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VibranToucan

VibranToucan

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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884631#Comment_3884631

    I am not making up numbers. It's directly from Hens's video. And I was even very conservative about it, because other streamers took up the same challenge and say knightlight's stats were like 96% or something (don't remember exact number, the video is over year old now, but it's still on Hens's YT. Watch it if u don't believe me. Addonless trapper no camping, tunneling or slugging).

    About the rest - most players are solo or at most 2-man. And even 4-man means little in low mmr so in fact u can't balance around 4man instead (or by the same logic delete/hard nerf all S/A tier killers, because they have unfair theoretical potential in top mmr)

    Survivors have more offerings, but killers see survivors/names etc, free dodge and so on. Much stronger perks and overall waay more power. The end result is, that killers kill=win more often.

    I saw it so many times - people swear 4man squads so often if they loose. It's pure cope. Understandable. We all do it sometimes. That's why u need to trust official dev stats. And it clearly shows 4-man is tiny fraction of player base (even though devs provide these stats very infrequently).

    Also u compare 220 win streak to almost 2500 blight win streak or was it 500? streak on addonless nurse and say 220 is unfair while those higher numbers are fine... Like ok mate.

    Again i didn't pull up the numbers. They are on hens's yt.

    Dying is the definition of loosing to me in dbd as survivor. U can make up your objective however u want, but that's on you. I know a guy that considers it killer win if he has good/fun chase no matter how many survs escaped.

    Again AFAIK devs stayed their stats exclude games with DC. So if they didn't change their mind, then games w DC don't count.

    There are multiple reasons for DC. Skull merchant is one of those very good reasons. But excessive slugging, hots 5m away from window, wifi hatchet huntress hits (all ranged killers have it, huntress is just best example), etc... And 0 chance to win games contribute. Now think about what happened recently that got the uptick of DC's. Maybe it somehow correlates time-wise with slugging for mori and map nerfs? If so then we can have a very strong guess that it's likely because of those 2 reasons primarily. But sure enough, it could have been also for all the other reasons. It's just less likely.

    If stats show that just tiny percentage is 4man and most people play soloQ, then i don't really care about swf argument that much (just to that tiny percentage). Again, check dev stats for how many survs are 4man.

    Your argument is, that comp team can win against pub killer 220 times. But ignore the fact that multiple comp blights/nurses got waaay higher number in pubs. I think that even even sadako main got to the winsteak in ballpark of that number (not to mention spirit, oni, wesker, pyramidhead, ..... Etc). And the survivor winstreak ended vs "unviable" trickster of all the killers. So again. Who has more control in pubs?

    Yes i play league. It's more fun rn. I used to love dbd more, but that was in 2018 where 60% killrate would be ridiculed as insane by both sides instead of being "standard". Yes, the game needed to help killers. But that doesn't mean swap sides for unfair advantage

    Love how you refused to the name video to make it harder to find. I watched it. It is over a year old, Survivors have gotten countless buffs since then, and in the video they seemed often unorganised and they made stupid mistakes like running into dead ends. He obviously played against survivors far below his skill level, and even said himself that this was the case in the pinned comment. We can talk about how the matchmaking is vastly flawed, but I think the game should be balanced around people of equal skills, not crushing people far less experienced.

    "About the rest - most players are solo or at most 2-man. And even 4-man means little in low mmr so in fact u can't balance around 4man instead (or by the same logic delete/hard nerf all S/A tier killers, because they have unfair theoretical potential in top mmr)" What? We should balance around both sides trying to win. For Survivors tryharding to win would always mean 4 people SWF. If I queued up with Nurse and stood in the corner all game, that doesn't mean Nurse would need a buff. If Survivors play unoptimal they can do that, but we shouldn't take that as much into account for balancing as optimal play.

    "Survivors have more offerings, but killers see survivors/names etc, free dodge and so on. Much stronger perks and overall waay more power. The end result is, that killers kill=win more often." Most killers never dodge since last second switching is a thing. And the power doesn't matter for this. My whole point was that Survivors have way more power of the framework of the match.

