player's choice.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130713#Comment_3130713

    How about Thrilling Tremors for that 4th slot? You literally cannot forget you have it.

    Hmm, thanks, I might try that next time I play killer on PS4. I wasn't really thinking about it because other tracking perks hadn't been of much use, but TT blocking off gens does make it different from other tracking perks.

    (I also keep getting mixed up in my head because I play on both PS4 and Switch, and while I have everything unlocked on PS4, I have practically nothing unlocked on Switch. Since the nerf to BBQ, I haven't actually played killer much on PS4 to test all the different perks. I've tried a few, but I certainly haven't exhausted my options. Meanwhile on Switch⁠—where I have played a bunch⁠—perks are less of a choice, and I keep getting confused and forgetting that's why I can't find a perk I like on Switch, because I have almost no killer perks to choose from. The change to the perk grind ensures tier 1 Lightborn, Beast of Prey, and BBQ on all my Switch killers and that's practically it. That's the other reason I'm salty about BBQ getting changed: it was one of the very few teachables I unlocked on Switch. Anyone who's ever played DbD on Switch will understand why I don't put Bloodpoints into the killers. Oh man, I can't believe I'm getting the PS4 and Switch accounts mixed together in my head, I must be tired.)

  • @HNTR_Green said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130664#Comment_3130664

    I'm saying as a design perspective: If the only reason you're picking said perk is because it gives you more BP, then the perk itself is not great, and should be rethought. You're even admit that without rewarding you for picking them for BP they're bad. I'd rather have interesting perk decisions that mainly affect gameplay than bonus that might allow me to buy one or two more spots on a bloodweb instead.

    Eh, as killer I mainly focus on using my power and I get bored by most perks that don't help with BP. I still haven't found a perk to replace BBQ, so I usually leave the fourth slot empty because I either get annoyed by the perk (any slowdown) or I forget I have it equipped and it becomes useless (Whispers, Lethal Pursuer).

    Even when I don't need BP I just like seeing that I earned a lot of it. It feels rewarding. I find I enjoy the game most if I'm playing for Bloodpoints, as it's what I have the most control over. It's frustrating to play for kills or escapes or even pips, and while it can be fun to attempt meme builds they can sometimes be so difficult to get use out of that it becomes a chore.

  • @HNTR_Green said:

    https://forum.deadbydaylight.com/en/discussion/340939/bbq-and-chili-and-were-gonna-live-forever-bloodpoints

    Probably not a great idea to admit to using a glitch in their forums considering that'd be an exploit... Also, the main problem is pretty much that the stuff that was supposed to replace those BP benefits are currently not working that's the issue. Perks should not provide bonus BP, they should be picked for their in-match benefits only.

    Perks should not provide bonus BP, they should be picked for their in-match benefits only.

    Me wasting half my loadout on Distressing and Beast of Prey makes me happy because it means easier BP and it should make survivors happy because I'm running really stupid perks rather than gen slowdown. If both sides are happy, why mess with a good thing?

  • @ThundahBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130524#Comment_3130524

    Thank you. I hope so too and I am sure there are many others who share the same wish.

    Yes. I want to be able to make my prestige levels private. I'm not interested in "showing off," I'm a private person. I'm also upset that the new anonymous/streamer mode is PC only.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129760#Comment_3129760

    Lol. Of course you have better explanation to all these hook slaps, nodding, camping and "ez" in endgame chat, huh? ;-) I would like to hear it.

    A lot of times it's because they've had numerous bad matches beforehand against survivors who teabagged, clicked flashlights at them, and spammed "ez" in the endgame chat, and the killer did what you're doing now, assuming all survivors are the same and deserve to be treated in kind.

    It's a game, people play it to have fun, and when they paid money for something but aren't having fun with it they become frustrated, and frustration can become ugly quickly. Both sides have some players who treat the opposing side like trash, and it just encourages the other side to become more aggressive in response. It's a cycle. Your generalization about many having low self-esteem and wanting to dominate others is gross.

  • I tried running Kindred for a while but stopped using it because I seemed to get saved less despite not being camped.

  • I really want them to hide prestige. I hope they do. Unfortunately, it seems unlikely because showing prestige is a psychological tactic to get players to compete via prestige levels. BHVR lessened the perk grind, so they created this new grind with prestige levels going up to 100 and they want players to get invested in it by treating it like a competition. People may not place a high value on prestige levels if other players can't see them.

