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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Grimzy said:

    I mean....untilately its the killer that has the choice: drop down for a shortcut or walk to a hook. Given it may not be ideal on every map, but that is still the kilelrs choice. Personally i like it that the killer now can no longer just take shortcuts.

    Then the devs need to make it so I can control my pathing rather than getting thrown off ledges when I don't want to take a shortcut. Right now, I don't get a choice, I just get thrown around while carrying someone. Slugging is the only actual option.

  • @Jonn said:

    U know U can just go and don't drop from hights?

    Right. Sure. That increased stagger threw me immediately off the Eyrie's walkway. You don't have to purposefully drop down from anything, that stagger throws the killer around like a mother##########.

  • @Hannacia said:

    Best thing to do for all the killers id say is to afk. Just afk the whole match. Don't give them any chase points or rescue points just let them sit on their gens and boil over alone in the library.

    ^ This.

    I had a couple survivors send me to the Eyrie, the two of them running Boil Over, Tenacity, Flip Flop, and Power Struggle. I needed to break pallets for the Tome Challenge, so I chased people around, and after a little bit the two realized I wasn't actually taking any swings. So they started throwing themselves at my zombies to get downed. I hooked one, Feng Min, because she went down near enough to a hook, and I let her get saved easily because the whole thing was I was being friendly.

    Then, Jane gets downed and stays downed for multiple gens, and after the last gen pops Feng Min shows me Jane under a pallet and is like, c'mon, c'mon. I'm forgetful, I'll admit. I downed Feng Min, picked up Jane, and got immediately Power Struggle'd. Oops. I assumed they were running Boil Over builds and didn't think about Power Struggle. Whatever, though, I needed the pallet, anyway. But that was that, I opened the exit gate and started going around the map to make sure I got any pallets that had been dropped. They could leave, I really didn't care.

    And then there the two of them are, at the killer shack. Time is ticking down. Feng Min is begging me to hit her, so I do, and she goes down under the killer shack pallet... and the two of them seem determined that I'm going to pick her up. I'm not sure if they thought I was stupid or if they thought I'd do it willingly? I don't get that. Why would I do that? They didn't farm hooks with me or anything, why would I give them another stun?

    Well, I'm not stupid, I'm friendly, and being friendly is a choice; I can change my mind whenever I feel like it. I kept slugging Feng Min when Jane would try to get her up, and by the time Jane realized it was futile and ran for the door it was too late. They both died to the entity.

    They threw themselves at me all match trying to use their builds and Jane spent a lot of it slugged by her own doing. I went into the Eyrie once and otherwise I refused to chase anyone around it because I knew what they wanted and didn't want to give it. They seemed determined to demonstrate their amazing can't-hook-me builds despite me showing no interest in killing or being at all aggressive. Does being friendly mean I'm stupid? A punching bag? Or do they want—despite the endless complaints to the contrary—for all killers to be "toxic"?

    Anyway, it was amusing enough that they died in such a dumb, low-effort way, but I probably would've been better off just AFKing at the door. I gave them almost nothing but pure nothing would've been better.

  • Had a survivor burn for the Eyrie. They go up on the top floor. I down them two feet from that upstairs hook. They start wiggling, and that stagger immediately sends me over the edge onto the ground floor far away from that hook or any other.

    ####. This.

  • Hmmm, I should try this.

    Not the camping a body thing, the getting camped thing. Grab some envelopes, then get camped on a high ledge with Boil Over. I get all the bonus points for my teammates doing event gens without putting in any of the work.

    Dude, this plan is money. 💌🤑

  • @BigChapAlien21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775513#Comment_2775513

    Sounds a lot like what Pulsar was talking about in the "Lack of Console Optimization" department. There was a huge thread about it, but it was mostly about past gen consoles. Unfortunate that the Switch is suffering too.

    Oh yeah, I post in there a lot. Survivor on Switch is playable, though. Not great, but playable. Killer is not playable. Playing last night, I felt like I should be getting 100k per match, because I was having a miserable time struggling to earn 13k while the survivors were getting 60k+ for doing gens and leaving. They didn't have to use pallets, all they had to do was run in a straight line and every once in a while move to the left or right. I was a free event lobby for them, and I got nothing out of it.

    My friend had that problem last night, too, but he was playing killer on PS4. He's not great at killer, he plays casually to earn points without killing, but survivors weren't going for it because they could get a crapton just from the event. He felt like he was helping them by giving them a lobby while he lost 20 minutes of his life to a match he didn't want to be in after like a couple minutes, so he only played the one match before turning off the game.

  • @Mandy said:

    We are continuing to monitor the situation with both perks - I am aware that certain maps are more of an issue than others with Boil Over in particular and it's something that has been brought up with the team.

    It's not just the drops, either. The stagger is bad enough that I can't maneuver through doors and I constantly get stuck on the environment. If this is going to stay live, killers should get as many points for bleeding out survivors as they do for hook sacrifices, because slugging is the only possible counter.

