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UndeddJester

UndeddJester

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UndeddJester
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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704431#Comment_3704431

    48 second is so short that most killer will take about 20 second to just walk from one side of the map to the other side. i have zero clue how you expect killers to ever interrupt a ritual. It might as well be guaranteed at that point and have 200% time efficiency as only 1 survivor is required.

    With current system, it takes 60 second finish ritual but that is 2 people. So while it is still hard to interrupt. it is higher time investment for being mostly uninterruptible.

    You also have the charhes bound to an item, and you have a luminescent white Ethereal item the killer can see you carrying, that you can't put down for longer than 6s otherwise is dissipates.

    What is the counter-play to 4 survivors going onto a generator and instantly completing 75% progression in less then 1 second? It doesn't take long for the gen to be instant complete.

    Needless to say, you become a target carrying this item, and there is of course perks like Franklin's and add-ons the same effect that could make things really difficult for this perk, or at the very least keep interrupting the usage of your charges to cause some misses.

    Telling killers to run franklin demise in case a random invocation perk triggers that instant completes a gen is like telling killers to run shattered hope vs boons.

    Invocation perks are suppose to be high risk, high reward. part of high risk is long time to activate said perk. with Weaving spider's, it has high risk but reward is not there. that is what my change to the perk fixes. it makes high reward perk over-time. It is not best perk for gen progression where you gen-rush killer in 5-6 minutes but the perk win over-time and will provide strong average value in a dbd match.

    You do realise you can argue for 60s you know, instead of just undermining the whole idea?

    Regarding what Invocations are supposed to be for... high risk high reward? What is the high reward currently? There is so much risk, it is almost impossible to complete, and you spend 120 or 80s with 2 people to gain 70 charges back on all gens, instead of 80 charges on 2 gens? What's the high reward exactly?

    My suggestion isn't exactly a high reward... survivors can get 70s of BNP on a gen for spending approximately 70s in basement, 80s if it is switched to a 60s invocation. They then spend another 20 seconds applying the BNPs to the gen. You can't rapid fire them in 1 shot, there is a cooldown between each usage in line with normal skillcheck patterns. The most obvious point is there are still 4 more gens to be done.... or do you consider a completed generator that can't be regressed broken balance wise?

    Explain why using BNPs to recover the time you spent in basement is so broken compared to staying on a gen? Yes it now can't be regressed, but survivors have to take the risk of getting cornered in basement to get the reward.... and ofc they may not even even complete the ritual, which means they get nothing. This is all an option that is compared to working on and getting caught on a gen, and at least they have a partially progressed gen AND they arent hooked in basement... so there has to be a reason to do the invocation and take that extra risk over just doing a generator... otherwise the perk type dies.

    When it comes to your suggestion, it has 1 glaring flaw... the perk is still trash. There is no reason to run it. Whether its 120s 1 time or 8 times, it's still 120s for each proc. It's a complete waste of time and a throw of the game.

    The point here is make invocation perks actually useful, and the main focus is Invocations should be:

    • A set time such as 60s or whatever.
    • A bonus for the invoker.
    • An additional bonus for anyone taking part.

    That is how these types of perks becomes useful. Change my suggestions for Weaving spiders, whatever, but the tenets above as a core principle encourages much better perk design that people might actually use.

  • I support this as well, I actually equip luminescent charms to my hooks like the auric cell charm and the haunted skull charm, just so my hooks are hard(er) to miss in my local proximity.

    The auras would alleviate that need.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704323#Comment_3704323

    i don't think it is good idea as that version of the perk is only good for countering end-game 3 gens where you can instant complete a gen with stacking old BNP toolboxes. use case is too narrow from [effect] stand-point.

    In my opinion time is too valuable a resource to be the main viability/balancing factor of multiple survivors working on the
    invocation. It is too delicate a parameter to use as a means of making a perk scalable, but not overpowered.

    48 seconds is too short and doesn't offer the killer much counter-play. you get more gen progression from invocation perk than survivor doing gens.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704214#Comment_3704214

    haha. I was just naming an extreme with the perk. My goal with the perk was to make it a viable perk selection that allows survivor to win with generator progression over-time. In practice, the perk triggers once invocation is complete a single time and then repetitively triggers every 2 minutes. In my estimation, it takes around 6 minutes for the perk to provide positive value to the team.

    Triggering the perk 9 times is goofy exaggeration. I am not going to say it cannot happen but your average game is not going to be 25 minutes of weaving spiders.

    I'm not 100% sure of that. It's 48 seconds in exchange for a potential 70s gen progress, 100s gen progress if everyone has Weaving Spiders and everyone goes to basement. As stated already, everyone going does not boost the progress time of the invocation, so everyone going is a much bigger risk of getting caught.

    There is walking time to and from the basement which is at least 10 seconds either way out of the way of a generator, and the charges are given to the survivors, not automatically applied, so you uave to make the journey before you can start using the charges to get it back. At best you're looking at best maybe 68 seconds for 70 seconds progress back, but the trade off is it does allow you to break a key gen much easier.

    You also have the charhes bound to an item, and you have a luminescent white Ethereal item the killer can see you carrying, that you can't put down for longer than 6s otherwise is dissipates.

    Needless to say, you become a target carrying this item, and there is of course perks like Franklin's and add-ons the same effect that could make things really difficult for this perk, or at the very least keep interrupting the usage of your charges to cause some misses.

    Tjis also isnt accounting for the existing risk of the killer potentially hearing the invocation and catch the survivor in basement.

    There seems to me to be plenty of counter play, and it's certainly better than the current mechanism or other proposals of sitting in basement for 2 minutes a go. That is going to suck no matter what you do.

  • @Devil_hit11 said:

    Weaving spiders:

    The place where fear festers and terror treads is also where those with the gift can reach across the veil.

    When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 120 seconds to complete.
    During an Invocation, your auras is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not.

    Once the Invocation is completed, the following effects apply:

    Permanently reduce charges required of all generators in the trial by 8/9/10 charges every 120 seconds.

    You automatically enter the injured from any previous Health State, and suffer from the broken Status Effect for the remainder of the Trial.

    Completing an Invocation disables all Invocation Perks for the remainder of the Trial for all Survivors.

    "I call upon the spirits of the night, to aid us in our desperate flight!" — Sable

    ===

    you complete the ritual and every gen gets progress every 120 seconds. i am sure some content creators will attempt to do ritual and hide for 25 minutes for the perk to auto win the game. the perfect stealth Claudette perk.

    No thoughts regarding my template?

    In my opinion time is too valuable a resource to be the main viability/balancing factor of multiple survivors working on the invocation. It is too delicate a parameter to use as a means of making a perk scalable, but not overpowered.

    I seems time still is a major factor in this suggestion, which doesn't address the issue I raise at all.

    I'm all for expansion of ideas, critism or down right objection if the idea if tne argument is well reasoned... but shouldn't this have been it's own thread if it wasn't gonna make use of any of the points I raise in the OP?

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703505#Comment_3703505

    hope you know that I got a in game griefing report saying they took care of it(what they do I don't know don't care) other the player that grief me and I never been banned.

    so in other word he got in trouble not me.

    Trying to kobe is different to SoH, and is the reason why players trying to SoH cannot be punished by BHVR for doing it, even though it is against the rules as written.