    BHVR highly values the grind in this game. They think it's the only thing that keeps people playing.

  • Spirit. She's hot and she acts like she hates everything. She's like me in high school. And sometimes now. Plus, she likes reading, and reading is life.

    If I expand beyond the main four killers in HoY... I am also really wanting Trickster, if only because he's such a tease and I can't have him.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129065#Comment_3129065

    You know what? Even though this MIGHT sound reasonable to a normal person like you, I GUARANTEE you that some SWF group will easily find a way to weaponize it. Thats what always happens. Like having a dedicated survivor accumulating crows so that they can dodge in and out of the killers model or something like that.

    Taking the game hostage from the killers side is exceedingly rare and usually ends with the killer losing patience and hitting the survivor. The few instances were the game was legitimately taken hostage are a smaller problem then the crazy stuff dedicated survivors bullies would come up with. This much I am sure off!

    I know you're not wrong. It was just a quick example off the top of my head. I don't even see the body blocking problem that often, not from either side. I see the second one I mentioned of survivors not working on gens a lot, though. It would be nice if there were a solution to prevent body blocking. There needs to be some solution to survivors not working on the objective. Some survivors do it maliciously, but for a lot of survivors hiding to wait for the hatch just seems like the correct option. It's dumb to need to report people for something the game encourages rather than prevent it in the first place.

    There are multiple active threads on the forum right now about different types of hostage taking, so obviously I'm not the only one experiencing this problem. I mentioned both types in this thread rather than @ Mandy in one of the other threads in which they haven't posted.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128847#Comment_3128847

    No whilst I understand your reasoning - that killer shown in the video is holding those two survivors hostage, those survivors cannot do anything to progress the game, the killer is holding their game hostage. It is clearly a hostage situation, and a bannable offence in game.

    The game needs built-in ways of helping to avoid these situations. Like survivors losing collision if they get birds.

    There's also the problem with survivors stealthing not working on gens for extended periods of time. If there are two solo survivors left and they're both thinking, "Well, I'll just wait for the hatch," it's hard to say that's wrong. Me, personally, I'm always the survivor in that situation who tries to work on a generator despite knowing it will get me killed, and it sucks to always be that survivor, to be the one to die so that the other survivor hiding somewhere on the map, the survivor who stopped participating, gets the hatch. I have a lot of matches where it's three survivors left, and while I'm attempting gens the other two are stealthing around on the edges of the map. And after I die, they just continue doing that, because the hatch exists and it encourages this behavior by rewarding a ridiculous number of Bloodpoints. Why would survivors bother to attempt gens when getting the hatch rewards so much more? They escape, they "win," and they often more than double their Bloodpoints doing it.

  • Sorry, you can study every tutorial, practice twenty hours a day, and make an offering of thirteen virgin goats to the lost Gamecube of Azarov and it won't make a difference, there's no amount of black magic to help overcome the performance problems on Switch.

    To get the most recent Blight archive challenge done, I farmed with a survivor. They realized what I was doing and stood still for me. I can play Blight decently on PS4. Not great, but I can use him in a chase and stuff. You know how many times I missed the survivor who was standing still when I did this on Switch? A lot.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128475#Comment_3128475

    Fair enough. They could add a BP bonus if you get tagged with the perk for both survivors. Like 500 points for survival for the one on the hook and 200 for the person who's tagging you with the perk. That way, if you cannot be rescued, you have a chance at maxing your survival category! Would that be alright? Also, yeah, 100%, I forgot that OTR and DS deactivate now at last gen so that would not be unreasonable but the person who is hooked should get 500 or more points per ding since they're keeping the match alive.

    Something like that I would be totally cool with. A chance to get survival BP is always welcome.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128360#Comment_3128360

    You'll have to go back to my original one. I was editing it because I was in a match as killer. I wasn't talking about you specifically.

    @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128360#Comment_3128360

    And what I said in the feedback was that it SHOULD deactivate once the last gen is done so the game can finally end so you WILL get to struggle and get those points. It'll just give time for your team to do gens. You'll just have to be on the hook for an extra 2 minutes so 4 instead of 2 if the killer is hardcore camping you. Once the last gen is done, the game resumes as normal on the hook. Your team either has to open the door and leave you behind or make a rescue attempt. Most teams will NOT leave you behind. They will attempt to rescue you. At least, when I'm solo, my team does unless its a Bubba.

