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Valuetown

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  • @SuspiciousBrownie said:

    You also think Huntress is overpowered so your opinion on Singularity being overpowered is irrelevant. Try playing those killers for more than 2 matches and then comment on if they are OP or not.

    When did I ever say huntress was overpowered? I'll have making things up for 600 Alex.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847479#Comment_3847479

    you're welcome.

    also, try to use this little trick when running singu in tiles with windows

    https://imgur.com/a/roBoSkU

    (btw this lovely game is a solo q game vs fully stacked singu with high prestige level. aka the average singularity people will meet in pubs and would be close enough in terms of skill to actually deserve to beat. we had a person kill themselves on 5 gens bc they didnt want to bother playing and within 5 minutes we got 3 gens done in 1v3. we had 2 last gens at 70-80% and wouldve won if one guy was simply playing the game. oh well, unfortunate).

    you should get a feel for when singularity is not able to vault the window with overclock and will have to TP and instead of letting him TP over the window (which is usually a very close hit), you stand still after fast vaulting and do not move until he teleports, at which point you either W key or loop around the window / chain into other window. You just need to avoid falling for m1 killer fakes and you'll be fine, because you will 100% outlast overclock duration before he makes it close enough to hit you through the pallet. And then you either force him to TP again or play as M1.

    It works the best in tiles with double windows - you force him to stay behind the window, loop & vault the second window and repeat the thing until he gives up on bruteforcing and tries to mindgame you.

    There's no counterplay to that, he can either TP on you and give you the distance or vault the window normally which is also a win for you.

    Smart survivors that use that trick make windows into borderline infinites vs singu, allowing to win a lot of time and forcing singularity to mindgame them. Which is when survivor is the one making decisions and not the killer.

    Bamboozle says hello xD

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847454#Comment_3847454

    "everything is wrong with this post"

    says the person who doesnt understand the basics of the killer i played so much stats sites call me one of the best in the stats

    https://us.v-cdn.net/6030815/uploads/RYR5OZ8EZEZB/image.png

    You still did not answer the places where you can remove your pod where he can't immediately reinfect you because there simply is no situation in chase where that is true

    im sorry, i had a stroke reading this, what are you even trying to say here? again, for people who struggle with reading my previous reply - you are not supposed to consistently and permanently deny him the permission to use the power. You are supposed to be infected and play around teleport&overclock.

    btw, you are using wrong terminology. nobody calls "temporal slipstream" or "Infection", "slipstream", etc as "pod", because the word "pod" is used to reffer the meatballs he's placing on walls. If you want to be understood, you might wanna call things their names.

    The only time you're meant to "remove your pod where he cant immediately reinfect you" is when you have outplayed him in any way that allowed you to gain distance and break LoS for 3-4 seconds required to channel EMP. At which point you reset the chase to the point where he's trying to infect you, while you're making your way to the best tile in your area and not letting him close the gap too easily. It shouldnt be too hard to avoid pods when he's far away placing them at predictable angle. Take cover, but dont get overzealous prioritising avoiding infection over avoiding killer. It's not rocket science.

    So therefore I shouldn't waste my emp because his gap closer overloaded chase power can immediately be reapplied with no cost to him?

    no, you should read my replies, including the one above in this very comment and refer to the lines where I describe a very common scenario of you "outplaying the killer" (i know this probably rarely happens in your games, try to believe it can happen) and using the spare moment of relief to use the EMP and use that gap in his attack to assume a better position. That would allow you to leave a dead zone, find a better tile or simply win some more time for your team to do stuff.

    it's actually funny how the game gives you a way to deny gap closer killer the ability to close gaps and you just say "nah". Billy, Blight, Spirit and other "run fast" or "tp" killers don't give you that privilege. They just do their thing with zero interaction.

    That's like playing football, being down a touchdown with 30 seconds left with the ball, but saving your timeouts for overtime (the absurdity of that statement is intended).

    im not reading weird false equivalencies, sorry, if you cant deliver your point otherwise, there isnt much of a point there to be delivered. Try again.

     I lose my pod if I'm hooked. I will not get anywhere if I do not emp my pod because he can immediately slipstream me. Make it make sense lol.

    I already made enough sense, you just need to read that in good faith instead of grasping for straws. Let me even write a simple algorithm how to use EMP in chase, specifically for you, since Im afraid just saying it again might not be enough:

    https://us.v-cdn.net/6030815/uploads/WS8TB2WQVILO/image.png

    Warning: It doesnt cover every conceivable situation, but it gives you a very good general logic to follow. Unless you're a generative AI that lacks the ability to develop thoughts given to it, it should give you enough basis to work on. I believe in you!

