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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795642#Comment_2795642

    Building something like Corrupt into someone like trapper's kit would essentially be giving him a 5th perk slot, which might be bad for balance.

    Might be, but without other slowdown perks to stack on top of it, and if the killer and the effects of Corrupt and gen speeds are all balanced properly, then it might be fine. And if all killers are on equal footing, then we might see more people running fun builds. I never see backpack builds or anything meme-y because it would mean no gen slowdown and with no slowdown most killers can't eke out enough time to use a fun build. A lot of people complain about always seeing the same killers and the same builds. That hurts the game's replayability. And if reasonable generator management is built into each killer, then the devs could finally remove the need and ability to tunnel out a survivor, which would greatly improve game health.

    Freddy's old kit included slowdown, and updated Freddy has a slowdown add-on. So, it's already a thing, but no one likes it because there are also slowdown perks Freddy can run on top of those, and then it becomes boring.

    Also, if killers had built-in generator effects, then maybe killers could be designed to feel more fun to play as. BHVR likes to balance killers with cooldowns, power bars, and clunky gameplay (I can't stand how Pyramid Head feels or the power bar they added to Nurse's blinks). This would give the devs something else to tinker with.

    We'll never know if this could work, because the devs will never attempt any of this. It would require a huge rework and every generator perk would have to be changed to something completely different. Changing old content and mechanics doesn't bring them new players the way adding new content does, so new content will always be the priority.

  • @GuyFawx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795648#Comment_2795648

    I know we dont which is why im saying that they most likly just suicided

    Ah, okay sorry, I didn't get the part about them suiciding from your comment. Mentioning that they were bronze followed the sentence "If your wanting to rank up..." so it seemed like a continuation on that thought.

    I think in most cases people know why they don't pip. They're frustrated because often their reasons for not pipping are things that are out of their control. For me, it's that matchmaking is destroying any chance of me getting out of gold grades into iridescent as survivor. For a lot of killers, it's a combination of matchmaking and playing a killer whose power is detrimental to pipping. The whole point of playing a killer is to have fun using their power, so when doing that hurts a player's chances of pipping that just sucks. Being good with a killer shouldn't be bad for grading up.

  • @GuyFawx said:

    That silver badge probably hurt that match. If your wanting to rank up you gotta try and get those iri badges as much as possible. You also played against bronzes lol

    We have no control over who matchmaking puts us with, which is part of why this pip system is so awful. Pips are based on everyone else's performance as much as our own. The pip system and depipping made some sense back when it had to do with matchmaking, but now pips are for grades, and according to the devs grades are supposed to represent time played, not skill. And grades have nothing to do with matchmaking. This makes the pip system archaic, and it's punishing players for stuff that's completely out of their control.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795564#Comment_2795564

    Yes, bad killers should lose. But Blight and Nurse both are hard killers to learn, so those trying to learn them will get stomped and may not see improvement for a while, which can get really discouraging.

    Gens aren't there to be downtime from interacting with the killer. Rather, interacting with the killer is downtime from doing gens. This is because doing the generators and escaping is the goal of the survivors, and they cannot really win any other way. The problem with adjusting generator speeds based on the killer that's being played is that you're only accounting for the strength of the killer's power, but the strength of a killer isn't based solely on how well they can delay the game, meaning that stronger killers may not have much game delay (Huntress), or weak killers might have lots of game delay (Pig), that make the match immediately very difficult or very advantageous for them.

    Let's take a killer like Huntress. Generally accepted to be A tier, but has poor map pressure. If gen speeds are slightly faster when going against her (or kept as they normally are but with no access to slowdown perks) Huntress suddenly becomes very weak and simply unable to stop the survivors from doing gens. But if you make the gen speeds slower for her, she will dominate because of her strong power and having to worry less about gens. When using slowdown perks, this isn't an issue because they have a smaller effect, like taking lots progress off of ONE gen, or passively damaging gens that are not being worked on but giving survivors the ability to remove this effect. My point is, survivors can win the match despite slowdown perks if they play well (long chases to get gens done and reduce the impact of pop, finding and cleansing Ruin quickly, etc.) while passively slowing down or speeding up progress on gens cannot be played around.