    Most teams will NOT leave you behind.

    My god, I envy you. I get a lot of teams who leave people to die on first hook or don't attempt to rescue once it's down to the final gen much less if the exit gates are powered. I'm not saying I always get those teams, but I get them often. Less than 30% of my matches see all 5 gens get done, but in the ones where the exit gates are powered in at least half of those the survivors will leave whoever's hooked to die, even when the one hooked is not being camped.

    Sandbagging and griefing are not something I see in every match, but they're things I see multiple times a day as either killer or survivor. Through experience, I have no trust or faith that others will not abuse a chance at having fun at someone else's expense. None.

    BHVR should either give the survivor on the hook options to prevent being held against their will indefinitely (like maybe only the first use of Reassurance is mandatory, and after that the survivor on the hook has to actively agree to it with some sort of timed response), or they should give the survivor on the hook Bloodpoints (it ruins any attempts at griefing, as it sort of kills some of the fun if you're rewarding your victim Bloodpoints).

    I'll ditch the griefing thing though and look at it from a scenario where it's being used to keep a camping killer busy:

    If I'm running Reassurance and I see the killer camping and I keep the survivor on the hook alive to buy myself and my team time, I'd be fine rewarding the hooked survivor Bloodpoints. They are keeping the killer busy, and because I'm not attempting a risky rescue, they're not even getting a chance at getting in a chase or using their Decisive Strike. I might be underestimating what they could accomplish because I don't have all the information, and I'm just not willing to risk my own skin on hope. That is on me. I'm using them for more time to participate and earn Bloodpoints, possibly with no intention of attempting to save them after the exit gates are powered. And hell, if the exit gates do get powered and then I unhook them, they lose out on their DS and OTR. So I really see no problem with at least rewarding them for everything they lose out on due to my use of Reassurance.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128354#Comment_3128354

    Who's fault is that? Its not your TEAMS' fault that you got caught then camped? So punish your team then? I can't wait to use this perk. This is the exact reason. Damn hook suiciders.

    Without Reassurance, there's a hard limit on how long I'll be on the hook, and I at least get to earn a few Bloodpoints hitting the second state skill checks. Being stuck indefinitely with no autonomy, not getting to participate, not earning points, is the thing that sucks. I never said suicide.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127031#Comment_3127031

    You can't participate in the match either way if you're being face camped by a Bubba. At least this way, you're helping your team get out instead of being a means' to an end.

    As a solo survivor, I want to play and earn Bloodpoints. If I'm sitting on a hook not getting to participate, stuck without any way out and not earning anything for it, I'm going AFK and whenever I come back the match better be over and the game is going off for the rest of the night. Seriously.

  • @TheArbiter said:

    I've literally never heard aim assist be called "aim dressing" before except on these forums. Very weird

    It's because "aim assist" assists the player. It helps them get hits they otherwise wouldn't. "Aim dressing" is for appearances only, adjusting a hit that connects to look better. Unfortunately, due to the way it works, it can sometimes adjust a hit that should connect in such a way that now the hit misses.

    In other words, aim assist helps the player, while aim dressing will never help the player.

    This is a dev originally explaining it:

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026203#Comment_1026203

    It is the case. To explain:

    Auto aim gives you a hit you otherwise would not have gotten.

    What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It will not give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.

    That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist".

    EDIT: Just noticed the other part of the question.

    It is not there to hide lag. To hide lag, you would have to predict their movement and move the killer on their screen in advance. This is not the case. If there's a lot of latency between you two, the killer will appear to miss wildly regardless. As the killer, you have the authority over hits. It's not compensating to help you out. What you see is what you get. It's purely just to make your hits more visually appealing.


  • @Droneinthrwind said:

    I hope bhvr takes action if same account gets many reports. I just use endgame report. Not hard to press cheat button.

    Without creating a ticket online and submitting video evidence, hitting that button means nothing.

  • The only complaint I have about the perk at the moment is that the survivor on the hook has absolutely no autonomy. They're not being allowed to participate in the game because they're on the hook, and if they want to die (or need to leave the match or something) they are unable to do so.

    If BHVR isn't going to change it so the person on the hook has some way out of the match, then the player should be making lots of Bloodpoints for being forced to stay on that hook. Lots and lots, to make up for the fact that they can neither participate in the match nor leave.

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