    This made me laugh more than anything all month. Kudos to you.

    I'm not going to post my gameplay when you've done nothing but discredit yourself as a singularity main by refusing to answer any of the pertinent questions to the post.

    ah, the excuses, as expected. "thou shall not see my gameplay as i have not deemed thou worthy of it"🤣

    You realize stuns last like 2 seconds right? You realize slowing the killer down is perk dependent right (only 2 in existence)? You realize LOS can be negated by placing a pod around said LOS like rocks or high walls? You realize you cannot make distance if you have a pod on you because he can gap close with his power right? 2 seconds is not a valid amount of time to counter the power with an EMP. Besides, his pod has a 32 meter range to target a survivor. 2 seconds is equivalent to 8 meters of that, aka only 1/4th of the distance. At this point you are being intellectually dishonest about your main lol.

    Showing your slipstream stat literally proves my point lol.

  • @[Deleted User] said:

    Thank you for the compliment OP.

    o7

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847454#Comment_3847454

    I really think you fail to see how singularity works. Genuinely. We still have killers like nurse and blight, but singularity is the issue? He’s strong he’s. Not OP.

    Scapegoating nurse and blight as some kind of valid argument is such a strawman lol.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847445#Comment_3847445

    oh boy, there's a lot of to enlightment i'd have to do here

    first of all, you are not supposed to dodge the pod. it's like saying you're supposed to be able to prevent wesker or blight from using their power altogether. And, unlike these killers, Singularity's power can actually be denied to a certain extent, which can buy you an opportunity to assume a good position and dont get cut in the open.

    placing a pod and infecting the survivor does precisely nothing except giving singularity a permission to use his actual chase power. if you are in a position where singularity can freely replace a pod to immediately infect you after you've wasted a EMP to remove the infection, while you haven't got any value out of that, then you have wasted a EMP and shouldn't have used it in this situation in the first place.

    here's a hint how you're supposed to use EMP in chase: when singularity cannot immediately reinfect you or when doing so will change nothing. This normally happens when you have stunned him (which is very much possible with new overclock duration) or forced a slowdown on him either of which allows you to break LoS and start building distance, at which point you're meant to spend a EMP to prevent Singularity from immediately catching up. Then, you'll be able to pass through a dead zone and reach another tile that you can play or keep W keying and avoiding pods, buying your team even more time, which is what you're supposed to do as a survivor, I hope you are at least aware of that.

    we can make this even more productive and you can, idk, post your own gameplay against this killer. I'll gladly point out every single thing you've done wrong or could've done better. But something tells me you'll have an excuse why this isn't possible.

    Everything is wrong with this post.

    placing a pod and infecting the survivor does precisely nothing except giving singularity a permission to use his actual chase power. if you are in a position where singularity can freely replace a pod to immediately infect you after you've wasted a EMP to remove the infection, while you haven't got any value out of that, then you have wasted a EMP and shouldn't have used it in this situation in the first place.

    You still did not answer the places where you can remove your pod where he can't immediately reinfect you because there simply is no situation in chase where that is true. So therefore I shouldn't waste my emp because his gap closer overloaded chase power can immediately be reapplied with no cost to him? That's like playing football, being down a touchdown with 30 seconds left with the ball, but saving your timeouts for overtime (the absurdity of that statement is intended). I lose my pod if I'm hooked. I will not get anywhere if I do not emp my pod because he can immediately slipstream me. Make it make sense lol.

    When he cannot immediately reinfect you like when he's stunned

    This made me laugh more than anything all month. Kudos to you.

    I'm not going to post my gameplay when you've done nothing but discredit yourself as a singularity main by refusing to answer any of the pertinent questions to the post.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847438#Comment_3847438

    https://us.v-cdn.net/6030815/uploads/8WEXEL3K7ZGG/image.png

    small hint: if you save EMP to use them when killer cannot immediately negate its effects, there's very decent counterplay available.

    also windows. learn to use them. he physically cannot TP over window if you stand still after fast vault and after that he's wasting so much time, he's basically m1 powerless killer unless he TPs again.

    Please enlighten me in a situation where the singularity in chase cannot immediately recall the pod and put another one down. Oh that's right, there isn't one. (He doesn't know!!!!) I would suggest not lying about the effectiveness of your main on the forums, it's not in good taste.

  • @Vishlumbra said:

    The questions we should standardize in this forum, when someone is asking to nerf a killer are:

    Do you play as “X”?

    Have you actually dedicated time to play it? How long?

    You escaped from placement matches with that killer and you realize it has weaknesses? How many matches have you played? As and against.