    The point I'm trying to make is that it's not possible to effectively balance gens speeds based on the killer, and better to keep gen speeds uniform and allow players the option to use perks as a means of slowdown that can be adapted to their playstyle.

    Oh, and survivors could bring toolboxes to nullify the advantage that weaker killers get while making the match that much harder for stronger ones.

    Gens aren't there to be downtime from interacting with the killer. Rather, interacting with the killer is downtime from doing gens.

    If this game is all about gens, then what we need is to make gens more interactive. Because gens aren't fun at all, I would rather just run around and die every game than sit on a gen. If doing gens are my entire reason for playing this game as survivor, then I should want to do them.

    Yeah, if we make gens more interesting and more interactive then this would be a much more engaging game. I would love it if gens were more fun, because right now it's just holding down a button and then having frames drop and an explosion happen every once in a while.


    Sorry, I'm going off an a tangent. I find gens boring. Chase and altruism is fun. Gens are the thing I'm forced to do if I want that 3k for burning an envelope right now. Sitting on a generator isn't a good game mechanic, and at this point it's too late to change it, especially since survivors need to be able to swivel their camera constantly to keep an eye on their surroundings so they don't automatically die to every stealth killer.

    Anyway, I didn't only mean gen speeds, I meant gen slowdown in a more general way, like building one or more of the current gen slowdown perks into a specific killer's kit. There are a lot of different ways to do it. The problem with universal perks is that any killer can run them, so perks basically have to be very middling, and even then stack a few on a strong killer and it can become overkill.

  • Hag's FOV is lower than Blight's (I think, or they're at least at the same height; Blight's camera definitely isn't lower than Hag's). Blight's camera was adjusted to be in a much more normal spot a long time back. The most frustrating part about Blight is his collision. He slides along a lot of surfaces like the map is covered with butter. A big part of learning him is memorizing collision on maps. I prefer Blight to Hag and Oni, but that's a personal preference. I like his map mobility, and I like that there are no requirements to use it (unlike Oni, who has to collect blood).

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795390#Comment_2795390

    That would mean a bad Blight or Nurse will nearly always lose and a good Michael or Clown would nearly always win.

    It's completely possible to make a fun build while still having slowdown, especially when you take addons into consideration. You don't need to run 4 slowdown perks every game.

    That would mean a bad Blight or Nurse will nearly always lose and a good Michael or Clown would nearly always win.

    Shouldn't bad killers lose? Whether or not they win should be dependent on how well they play, not on what perks they bring. Same goes for survivors.

    And if adjusting the gen speeds per killer has certain killers always winning or always losing, that means the gen speeds weren't adjusted properly. Gens are there to give survivors something to do when they're not interacting with the killer and they theoretically put a ticking clock on the match. The timer shouldn't be too short or too long. It should be in this nice middle spot for each killer, putting pressure on them to do well and protect gens but not so much pressure that they feel frustrated into quitting. Having certain gen slowdown qualities built into killers rather than available to all killers could lead to a much healthier game.

    You don't need to run 4 slowdown perks every game.

    I mean, I don't run any gen slowdown perks. If survivors want to rush through gens and leave within a couple minutes, that's fine, they get no BP or pips and I get to move on to my next match while they go back to their queue.

  • If the Endurance effect required an active hex, the perk would be useless in most games. There'd be no point to run it. At least this way, even if there isn't an active hex, the perk can have some use. The description of the perk just says, "You have been through immense hardship and you're stronger for it." It doesn't mention anything about protection from hexes.


    @Azshhh said:

    Swf's were abusing it by taking advantage of the hex part to just endlessly get themselves up/heal each other up. They'd just huddle in a corner with soulguard/unbreakable and get each other up over & over til the killer gave up on them.