    "I saw it so many times - people swear 4man squads so often if they loose. It's pure cope. Understandable. We all do it sometimes. That's why u need to trust official dev stats. And it clearly shows 4-man is tiny fraction of player base (even though devs provide these stats very infrequently)." I looked as much as I can and could not find any stats by the devs. If you really had them, you would actually you know, cite them, instead of just alluding to them. The only stats I could find, where them saying that high MMR 4 man SWF has a 48.3% escape rate. So almost 50%. And that was over a year ago, before Survivors got a bunch of buffs (Anti tunnel perk buffs, gen regression nerfs, hook time increase, sabotage all round buff, etc…).

    "Dying is the definition of loosing to me in dbd as survivor. U can make up your objective however u want, but that's on you. I know a guy that considers it killer win if he has good/fun chase no matter how many survs escaped." This is the team game. Lets imagine a simple team shooter where wins are determined by how many kills each team gets. It doesn't matter if I have a negative kill/death rate at the end of the game, as long as my team has a postive k/d overall. Same for Survivor, especially if you are playing SWF. Most Survivors escaping is a win for the Survivor team. That is how the game works. Also, what is your point? A 3 man out shouldn't be consider a Survior win. The game should be balanced around having a 50% 4 man out every second match, so Survivors only win every second game?

    "Again AFAIK devs stayed their stats exclude games with DC. So if they didn't change their mind, then games w DC don't count." You are not actually reading what I say and this proves it.

    "There are multiple reasons for DC. Skull merchant is one of those very good reasons." Throwing a temper tantrum over literally the worst killer in the game. Her power can be completely negated by standing still or crouching or evading one big beam of light or beating a simple mini game.

    "If stats show that just tiny percentage is 4man and most people play soloQ, then i don't really care about swf argument that much (just to that tiny percentage). Again, check dev stats for how many survs are 4man." I did check stats and not find anything. If you actually had a point you would link the stats you mean.

    "Your argument is, that comp team can win against pub killer 220 times. But ignore the fact that multiple comp blights/nurses got waaay higher number in pubs." You cannot be serious. First of all, SWF streaks are way more annoying and slow. Killer is just pick the killer and play the game. You have to get all 4 strong players, in the same server region, available consistently at the same time. Then yeah, a strong Nurse can definitely compete with a strong SWF, but soloqueue is more common than SWFs and most SWF do not play optimally. Facing a strong killer is way more common than a strong SWF, even if you play both sides equally.

    I think that even even sadako main got to the winsteak in ballpark of that number (not to mention spirit, oni, wesker, pyramidhead, ..... Etc)" Just like with stats, I am going to ignore this since you could easily provide evidence for it but refuse to.

    "And the survivor winstreak ended vs "unviable" trickster of all the killers. So again. Who has more control in pubs?" Even more proof that you didn't actually read my arguments. I mentioned the streak ended against a Nurse. I wrote out the full title of the youtube video. You could have watched it and seen it was a Nurse. But, you ignore those inconvenient truthes and rather lie.

    You have proven you don't care about a genuine discussion. You have proven you don't care about the facts or intellectual honesty. I am done arguing with you. I don't care if you respond, since you do not care about the actual truth of this matter. I am not going to waste my time with someone as intellectually dishonest as you anymore.

  • @acetaminophen said:

    if you have such a flaming hatred for 2v8 i dont think you even liked the video game in the first place, you might need to take a break man

    What? "If you don't like Twitch Stories you never enjoyed watch Twitch streams in the first place". I enjoy the game, 2v8 is just the worst thing they ever done to it.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884465#Comment_3884465

    Yes I do. I loved the game when I first found it. It was a lot of fun. Over the years, it just got frustrated. Now I sometimes watch streamers and come to forums from time to time. What's wrong about that?