    Are you a survivor main who never plays killer?

    Then proceed to have a discussion.

    Another rule should be reading the whole post before posting a "gotcha" comment, as you would have seen I answered your questions.

  • @Toystory3Monkey said:

    I like how while singularity players were spending a year and a half learning the character and getting good with not just the basics of the power (that were the ones to be trivialized by the qol update) but at actually using and controlling it to outplay and beat survivors, the survivor players are still stuck in june 2023 where you could spam EMPs and mindlessly W key + predrop and win any singu without putting any effort.

    And now when the wholesome chungus killer actually turned out to be strong in capable hands, they are crying their eyes out because suddenly it's not as trivial to beat them as they thought.

    sorry, pal, you're out of your league now. I suggest watching how strong players beat this killer or go ahead and play this killer yourself. Maybe you'll realize a thing or two once you get out of baby mmr.

    Having no counterplay = "crying their eyes out."

    Some killers really just want to play a pve game where they 4k every game huh?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847423#Comment_3847423

    Then it’s a map issue, no a killer issue. Respectfully though, I don’t agree with your OG post. You are forced to play differently with singularity as a survivor and to say he isn’t a high skill ceiling killer is wild.


    With that said, thank you for your post, but I respectfully disagree.

    You're free to disagree, but yes singularity does not have a high skill ceiling. The skills you attribute to him can be brought to all killers. That's just the truth. Also if maps are the issue, then the maps need fixing.

  • @MechWarrior3 said:

    I’m P34 with him, he’s far from OP. Slipstream is not a free hit. I still have to chase you, get the hit and down IF you don’t make the window, vault or pallet and likely you will.


    Singularity was the clunkiest, killer known to man and has a very high skill ceiling.

    The changes made to him in the past were QOL changes. Hes was so difficult to use on console.

    When I go against him as survivor with my swf we usually get out. Solo queue it’s 50/50.


    The problem is and I see it ALL the time is people are wasting emps like there nothing.

    “Oh! Biopod on the wall but it’s no where near a gen/objective!” uses emp

    Shredding through map resources quickly is just as valuable as a hit. The devs keep moving away from creating impactful windows on maps, and opt for only semi useful pallets. He can shred through pallets at a rate equivalent to leatherface while having more lethality in terms of gap closure and map pressure. Having a map with 2 gens left with no resources is essentially a win for the killer, as long as they can continue to execute on their gameplay.

    Singularity does not have a high skill ceiling. His power does all the heavy lifting with little cost or thought. Knowing where and how to place your pods optimally, knowing when to slipstream to not be on the wrong side of a window is not indicative of a skill ceiling, it's called basic logic. His "skill ceiling" you're referring to is knowing when to drop chase, knowing where survivors might be in high traffic areas to place a pod while chasing, and knowing how to manage map resources. Those are killer skills, not singularity skills.

    Nerfing EMPs and making them not autocomplete is not QOL, that's called a buff. Auto targeting survivors is not QOL, that's called a buff. If he's difficult to play on consoles, then maybe that should have been brought up during his creation instead of implementing band-aid fixes that only buff him on PC.

    Your last statement is a bit of a misjudgment because if that pod is in a high traffic area that is currently being looped, that is a valid pod to disable. Too bad that the singularity can recall it and place one right back down without any penalty to his current chase.

  • I forgot to mention in my post but running a PTB when the 2v8 event is out, forcing people to choose between a limited time event and the upcoming patch probably affected the amount of data collected negatively since more players are interested in 2v8.

  • They should have implemented a repeatable daily quest for the duration of the event where if you escaped 3 times on survivor, they gave you 50 auric cells. If the event is 2 weeks, that's 700 auric cells. That's $7 dollars worth of value if you log in every day and play the mode to win.

  • @Jock21 said:

    https://youtu.be/wmyh6gVq_qA?si=xFZcv2M_ROcFWxoR

    This is a video of a Xeno (aka a killer with a very strong antiloop power) running a full chase build (supposed to make said antiloop even stronger) getting absolutely obliterated by survivors doing 5 gens in less than 3 minutes. And then people wonder why are killers inclined to run full slowdown builds even on top tier killers ?

    Seriously, at this point only average survivor mains can claim that "good killers don't need gen slowdown perks" cause they want to have easier games against them, but the gaslighting has got to stop at some point.

    Cherry picking one video to match your confirmation bias.

    You start with talking about people complaining about killers running four slowdown, then pivot to "good killers don't need gen slowdown." There's a massive leap in argument there.