  • Killer Venting Incoming:

    I made it to Iri 1 as killer on PS4. I've never bothered before, but the 1 million BP at the end is just too good an incentive to ignore.

    I'd like to do the same on the Nintendo Switch. I need BP on the Nintendo Switch really badly, because I only got DbD on it back when the RE chapter released. So far, I can't even get out of Ash. Killer is that goddamn bad on Switch. I cannot describe the frustration of only landing one out of twenty attempted hits. I'm not joking. I whiff almost every time. The framerate and the sensitivity are just that bad. The only time I got kills were when I cheesed it as Pig and the survivors screwed up, finishing the last gen right after I put a helmet on someone. I was annoyed and petty enough that I then opened the door and followed the RBT'd survivor around so they couldn't search any boxes.

    It doesn't matter what killer I try to grade-up as if I can't land basic M1 attacks, so that's not even worth discussing. (I did it using Nemesis on the PS4.)

    I guess this is a cross between killer venting and console venting.

    Edit: I wish I had some Pyramid Head advice to give, or a vent to share, but I haven't played as him for a long time. I don't enjoy how clunky he feels.

  • Yeah, I've been getting that same weird animation glitch occasionally since the update.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774127#Comment_2774127

    Well I guess I have bad luck cause I find and open envelopes and no cosmetics also the idea of inorder to get cosmetics you have to let someone find and open your letter even if you find them as killer seems a little backwards to me.

    Opening envelopes doesn't get you cosmetics.

    Step 1: Burn an offering.

    Optional Step 2: Interact with your envelope to earn some Bloodpoints and get its aura shown map-wide. (Other players can still see the envelope and claim it if they walk up to it, but until you interact with it only you see the envelope's map-wide aura.)

    Step 3: Someone else interacts with your envelope. You gain sparkles and a cosmetic is unlocked.

  • A perk where the only counterplay is slugging someone to death is bad design. I don't understand why anyone defends it. It's bad enough we can get dead zones on a map. Now there's a perk that creates unhookable areas due to drops and doorways, even when there's only one survivor left in the match. It's more powerful than Breakout in some situations, and Breakout requires a second survivor to intervene and is counterable because of that.

    Killers don't even get as many Bloodpoints for bleeding someone out as they do for sacrificing them on a hook. Why wouldn't they be annoyed that they go through the trouble of winning a chase only to get screwed out of the reward? On console/controller, that stagger has me moving at a snail's pace and getting stuck on every object. I don't know what it's like on M/KB.

    Even if Boil Over is only used 1 out of 100 matches, it's bad perk design. It's unhealthy.

  • Between the perk arms race and band-aid fixing flaws in the gameplay with perks, DbD needs a serious overhaul. The playstyle this encourages isn't fun.

  • It's bad design that the only counter to this perk is slugging someone to death. Even Iron Grasp only helps with the stagger (which is impossible to fight on controller/console, btw, it absolutely sucks, I dunno how it is on M/KB) and not with the drop-down wiggle bonus.

  • The Boil Over stagger is nuts, I can't fight it on controller/console.

  • @burt0r said:

    Hypocrite: a person who acts in contradiction to his or her stated beliefs or feelings.

    Being hypocritical means condone someone else for stuff despite doing it yourself.

    This isn't the case here. Most people here are arguing about your semantics.

    Maybe except @Colton147147, they spew their nonsense, independent of context of the thread, everywhere. 😂

    Being hypocritical means condone someone else for stuff despite doing it yourself.

    Not sure if it was spell check that screwed you or if you rewrote part of the sentence, but I believe you mean "condemn," not "condone."

    (I wouldn't have said anything if it didn't completely change the meaning of your definition.)

  • A little over three years and I'm at Devotion 21 on PS4.

    oh god.... 🤢

  • During the Blood Rush, I was using both. 😎

  • @Mister_xD said:

    i'll try to explain my thoughts on this as good as i can, my apologies if this ends up being a rather long read.

    the issue at hand here is a much greater one than what you described. its not that the Devs were clueless or random (at least i dont believe that), it actually makes a terrifyingly lot of sense that they'd be doing what they are doing.

    their goal is not to achieve a balanced game, they outright admitted that. what they are balancing for is "fun" - not necessarily a bad idea, but they are going at it the wrong way.

    let me explain:

    this game can be split up in two seperate games - i like to call them the "macro game" and the "micro game". one is the overall trial, its what happens around the entire map. this is what i call the "macro game", boiled down it refers to Survivors completing their main objective and progressing the match, and it is designed to be dominated by the Survivor side. The other one would be what happens in a very specific section of the map, centered around the Killer. this is what i call the "micro game", boiled down it refers to chases and 1v1 interactions between the two sides, and it is designed to be dominated by the Killer side.

    the overall balance concept here is, that both sides are dominant in one aspect of the game and need to rush their objective quicker than the other side can with theirs and whoever does it better wins the overall game.

    in order for this balance to be achieved however, there is one requirement: both sides need to be extremely strong in one aspect of the game, but weak in the other. Killers are superior to Survivors in terms of individual strength, but Survivors have the superior numbers and can therefore contest more objectives simultaneously than the Killer could defend.

    in other words, a balanced game of Dead by Daylight would require both sides to focus on their strong suit in order to beat the other side, meaning Killers have very short chases and hook people a lot, while Survivors repair gens for a vast majority of their game.

    now lets go back to the Devs original statement that they want to balance around "fun" - is it fun to be repairing generators for a majority of your match? no. generators are a boring task, people dont want to do them, especially not for a vast majority of their games.