    If you're trying to kobe, I have no immediate issue with it, its part of the game and is sensible sometimes in pursuit of winning the game... however I am not in your games so I can't read the room, I can only go off what you tell and show me. From the sounds of it you try to kobe often, and if you're being griefed regularly it is likely because you attempt kobes in not in very good scenarios that make sense.

    I'm not defending players who do grief you, but I'm sure you understand that your actions affect everyone else in game. I can not possibly know, but if you regularly attempt kobes in your games you will tend to look like a player trying to SoH, and even if you aren't, you are making a scenario where your team has to carry you due to you unnecessarily attempting kobes until you go to second stage. If all of this is true, then this is why you're getting griefed, because you are actively hindering other people, and drastically decreasing their chances of survival. Just to remind you "Helping the Killer" is against the rules.

    So I'm not psychic, I can't know how your games go for to result in you being griefed... but from how you've described it thus far, it sounds like you have a tendency to betray your team and throw them into a much more difficult game for the sake of your own enjoyment.... so I can't exactly say you're an innocent being griefed for no reason.

  • This was my suggestion:

    @UndeddJester said:

    Why rework chests?

    Chests are something that I definitely believe should be in DBD... they allow clutch moments in SoloQ, such as finding a medkit to heal yourself before heading to gate, or finding a key to get out through hatch when all other options are exhausted... however the inescapable truth is that 99% of the time, taking the time to find and search one is a throw. They take too much time to find, too long to open, and the items are randomised, with random rarity and no add-ons, making the rewards for doing chests just not worth the effort.

    Goal: Can they ever be meta?

    The simple answer is no... not really. The time investment is almost never worth it compared to just doing gens in normal situations… this is a fact that would be almost impossible to change. Doing your objective will always be better than searching for an item to aid in doing your objective...

    There is however one niche that chests can potentially fill... allowing you to hide your build in the lobby from the killer, and instead pull your item from a chest in the trial. With the prevalence of perks like Corrupt Intervention, Dead Man's Switch, Grim Embrace, Deadlock, having this niche is not as pathetic as it seems at first, but only if building for a loot set up was actually reliable and not too costly on time. This idea will be the goal of our rework.

    For reference

    • Unlocking chests takes 10 seconds at base.
    • There are 4 tiers of item looting: Base, Plunderer's Instinct Tier 1, Plunderer's Instinct Tier 2, Plunderer's Instinct Tier 3.
    • Chances of items looted from chests is set by rarity. From playtest data: 43% brown(2 items), 33% yellow(3), 16% green(6), 5% purple(5), 2% iri(2).
    • Chances of items looted from chests with tier 3 Plunderer's Instinct from playtest data: 14% brown (2), 18% yellow(3), 22% green (6), 31% purple(5), 15% iri(2).

    Proposed Luck Changes

    • Luck no longer affects unhook chances.
    • Luck now instead affects item rarity in chests.
    • Luck has 4 tiers identical to the current effects of the tiers of Plunderer's Instinct, that can be raised or lowered by perks/effects.
    • Items from chests have a 50% chance of having no add-ons, 50% chance to have 1 add-on, and a 0% chance of having 2 add-ons. Denoted as such:
      - 0 = 50% 1 = 50%, 2 = 0%
    • Luck also affects the rarity of add-ons looted from chests, based on your current luck tier and identical to the tiers provided by Plunderer's Intinct.

    Perks Reworks

    Ace in the Hole

    • Increases search speed of chests by 50/100/150% (6.67/5/4s).
    • Items discovered via any means gain an addative 50% chance of having add ons.
      - 0 = 0% 1 = 50%, 2 = 50%
    • Raises Luck by 1 tier.

    Appraisal

    • Unlocks the ability to rummage, no tokens, limited to once per chest.
    • Rummaging through chests is now 50/100/150% faster (6.667/5/4s).
    • Items and add-ons pulled are affected by Luck.
    • Raises Luck by 1 tier.

    Up The Ante

    • Raises Luck by 3 tiers.
    • Whenever searching or rummaging a chest, the item and any addons attached automatically go up an additional rarity tier (if it is able).
    • Mad Cap Idea I'm throwing in for fun/giggles: If a maximum tier item is found, a special "Entity Essence Embued Item" (denoted by a black/orange background, and an orange glow on the item itself), which has the same properties as the top tier item, with an additional bonus on a select stats…. e.g.
      - key duration +6s
      - map range +2m / duration +5s
      - flashlight increased aim accuracy +25%
      - medkit +6 charges
      - toolbox sabo speed + 25% (alex variant)
      - toolbox +6 charges (engineer variant).
      This item can be escaped with (the only way to acquire one)! Would be a fun/goofy thing for survivors to try for ^^

    Plunderer's Instinct

    • The auras of objects are revealed to you within 16/24/32m, including chests, items in chests or items dropped in the environment.
    • Press the active ability button to consume an item in range (including flashbangs and expired items) to recharge 10/20/30% of your current item.
    • Raises luck by 2 tiers.

    Pharmacy

    This perk activates whenever you are injured. While active:

    • Auras of opened and unopened chests are revealed to you within 24m.
    • Unlocks the ability to rummage, limited to once per chest.
    • Searching/rummaging a chest guarantees a Medkit.
    • Raises Luck by 2 tiers.

    This perk deactivates for the rest of the trial after successfully searching/rummaging for a medkit while the perk is active.

    Residual Manifest

    • The first time searching/rummaging a chest guarantees a flashlight.
    • After a successful killer blind, the killer suffers from the blindness status effect for 20/25/30 seconds.
    • Raises Luck by 1 tier.

    Scavenger

    While holding a depleted toolbox Scavenger activates:

    • Succeeding a Great repairing skillcheck grants 1 token, up to a max of 5 tokens.
    • Unlocks the rummage action.
    • Instead of granting an item, completing the rummage action in a chest will consume all tokens and replenish 5/15/30/60/100% of the toolbox.

    When searching a chest for the first time without an item, Scavenger guarantees a Toolbox.

    Slippery Meat

    • The anti-camp killer detection range is increased by 8m.
    • Charges 10% faster.

    Dramaturgy

    The item acquisition effect is changed to:

    • Temporarily raises luck by 2, and any item acquired through Dramaturgy has an additional 25% chance to have an add on and is automatically increase by 1 rarity tier.
      - 0 = 25% 1 = 50%, 2 = 25%.
      - 0 = 0% 1 = 25% 2 = 75% with Ace in the Hole.