    Unless you're running Myers or Freddy, four slowdown is too much.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834177#Comment_3834177

    If it gave achievements, challenges and BP rewards I would play custom games and v bots. Being as I'm getting regular 3/4k I wouldn't say it's due to skill issue lol. Bots don't suicide on hook, or don't rant post match or hide for the hatch in 2 v 1 situations. Like I said it's more casual and I'm not pressured into playing sweaty to get the kills.

    Anyone chooses how to play the way they want. If you think you have to play "sweaty" to get your "regular" 3/4ks, that's your choice. It's a pvp game, you have to outthink other human beings if you want to win, and that does require effort. To say that you'd prefer bots because it's "less sweaty" sounds like a grass greener on the other side situation. Winning versus bots as opposed to humans is not anywhere comparable to being rewarding, and that "thrill" you might have not worring about the minutiae will wear off extremely quickly.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834033#Comment_3834033

    Tbh sometimes I prefer going against bots. I don't get repeated flashlight, flash bang, t bag at the gate, 4 person swf that brings the meta setup of perks and add ons, constant negative post match chat from the survivors regardless if they win or lose. Bot matches tend to be more casual so I'm fine if survivors want to quit playing.

    You could just play custom bot games instead of ignoring the issues half of the other 99.999999999% of players who just want fair pvp matches which we currently do not have.

    I'm not sure why anyone would want to play a pvp game and wish it was pve unless it was due to a skill issue.

  • @PortaI_2 said:

    I'M FREE!

    6 years I spent hours and hours on DBD when I could have been enjoying so many great single player games. Spending many hours of my free time on this game, always buying every new killer and survivor.

    But I haven't bought a single new payed for Killer or Survivor in over a YEAR!. I'M FREE!

    No more battlepass, no more unfair solo survivor getting tunneled, and slugged! NO MORE!

    Thank you so much BHVR by making the game so unbalanced I finally quit, I have more time for so many better games. I'M FREE!

    Picture this: eventually killer queues will be 30 minutes for a single match. In those matches, the games will be over in 5 minutes or less because the killer has so much going for them, and the survivors that are selected for the lobbies have magnitudes of hours less than the killer because the matchmaker has included 100% of the playerbase, new players included, because the queue is taking too long. Nobody has fun, not even the killers. But hey, at least that minimum 60% kill rate all the way down the killer spreadsheet looks great!

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831870#Comment_3831870

    If it meant they were out of danger, they definitely would.

    And would a 3 minute Unbreakable make any difference? The bleedout timer is 4 minutes.

    Even if they are out of danger, having 1 person slugged for that long is effectively playing like one person has already been sacrificed. The killer can snowball from there within those 3 minutes and the game would be over. Even if they get up, the game is unrecoverable for survivors.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831609#Comment_3831609

    Doesn't matter how fast or slow it is. Survivors will leave each other on the ground to gen rush if they're able to do so.

    If there is a survivor able to make a rescue, that's the play that needs to happen.

    It really does in fact matter. If basekit unbreakable was 3 minutes in this scenario, I can't imagine any player who would want their teammate effectively out of the match for two whole gens worth of progress when they could spend a fraction of that time picking them up and resetting to continue a quicker progression of gen completion.

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828262#Comment_3828262

    Are you trying to get the obsession tunneled out what did he do to you?

    Nothing, it just fits with the theme of the perk. The obsession is the player the killer is obsessed with. Lethal pursuer would fit with the resident evil 3 plot where nemesis is obsessed with Jill and constantly follows her from the start. Plus, from a mechanics standpoint, someone with DS has a higher chance to be the obsession, so it's not like they wouldn't have tools to help mitigate that.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828279#Comment_3828279

    "focused on ad hominem and assuming my intentions behind my suggestions"

    Meanwhile, quoting you earlier:

    "Sorry you can't and shouldn't have every 4k handed to you on a silver platter."

    Focusing on ad hominem and assuming intentions. Funny.

    That is neither ad hominem nor assuming your intentions, unlike how you said "You already know it would make the perk uselessly weak, that's why you're demanding it. You're the kind of survivor main who would claim Agitation is overtuned."

    Since you are not focused on the actual topic of discussion, I will not be continuing this conversation with you any further. Have a good day.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828277#Comment_3828277

    i play survivor, not as much as i play the killer, but you definitely have time to get to the nearest safe tile before killer initiates chase with you

    Not always. And even if you do get to a tile, it's not guaranteed to be safe. L-T walls are not safe, but you'll always find a gen that spawns there. Doing gens is the objective for survivors after all. I'm not going to stand in a safe tile for the first 30 seconds of the match.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828268#Comment_3828268

    Why would I explain it to you? You already know it would make the perk uselessly weak, that's why you're demanding it. You're the kind of survivor main who would claim Agitation is overtuned.