    As for your first paragraph - killer has full power while solo survivor has tiny portion. You can clearly see it when you compare best players taking weakest killer in public vs tryharding as soloQ. In case of killer he'll have at minimum 90% kill rate (but more like 99+%). As survivor… You can check Ayrun - suffice to say that AFAIK his escape streak never got above 34 escapes in a row which is BTW world record. These are results instead of anecdotal "1 v 4" statements that result "poor 1 person with machine gun in open field is definitely weaker then 4 naked people that have nothing".

    2nd and 3rd point are basically identical. Even if survivor has about 50% chance when all odds are in his favor, that doesn't mean the game is fair. For every best survivor map, you have corresponding headonfield or some other horrible map. And even then. 50% is IMO fair. More maps should be like Eyrie. The way they were 5 years ago. And as for every SWF (4 man is very rare btw) you still have nurse/blight with their multiple 1000+ streaks which is apparently fine in your eyes.

    As for killer viability - there's exactly 0 killers that have 40% kill rate. All killers are very viable. Maybe not for comp, but in public matches you can get 90% kill rate or more without even using ability (as shown by e.g. Hens - and that was without camping or tunneling). Also. It's fine if survivors loose 60% of time, but it's not fine if chucky looses 56% of time because "noone will want to loose that much"? Well. Survivors already do.

    Artificial increase - AFAIK disconnected matches don't count. Giving up is the direct result of survivors not having chance. Enjoy it, because you advocate for this. Why would I continue in a match where you are basically certain to loose now? The chances were already bad when the game started (40%) and now it's just doomed. This is what killers persuading devs brought on you.

    Survivors have less control as I already have shown (Ayrun example). If you are 4man on comms with 5000+hours per teammate, then you might be right. But even that's not really true vs blight and nurse. As for the rest of statement - that was exactly my point previously. Killers are bribed by free kills instead of addressing the real issue. As a result both roles suck.

    There is no point arguing if your just going to make up numbers out of thin air and misrepresenting my position. I'll give it one more shot , but if you continue you show you have no interest in being intellectually honest.

    "killer has full power while solo survivor has tiny portion." But we cannot balance around solo survivor because then SWF would crush killers constantly. And SWF has way more power than Killer.

    "Even if survivor has about 50% chance when all odds are in his favor, that doesn't mean the game is fair. For every best survivor map, you have corresponding headonfield or some other horrible map." But as I said before, Survivors have 4 offering slots compared to Killer 1. Survivors have way more influence on these things that killer.

    "And as for every SWF (4 man is very rare btw) you still have nurse/blight with their multiple 1000+ streaks which is apparently fine in your eyes." You haven't played the game in over a year. I actively play it. While I cannot prove if a squad is 4 man or not, I get roughly 1 in 3 or 1 in 4 games where I get what seems like a 4 man SWF and I am far from top MMR. Also yes, the strongest killers getting long winstreaks is fine. BTW the highest Survivor Win Streak (3 people or more out as 4 man swf) is over 220 (Video by Hens: "Survivor's Secret to Success: Escaping over 200 games in a row"). And they did it without bringing constant map offerings to survivor sided maps AND while limiting their perk builds. If as many people went for SFW streaks as people went for Killer Streaks, the number would likely rise way higher. And yes, it counts as a Survivor Win, even if 1 Survivor dies.

    "You can clearly see it when you compare best players taking weakest killer in public vs tryharding as soloQ. In case of killer he'll have at minimum 90% kill rate (but more like 99+%)" Stop making up numbers.

    "in public matches you can get 90% kill rate or more without even using ability (as shown by e.g. Hens - and that was without camping or tunneling)." This is just absurd. I couldn't event find a single video of Hens of him showcasing play without killer.

    "As for killer viability - there's exactly 0 killers that have 40% kill rate." But there likely would be if the game was balanced around 50% killrate, that was literally my point.

    "It's fine if survivors loose 60% of time, but it's not fine if chucky looses 56% of time because 'noone will want to loose that much'? Well. Survivors already do." Killrate isn't win rate. If I die to get my team a 3 man out I am happy about it. Counterintuively, while kills lead to wins, dying doesn't mean losing. And yes, for the emotional reasons I outlined people are more fine with losing on survivor than as killer. That was what my last paragraph was about.