    Offering Changes

    Honestly we could do anything here. There are a lot of them, and they are all dedicated to self-unhook attempts… so these really need an overhaul. They are all luck themed and that "ward off evil" type thing… but if I just throw random stuff at them of top of my head…

    • Chalk Pouch - All item chests start the trial 10% unlocked.
    • Cream Chalk Pouch - All item chests start the trial 20% unlocked.
    • Ivory Chalk Pouch - All item chests start the trial 30% unlocked.
    • Salt Pouch - Items looted from chests gain and addative 5% chance of having add-ons
      - 0 = 45% 1 = 50%, 2 = 5% base.
      - 0 = 20% 1 = 50% 2 = 30% with Dramaturgy.
      - 0 = 0% 1 = 45% 2 = 55% with Ace in the Hole.
      - 0 = 0% 1 = 20% 2 = 80% with Dramaturgy and Ace In The Hole.
    • Black Salt Statuette - Items looted from chests gain an addative 10% chance of having add-ons
      - 0 = 40% 1 = 50% 2 = 10% base.
      - 0 = 15% 1 = 50% 2 = 35% with Dramaturgy.
      - 0 = 0% 1 = 40% 2 = 60% with Ace in the Hole.
      - 0 = 0% 1 = 15% 2 = 85% with Dramaturgy and Ace In The Hole.
    • Vigo's Jar of Salty Lips - Items looted from chests gain an addative 20% chance of having add-ons
      - 0 = 30% 1 = 50%, 2 = 20% base.
      - 0 = 5% 1 = 50% 2 = 45% with Dramaturgy.
      - 0 = 0% 1 = 30% 2 = 70% with Ace in the Hole.
      - 0 = 0% 1 = 5% 2 = 95% with Dramaturgy and Ace In The Hole.

    These don't stack, the highest wins out. Could probably do something more interesting… but seriously what can be done with these really? :S

    Conclusion

    As stated before, this would not make chest builds meta… but they would at least have a niche, where survivors could grab items from chests as a means of circumventing killers taking hard counters to their builds, such as Lightborn or Franklin's.

    Most builds would be pretty functional with a combination of any of item grabbing perks, in conjunction with any of the luck boosting perks, granting a decent chance of getting reasonably strong items. With Dramaturgy, Ace in the hole, and Appraisal all providing options for faster chest work, it makes them not a complete throw to use.

    Builds could include: -

    1. A self heal build using Pharmacy and Ace in the Hole, maybe to try for a stypic or syringes and otherwise be able to get 2 medkits into a game consistently.
    2. A flashlight build with Residual Manifest and Ace in the Hole to grab a strong flashlight early and/or Plunderer's Instinct to be able to top it up.
    3. Scavenger and Plunderer's Instinct to line up a chest with an item then consume it if you're struggling for stacks. Can also consider appraisal for faster rummages. (This change also makes Scavenger a little less difficult to get value from if you can find chests promptly).
    4. Plunderer's Instinct With Appraisal to farm for charges on your item.
    5. Any of the above with Up the Ante if you want a specific item of high rarity.
    6. A pure looter build using Up the Ante and Ace in the Hole to get some kind of strong item if you want to roll the dice (very on brand for Ace).
    7. The pure madness of a Dramaturgy, Ace in the Hole, Up the Ante… yes… Dramaturgy and Up the Ante would stack their individual items rarity increases…. mother of God O.o

    I feel like this would be my best shot at getting chests to not be a complete waste of time, and retain a somewhat meaningful purpose within the game. The fact you can reliably get decent items with these perks smuggled into the trial without a chance for the killer to counter, is offset by the fact you're not in perfect control of exactly what you get, and it otherwise leaves the chests as something you probably shouldn't do without a specific idea in mind.

    If you read all this… have a cookie 🍪 cause Jeez… this was long. 😴

    The TLDR version is: -

    • The only real niche chests can serve is if you want to hide your item from the killer in lobby.
    • Survivors need options to acquires these items quickly.
    • They need options to significantly increase the rarity and strength of the items they acquire.

    They can't ever be meta, because doing your objective will always be better than searching for an item to help doing your objective… but at least if perks actually allowing looting to be a omplete waste of time, that is the only way these perks see life.

  • Lethal Pursuer definitely, as its extremely good for a fast start and also enhances any other aura perks you use. It is a very flexible perk to build around, and is useful for almost every killer.

    Surge is a little more niche. It's good perk to have, but you dont really need it. It only works really for killers who down with m1s, and those killers have other options like Pain Res, Pop, Overcharge, Oppression that give similar value. It also doesn't have a lot to build around with, it sits on its own and does its own thing, and isn't really enhanced by other perks.

    So for the sake of cost effectiveness, I'd just get Lethal.

  • Welcome friend!

    As someone who starting playing last year, if you're playing survivor primarily, you can absolutely manage solo Q, but it's a good idea to spend some time learning what the killers do, either by watching content creators or by playing them yourself. If something seems overpowered, more often that not its a lack of knowledge on your part, rather than it being actually overpowered.

    The learning curve is quite high with such a variety of killers and maps to learn, as well as so many choices for perks, items and addons. You also need to spend some.time planning which charactersvyo prestige to ensure you have a good build you can learn the game with.

    SoloQ is tougher to win, but as long as you don't take the game too seriously, you can have a lot of fun IMO.

    I miss how nerve wracking this game was in my first 300 hours... 😏

  • Your tier colours are gnarly in these lists.

    Some interesting takes:

    • Singularity is odd given your avatar... I find them more fun to play. Finding nice high walls to PoD and then successfully chasing a survivor into that PoD for a goop has a Trapper like satisfying effect.
    • Pig because I'm biased 😏
    • Huntress annd Pyramid Head is an odd pair at the bottom to play against.
    • Also double F tier Pyramid Head, Hag and Myers 😳 Hag I kinda get cause she is very unique, and can be rather oppessively camp orientated… Myers is weak, so I get that, even though I find him fun enough to not care either way. Pyramid Head though? Why the hate my guy? 🥺
    • Cheeky Skull Merchant I see... 😏 you’ll ruffle some feathers with that... tbf I actually do have fun against her and as her when people actually play. I guess if she hard counters what you want to do I can see the hate, but as someone who hasn't got a set idea what each killer should be... she seems fine to me.
  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703441#Comment_3703441

    You can feel how you feel about it but coming down for the side that’s actually breaking the rules as opposed to the one who isn’t is a weird hill to die on.

    Especially since the one griefing is also ruining the game by taking yourself away from helping the other two teammates just to take your anger out on someone else behind a screen who isn’t playing the way you want.

    shrug

    I'm not really coming down on a side, you keep acting like I'm saying people should grief, when I'm not. I have simply stated my own morals on which one I consider worse, and I choose the one that griefs the most players as a byproduct of being selfish, over the one that griefs a single player, almost always in response to said provocation. Just because unhook griefing is enforced and SoH isn't, doesn't mean I have to agree that SoH is part of the game and therefore a morally superior action for a player to take.

    Suicide on Hook is against rules as written, but it can't be enforced and this is the crux of the problem. BHVR have said they have tried to think of ways to prevent it, but there is no way they can realistically enforce it due to the inability to be 100% certain of intent in a game review context. Trying to claim that Suicide on Hook is somehow more acceptable just because it isn't a rule that can be enforced and thus is technically "legal" is equally as weird a hill to die on.

    From what you've said before, we both agree that the unhook lock was a bad feature that ruined genuine gameplay. My point is why even try to fix this issue and enforce the rules on that action in the first place, when it is almost always done in response to the rule you can't enforce?

    I would assert that the problem isn't even one that needs to be fixed, because anyone trying to SoH doesn't get to complain about being griefed, while in the process of griefing everyone else on their team. It's like a hacker hacking another hacker... why would I condemn them for doing it? You're going to have to come up with a much better argument than "it's against the rules" to justify SoH players as being someone that needs to be protected from griefing.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703370#Comment_3703370

    Its not noble at all. It’s a video game. Get over it. 😆 You’re not saving a baby from a burning building. Youre griefing a player who isn’t playing the way you believe they should. Again, this is why I said ego. This idea that you’re performing some heroic act for the good of the community when really you’re just adding to its toxicity is delusional.