    But for anyone else reading: All it would take to counter is a survivor running an Obsession perk along with Distortion, or both in Object of Obsession, and now Lethal Pursuer doesn't do anything except the trivial +2 seconds to other aura perks, which barely matters.

    Probably because this is a forum meant for discussion? But if you're more focused on ad hominem and assuming my intentions behind my suggestions rather than the merits of the suggestion itself, then it's clear you're not here for a discussion at all.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828272#Comment_3828272

    there is no guesswork, but even then survivor will most likely not spawn in the most dogcrap tile without any other at least filler tile to chain.

    Regarding both Corrupt and Lethal being used, as soon as i see anyone using both of those, i know they are about to play with 2 perks later + it's a litteral bottleneck to their loadout since Corrupt alone can also help a lot in initiating your first chase.

    You obviously do not play survivor if you think survivors can't spawn in deadzones lol

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828262#Comment_3828262

    Lethal Pursuer provides 25% chance of the killer to initiate their first chase on you.

    Even with those 25%, killer has to pray they will win the chase against you. Otherwise, Lethal Pursuer becomes a wasted perk slot even with those +2s to all other aura reads.

    On top of all of this, Corrupt does much better job than Lethal ever will.

    Regardless of if lethal is in play, there is a 25% chance the killer initiates their first chase on you since there are 4 survivors whether or not you have the perk equipped or not. I'm not sure what point you're trying to make there. The point of lethal is there is no guesswork. If they know the layout of a map, they can opt to chase a survivor that spawned in a weaker area rather than running to shack for instance. I agree that corrupt does a much better job. That's why a lot of killers run corrupt and lethal to start the killer snowball even faster.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828262#Comment_3828262

    "Lethal should only activate on the obsession at the beginning of the match"

    Hilariously terrible idea but not surprising to hear.

    Please explain to me how that's a terrible idea. Sorry you can't and shouldn't have every 4k handed to you on a silver platter.

  • @JoaoVanBlizzard said:

    This perk, since it had the additional buff of 2 extra seconds, was already a very used perk, with the distortion nerf it makes it too strong with other aura reading perks, in my opinion, it should only have a single effect, or it just give extra time to other perks, or it reads the aura at the beginning of the match, a lot of people will come and complain about swf, but the one who is harmed is soloQ, swf even if they remove all the perks they will still be strong, so we must improve the sides that are weaker, like soloQ and some killers, and not make killers like Nurse and Spirit even stronger

    You won't get killer mains to acknowledge that an overloaded perk needs to be adjusted, as you've likely already seen in this thread. Yes, you can often find out where survivors are without it, but knowing where the largest concentration of them are to apply more pressure is more efficient than just guessing an opposite corner of the map and praying RNG is on your side. Lethal should only activate on the obsession at the beginning of the match if they keep the +2 seconds for all aura reads.

  • @Akeeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827894#Comment_3827894

    thats what sucks too, having to use a perk slot for something that could be easily changed.

    the reason its so infuriating, is because its the equivalent of a killer hitting a completed generator, and now you have re-repair it again.

    From a post from about 3 weeks ago:

    @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814040#Comment_3814040

    You won't get an answer because the elephant in the room is that killers lobby dodge magnitudes more frequently than survivors do simply because they have the knowledge of every item being brought. "4 toolboxes? And I'm running Deathslinger? Dodge." "3 flashlights? Can't take off one of my four slowdown perks to put on lightborn (one of the most unfair perks in the game might I add), dodge." "4 survivors running the same cosmetic outfit? SWF, dodge. Similar usernames? SWF, Dodge." "This might be a SWF. Dodge." Let's not forget that until recently with hiding prestiges, if a lobby had at least one p100, the likelihood of the killer dodging exponentially increased.

    The "reward" for the survivors from the killer's POV is that they weren't able to play against their impossible skill check doctor on Midwich, 4 slowdown blight, or proxy-face-camping pyramid head, since even the killers know there are some builds that are specifically designed to make the survivor experience tremendously tedious and completely miserable.

    2.5 seconds for a flashlight blind would essentially guarantee a pickup by the killer. Unless they were looking at the survivor when the animation started, it would be almost impossible to achieve one. You don't need four slowdown. As much as I dislike lightborn, @Autharia is right. You have it for free on every killer. If you want to completely ignore a mechanic of the game, which I completely disagree that any perk should do, it is at your disposal. Again, you don't need four slowdown perks, and yes, I do play killer. Yes, I do play killer without four slowdown.