    This however leaves us with an issue - if this game were balanced, Survivors had nothing to enjoy. chases would be very killersided and short and gens just arent exciting in the slightest, people would, understandably so, quit. And given that Survivors make a majority of this games playerbase that would be extremely bad.

    so when the Devs noticed this, they made their decision to stop trying to balance this game. instead they decided to go for an approach that tries to maximise player fun and therefore looked around what else there was that could be enjoyable - which are chases. chases are thrilling, fast paced and full of action, so they made the decision to balance the game around those instead.

    this however results in a new problem - Killers suddenly feel underpowered. and understandably so, after all they, by design, can not compete in the "macro game", but now they are also significantly weaker in the "micro game", which they should be super strong in.

    they no longer have anything to really compete with Survivors, because they get obliterated when trying to compete with gens, but are way too slow when trying to chase aswell, due to the Devs new balance philosophy that says both sides need to be on a relatively equal strength level in 1v1 interactions to maximise player "fun".

    this is why they keep nerfing weak Killers, not because they might actually be too strong, but because they can chase well and are therefore labled "unfun".

    this is the reason why the Twins got their chase related Add Ons nerfed, this is why Deathslinger got gutted, despite both being the opposite of a strong Killer.

    if anything, i would call old Deathslinger a perfectly balanced Killer. He was the embodyment of the old balance philosophy, he was a Dead by Daylight Killer done right. more Killers should work the way old Deathslinger did, not the other way around.

    and this leads us to yet another problem: Killers arent having fun. they feel powerless - and they are. the entire game is stacked against them.

    all our current problems with the game (well, a lot of them) are actually not an individual problem, but a sympthom of another, much deeper issue.

    and im going back to the start here: that issue is how generators are designed. the Survivors main objective is incredibly boring, people dont want their game to just be that. its a flaw in this games core design and it leads to a lot of other problems, most of which can not be fixed without this issue being addressed first.

    In other words, i have given up on the thought that this game is ever going to be balanced in a way where Killers dont feel outright underpowered. There are definitely more issues this game has than just this, but none go as deep as the one i just described (the only one even just close to that would be that Perks are way too good - and even that one is linked to this in a way (especially for all the anti gen perks Killers received as a band aid fix to try and deal with gen speeds)).

    maybe if they ever do a Dead by Daylight two where they fundamentally rework the game we got a chance.

    TL;DR

    the devs balance around "fun" and generators arent fun to do, therefore they balance around chases instead. this leaves Killers feeling underpowered, because they can not compete gens and cant down and hook survivors fast enough to compete with their completion speed either.

    the core issue are generators and how they were designed, but its embedded too deep into DbD to ever be addressed and changed accordingly.

    Credit where credit is due, that's a great write-up of the game's core problem. I've pointed this out many times (but without understanding the more intricate game balance mechanics you just went into): Generators aren't fun.

    This game's back-and-forth is busted. Watching the two sides discuss what they enjoy highlights the problem. Survivors talk about loving long chases, and the ones who don't play killer a lot are confused why so many killers don't like long chases. Because long chases lose the game. The killer feels that time crunch constantly.

    I think gen slow-down perks are horrible. There should be some sort of tug-of-war base mechanic that makes slowing down the survivors' objective more interactive for both sides. People should be able to pick perks for fun, not to deal with the aspects of the game they find most frustrating.

    Those're my feelings, though. Not necessarily fact.

  • I've done it a couple times while playing Nemesis if the doors are too far apart. I wait until I either see the survivor or one of my zombies gives away their position, then I close the hatch and go for them.

    I'll camp the hatch if the final survivor is slugged and I can't find them. I don't feel like dealing with Adrenaline, so I just wait. One time I was Mikey in tier 1, so the slug heard the hatch behind a wall but had no idea I was near it. They crawled right to me and I got to hook them.

    I saw a Trickster do it once when I played survivor. I could've gone and done gens, but there were too many left, and I just wanted the match to end.

  • This happens to me constantly on Swamp and Red Forest. The zombies don't have the sense god gave a Roomba.

  • Shoot, I had this or something like this happen just a couple matches ago.