    Comparing people letting themselves out of a match they don’t wanna play to people breaking the (not) law is beyond laughable. Not to mention, people “enforcing” things that aren’t against the law “but should be” (that’s also up for debate) is a form of vigilantism which itself is against the law, and the person doing that is subject to arrest and criminal proceedings.

    So once again, you wanna “take the law into your own hands” in DBD land go ahead but you’re the one breaking the rules and you’ll be the one who gets suspended or banned for it. Doesn’t matter what you think the rules should be on SoH, the reality of it is that it’s not punishable but griefing on hook IS. You wanna die on that hill tho go ahead.

    Not sure why youre going so hard my guy... I never said I did it, or even supported people doing it, I simply said I understand the perspective of people who do...

    And to be honest... I personally consider the Suicide on Hook player the worse of the two, as I consider being willing to ruin the game for everyone else because they can't be bothered, despite them having agreed to play a game that requires their participation to function, inexcusabley selfish and inconsiderate.

    So as I've said before, I don't advocate for either player... but of the 2, I look far more favourably of hook griefing being in the game if it means that SoH players are paying the price, the same way I'd have more respect from someone who bullies a bully. It's wrong what they're doing, but in the same breathe the bully brought it upon themselves, so I can't say I have much sympathy.

    But sure, if you think it bolsters your argument, keep accusing me of things I havent said or done.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703162#Comment_3703162

    dude I try get off the hook all the time get to 2nd stage but if I see someone coming I try hold on( hitting the skill checks) and really try not to get hooked again but sometime after holding on they start doing that repeating the unhook action on me not going to dc to plz anyone especially bratty nerds.

    one time I try unhook myself got to 2nd stage a survivor started repeating the unhook action so I started recording they kept doing it till the killer down the survivor he was chasing then down the survivor doing unhook action,lets say I feel the one griefing me messed up the game more the me trying unhook myself.

    anyways I reported them and I ingame report they took care of it

    I hate to do that but survivors need to stop taking action on players doing thing they don't like….

    they not video game cops they need to stop.

    The reason I assumed you were being sarcastic is the obvious response to "I try to get off hook all the time" is:

    Why do you do this? Are you trying to kobe? Or are you trying to Suicide on Hook?

    If you are trying to kobe, are you running Slippery Meat, Up the Ante and Vigo's Jar of Salty Lips? If not, the reason you are getting griefed is because you are throwing the game each time and looking like you're trying to execute yourself and screwing over the rest of the team.

    As I've said before, I don't support people griefing other people... but I also am not going to defend someone who is antagonising people into doing it.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703162#Comment_3703162

    Here’s the thing. While I’m NOT advocating for SoH at all as it’s screwed me many many times, who are you/other survs to decide that it’s your job or right to “police” other survivors in the match? I think that’s a huge indicator of egotistical thinking, control issues and power tripping to decide “Nope you’re not leaving this match unless you do it MY way or I allow you to, otherwise I’m going to break the rules and grief you.”

    1. Griefing is against the rules full stop.
    2. You will never ever force someone to stay in a match that they’ve decided they no longer want to be in. You don’t have that control or power to “allow” (your words) or disallow anyone to do anything and that’s just the nature of video games. If they want out/no longer want to play they won’t and you’re not going to force them to otherwise. Most people will just tab out and go do something else until it’s over despite your griefing.
    3. Whats funny is the time you’re talking about spending griefing/“punishing” someone on hook is time you could be spending on gens or helping your other teammates. This is exactly why when I see someone trying to SoH, I will not go for the save. They’ve shown me that they’re not going to be a helpful or valuable team member so my time is better spent finishing that gen, cleansing that hex totem, healing that other teammate. So while you’re claiming that the SoH teammate is the one ruining the match for everyone, you’re also failing to contribute to the match in any meaningful way by wasting your time griefing another player out of spite, meaning you are being just as useless and not helpful as the teammate trying to get out of the match. 😆


    While I’m glad this change was reverted as it did punish normal gameplay, a tool for griefing should not stay in a match simply for the purpose of helping teammates “police” other teammates by griefing them in hook. Thats just silly and all that’s gonna do is get the “police officer” banned for breaking game rules. My advice to people who think this way: Get over yourselves and go contribute to the match yourself.

    I wouldn't call it egotistical thinking at all.

    Egotistical - excessively conceited or absorbed in oneself; self-centred.

    As you say yourself, anyone doing it is actively wasting their own time, and costing themselves the game. I do understand the argument you are making, and you are right, you are griefing someone, which is why I don't tell people they should do it, or advocate for doing it.

    However my argument is there is no punishment for SoH. BHVR have said themselves they can't stop it, as there is no rule they can impose to prevent it. So this leaves everyone in limbo,there is no means of preventing it. As such the only reason people grief a player like this, is not to benefit themselves, it's actually taking an L on themselves in order to exert some kind of punishment on a player who is actively and selfishly ruining the game for everyone else, with the intent of discouraging SoH for the greater community as a whole.

    A player who SoH is not reportable by the rules, even though the rules specifically state that "going AFK, helping the killer, not participating in normal gameplay" is a reportable offence. Any logical interpretation of those rules indicates SoH is against the rules, but its not enforcable, so people get away with with it... its kinda silly, but that's where it is. As such there is a line of thinking where being the one to ensure a punishment on a SoH player is actually quite noble.

    It's a simple case of something that should be against the law, isn't against the law, and therefore a community enforces it themselves.

    Fact is if you want to get out of the game, leave. Take your DC penalty. You ruined the game for everyone else, the least you can do give the team a bot to play without you. In fact the least you should do is try and waste as much of the killers time before you die, but if you are gonna be a baby, at least leave a bot.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703162#Comment_3703162

    dude I try get off the hook all the time get to 2nd stage but if I see someone coming I try hold on( hitting the skill checks) and really try not to get hooked again but sometime after holding on they start doing that repeating the unhook action on me not going to dc to plz anyone especially bratty nerds.

    one time I try unhook myself got to 2nd stage a survivor started repeating the unhook action so I started recording they kept doing it till the killer down the survivor he was chasing then down the survivor doing unhook action,lets say I feel the one griefing me messed up the game more the me trying unhook myself.

    anyways I reported them and I ingame report they took care of it

    I hate to do that but survivors need to stop taking action on players doing thing they don't like….

    they not video game cops they need to stop.

    Not sure if sarcasm… I think it's sarcasm… in which case… v funny 🤣😅

  • Sigh… yeah this one was a shame. I'm usually more lenient on the game developers sides, but this one was bad change. It hurts genuine gameplay for the sake of a very small nubmer of bad actors…

    Spoiler Spoiler Warning ▲▼

    Even the label of "bad actors" is questionable.

    I'm not advocating for griefing, but what's really frustrating is this "grief" was not prevelant at all, and the only times I've ever even seen it was in response to a player trying to SoH and get out of the game. If you unhook them they just run straight to killer and try to kill themselves again… so what can we do with regards to these selfish players spoiling the game?