    They changed it so it wouldn't rely on hexes anymore and instead slapped a 30-second cooldown on it

    The Endurance effect has never been reliant on needing an active hex. But otherwise, yes, the perk was nerfed to have a 30-second cooldown because SWFs were trolling killers by becoming invincible with Soul Guard + WGLF.

  • @DoritoHead said:

    Alright, sure. Let's say gen speeds are nerfed, and regression perks are removed.

    Oh no! Survivors are running big toolboxes and BNPS! Now gen speeds are back to what they were and killers are powerless to stop it!

    Looks like we have to remove toolboxes. With those out of the way, this should all be perfect, right?

    Oh no! A large map where gens are spread out! Even with gen speeds nerfed, the survivors are pretty much unstoppable since the killer can't be everywhere at once.

    Looks like we have to make maps smaller and make gens closer together.

    Oh no! 3-genning Trappers, Hags and Doctors become the new meta, making it impossible for survivors to get any gens done!

    Looks like we have to turn back that change. I mean, even with the large maps and spread out gens are better than current gen speeds, right?

    Oh no! Blights with Tinkerer, Discordance, and Insert info perk here are now dominating the meta! Because of gen speeds being nerfed, it's extremely hard for survivors to keep up! But at the same time, any and all killers that don't have extreme map mobility are powerless in this new state of the game!

    That perspective has gens being treated the same across all killers. Gen times don't need to be invariable. Blight has map mobility, gen repair could be faster to force him to use his speed to pressure gens. Trapper needs setup time at the beginning of the game, gen speeds could be slower at the start and repair time could speed up a bit as each gen gets done. This would give the devs more leeway with killer designs in the future.

    Generator perks are awful. They're necessary for some killers and overkill on others. They hinder players from coming up with fun builds as they instead use perks just so they get a chance to have a game last more than a few minutes.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795257#Comment_2795257

    If you're happy with it that's all that matters

    i just think with the prices they charge and the lack of games it's probably better to get a PC at this point but that's a difference of opinion. It'll likely be a very long time before last gen consoles stop being supported, hopefully!

    I have a gaming PC. Unfortunately, there's no cross-progression. The whole reason I got the game on Switch is because cross-progression was promised.

    At Devotion 21 on PS4, if they ever stop supporting the PS4 without PC cross-progression available for it, I'll have a #### fit. I'm not starting over.

  • @Nickeleye said:

    We shouldn't hold games back for last gen. I went out and got a PS5 because Rust was awful on ps4. If your staying on console you have to go next Gen. That's the truth. Out with the old in with new.

    The game is much better on PS4 than it is on Switch, and Switch is the newer release. Switch is also a current gen console.

    DbD runs pretty well on PS4 from an external SSD. The GPU can handle DbD just fine. It's the CPU that struggles because of DbD's spaghetti code. Newer consoles can brute force it, but with the code not being optimized more powerful machines can struggle, too. We've seen it happening.

  • At least when they're under the hook you can see them and smack them. What I don't like is that survivors can crouch behind you and block you from hooking someone. Between killer vision and the lack of maneuverability (especially on Switch, oh god don't make me do a 180 on the Switch), it just feels unfair.

  • Every time the killer takes a bit of time to tier up my friend is like, "Does he have Tombstone???" I think Judith's Tombstone keeps it interesting.

    Tombstone Piece needs a change.


    @Pulsar said:

    Tombstone Piece is wacky and needs a change.

    However, literally every time I've seen a Judith's + Fragrant Tuft of Hair Myers they've taken a huge L.

    The last one I saw ran four slowdown perks. Iirc, it was Corrupt, PGTW, Pain Resonance and Dead Man's Switch.

    He didn't even pop Tier III until after the gens were done and he only got a Kill because Kate t-bagged him at the Exit Gate. Which, let me tell you, was pretty hysterical.

    That's awesome. I love surprise exit gate Tombstone kills.