  • @Aceislife said:

    What exactly do you mean by that? Gpu usage percentage is lower than before?

    DbD isn't reporting that my GPU is being used when I check task manager when previously it used to. You can filter GPU utilization and GPU engine, and dbd's process is saying nothing. I installed MSI afterburner to further explore the issue. It says that my GPU utilization was around 50% total with dbd running, while my task manager was reporting around 4% total (for processes other than dbd). That being said, none of that explains why during mori animations, the killer models contort in ways not intended.

  • @NarkoTri1er said:

    if you are using Nvidia GPU, check Nvidia control panel > Manage 3D settings > Program Settings > Select Dead by Daylight from the programs list > Select high-performance Nvidia processor

    I did try this, but unfortunately it didn't make a difference. I also tried the windows graphics settings which does the same thing, and that did not fix my issue either.

  • @Feneroe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817790#Comment_3817790

    She was only the most unfun when players played 3 gen merchant. Other than that, she's ever been just an okay info killer or someone who only punished terrible survivors, especially in her state before her gutting.

    That's an opinion if I've ever seen one.

  • @Feneroe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817765#Comment_3817765


    It is a fair option. It stops full length bleedouts while not giving a huge buff to either side. It's not like I suggested that killer gets permanent aura read or a speed buff after a survivor bleeds out.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817773#Comment_3817773

    Yes, their favorite. That's why they just completely gutted a killer since survivor mains were ragequitting on hook against her.

    If one of the most unfun things to ever grace any game ever is causing the majority of players to not want to play, I'm pretty sure anyone in that situation would nerf Skull Merchant into D tier to save the game.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816071#Comment_3816071

    then why did depipping removal have such a positive feedback and why did intensity of people giving up rise sharply after that change?

    I claimed it didn't have an effect and you just claimed it did. The small amount of positive feedback was for people who want more bloodpoints at the end of the month. Pips have only been tied to bloodpoints for years now. The people disconnecting from matches do not care about bloodpoints, let alone pips.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815925#Comment_3815925

    because depipping removal recently was the final factor that made people completely legitimize giving up so easily.

    If you remember the times before where DC penalty was bugged and nobody received it for DCing, there were plagues of people giving up to the point where game was barely playable.

    All in all, burnout is widespread for quite some time, removal for another specific sort of punishment for giving up and community considering bots as reason why they are more lighthearted to give up than ever a trigger for what's happening nowadays. Freedom for cherrypicking matches is at the all-time high.

    People have not cared about depips since long before that. The better argument would be to choose back when they changed it so you could no longer depip out of a rank, but even still, that would imply people were going next back then as frequently as they are now, and they simply weren't. Removing depips has not affected that to any meaningful degree.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815806#Comment_3815806

    Because it only takes one quitter to ruin the game for the other 4 players, so there’s enough ragequitting babies spoiling the game for the majority of players who actually enjoy the game and just want a normal match.

    So then 20% of people in a match are not having fun AT LEAST. That is a massive margin.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815808#Comment_3815808

    burnout is a symptom of not having fun, yes. But what exactly is fun for people?

    What exactly can you assume is fun for ppl who bring meta perks and addons on items into the match? quite a huge part of community)? Winning is the only answer here. Yes, there are ppl who like to goof off too, but they are not the majority.

    And then, since winning is the major fun aspect of the players, they would do whatever it takes to win, right?

    Well, the case with dbd community is...they think taking specific loadout into the game is enough to feed their fun hunger, while they don't have to basically do anything in order to improve so that they can further feed the fun hunger.

    So, since they lack one critical aspect of the game, they will give up at the slightest inconvenience where they assume game isn't going their way, and thus, burnout happens.

    The reason the burnout argument doesn't work is because of how long dbd has been around. It has existed for more than 8 years. Why all of a sudden now of all times is it allegedly widespread and not a long time ago? 8 years is a very arbitrary time to say "yep it's burnout."

    It is true that the definition for fun is subjective to everyone, but then what is the "fun" being facilitated by the current state of the game since morale is at an all time low?

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815683#Comment_3815683

    ummm...the point is that people that are clearly burnt out from the game stop spreading their misery to others and eventually stop playing the game for some time if that's what it takes for community to be a healthier place.

    Atm, people are visibly tired of the game because many have been playing dbd and nothing but dbd for such a long time, it's literally a normal thing to take a break once in a while, dbd community is just obsessed.