    "AFAIK disconnected matches don't count" They do. If it shows up as a kill symbol on the EGC it counts as a kill for the community numbers.

    "Giving up is the direct result of survivors not having chance" Nope. I have seen people give up as soon as they load into a match when going against killers like Pinhead or Skull Merchant, cause they just don't like them. Like running to the killer, letting them down them and instantly going next on hook. I have seen people try going next in a winning game, saved them and in End Game Chat they said they did their tome challenge and want out of the match now. I have also seen people give up when I hit them and revealed Franklins or when they randomly stepped in a bear trap against trapper. Survivors give up for the slightest of inconveniences.

    "Survivors have less control as I already have shown (Ayrun example)." You have shown that an individual soloqueue Survivors has less control than a killer. My entire point was that a SWF has more control than the killer.

    "If you are 4man on comms with 5000+hours per teammate, then you might be right. But even that's not really true vs blight and nurse" Not really. Btw, the winstreak I mentioned above, while it did lose to a Nurse, they beat 23 Blights and 23 Nurses in that streak. So its not like Nurse and Blight wipe the floor with tryhard teams, they are the only Killers that often stand a chance against these teams, outside of comp.

    "Killers are bribed by free kills instead of addressing the real issue. As a result both roles suck." The issue is fundamental to the game and cannot be fixed without doing an overhaul on the way the game works and making the team be equal sizes. And in my experience both rules are fun. If you stopped enjoying DBD, maybe just do something else.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884330#Comment_3884330

    Your argument fails at the very start. Gunman winning only if he kills all knive people is super arbitrary. The other extreme of that example would be if gunman escapes with his life without killing anyone (should game allow it).

    Now given dbd, you as a killer want to kill as many survivors as possible. On the other side as survivor you most definitely want to escape. However vast majority of players would consider it winning more if it's not just "i escaped", but also "i and everyone in my team escaped". These are the 2 extremes where (after some simplification) "you can't win more" (and yes for simplicity i am ignoring hook states).

    So basically as killer i want (my objective) 4k, as survivor i want 0k. Math tells me that means 2k (50% kill rate) instead of 2.4k being the exact split in the middle. That is fair compromise.

    If you don't like this way of looking at it, then take devs explenation of killer playing 4 gamed in 1 trial at the same time - if he kills 2, it means he won 2x and lost 2x. That's 2 wins only in 50% kill rate case. Anything above 50% means killer is on average winning more (partial) games then loosing.

    And this still conveniently counts hatch escape as an escape - which it absolutely isn't. Hatch is pity chance giving part of the game which only serves as an incentive for survivor to not quit the game when it's hopeless. Most survivors prefer all generators fixed gate escape over hatch escape, because free random hatch does not feel like a true win. Fully valid alternative to whole hatch mechanics would be vote to surender the game (which would probably mildly annoy killer as he's not able to enjoy free win)

    However devs clearly don't agree with fair 50% balancing, because in this fair setting, there's less killers then required amount - and the reason for that is stress/annoyance/etc with killer role. But instead of fixing that, people are trying to twist the logic why it's actually fair that survivors should loose most games and killers are entitled to outright loose (meaning not getting even the exact split between perfect win vs perfect loose) veeeery few games because "that's fair".

    NO IT ISN'T. Not by a long shot. And i refuse to play this game because of it - survivor is in game for free killers win just to bribe killer players to play the game even thru all the problems that make killers less desirable.

    Survivors undeserved loss is directly balanced against killer's frustration. For me that means both roles now suck hard and i am not playing either one (not since chucky). And that is not going to change until the game gets fair while at the same time less frustrating for killer. So long as it's like this, I rather play actual fair (symetrical) multiplayer games instead (where 56% win rate of 1 side equals to very fast hotfix and lots of talk in community compared to TARGETTED FREAKING 60%).

    "For me that means both roles now suck hard and i am not playing either one (not since chucky)"

    You haven't played the game in over a year and still hang around the forums? And want to actively contribute to balance decisions?