  • @BirdSpirit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794283#Comment_2794283

    The grade system isn't even used to measure skill anymore as well so pips just really aren't needed.

    My gatekeeper emblems tend to suffer a ######### ton because hag needs time to setup. And in my games it's either a shitfest for me or the survivors. There are very few games that are in between. So I get no pips if I kill too fast, and no pips if I get less than 4 kills in a game that drags. It's infuriating.

    Yup, the pip system is a relic that they just didn't want to get rid of because it's already there.

    I was able to easily get to Iri grade 1 (PS4) because my killer MMR is so low. I used Nemesis and I farmed emblem points off potatoes. Nothing skillful about it, I just never bothered to kill survivors before so I was at the bottom. Survivor has been freaking impossible. I got to gold on PS4 and have been stuck there. It took me forever to get out of silver on the Switch, I'm finally to gold. It shouldn't be like this.

    And forget getting to iridescent as killer on the Switch. That isn't happening. I can't even get out of ash. That's how bad killer is on the Switch. I can't even work slowly towards iri grade 1 because of the way the pipping system works. I can play a million matches without moving an inch, I just stagnate. So much for grades being about time spent playing.

    The devs need to fix this.

  • The pipping system is the worst. Every match a person participates in should get them closer to Iri Grade 1: better matches get you further along, but all matches where you play take you forward and no match, no matter how suck, takes you backwards.

    The current system is so arbitrary, and the devs never bothered to fix it so that some killers aren't penalized for using their powers. And as a survivor the pip system punishes a player for everyone else's performance. I get that it'd be a pain in the ass to update the point system, but the devs could just use the current system without the pips. So many times I was like a point away from getting a gold or iridescent emblem (a hair off! it looks like it reached the marker! look at it!!), and that prevented me from getting a pip. That feels awful.

  • @KrazyKatFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793779#Comment_2793779

    Sorry for late reply, there is no longer depipping it does not exist you only pip up now since SBMM was introduced, there is MMR which is why players are intentionally cheesing there results one way or the other, lowering MMR by afk, not playing etc or trying to raise their MMR by using all the strongest stuff and playing like a scumbag. Getting to rank 1 is mostly a matter of putting the time in, if you play well you will get there quicker. A lot of people still say depipping for afk'ers etc however it is not literally true nowadays

    Depipping definitely still exists. You can't depip to a lower grade, but you can depip while trying to get to the next grade, getting stuck in an endless loop of pipping up and down without actually grading up. If depipping didn't exist I would've reached Iri Grade 1 last week, but instead I'm still stuck in gold.

  • Survivors body blocking hooks (or body blocking to protect another survivor during a chase) is intended gameplay and does not count as griefing. Reportable body blocking is when survivors body block another survivor to prevent them from participating in the game or to give them to the killer, or when the killer body blocks a survivor for an extended amount of time and prevents them from participating in the game.

    Starstruck and Mad Grit are perks specifically designed to counter survivors body blocking hooks. Devs wouldn't make perks to counter something that's a reportable offense.

  • Yeah, I've experienced this sort of crap as solo survivor, and I've witnessed it happen to others when I play killer (no, I don't tolerate that nonsense if I can tell it's going on). Sometimes your teammates are more deadly than the killer. It really sucks.

  • Because it's being reworked, but it's not finished.

  • What? In order to reach Iridescent Grade 1, you have to pip up to it. I have earned 20+ pips while stuck at the same grade because of depipping. If it weren't for depipping, I would've reached Iri Grade 1 last week. As is, I won't reach it before the grades reset.

  • I do. My friend I play with does. A lot of players care. One million BP per Iri 1, so 2 million BP if you reach killer Iri 1 and survivor Iri 1, is a good amount of BP. If you don't care, that's fine, but there are plenty of us who do care.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792880#Comment_2792880

    How do you imagine him telling that to his soloQ teammates? You just replied to the thread without actually reading what the OP said, the title was enough for you, didn't you?