    I yanked a Dwight off a hook as he tried to sabo it early in a match, and it gave me the prompt to hook him but wouldn't actually let me hook him. My movement was janky for the rest of the match. I tried having the other three survivors hit me with pallets but it didn't break me out. I was able to punch stuff, but I couldn't use my tentacle (Nemesis) or perform actions. I kept hearing Dwight throughout the match, and it even sounded like he was working on a gen at times, but I never saw him.

    At the end of the match, it showed Dwight escaping with 17k points.

  • @shane32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763566#Comment_2763566

    Obviously......They said its not meant for killers to get kills its meant to end the game and my response was so why not end the game?

    Do you want the game to end when the gens are done?

    Mandy's words are "it's not meant to give killers kills." Killers are sure as hell allowed to get kills, the EGC just doesn't gift kills to them.

  • EGC is not meant to help get kills. Never was.

    Before the EGC, there was no timer. Survivors could open the door and then stay on the map for an extra hour if they wanted. There was nothing to force the game to end. The EGC is the best thing that's happened to this game since I started playing over three years ago.

    The timer putting pressure on survivors and helping the killer sometimes is a nice bonus for killers, but its not the EGC's purpose. I'd say killers are lucky the timer only slows down rather than coming to a complete stop when someone's hooked.

  • Like some of us have been saying, the GPU can handle it, it's all their old spaghetti code doing unnecessary garbage in the background that screws things up.

  • I dunno how much, but I've been using it to catch my killers up. A lot of them got P3'd with all the perks at the time, but then I got new killers and new perks and never put more BP into the old killers. Artist still doesn't have all the perks, but she has two teachables I don't feel like unlocking so her Bloodwebs are really expensive for what's usually one perk each. Sucks.

  • I've brought this up before. It sucks, I hate skill checks on the Switch. I still completely miss them sometimes. Whenever I go from playing on Switch back to playing on PS4, I hit great skill checks like crazy, it feels soooo good in comparison.

    (I play the Switch docked to the TV. I can't even do simple things like not walk into trees when I play handheld.)

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758972#Comment_2758972

    Currently survivors already do outnumber killers, but that's typical for an asymmetrical game, the questions are "By how much", and "what is being done to fix it, if the disparity is to high currently." I feel a little transparency from the devs would be much appreciated by everyone, as it would point out where they are focusing their attention in order to keep the game alive. Honestly, your evidence there does have me concerned that what the forum posters and redditors are saying about the killer drop rate is actually true, but I don't really believe it. I'm betting that if they do give us the statistics I'm requesting, we'll see little or no difference between the killer and survivor drop rates, but again, we won't know if they aren't willing to confirm what's going on.

    Also please don't feed @Sluzzy , I've already called them out for trying to derail this conversation to one debating who the power role is, and unfortunately you're falling falling for it. @Sluzzy loves Playing the "victim" card from the survivor side (just read any of their posts), and while their zealotry's often regarded as comical by the community, it has no place in this discussion, which has nothing to do with which role is the "weak" or "unfun" one to play, and everything to do with whether killers are actually dropping the game more than survivors, and why.

    If it turns out that killers ARE dropping BECAUSE they feel too weak against survivors, then this conversation can change, but unless the goal of this post is reached and acknowledged by the devs showing us the requested statistics, we'll never really know.

    From anecdotal evidence (which means nothing, I know), there are fewer killers in my region (North America something-or-other, I don't know which one exactly). During the daytime, it used to be that my survivor queues were instant and killer queues were long, but at night killer queues were instant and survivor queues were long. For the past couple months, that hasn't been the case, anymore. Killer queues are pretty fast during the day, too, now. Not instant instant, but less than 60 seconds. That's a huge, huge change from what it used to be.

    I've been on the forum almost as long as you have, I know who Sluzzy is. I think I've responded to them fewer than 5 times in these 3+ years, and of those they haven't responded once, so 🤷‍♀️ Mostly I didn't want to see other people taking up that cry of "killers are too strong" in this thread, because you're right, it has no place in this discussion. But I apologize if I was taking things off track.

    Again, I don't see devs giving us these statistics. They've only given us statistics a few times, and despite the devs saying, "Don't read too much into these, they're just numbers," everyone did exactly that and put their own biases on those numbers. The numbers might show something, but even if things line up to a certain timeline it doesn't tell us why. Correlation doesn't equal causation.

    I mean, the devs might show us. You can certainly ask, I'm not saying you can't. If I'm being overly negative I apologize. I have been given little to no reason to be positive in my attitude towards this game during my time playing.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758853#Comment_2758853

    well, I've been trying to, but really I think it would be better just to get some actual statistics from the devs on the matter, especially concerning whether or not killers are actually dropping off or changing sides more than survivors. I think that would ease people's minds over it if we all knew where the game stands as far as the drop rate is going, and whether or not SBMM is to blame, or any of the other changes made through the updates these past few months.