    Burnout is a scapegoat. Burnout is a symptom of the game not being fun. People don't get tired of a game if the odds of having a fun match are high.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815683#Comment_3815683

    The majority do find it fun and stick games out, a lot of the fun is sucked out by people ragequitting and it being rare to actually play a normal game for those who enjoy the game and want to.
    The people who wouldn’t stick the game out without an easy way out obviously don’t want to play the game and should play something else maybe come back after a break. A lot would not ragequit if there was no easy way out option.

    Fun is subjective and you’ll never please everyone; someone has to win and someone has to lose. People who only have fun when winning will ragequit as long as there’s an easy out option when they aren’t winning.

    If the majority find it fun, then why are we even talking about people leaving matches as if it's a widespread problem, since the majority of people stay because they're having so much fun? That statement is contradictory to the reality of the situation.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814515#Comment_3814515

    The problem itself is survivors ragequitting because they have a way to bypass the DC penalty, a symptom of that is people make excuses to try and justify such behaviour.
    What needs to be understood is no matter how much the game is changed those people will always ragequit at the earliest inconvenience as long as there is an option to do so with no repercussions.

    By your rationale lobby dodging shouldn’t be removed, they should gut everything killers dislike and find unfun to try and make them not shop for lobbies like survivors do with match shopping.

    That isn't the problem. Even if you get rid of "going-nexts" on hook, people will just stop playing the game altogether. The game needs to be fun.

    My logic is allowing both sides to be fun simultaneously to facilitate people wanting to play instead of giving up. Since, after all, it's a game and that's the entire point of it existing. To be fun for the end user.

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429022/a-theory-on-the-dc-epidemic-perk-changes-mmr

    Here’s how it actually went down:

    • Skull Merchant is added to the game.
    • Some players use her to 3-gen, leading to very boring gameplay.
    • Survivors realize they can just give up in these matches since there’s no penalty for it.
    • When facing any other killer that isn’t a cakewalk, survivors think, "Hmm, if I can DC against the Skull Merchant, maybe I can do it here too..."
    • More and more survivors start disconnecting after realizing there’s no mechanic to prevent it.

    So now it's been a snowball effect of having always at least one survivor who will give up if they're hooked first, so the rest of the players have their game ruined and some start doing it as well.

    I dislike Skull Merchant as much as the next person, but you're giving her way too much credit. It's not like anyone went "oh wow disconnecting has no penalty" because of her. Keep in mind that the knight was released just before her and people were looking for a killer that wasn't just another anti-loop zone killer. The problem is the killers that have been released since 6.1.0 (pinhead) have had built in misery to each of their kits. I must reiterate that I don't condone DCs, but both sides need to be fun, and the past 2 years of killers just haven't been facilitating that for survivors.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814222#Comment_3814222

    I literally said earlier to get rid of lobby dodging, last second switching, and hookicides all together.
    it would make the game so much better.

    You are addressing the symptoms of the problem not the problem itself. It's not that hard to understand.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814388#Comment_3814388

    If someone disconnects because they have an IRL emergency, would they then be considered a poor sport?

    Nope, but I said that on my previous reply. These things happen from time to time. The problem is that DCs / hook suicides are happening way too much these days, and it is very unlikely all of them are caused by irl problems.

    So let's keep the goalposts in place and talk about "go-nexts" on hooks. I must again reiterate what I said in my last post: if you solve the underlying problem, people will stop leaving matches. It's really as simple as that. You're focusing on the wrong problem.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814366#Comment_3814366

    Therefore, disconnecting is objectively poor sportsmanship in DBD. Hence why your account receives a punishment when you do it.

    If someone disconnects because they have an IRL emergency, would they then be considered a poor sport? How about a bad internet connection? Subjectively, I think those are valid reasons to disconnect, but the system does not. A player is penalized regardless of the reason; however, in reality the situation has nuance that any system cannot accommodate for. Nobody is disagreeing that you won't get penalized for disconnecting, the topic at hand is trying to diagnose why, despite a penalty, people continue to do so.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814222#Comment_3814222

    Just last night my lobby was dodged three times before landing on someone who actually wanted to play.

    Yeah, it's a big problem. Before they hid prestiges, I had one match where I was dodged 8 times before a killer stayed simply because I had a p100.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814326#Comment_3814326

    But there is no room for it to be contested here. Disconnecting is objectively a bad thing to do, it is poor sportsmanship. Hence why many games out there will punish such actions.

    Would you consider slugging out for 4 minutes poor sportsmanship? I would, but it is not an actionable offense that leads to bans. What you consider poor sportsmanship and what another considers poor sportsmanship is subjective. It is objectively true that you will get banned for poor sportsmanship because the rules based on subjective viewpoints are there.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814276#Comment_3814276

    I don't think it is subjective. Leaving your teammates behind is objectively a bad thing to do. That is why we have punishments for DCing.