    @mad_hatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792903#Comment_2792903

    No. My preference, as I mostly play killer, would be for SWFs to not be able to communicate at all. But I know that's not possible, so I accept it.

    But the game absolutely must know that I am not in a party. So as a solo survivor, it would be nice to see the Killer's perks after I die, so I can maybe learn a thing or two about how I lost...


    You don't have to be SWF to communicate with other survivors. I've had other PlayStation players send me invitations to join their party when they see me in the lobby. We weren't even friends much less SWFing.

    Either you want to see the killer's perks badly enough to wait for the match to end, or you want to move on to the next match. If it shows the killer's perks before the match ends, it can hurt the killer's experience. It wasn't fair on killers to do that just to satisfy a solo survivor's impatient curiosity.

  • My friend keeps depipping because I play on Switch. That's right, he depips because of me. How? Because in second state it is impossible for me to hit the skill checks and survive for the full length of time on the hook, which means I die and his pips suffer. Makes perfect sense. Once I die, with the potato teammates we get, it's pretty much inevitable he'll die, and if he doesn't die then all he gets is a safety pip. Depipping is archaic, a leftover element from the days when pipping correlated with matchmaking. Now it's just a punishment for bad matchmaking and teammate mistakes/limitations, something that the player has no control over.

    If I sound annoyed, it's because I am. I can earn 20+ pips without getting to the next grade because of depipping. The devs keep saying pips are about "time played," not skill, but this contradicts their own statements. It's not even about player skill; pips are heavily affected by killer and teammate skill. So why the hell is depipping still in the game?

    Survivors and killers would be a lot, lot less annoyed by bad matches if depipping weren't a thing. Depipping only serves to stoke the animosity between the two sides.

  • @Zenologic said:

    Oh right I forgot people cry out "OpEn GaTe YoUrSeLf". And how exactly is helping survivors escape faster supposed to help me? Survivor mains love to call out that excuse. Besides the fact that opening the gate is buggy asf and most of the time you can't even open it. So yeah, EGC needs to start as soon as last gen is done so survivors feel more incentive to actually escape

    In your original post you say

    The EGC should start as soon as the last gen is done. So survivors can't just 99 a gate and run around for as long as they want being toxic. 

    But then here you say

    how exactly is helping survivors escape faster supposed to help me? 

    Do you want survivors to leave or not? No one can really help you with your issue or give you good feedback when you contradict yourself.

    Also, I open the exit gate in like 90% of my matches because I don't play to kill, and I have never, ever had trouble opening the exit gate. Sorry to say, that is a "you" thing.

  • His basic attack has the same cool down as all killers. All killers have the same cool down on their basic attack.

    His tentacle attack takes three hits to down someone. On the first tentacle hit, the survivor gets contaminated (not injured) and gets a speed boost. While his tentacle attack does hit over pallets and some walls, crouching counters it.

  • Wow, she looks just like all those "makeup don'ts" videos on YouTube, adding 20 years to her face. She looked so much better before.

  • Prestige should be a toggle-able option for all cosmetics. I don't understand why adding Nemesis's blue contamination to every cosmetic is fine but doing the same thing in red is too hard.

  • Slug, or refuse to play with them and force them to do generators and leave.

  • That happened to me, but when I closed and restarted the game my grades returned to normal.

  • @Laluzi said:

    I don't see why depipping should even exist at this point. Ranks just mark how much you played this month. I get not pipping if you have a bad game and don't do anything meaningful, but why is depipping even a thing anymore? What does it actually add to the current system, now that emblems don't contribute to your matchmaking in any way?

    ^ This. De-pipping is a relic of the old system that should've been removed. I earned something like 20 pips while stuck in the same grade because matchmaking doesn't work and I get teammates with 5 hours between them, leading to getting one pip away from grading up and then de-pipping all the way back down to zero. It's absolute bull####. I'd be well past Iridescent I by now if de-pipping weren't a thing, but I'm still in low Gold.