    Anyway, I wish there was a 60% killrate. In reality its, at above baby MMR, more like 57%. And yes, killers should have a higher than 50% killrate.

    Firstly, lets talk about how much power people have over the game. Survivors have 4 offerings slots, compared to killers 1. Survivors have 4 items with 2 add ons each, compared to Killers just having 2 add ons. Survivors have 4 perks each, meaning 16, repeatable perks, Killers have 4 and they have to be 4 different. Due to Survivors having so many tools at their disposale, Survivors have way more power about the framework of a match than the killer has, and the killer has to adept. Giving the killer an advantage to make up for it makes sense.

    Secondly, lets talk SWF vs Soloqueue. Soloqueue is less organised than SWF and therefore usually ends up with a lower killrate. The killrates being so close to 50% means that very likely, they are at or below 50% for smart SWFs. Recent community data shows that Eyrie of Crows is by far the most played map and has an under 50% killrate. This map being a favourite for map offering SWFs. It can still be brought by a Soloqueue Survivor or randomly happen, which would push the killrate up, but it still has a below 50% killrate. If Survivors give their all, they can easily get an average under 50% killrate. But if SWFs could constantly crush killers, this wouldn't be fun. A higher than 50% killrate is needed so that killers can actually expect to have a decent shot when going against SWFs.

    Thirdly lets talk killer viability. The devs want you to be able to pick up any killer and be able to realistically win, even if going against Survivors. A higher than 50% average killrate, assuming no one killer spikes too hard above the rest, would make sure that this is possible with all killer. Cause a 50% killrate on average, keeping the current average in mind, would mean like a 44% killrate for Chucky. And nobody would want to play a character if it means losing that much.

    Fourthly, lets talk about kill destribution. Because 8 hooks can mean 0 kills and 9 hook stages can mean 3 killers. A killer doesn't win by hooking, they win by killing. In addition to that, a Survivor who is dead cannot work on gens anymore. Both of these factors combined lead to games being fairly snowbally. Getting two kills often doesn't mean two kills, but usually allows a snowball into a third kill. This means the numbers will always be squed towards the extremes, and trying to balance the game by balancing these two extremes out is not healthy.

    Fithly, lets talk giving up. If a Survivor decides they don't want to play the game for whatever reason, they can kill themself on hook or disconnect. This usually ends with the killer being able to win the game with 3 or 4 kills. Survivors going next is fairly common, maybe happens one in every 5 games in my experience, meaning that the killrate is artificially increased due to people just refusing to play the game.

    Lastly, lets talk emotional impact. We play games to have fun after all and joy is an emotion. Survivors have more control over the match than killers, they are stronger than killers if they try hard, and there is more of them, meaning there is more of a tribalistic push against you than for you. If people are mad at each other after the game, it is 1 vs 4 arguing. Sure, I can handle being insulted, otherwise I would have stopped playing this game, but I think we can generally agree that being insulted usually doesn't feel nice. So from an emotional/community perspective, playing killer feels worse than playing Survivor. So they need to make up for that too somehow.

    And Killer feels bad is a fact about this game and without changing it being 1v4, you will not be able to change that.

  • @ThatRyanB said:

    Hey there folks. Popping in here to let you know that our Community Team is treating collecting and sharing feedback with the team as our top priority today. While I'm seeing general comments about how folks feel about bots in here (which we are also sharing with the team), I'd also love to dig into the specifics of how you're feeling, as these can often be the most useful feedback points.

    If there are specific instances of bots doing things that you've liked or have found disruptive in 2v8, I'd love to hear them.

    Just like in 1v4 I hate that bots just leave while you are alive and on the hook. They also run away way earlier than most real players would. Apparently they do herbs as well. Or even just that they open chests. Why do the bots have escaping as their highest priority? Instead of, y'know letting the real players escape.

  • That's just not true, locker searching takes priority.

  • @Lixadonna said:

    They made Sacrificial Ward Brown Rarity you know.