    If aren't going to play the match, then don't click "play". The exception is if something happened irl and you have to leave, but some cases are clearly rage quits.

    It isn't objective by the definition of the word. They are the rules put in place by the developers based on their subjective view of how the game should be played. The issue is that people WANT to play these matches, but they want to have FUN.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814050#Comment_3814050

     I am not advocating DCing in that situation

    Then we can agree that no one should DC / suicide on hook simply because they didn't like the killer / build / map / result of the first chase. Because this is what ruins perfectly fine games.

    I'm not going to agree or disagree with you. I'm simply stating in that situation, I would not advocate DCing. There are plenty more things that ruin perfectly fine games than people DCing. The actual source of the problem is boring killing builds/overtuned killers/bad maps/bad ping/etc. What someone "should" or "should not" do in that situation is up to someone's own subjective view on the matter. It is different for everyone, and someone's personal ethics of whether or not it's okay is way beyond the scope of this thread.

  • You won't get an answer because the elephant in the room is that killers lobby dodge magnitudes more frequently than survivors do simply because they have the knowledge of every item being brought. "4 toolboxes? And I'm running Deathslinger? Dodge." "3 flashlights? Can't take off one of my four slowdown perks to put on lightborn (one of the most unfair perks in the game might I add), dodge." "4 survivors running the same cosmetic outfit? SWF, dodge. Similar usernames? SWF, Dodge." "This might be a SWF. Dodge." Let's not forget that until recently with hiding prestiges, if a lobby had at least one p100, the likelihood of the killer dodging exponentially increased.

    The "reward" for the survivors from the killer's POV is that they weren't able to play against their impossible skill check doctor on Midwich, 4 slowdown blight, or proxy-face-camping pyramid head, since even the killers know there are some builds that are specifically designed to make the survivor experience tremendously tedious and completely miserable.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814013#Comment_3814013

    But if a survivor is going to give up because of something that happened on a different match, why bother hitting "play"? At least let their teammates have someone who will actually try.

    I'm heavily against the idea of leaving the game because you dislike the killer, their build or the match isn't going your way. Before Wesker was released I had never left a match because of the killer, and even against him I've only done it thrice.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814028#Comment_3814028

    From my understanding it seems to be what your comment implied:

    Things aren't "evening out" they are swinging heavily to the killers favor. DCs are a sign that the survivor experience is suffering with key pain points,

    To be honest, I don't agree with your comment here. Yes, the game is meant to be fun, but not every single trial will go the way a player wants it to go. We should never encourage, normalize or think the scenario where someone leaves because the match isn't going their way is something that just happens.

    They aren't disconnecting because they lost a chase to some random Freddy with 2 gens left and only 3 hook states.

    This is unnecessarily harsh and disproportionate to my comment, I was merely sharing an experience that I've had.

    Pain points being: balance, core game design, meta killer builds, camping, tunneling, frequent killers due to dlc releases, etc. That is more than simply just balance alone.

    Not every trial will go your way, I agree. I also believe that every game should have the ability to be fun for every player, regardless of outcome. Please tell me how running 4 slowdown on A+ tier killers or weave attunement + franklin's is fun for any of the survivors involved. I am not advocating DCing in that situation, but this is essentially the point that's being made. People want to have fun. These situations are not fun.

    "We should never encourage, normalize or think the scenario where someone leaves because the match isn't going their way is something that just happens."

    I think this is a bit melodramatic. Nobody is encouraging or normalizing anything. The majority of people will not disconnect if the game is fun for everyone, even if you lose. You will still have people that disconnect for extraneous reasons, but that will always be the case.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813940#Comment_3813940

    I don't think that is the case, though.

    It is very unlikely that survivors giving up is being caused by the game's balance. That doesn't mean the balance is perfect, far from it, but several disconnects or hook suicides have nothing to do with scenarios where survivors are at a disadvantage.

    As I've mentioned, I've had people give up against me while playing Pallet Freddy. I've had teammates who abandoned trials that were clearly winnable. And recently this has been happening way too much.

    I never said that balance was the only reason people disconnect. Freddy is an extremely boring killer to play against for some people, pallet Freddy even more so. Trials may be winnable, but at the end of the day, this is a game made for fun. If someone isn't having fun, there is no way you can keep them in the match, despite everyone else wanting the full team there.

    That being said, from what I've seen, most survivors DC against killers they don't like, 4 slowdown, awful ping killers, etc. They aren't disconnecting because they lost a chase to some random Freddy with 2 gens left and only 3 hook states.

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