  • @rj3000860 said:

    https://us.v-cdn.net/6030815/uploads/UPVCVHPW533A/dk-torso02-cnevent01.png

    Not much else to add. This jacket goes great with the new pants, but it isn't available. Please bring it back!

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/308647/bring-back-past-lunar-skins

    For some reason, I see tons of new Davids wearing this jacket, but I don't have it.

    It's the Huntress's hound mask that I most wish I had, though.

    You should have that jacket and the Huntress's hound mask and Kate's free song bird slip dress and Hillbilly's Pro-Pain Hammer. If you don't have those, open up a support ticket: https://support.deadbydaylight.com/hc/en-us

  • I was Gold IV as Survivor and Iridescent I as killer, and this morning I've been set back to Ash IV as both.

    Edit: Hm, after restarting the game my grades have returned to Gold IV and Iridescent I.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788746#Comment_2788746

    Sure but this is not "stop playing".

    This is "playing a different strategy".

    The game now is a betrayal game where a survivor think completing the gens is worthles and start hiding in order to wait the other survs to die OR in a competition of stealth and patience with other survivors.

    Without the hatch, if you kill a surv with 4 gens the other will spontaneously come to you in order to be butchered.

    Without the hatch, if you kill a surv with 4 gens the other will spontaneously come to you in order to be butchered.

    Even with the hatch I do that all the time right now. If it's down to me and one other survivor and it seems like the game is going to drag on, I just give myself up to the killer so I can get out. Once the killer's got two kills and there are still four gens left, the game might as well just auto-sacrifice the remaining two survivors and save everyone the tedium of continuing the match.

  • Lucky you. Never the ones I get as teammates.


    @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788404#Comment_2788404

    I can confirm this, had a survivor game earlier where a Meg was hiding in a locker with AFK crows while I was being slugged right next to her

    Yup, that sounds like the Megs I get.

    The only Meg I remember seeing today farmed my friend off the hook, without BT and without taking aggro, leading to my friend being immediately tunneled out.


    @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788404#Comment_2788404

    Emphasis on Claudette I love tunneling them as payback for being crappy teammates

    Earlier today I had a Claudette crouching around the edges of a swamp map contributing literally nothing the entire time. In a different match I watched a Claudette wearing Legacy cosmetics unhook my friend in the killer's face without BT. My friend was immediately put back on the hook. And I have lost way too much of my limited time on Earth watching Claudettes run to a corner of the map to Self Heal while I die on the hook. Or they save me off the hook and then immediately crouch into a bush, ensuring the killer tunnels me out.

    There's a reason I usually lobby dodge anyone playing as Claudette. May they rot in survivor queue hell.

  • Claudettes and Megs are useless.


  • @Malman25 said:

    I agree, I too am frustrated that they changed the cosmetic and hope they will at thr very least send us an unaltered head in addition

    Yeah, the no-makeup head was already in the system. They could've just added a second head with makeup to the purchase. Everyone would be happy, and it wouldn't change anything because the work was already done. It's pixels, we're not paying for any materials used, we're paying for the time and effort put into the creation of the product.

    I am so frustrated with this. I want the head I paid for.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787534#Comment_2787534

    same here I got the head may change it now

    should have a make up and none make up ver just the head

    That would be preferable.

  • That's great for the people who wanted it.

    What about the people who already bought the skin and don't want the makeup? I'm stuck with that head, now, and it's gross.

  • The reason the killer can open the gate and start the EGC is so they can force the match to end. It's not meant to give an advantage. If the killer is opening the gate, he probably wants the survivors to get the hell out so he can move on to the next match. It's the closest thing killers have to a concede option.

    Yeah, killers can open the gate to try to force Blood Warden value or something, but mostly killers are given the option to open the gate to avoid survivors staying on the map screwing around for an hour.

  • Skilled Huntress.