    While it shouldn't be encouraged, I can understand why people did it, because this was literally the only mechanism survivors had to try and force a player to either DC and give us a bot, or stop screwing around and actually play, cause the other survivors have the ability to make it clear they won't be allowed to SoH, and will be forced to sit in the game as long as possible.

    This removal is basically a buff to facilitate SoH…. which BHVR have said they have no ideas for dealing with SoH players…. so since you can't reasonably solve the issue, why not leave the rest of us with a policing tool to help prevent it ourselves?

    Edit: Correcttion. Peantis confirmed this is being removed too!

    @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086

    The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.

    Nice! 😁

  • @BlackRose89 said:

    Im happy for twins mains but I think it's sad we had to wait two years for what ultimately became a QoL update for them. So much time wasted on a failed rework that could had been used to help other killers who needed it more like Freddy. Just sad... really sad. Once again I'm glad they walked the twin changes back but I'm not happy with the amount of time it took them to do the QoL changes. Also I still think this is one of the more boring patches. Nothing in this update is very exciting to me.

    To be fair, they did try something different, and it didn't work, which they have reverted to go back to the drawing board. Seems like a good outcome for Twins.

    All other changes are good ammendments to the PTB state.

    Ultimate weapon could go back to its old cooldown of 60 with this change. Glad to see it losing strength on Scream Pig and the insane mobility killers. I like this change cause it serves as a locker based version of Nowhere to Hide, and could find usage on Doctor and Wesker.

    Decisive Strike animation removal was smart for now. I'm not against the idea of an animation but it needs to be way smoother and be made to look much better. Rather than a slow lift and stab, it needs to be integrated properly. The skill check needs to trigger immediately on pick up, and on success blend the pick animation with a vastly improved and much faster/forceful stab animation.

    All in all, a good update in relation to the PTB changes.

    EDIT: Oh wait… unhook lock is staying… damn… that one is a blunder for sure….

  • I still think people are sleeping on this perk. Granting 8% passively to the rest of your team in a 36m range on any small map, multi floored map or a map with a strong central building is pretty darn good.

    If it worked with Open Handed, it'd be pretty darn great combo... yet people are acting like giving everyone within a 52m radius of you an 8% repair boost is trash.

    Still looks like certain survivors want MFT level broken, otherwise the perk is trash.

  • Those legs were actually my original set before the Reindeer ones came out! :D

    … Get out of my head! xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702148#Comment_3702148

    Woow I love the theming of your characters! The Charlotte skin is so gross with the intestines 🤢but so awesome at the same time.

    Thanks so much! I like messing with cosmetics more than I probably should, even for characters I don't play all that much :D

    I do wish the Twins set wasn't locked, just so I could take one of her sickles instead of this cleaver thing… but it's a minor quibble… it's amazing how draping someone in entrails makes them suddenly look a lot more horrific xD

    I'm with you though! The new Plague cosmetic took an effort not to start opening the wallet. Exceptional skin!

    I'm also eyeballing hard at @TheycallmeLix 's Bubba, and while I don't want to steal… that combo does look really REALLY good :D

    @fussy also has the same taste as I do for the last Oni shot! ^^

    Enjoying this thread a lot… though milkman Hillbilly is still proving an obstacle to beat xD

    @

  • In no particular order:

    Metal Manda

    18ee96ea75073-screenshotUrl.jpg

    The creepy eyes of this mask, those boots and black combats. It's a standard skin set, but this is just perfect, and my default in DBD.

    Terminator Skull Merchant

    18ee96f805c99-screenshotUrl.jpg

    Say what you will about her... she has some pretty incredible cosmetics... I love the spiteful look in her right eye, combined with the artificial grin of the mask. This fire moon armour cosmetic is just really nice, and I really like the default 2 pronged blade arm.

    Jacked O'Lanturn

    18ee96f063457-screenshotUrl.jpg

    Evan just looks like a unit, and this pumpkin mask just makes me smile. Machete ofc as a homage to my all time favourite killer Jason.

    Noodle Leg No More Wraith

    18ee96ed12b0-screenshotUrl.jpg

    This reindeer piece for Wraiths lower legs looks so good with a lot of his cosmetic, cause his legs no longer look scrawny and twig like. The dripping Blight skin looks great, loves the creepy head tilt with the chemical drool spilling down.

    Bloody Charlotte

    18ee96e78a019-screenshotUrl.jpg

    I love how this skin make Charlotte actually look nasty. Most other skins she has comes across as just a large French woman, she mostly looks normal. With this skin Charlotte looks comparable to Victor, and they compliment one another nicely.

  • Get up all in their personal space... like uncomfortably close... like spotting a squat at the gym close, and it'll happen.

    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702003#Comment_3702003

    I received no prompt. Even on the Meg that I did kill, I just swung at her and missed as her generator exploded.

    Although that sounds like a bug, might be worth reporting.

  • Just to play devil's advocate, and I want you go record as saying I hate it when auto aim screws me over too…

    ... if its removed, people will definitely start complaining about taking hits that clearly missed on their screen.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701933#Comment_3701933

    👾👾. We made it together my friend.

    Do you mind spoilers to the Saw X plot?

    I take the opinion that if a story is good, then I'll likely rewatch the film several times and enjoy it just as much knowing the plot in vivid detail.

    Unless it's something like Portal or Saw 1, where the twist is literally the entire point, I dont really mind spoilers at all 😁🤘

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701560#Comment_3701560

    Fine, so this question wasnt the main topic. Still it lacks the foundation for your conclusion (tunneling isnt that prevalent) as you just look at one survivor per match, while there are four. So if one survivor feels tunneled every forth game, and there is most likely just one player tunneled every game (you could make this up to 3 but most likely its one being removed this way and after that tunneling doesnt really matter anymore) you would have 4 people every forth game: in other words four games four tunneling issues. (not that i would assume its that bad, but your numbers are likely to add up to this).

    Then rhere is the point, did everyone really told tunneling for themself and not for everyone in a match. Most likely not.

    Not that I want to decry your survey or conclusion, but I think it has asked the wrong question to make a conclusion on prevalance.

    I don't think any unreasonable conclusions have been made. Everything Scott said in his video regarding his data sets was factual and unbiased. The data set hasn't been presented in bad faith, or warped or twisted in any way. Its primary purposes was to challenge notions that confuse the discussion around tunneling, such as different experiences in region and time of play. He made an attempt to identify skillI level, but acknowledged the flaw in those data sets. It is pretty clear for anyone watching the video what the terms of the survey were, and the conclusions he was drawing from the data.

    The fact that 80% of players reported less than 40% of games being tunneled, is not a strong argument for tunneling is not prevalent on its own, but when you have people claimimg they are gettimg tunneled every game or other game, this kind of result throws shade at those arguments. Personally I think the ranges are far too large. If it were me I would have had more tiers to choose from, as 0-20% and 21-40% is a pretty large swing, and if there were a "less than 5%" option, I would choose that.

    In regards to any conclusion about the prevalence of tunneling, Scott's statements were largely based off his own recirded evidence and account of his 50 game tests, and combined with the anecdotal experience of someone who claimed to always get tunneled, who then didn't get tunneled a single time in an 8 hour stream when put under objective assessment. He also talks about what people define as tunneling and the differences and issues therein, and then makes the point that noone seems to be able to show him footage of being back to back tunneled to the level that a lot of people claim, and this poll supports that argument.