    I doubt the devs want to confirm that. They haven't flat-out denied it, which alone says something. They also made a comment in one of their streams that they can't "fix" queue times because they have no control over the fact that fewer people play killer during peak hours. Finally, in at least one of their surveys they asked if players would like it if the game offered rewards for switching to the side that needs more players in order to balance the queue. Those clues are probably the best we'll get.

    Think about it: in such a divided community, would you want to give people that kind of ammunition that one side has far fewer players than the other?


    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758841#Comment_2758841

    "so please stop trying to derail this conversation with your biased diatribe, and either actually get on board or get out."

    Not getting on board with the "killer is weak and powerless". It could be getting old hearing how weak killers are when in fact they are overpowered in regular matches. I will say this again in a respectable manner: "Killers are not supposed to win every single game"

    If killer mains played well, they would win an overwhelming majority of the time. It's been proven countless times.

    While some people do say "killer is weak and powerless," a lot of people don't. Many people just say it isn't fun. Which is true, killer often isn't fun. It has nothing to do with strength. For one thing, a lot of the killer powers feel clunky. Even if they're neat in theory, they're just not fun to actually use. For another thing, if I tunnel and slug and do all that other stuff that makes me feel like an ass, then I can win against survivors who, if I play nice and juggle hooks I would absolutely lose against. But I don't like playing that way, I don't find that fun, so I just let every group get a 4e, because I have more fun playing nice and losing than I do playing to win. In terms of game design, that's awful.

    I want to play killer because I like the idea of it and I like some of the killer powers, but DbD doesn't live up to what it could be.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758821#Comment_2758821

    You get people who constantly claim that they somehow have instant survivor queues yet long killer queues. I have no clue if they are lying, or if it's just something to do with region or something.

    Region, time of day, and matchmaking rank all affect queue times. Most people don't bother to mention any of that stuff when talking about it, though.

  • @DBD78 said:

    It's 1 vs 4. Imagine if survivors were much stronger and faster than killers and you played one survivor vs four killers it would be the same. It's psychology.

    ^ This.

    A lot of survivors play with friends. They have each other to complain to when the match is bad.

    Killer is a solitary role. They don't have another player to chat with while they play, they don't have someone else to talk to when it all goes horribly wrong. There's no social buffer for a bad match. They have to come online to find others if they want to discuss their feelings about the game.

    It's also human nature to talk more about bad experiences than good experiences. As an easy example, when I talk about a movie I just watched, I have a ton to say if I thought the movie was garbage. Unless there's some deep meaningful stuff to delve into, I have less to say if I enjoyed the movie.


    @Junylar "why is it the most popular and represented then?"

    Going by my queue times, killer is not the more popular role. Unless I want to wait in a long queue, I usually end up playing killer at the moment, which is really weird given that we're in a Blood Rush and BP events usually have everyone switching to play killer. The game only needs one killer for every four survivors. If fewer than 1 out of 5 players wants to play killer, that's pretty bad.

    Killer may be the more represented role on the forums, however, and my opinion on the reason for that is stated right above.

  • Oh, that sucks. Yeah, I stopped bringing streamers long ago and I've never had it that bad.

    A survivor burned a BPS today and the match had someone who went AFK in a locker and a teabagger but no flashlights or cheaters. I was still going to let everyone escape until Yui was left to die on the hook. I let the survivor who wasn't teabagging and wasn't AFK have the hatch (I saw him running to Yui, he was just a second late), and it turned out he was the one who burned the BPS. I was surprised. And happy. In 99% of games, the Yui would've been the one who burned the BPS.

    Bloody Party Streamers are the worst luck and should be marked as such within the game.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757900#Comment_2757900

    Honestly, despite many accusations, its because I don't want to 'smurf' I feel like I should get baby players as a last resort if I can help it.

    Oh man, I'd so prefer not to get absolute babies. Babies are difficult to play with because they're too afraid to touch gens or be useful, they spend most of their time hiding, those matches are boring. Survivors who aren't so good that they're untouchable but are skilled enough that they get the gens done in a timely manner, that's what I want. Being able to play nice without totally holding back. Before SBMM, with visible rankings, there was a sweet spot where you could figure out your skill level and where you'd have the most fun and stay there. I miss that.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757280#Comment_2757280

    I know we've talked about your killer build and stuff like that.. Do you have a similar philosophy on survivor I almost always run wglf.

    Also mind telling me ur psn so I can play with you sometime or msg xD no biggie if u don't want to... pretty busy with work in general so I'll probably won't have time to anyways.

    I have two different main builds I run on survivor: either Windows of Opportunity, Borrowed Time, Empathy, and WGLF; or, Windows of Opportunity, Borrowed Time, Circle of Healing, and Shadow Step. I wish getting stacks on WGLF were more consistent. Some matches are full of daring hook rescues and taking protection hits and then other matches I'm the gen jockey and I stare wistfully at WGLF wishing for even a single stack. Not to ignore the faster pick-up speed, which doesn't get enough credit for how incredibly handy it can be.