    Because I'm on PlayStation, where her hatchets are hard to use and the requirement is still to down survivors 100 times.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785427#Comment_2785427

    You are right and it makes sense. For controllers it takes time to change direction, because you have to move the stick and then your movement influence starts to ramp up, whereas on a keyboard you just have to hold the button, so if you keep pressing A and D the struggling is not that bad. Im assuming on controller you could change your movement to D-Pad but that doesn't sound very fun 🤷‍♂️

    BHVR has never given many options for controller settings. Movement cannot be changed to d-pad unless there's some way to do it outside of the game.

  • You put on Boil Over, which hides nearby hook auras from killers and staggers them so they get stuck on every environmental object in the vicinity (which you can see happening to the Blight) as they try to carry you, and you're upset that it had that exact effect? Boil Over worked as intended and the Blight countered it with the only gameplay counter available: he forced you to bleed out. If you don't want to be hooked and would rather die on the ground, then Boil Over is your perk.

    If you want to be hooked, don't run Boil Over.

  • From what I've heard, Boil Over affects controller/console much worse than it does PC. I've seen PC players say they hardly feel that stagger. That is definitely not the case on console. I can't get through doors, I can't get around objects, I have trouble walking forward at all. If the survivor doesn't go down directly under a hook, I am forced to leave them slugged.

    This update to Boil Over makes no sense. It promotes unhealthy gameplay on both sides. I cannot understand why this was implemented.

  • I basically can't walk if the survivor has Boil Over. I might as well be glued in place for as much distance as I can make. Why did BHVR implement a forced bleed-out perk when survivors always say they hate being slugged?

  • De-pipping whatsoever should've been removed. I always get one pip away from grading-up and then MMR starts putting me with survivor teammates with like 5 hours. Grades aren't used for MMR, so losing pips is nothing but an unnecessary punishment.

  • Would you prefer that instead of crashing out players instead suicide or go AFK on a map they don't like, either tanking the match or turning it into a killer-less gen repair sim where you have to play through the trial just to get a low amount of BP and a depip? I never crash out as killer when it's RPD, but I don't play on that map, either.

  • Right now I run with Lightborn, BBQ, Beast of Prey, and Distressing.

    With two more perk slots, I'd probably add Starstruck and Whispers. Maybe sometimes I'd use Nurse's Calling instead of one of those.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2780054#Comment_2780054

    ... why? You only have ten seconds to get somewhere, at the absolute most, turning it into a game of memory or "have I even seen a hook" in this area of the map is not a fun or balanced addition.

    My only guess is that everyone prefers to die by bleeding out for four minutes over being put on a hook. I don't get it, personally I don't find dying by being slugged fun, but from all these other comments I have to assume I'm in the minority.

  • @Devotion said:

    Survivor using perks and/or map offerings = Abuse?

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778335#Comment_2778335

    Yes, this is a common term players in DBD like to use. If someone is doing something which they dont like, they just call it "abuse". Of course nobody is abusing any Perks or Offerings.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778342#Comment_2778342

    I mean you can call it just playing the game and ig stop complaining about it but if it's smth people find unfair/unfun & want to see changed ofc they'll talk about it in that way right?

    I had a match where two survivors didn't like that I wasn't interested in chasing them around the Eyrie, so they ran at my zombies to go down and wouldn't let any survivors pick them up because they wanted me to pick them up so they could use either Power Struggle or Boil Over. That's not really "playing the game" when you force yourself to stay on the ground and refuse to actually do anything all match.

    "Abuse" is the shortest way to describe that kind of behavior that most people can think of. If you have a more succinct way to say "the survivor is equipping Boil Over and burning a map offering so they can run to a high area where the killer has no choice but to slug, meaning they're playing without attempting to win but instead just to drag the game out for as long as possible," then I'm sure people would be willing to say that word or phrase, instead.

  • They'll most likely do a 6th anniversary crown, which will be similar to the 5th anniversary crown, which is almost indistinguishable from the 4th anniversary crown.

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