    This is more of the crux of his argument, the poll is a supplement to his own evidence, and points to the notion that people making the claim tunneling is rampant and happens all the time are a minority, and may be biased.

    I see nothing flawed in his methodology and conclusions here.

  • @Nun_So_Vile said:

    1,900+ posts and the madman is still here laddies. At what point do I feel the fame and stardom kick in? I don't feel anything yet other than the sudden urge for a new hobby.

    Damn... you squeeked one over me to win 🥺

    @Nun_So_Vile said:

    https://screenrant.com/saw-11-confirmation-release-date-updates/

    Posting a link with new updates to Saw XI.

    It has a confirmed date in Summer 2024.

    I still haven't watched Saw X...

    I have heard good things about it, but I'm nervous to watch it because I haven't found a reviewer yet who I trust with regards to reviewing the plot... they all say the gore and brutality is way off the charts... but tbe srory is what mattere, and the people who made it were responsible for Saw 3D and beyond, which all annoyed me to high heaven...

    I love Saw... I get especially upset when I see a bad Saw film... proper nerd fan fighting back rage tears... 😖

    Is Saw X actually solid on the story? Or is it a switch your brain off mindless Saw gorefest? Don't get me wrong... I enjoy a mindless Saw gorefest... as long as it doesn't betray the core message and concept of the Saw films... 😨

  • @MechWarrior3 said:

    I get so much anxiety when I am about to play killer. I hate and I don’t even know why I get so nervous. I have over 2k hours in killer but I still get nervous as all get out and I wish I didn’t.

    Any suggestions? I know it’s silly and it is, truly. I’m trying to work on it, but I also love playing killer so much.

    I know the phenomenon you feel... I used to get the same in ranked games for Counter Strike: Source and League of Legends... despite the fact there was basically little to no difference to the normal unranked game in both cases.

    It is something you do get used to... I'm an old man now, and dont get this hardly at all anymore, so there is the silver lining that eventually you get used to it...

    One thing that helps is meditation. You close your eyes and imagine your toes getting tired and "squeezing all stress and anxiety" out into your feet, progressively move from feet, ankles, calves, knees, thighs, pelvis, stomach, chest, and from there to the fingers, hands, wrists, forearms, biceps/triceps, meet back up at the shoulders, neck, back of the head, top of the head, to your face, eyes and cheeks, and finall your nose/mouth, then gently blow to let all that stress and anxiety out. Take 2 or 3 breathes to do it....

    Ofc... that takes a good 5 minutes or so, and while I don't advocate for drinking heavily, a much faster method is have a shot of rum or whiskey to simply slow your heart rate... 🤣

    Though it dulls your senses slightly, and you have slightly slower reaction time... you make up for it with thinking clearer and calmer than your anxious self 😏

    Both of these are also good for calming yourself down when you're raging... with alcohol being significantly more effective 🤣🤣🤣🤣

  • WWould be hilarious for Nicholas Cage or Alan to rat themselves out when the killer is nearby 🤣

  • @Boons123 said:

    Well, the idea would be better if we had 4 or more chests instead of 3

    Nice. Simple idea that would also be a nice improvement. 4 survivors, 4 chests seems fair. Also a pseudo buff to Appraisal which is nice, cause I keep looking at it and thinking it needs more.

    Might be some implications for killer item spawns though... I do recall there was something about Plague fountains and Pig boxes related to chest spawn locations.

    So as long as that is accounted for, great addition.

  • @ChaosWam said:

    I really like this idea.

    There's not much else I can say except I pretty much agree on everything here, except maybe how slippery meat works but I have no better alternatives so I won't argue against it.

    Thanks! I was convinced this was gonna be a "Never replied, never seen", so the fact 1 person responded is already a pleasant surprise. 😅

    Slippery Meat is a weird one, but my main thought is there isn't really an effective anti camp perk that isn't behind a paywall. Both Reassurance and Camaradarie are behind paywalls, and the only other one is Deliverance, which does no good if you're hooked first.

    I have thought about suggesting Slippery Meat allows you to unhook yourself at the expense of a hook stage... but it seems like it might be a little busted at EGC in conjunction with a rat playstyle... at least Deliverance needs you to expose yourself, so I'm not too keen 🤔

    To be fair Slippery Meat could be very interesting thread on its own 😅

  • @sizzlingmario4 said:

    It’s not good, but ironically I think it’s better than what we have now. The current Hangman’s Trick is nearly worthless.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699703#Comment_3699703

    I see a sabo like once every 20 games... I'm pretty sure this version would be just as worthless... at least the current Hangman's has a CHANCE of doing something.

    Honestly just making it so so 2 more hooks are scourge hooks would actually make it a decent aura perk, that synergises with itself, and adds some nice usage for supporting other Scourge Hooks.

    I just realised I skimmed over the resetting a sacrificed hook too... meaning I was talking out my rear end…

    To try again, it'd be better, but unless you have a specific map in mind where you likely want a sacrifice hook to come back to avoid dead zones (e.g. Eyrie of Crows, Ormond or Badham), would never be worth running over pretty much any other perk.

    I still feel like it being a Scourge Hook support perk, similar to how Undying is to Hexes, is the only real way for this perk to see life. Its fundamental design as the anti-sabo perk needs for sabo to be prevalent to be viable, which ofc is just not how games go now... Scourge Hook is the mechanic that does actually give it a chance of being useful.

  • Oh, did we get a report somewhere on how much is payed out to the license holders for each transaction as part of the contractual obligations that allow those IPs to be in the game at all?

    We of course wouldn't be claiming it's too expensive without finding out/accounting for/having any consideration of the costs incurred acquiring those licenses would we? Surely not. I would be fascinated in seeing those numbers if you'd be so kind as to supply them.

  • @Caiman said:

    The best are Wesker and Trapper. Successfully grabbing someone with Wesker's dash and then zooming at Mach 1 straight into a wall is endlessly satisfying, whereas Trapper is so easily countered that if his power ever actually works and a survivor walks into a beartrap, you feel like a genius for putting that trap there 10 minutes ago, it's like an early Christmas.

    The worst, I'd say Xenomorph. Even when the tail works, it just doesn't feel fun anymore. Singularity too, the effort he requires does not equal the satisfaction I get.

    Damn, beat me to it... nothing gives a dopamine hit like a sneaky Trapper trap placed at the start of the match coming in clutch...

    I catch myself way too often with a devilish smirk creeping across my face when playing Trapper... 😈

  • The last Community Cup format where a team of 5 take on another team of 5 at the same time, with the same map and choices of killers looks like it'd be a lot of fun for a proper ranked mode.

    https://youtu.be/1Z7mwpsQ9Aw?si=Q4-Pb21WtJ9301Lp

    I have been secretly hoping players would be inclined to get a comp scene going, like the matchmaking tournament websites of Counter Strike...

    It'd make a cool event at least to be able to enter a mini 5 game tournament with a team every now and again.