    As much as I'd love to have another competent teammate to play with, I wouldn't be able to. Between social anxiety and life in general, I'm that person who always says "maybe tomorrow." 😬 But here, I'll be funny about it and say I'm just too lazy to re-enable friend requests on my PSN account. (Salty players can't contact me at all, it must drive them nuts. lol)


    @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757280#Comment_2757280

    Yeah, gaining/losing MMR seems to matter so little I'd rather just not go for the headache. And usually survivors chill out once they realize you aren't going for kills.

    I like keeping my MMR low, so letting survivors escape is my preferred way to end a match. Not that it necessarily matters, the skill of the survivors in my lobbies is often extremely random.

    Sometimes survivors will realize I'm friendly, but most either don't notice or don't trust it. I can't really blame them.

  • A lot of threads on these forums are started in bad faith. I assume most OPs don't actually care other than to get negative reactions from others. The original post in this particular thread came off as rhetorical in the first place.

  • I've gotten responses to all my tickets. Sometimes it's within a day or two, once it took a couple months, but I've always gotten a response. I didn't get emails, though, the responses were to the ticket on the site itself.

  • @GuyFawx said:

    As a survivor i get mad at a Tea baggins Ghostface while im on the hook tho its usually payback

    I recently had a Ghost Face who downed me when I messed up throwing down a pallet (I'm half-blind sometimes, I never saw him). He tea-bagged on me, which gave my friend enough time to run over and throw the pallet down when he picked me up.

    Karma.

  • @BenihimeWrath said:

    I don't even bother killing survivors anymore myself. I'm not sure if this is considered farming behavior or not, but I only go for 8 hooks and then afterwards just maximize my points for 29.6k

    I do this a lot, too.

  • We need classic Nemesis. I like playing Nemmy but I don't like wearing this trashbag gown.

  • Wow, that's impressive. Well done.

    I've managed to max out the first three categories without killing a single person, but sometimes I don't max out Sacrifice even when I kill all four. How many hooks did you get during the EGC?

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756437#Comment_2756437

    Yeah you are right, the headline went maybe a bit overboard, i mean afk crows are named because they are ment to trigger when you are afk, but sure they also have a different use. There certainly also are issues like you said where the game gets dragged on unnecessarily long. Sometimes by killers that want to get those extra points for closing the hatch and get endgame hook points and slug the survivors but most of the time by survivors that hide unnecessarily. They added the endgame collapse for that but its also a big risk to open the exit gate as killer just so that the game will end in 2 minutes.

    Also the survivors get such a boost when they get hit, that the save zone to escape an open gate is quite big.

    There are so many things to take into consideration in this game. In general, I think the devs would rather prevent matches prolonged by inaction rather than risk enabling them. And if the timer is slowed down, in this instance it would've given you enough time, but the next person this happens to might fall just a second or two short and get a crow while the killer is still around. Will they then come on the forum and advocate for an increased slowdown?

    Not that I expect to see this come up a lot. What happened to you is crazy rare. As survivor, I can't remember ever having a killer accidentally hang out in front of my locker until I got crows, and I have a stupid number of hours in this game. (As killer, I have purposefully stood around when I knew a survivor was in a nearby locker and waited until they got crows. I've done that a bunch of times. It's not the same thing.) Sometimes you're just unlucky. No amount of tinkering with the numbers can prevent every unlucky situation. The match you had is more like something where you give it a little time and it later becomes something you laugh about. (The Artist was probably laughing as she carried you to the gate.) You try to do everything right and something still goes wrong and that's just Dead by Daylight in a nutshell.

  • @Zucker_Schock said:

    @TragicSolitude

    Hmm yeah i haven't thought about Head-on yet, but isn't that situation also kind of niece ? If you wait 60 seconds out you will in most cases loose the game as killer.

    About the Terror Radius, how about this : the afk timer ticks half as fast if a killer is within 5 meters of the survivor and gradually goes back to the normal speed until the killer is within 20 meters of the locker. A linear gradient.

    I dunno, maybe. I just know getting rid of the timer completely would be bad. Slowing it down would have to be tested.

    I've actually been a supporter of the suggestion that AFK crows be more aggressive, because in a lot of matches I see it get down to two survivors and then both stop working on gens and start stealthing around the map. I used to equip Whispers all the time specifically to avoid being held hostage in those types of matches. That's a completely different topic, and I'm not trying to bring that into the conversation. I just wanted to make it clear that I have a bias in this instance. Slowing down the AFK timer in certain instances might be viable, but it's not something that I personally would support.

  • If a killer has Whispers and is looking for a survivor they know is around, the survivor is going to remain in the killer's TR. The survivor shouldn't be able to just hide in a locker indefinitely, and the killer shouldn't have to check every locker in the area to find someone.

    Also, letting a survivor in a locker get AFK crows is the only sure-fire counter to Head On. I need those AFK crows to show up while I'm staring at that locker so I can pull the survivor out rather than having to eat a stun and start a new chase.