  • I watched that video... and it made no sense to me. I like Coconuts, I thoroughly enjoy many of his videos... but when he is arguing a serious point, he can at times be a bit selective with his evidence if he's pushing a point, and he likes grandiose and poetic perspectives. He generally has been pushing lately back against balance and wants more chaos in the game, and tends to cherry pick his examples a lot.

    People constantly complain skill-based matchmaking doesn't work, and the games are ludicrously imbalanced, pitting newbies with high level players on either side because it prioritises quick games.

    Now we're complaining that the games are too strict matching players of similar skill together, meaning every game goes to the wire and the stress of it makes everyone play sweaty.

    So which one is it? Cause it can't be both.

    If people wanna suggest removing SBMM, I'll listen to the argument, but the PTB doesn't have it, and that looks way worse for your average game... and noone suggests anything other than to make the game a free for all, which sounds horrendous... especially for survivors... can you imagine soloQ with a competant killer and 3 bambis while you're the only experienced player, without madness like old DS and DH to save you? It sounds awful…

    My games generally feel pretty fair and even; sometimes I get easy games, sometimes I get hard ones. It shifts predictably based on who I'm playing with if I'm in a SWF... so the alternative is to just abandon all of that and just make every game a total crapshoot as to how competant your team are? Doesn't sound good for survivor side, cause its already bad enough accounting for your teammates random playstyles in soloQ.

  • Doesn't seem a bad punishment addition to be fair.

    I you don't quit, you can't possibly lose a pip, it you hit the "quit match" button, you auto lose a pip.

    Ofc that just incentivises SoH more... which probably means the 4% kobe should go, or at least only be enabled for 30s after all survivors are down/hooked/escaped or something... However even that wanders into "can't die on hook to give hatch" problems...

    Maybe only allow kobe when you have deliverance/Wicked, and otherwise when there are 1 or less survivors still standing would work... now we're kinda policing mechanics yo deal with bad actors though so gets a little big brother...

    Urgh... rage quitters are the bloody worst 😒

    Kinda gives credence to allowing the unhook cancel to be left alone... its the only thing a survivor can really do to to force suicide hook players into DCing so we can get a bot. I feel allowing unhooking trolling/griefing is a necessary evil to deal with SoH players...

    Not that I'm encouraging griefing people... but considering they're effectively griefing you by leaving you 3vs.1... it's an understandable course of action.

  • @sizzlingmario4 said:

    It’s not good, but ironically I think it’s better than what we have now. The current Hangman’s Trick is nearly worthless.

    I see a sabo like once every 20 games... I'm pretty sure this version would be just as worthless... at least the current Hangman's has a CHANCE of doing something.

    Honestly just making it so so 2 more hooks are scourge hooks would actually make it a decent aura perk, that synergises with itself, and adds some nice usage for supporting other Scourge Hooks.

  • It is an issue worth watching... but it's only with Tinkerer that I've felt this perk actually becomes pretty strong for stealth, and you have to give up 2 perk slots for it, which in turn means stacking gen regression is less effective.

    Also I'm not so sure on the full value of stealth, a key advantage afforded to a stealth killer is a small profile and silent footsteps (with exception of Myers). Pig and Ghostface can crouch, Chucky is naturally small, Sadako, Wraith and Freddy turn invisible/partially invisible beyond a certain distance.

    Like yeah a Pyramid Head can turn off his TR... but he's still Pyramid Head, unless you're on Lery's or something it's hard to miss his big head wandering across the Skyline...

    Its worth keeping an eye on, but you have to give up substantial gen block and regression for it, and/or you'll lack any aura read, where that is something Stealth killers don't have to do... they can still go hard on gen regression and aura read if they wish.

  • Nothing really to add to the discussion other than to say any Skull Merchant's I've seen have tended to be pretty cool when you actually play the game normally against them... there have been a few who have let the 2 of us remaining after DCs complete all the gens and leave, in exchange for killing the bots and farming hooks. That said not played against a sweaty SM much... I'm in EU... maybe its a region thing.

    Honestly I had way more fun as Skull Merchant taking a dumb vault and pallet break build like this: -

    • Fire Up
    • Bamboozle
    • Brutal Strength
    • Superior Anatomy

    I would then throw up my drones only near gens and to stealth. I banned myself from throwing drones up at tiles and always played the tile with normal m1 mind games.

    I was still winning most of my games, and I'm basically playing as a worse Trapper... so I don't even know what's happening anymore. That said I think people had a lot more fun... I like to think I'm changing peoples perception 1 match at a time. 😏

  • Just go for the Left Behind achievement bro.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699651#Comment_3699651

    Others may believe different but I don’t think it matters if a killer ‘intends’ to tunnel when they tunnel. Tunneling is a deliberate action regardless of the circumstance because killers aren’t bots; they know which survivors they’ve recently targeted (barring every survivor wearing identical cosmetics). If you’re a tunneling apologist, which you may well be, that’s fine. But don’t @ me with some nonsense, Seraphor.

    Not accusing you of anything my guy, but... just so you know that one came across as "tunneling is always bad, and its entirely the killers fault if they tunnel'. Tunneling is not black and white always bad, and it is sometimes a reasonable decision, and/or even the only choice a killer has.

    The theory behind why not tunneling is good is, if a survivor is being chased, another is injured and in fear of being tunneled, then likely they will seek an ally to heal. If they do, that is 3 survivors currently not on gens. This is why tunneling to my mind is not necessarily the strongest strategy point blank

    I always try to avoid tunneling, mostly ccauseof this, and I like to make more of a game of DBD. Chases and exerting map control is fun for me; following a guy off of hook repeatedly is not... it's brain dead and uninteresting...

    However that said there are occassions where other survivors are hiding really well, and little too well, either running Distortion or other avoidance perks, and keeping hidden enough to make it so you can only find the survivor you've recently hooked. What exactly should a killer do here if they don't have things like Nowhere to Hide, Darkness Revealed or whatever? There have been a few occassions where I've literally not even seen survivors other than 1 for extended periods of time (I can only assume cause of comms and callouts), and while I've not wanted to tunnel, I've even stated out loud to myself "someone better bloody show themselves right now and stop this hiding crap, or I'm afraid Claudette is gonna have to die". I've made good on my word when it happens, if someone appears I shift chase, but if not, I have no choice but to tunnel.

    If you only know where a wounded survivor off hook is and you choice is going after them vs. wandering blindly into the map... well there is giving someone a bit of a break to play a more fair game, and there is actively playing stupid and ignoring a vulnerable survivor to walk off into nowhere to play hide and seek with a severe FOV handicap.

  • @not_Queef said:

    https://us.v-cdn.net/6030815/uploads/9AIUSM84ISL9/screenshot-2024-04-12-145826.png

    Maybe I'm missing something but how is an average of 21-40% insignificant?

    You do need to remember these are blocks of 0-20, 21-40.

    That means everyone who says 0-20 (who make up vaste majority of the data) is being counted as 10%, and everyone 21-40 is 30%.

    If those people are all in reality <2.5% (which is where my personal number for me being tunnel is, it's ~10% where someone is being tunneled), that average drops quite sharply.

  • TBH, I don't think anyone, Killer or Survivor sided backs this change. I would be VERY suprised if BHVR push this one through. They've been pretty good at listening to community feed back over the past year.

    I don't think its a problem that even needs BHVR to fix it… but if it must be fixed, allow the hooked survivor to hold onto the hook and prevent attempts to unhook using the action button whilstsoever their self-unhook meter isn't filled.

  • Kinda funny how Doctor has an abnormally low kill rate because killers don't play him, he is used to farm… and Skull Merchant has an abnormally high kill rate because survivors don't play against her, they just instant kill themselves.

    It's almost like not playing the game skews the results. Crazy.

  • Quite a few rework suggestions standarize the Tanturm to 5s across the board.

    I think this is a perfectly reasonable change. Also the buffs of Knife Scratches and Chilli made basekit would be nice… maybe then Bubba might start considering other add-ons for fun instead of needing these just to function.

  • @BlightedDolphin said:

    Maybe it’s an MMR thing? The average killer might not tunnel so in average MMR it’s not common.

    Low MMR killers though are less confident in their skills and probably be more likely to tunnel.

    Higher MMR killers probably don’t tunnel that much either because most times they don’t need to or feel confident in their skills. Except for the times where they are going against the best of the best, but that’s pretty rare given how poor matchmaking is (and because match making is so poor higher skill killers are more likely to get paired with lower skill survivors and they generally won’t tunnel because they don’t need to)

    So maybe that is it? I rarely ever see tunnelling and I think I’m probably in the average MMR range as survivor, and Scott is probably somewhere above average which could explain why he doesn’t see it at all.

    However the survivors who are in lower MMR ratings might see it more frequently and that could potentially be what’s causing this difference in experiences.

    The average survivor doesn’t see tunnelling that much, as shown by Scott’s data, and so they don’t talk about it because they don’t need to.However those that DO experience tunnelling are more likely to talk about it and therefore most discussion about tunnelling will be about how common it is simply because those who discuss it do experience it.

    Not sure if that makes sense…

    Is why it's such an interesting topic, because over the past year from being a newbie, I haven't really experienced excessive tunneling as a new player, nor when I've been playing with teammates who are new. Like it happens, but it's still not common at all in low level games...

    I've also played with some pretty high-skilled survivors and well known streamers, and I don't really see tunneling there much either... though it's maybe a little more common.

    Scott I'm sure is high MMR... I'm pretty sure Pulsar is high MMR based on how they talk about the game... so I dunno...

    There is like a culture surrounding streamers... maybe its streamers who know other streamers who tunnel, maybe at a certain MMR you start hitting the "streamer" and "streak" crowd, who do play monstrous meta and sweat incredibly hard... Literally those are the only types of players I see tunneling somewhat regularly.

  • I love Otz, his videos were a guiding light for me getting going in DBD... and I enjoyed the streaks and a lot of his videos.... but as with the Blight streak, and Nurse streak, it's not really that hard to get a streak going against pubbers if you're a pro player.

    When I was playing comp in various games (and I was not at all anything special in comp, just a low tier regular scrub comp player), I was walking into pub games and decimating, top of the leaderboard constantly.

    It is natural that if you play a game 40-50+ hours a week, you're going to get way better at it than your typical player, and vs. comp players, public players tend to be absolute bambis, especially in games like DBD where there isn't really a major competitive event like Worlds.

    So gz to Otz, its not a meaningless achievement or anything, he had to play well and be skilled to achieve it, and ofc the video is entertaining and enjoyable... but seriously don't put a lot of stock in streaks with regards to balance or assessing gameplay changes.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698748#Comment_3698748

    I’d rather not passive condemn as that’s being given for free. I’d rather something that rewards skillful play. So destruction of tape on hit again. This only gives me value if I’m able to play well and land a hit. A condemn stack on successful tape destruction to give some danger of just sitting on a tape. Currently there’s no down side.

    Also to keep incentivizing hooking instead of slugging I feel Ring Drawing should be base kit. Given the above change just make it on hooks period since they wouldn’t have a tape now.

    Also not against that too much. The only issue I percieve there is that does encourage a more goalie video tapes play style and disregarding hooks by trying to rush for condemn, after all you can only lock in half. Why lock in and reset to half when you can slug tapes out of people's hands and go all the way?

    I personally would prefer the passive condemn, because it makes the decision to grab a tape a little more meaningful on the survivors part, and it enhances Sadakos slowdown by virtue of the fact it is less profitable to split up and do gens, because 4 separate survivors grabbing tapes is 4 lots of passive condemn build up where as sticking in duos, means it's 2. This naturally means it is easier for Sadako to pressure multiple survivors at once.

    I guess it depends how much skill you percieve in the macro of Sadako I suppose. I see her style of play as more of a killer that constantly harasses survivors and keeps constantly asking them questions of how they're gonna spend their time. As I said previously you don't tend to want to commit to downs on Sadako, you want yo keep porting around and making it hard for survivors to stick to gens, to get heals off, to get rid of tapes and condemn. She is similar to Pig in terms of generating slowdown, but unlike Pig who is playing to try and attain slowdown by making the game a permanent 3vs1, Sadako is trying to keep bouncing across the map and engaging as many survivors as possible.

    This ofc naturally doesn't perform as well against coordinated swf teams, as you have 4 brains vs.1... but if you're sowing enough chaos, you only need to catch one survivor at a bad time and you can really crank up the pressure.

    Either way, I do feel the half global stack route to bring back her original skill expression is a good move.

  • @ReverseVelocity said:

    and then they add a Hot Fuzz chapter as well and it's just the same 2 guys again.

    My wallet can't take the strain sir... please stop...

  • Personally I currently side with @radiantHero23.

    I believe Sadako is not far away from the Pig currently, and only edged out really by the nastiness that Pig exerts with scream builds for head pops. As such Sadako maaaaybe is a little on the weaker side comparatively, but it wouldn't take much to push her into overpowered/obnoxious territory, so one has to be very careful suggesting buffs for her.

    I'm not 100% sure she needs a buff, but if she does, she doens't need a big one.

    If we're looking at addding back a passive condemn build up on her tapes, this would porbably help a lot of players… but I wouldn't have add it and leave it as strong as it used to be (1 condemn every 25s) in conjunction with the global TV condemn. Some buffs I would support on her:

    • Tape retrieve/insert time upped from 1s to 1.5-2s.
    • Passive condemn brought back onto tapes at 1 condemn every 30s (originally 1 condemn on pickup and 1 condemn every 25s).
    • Buffs to several add-ons, notably Welstone, VCR, Tape Editing Deck, but a genereal add-on tune up wouldn't be a bad move.

    With additions of passive condemn back to video tapes, when combined with global condemn it becomes too strong. As such I would introduce these additional changes: -

    • Teleports to a TV will afflict any survivor within 16m range of that TV with 0.5 condemn directly.
    • Teleports to a TV will afflict any survivor within 16m range of any powered TV with 0.5 condemn globally. This is in addition to the condemn granted by the direct teleport.
    • Survivors on different elevations to the powered TV will not be affected by the global TV 0.5 condemn.

    This would make her condemn a little less punishing vs. newbies not grabbing tapes, but more rewarding for good Sadako teleports, while also introducing a risk vs. reward element to grabbing tapes. If you grab a tape you must be sure to deal with it… when combined with the lock in condemn effect, this would all be quite potently rewarding for good Sadako play.

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