    The instances in which AFK crows screw over someone doing the only play available to them is very small, whereas the moment the AFK crows are made more lenient that will be abused. Survivors found ways in the past to prevent the crows from spawning and that was awful. On a two-story map, the killer's TR may cover so much area that a survivor can keep those crows from spawning for eternity.

  • @Mileena_Kahn said:

    If you’re playing killer and you’re playing in a scummy way such as shaking you head no, hitting on hook, camping the whole game, tunneling one person the entire match, and slugging to death, why do you get mad if survivors manage to get the gates open and teabag you? I understand the killers that play normally and still get teabagged, that’s understandable… but to the others (which is about 70% of the killer players), why? You kinda deserve it.

    camping the whole game, tunneling one person the entire match

    Right there, that's not toxic. It's very possible that killer was actually stressed out and frantic all match. Realize some killers aren't angry when they do that, they're actually desperate to not be a complete failure. Now, when you teabag at a player who was desperate and frantic and stressed out during the match, what kind of response do you expect? If they're in chat, they'll probably lash out, because you've just made a bad experience worse.

    Even if they are being a jerk, teabagging at them just perpetuates the cycle. They're probably being a jerk because someone was a jerk to them in a previous match. People carry bad feelings from one match into the next, that's human. You can justify being a jerk as much as you want, but you are still being a jerk yourself no matter your reasoning.

  • As a survivor, I like boons. They're great. Unless I hate my teammates, then I regret that I can't deactivate them.

    As a killer, CoH is useful if I want survivors to heal fast so I can hit them more often and get Brutality points. That's me farming, though, not playing seriously. And Shadow Step is always an annoyance: even delayed scratch marks are useful when the low framerate means survivors sometimes just disappear.

    Boons are also a real pain on two-story maps. During a chase, a survivor can be getting value out of a boon that is completely out of the killer's reach because it's on a different floor. That's messed up.

  • I'm sure most are happy to have someone message them to say something nice rather than to call them a trash killer or say ggez. It may make them smile or at least validate that giving up their points to let the last survivor escape wasn't unappreciated. A lot of people may not respond just because they feel awkward talking to strangers and don't want to risk starting a conversation.

    It's not necessary to send a message, though. It's a game, they were being nice, you weren't an ass, everything's cool and you can all move on to the next match.

  • When survivors burn a map offering for a map I hate, I blame them. I usually go idle somewhere as a way to say, "You wanted this map? Fine, it's all yours." It happened with RPD yesterday. I stood and stared at the gen in the main room and wouldn't let them work on it. They could have every other gen uncontested, but that one was mine.

    When I get a map I hate randomly, though, it's not the fault of the survivors. I might try to participate a little. I'll maybe even participate a bunch if it's not frustrating.

    The idea of punishing the devs for bad map design by facecamping a survivor to death makes no sense to me. By facecamping someone, you're playing the game, and if you get a kill then the map obviously isn't too bad. So.... good way to show the devs the map is fine as is, I guess?

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754449#Comment_2754449

    You have to keep in mind that the system itself is designed to force you into an artificial 50% win rate.

    The easiest way to accomplish this is not to make balanced match-ups. Quite the contrary. It's by making a series of lopsided trials that average out to the desired outcome.

    So, have you been escaping more than your 'fair' share? Congratulations! Now you have to boost someone else's mmr who's got a bad streak.

    Are you on a downswing? Worry no more! We'll put you in a gg ez game.

    It doesn't matter how many hours you have. It only matters if you're winning as much (and only as much) you're expected to.

    Oh I really hope that's not what the system is doing. I'd prefer to know this is a combination of bad RNG and parameter-less matchmaking over something that manipulative.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754284#Comment_2754284

    Ohhh you must be on last gen if you're experiencing frame drops, I don't know how u do it I wouldn't play Nemmy at all if I was still on last gen truth be told. I mostly use his tentacle only do you do the same or are the frames too darn bad to do that?

    100% agreed and honestly I think the hunter should just have 1 being 100% rather than needing two 50%'s.

    PS4. I got an external SSD, so it's usually pretty okay. Not amazing, the framerate is crap even at DbD's best, but the SSD made it playable after the Resident Evil chapter tanked it.

    I go back and forth between using his tentacle and punching. I probably mostly use it at pallets (low MMR is good, the majority of survivors I get don't know how to play pallets against Nemesis). I noticed in matches today that the faster gens went, the more I used his fist over his tentacle, whereas chill matches were tentacle-heavy.

  • Hell's bells, why must everyone be a pain? Twice I've had matches where I signaled for a survivor to save someone off the hook (with 3+ left in the trial) and they let the person die. One of them went into a locker and got birds. They'll shine their flashlight at me while I hook the person but can't be bothered to make the save when I walk to the other side of the map. I had another match where someone killed themselves instantly before they could get saved. Why is not killing so damn difficult??

    I'm kind of surprised I'm seeing no BP offerings. Not even personal ones like Escape Cakes.


    @Nemmy_Wemmy said:

    Truthfully tho this community goes out of their way to make every event as miserable as possible. I still remember all the events through the years. Killers or survivors would go absolutely out of their way to deny something if possible to deny. I don't remember BP events being this bad tho it's like everyone practicing for an upcoming tourney I'm unaware of lol

    Ignore me I'm kinda venting. Just want some BP to p3 my killers...I almost have them all p3 only like 7 to go..

    https://forum.deadbydaylight.com/en/discussion/comment/2754115#Comment_2754115

    Exactly people seem to not get that when they poop on those perks. Like don't get me wrong they aren't good perks, they will do nothing for you on good games, but they're assuming you're always gonna have fantastic matches. Ohhh so if I'm understanding correctly during the event you are running bbq, BoP, starstruck, and lightborn....but if it was a normal day it'd probably switch out the starstruck with distressing?

    I'd so be for it. There's so many killers that are a struggle to max out brutality like bubba or Billy. Idk why something like sloppy butcher doesn't have brutality BP as an extra effect or say monsterous shrine or iron grasp have a bonus of sacrificing bps.

    Yeah maybe try it out sometime! Swap out distressing for distressing, you may get some good use out of it, aside from being a decent perk if they start body blocking u like crazy then it'll be absolute stonks for deviousness and make it harder for them to recover so quickly and hook bomb you!

    You make a good point about thrill, sometimes they can cleanse it early as heck and deny you those extra bps, you also make a good point about beast of prey...it's literally never seen in matches ever so it can really throw someone off lol

    The matchmaking in this game is too up and down for me to ever assume I'll have nothing but good matches. Besides that, sometimes I'll have a match where I just get a lot of framedrops or lag, and that cripples Nemesis's tentacle.

    Yeah, during the event right now I'm running BBQ, BoP, Lightborn, and Starstruck. Yesterday I got so many hook breakers that Starstruck was a necessity. I didn't see any today, strangely, though Starstruck still came in handy for some time-saving insta-downs. Yesterday was "no, no, don't hook anyone!" day and today is "let my teammates die!" day. I may have to try out Forced Penance again after the event is over. Hopefully once the Blood Rush ends survivors will return to a better balance of altruism and selfishness, rather than the absolute extremes I'm seeing right now.

    You'd think Monstrous Shrine would give a huge bump in every BP category given how useless it is. It's unfortunate that Iron Grasp dropped from 60% to 12% increased wiggle time without getting a little bonus like say BP. No one could ever say perk design makes sense in DbD. I'm curious why Brutality and Sacrifice don't have BP perks when the Hunter category has two.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753726#Comment_2753726

    Hell I may try out your build. Yeah those BP perks kinda suck NGL but the thing is, even if you have bad games you get decent BP which is great!

    Hey can I make a suggestion? Maybe for nemesis you will want to swap distressing because whenever I play him I almost never not max out deviousness. Brutality is something I usually don't have maxed out till the end on good games...but sadly no BP perk for that category.

    Edit: I know forced penance procs give you 300bp in deviousness if it's something you'd like. Honestly now that Ive sat on it for a bit, thrill of the hunt may work better than beast of prey for your build now considering it would help slow down boons blessing and it would make them waste their time doing nothing to cleanse it. Yeah you don't get the full 50% all match but it's food for thought! Lemme know whatcha think

    Yeah, that's why I like the BP perks: even bad games generate decent BP. Distressing is unnecessary as hell when I have a good game, but it cushions the blow of a really bad one where the only tentacle hits I get are on zombies. I actually replaced Distressing with Beast of Prey at the moment because I'm having good games so far today.

    Yeah, I've made the suggestion before that Brutality needs a BP perk. I almost never max it out.

    I didn't know that about Forced Penance. That's interesting.


    On the thread topic of stupid matches during this event, I just had one with an AFKer, and I tried to go easy on the survivors but then one of them disconnected when they got immediately downed off the hook by a zombie (not my fault! I wasn't nearby). So, then I had to kill one of the two remaining or be stuck waiting for them to do five gens, which, no thanks. Damnation, survivors, please don't disconnect. I go through all that trouble to not tunnel, not to be so aggressive that they're afraid to unhook, and they can't pay attention to how easy I'm going on them in a 3v1. Just now I had a survivor disconnect because they jumped into a locker in front of me and I pulled them out. It actually cancelled the match for it. Don't run into the basement and jump into a locker in front of the killer first thing in a match! Who does that?!


    Edit: I used to run TotH, before I unlocked BoP, but I found that survivors would always find the hex early into the match and I'd either have to camp the hex (bad) or they'd cleanse it and I'd get no value from it (also bad). If I'm screwing around and doing long chases, then BoP gives me some amusing moments of confused survivors not knowing how to deal with a killer with no red stain.

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