    I have literally over a 3500 Screech Cobblers left on my killers. Should I just never use bloodpoint offering again, just because I don't want to be send to the same unfair map over and over again? That also ignores that there are scenarios where I want to bring other offerings like Putrid Oak or Cut Coin. (Survivors don't have these issues because they have a total of 4 offering slots)

  • I think they don't want you to use Frenzy as a passive mobility tool.

    If Frenzy showed blood and scratch marks there'd be very little reason not to use the increased movement speed from frenzy while patroling gens or something.

  • @TieBreaker said:

    What's with all the nihilism over a computer game? If a game makes you this bitter, then sorry to say it, but you need to go work on yourself. Go find something that's actually worthwhile in life to invest your time in. Maybe then a game won't cause you to spiral this bad.

    You won't be able to isolate this kind of attitude to just the game, it will infect your entire personality. Feel free to embrace it, but don't start complaining when you end up as a friendless, miserable sod. Nobody wants to be around someone with such a lousy attitude.

    I enjoy the game and never said otherwise. I am just sharing advice on how to avoid other players insulting you. If I post tips telling someone how to avoid getting in a fight in youtube comments, that doesn't mean I hate youtube lol.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881406#Comment_3881406

    you don’t need perks to slug. It’s literally an extension of every killers basekit.

    If you mean there’s no prevalence of anti slugging perks - that’s because there’s only two and most of the time they’re not worth the perk slot.

    As an aside, my first match of the day was against a slugging blight who repeatedly slugged us until we all bled out despite multiple efforts to get each other up, leave people down to do gens etc. he refused to hook. Ironic.

    @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881406#Comment_3881406

    Slugging is meta, cause its another design failure that has nothing to do with skill, perks or whatever and isnt countered by any means.


    There are certain perks that reward slugging. There are the explict ones (Knock Out, Deerstalker), but also perks like A Nurse's Calling that helps you see pick ups, Third Seal stops people from seeing slugged Survivors.

    But if we look at what perks are actually used/succesful: Pain Res and Pop goes the Weasel are two top used killer perks in the game, both require hooking. Place 5 is BBQ and Chilli, also needs hooking to work. 10 and 11 is Grim Embrace and Dead Mans Switch, 16 is No Way Out. Perks that require hooking to do ANYTHING are still the top perks in the game.

    Yes Killers that only go for the slug do exist, but they are like Watterlogged Shoe Hags, rare and using a suboptimal playstyle. My last match was as Legion (for a challenge) and I got someone who ran Made for This. Does this mean Legion needs to be reworked to not use deep wounds to counter the prevelance of Made for This? Or should we accept that a variety of builds exist and we shouldn't balance around suboptimal exceptions?

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881331#Comment_3881331

    There’s always an excuse. Go back to three years ago before the big perk shake up and the excuse was Dead Hard. Killers have always found a justification to play like this. It’s tired, it’s boring and it needs to change. The fact that there is such a plethora of excuses for it is not doing anyone any favours.

    The biggest and best example of this being a ‘because it’s easy and because I can’ mechanic is that it was rife in the last Chaos Shuffle when no one knew what they were going to get and no one could depend on a specific load out.

    I understand killers don’t want their easy wins taken away, but survivors didn’t want the hatch to be nerfed and it was. Thing that are problematic need change.

    Slugging is only an "easy" win, if Survivors use their tools to punish trying to hook as hard as possible. Slugging is not meta, as we see by the low useage of slugging perks. It is not completely unviable, but its still not nearly as good as hooking with gen regression/blockage.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881201#Comment_3881201

    Nope.

    It's easy to do, and hard to counter. And content creators started promoting it.

    That's the entire reason right there.

    All of those changes were about 6 months before this "slugging meta" began, and are just the typical excuse of "if you buff me and nerf them this will go away". That has never worked for camping and tunneling, and won't work here either.

    The only thing that will work is what they've done with other similar bully style "strategies" that aren't intended by normal gameplay, like 3 genning for an hour, intending to escape via hatch as a team from the lobby, and double locker saves. Those took a base kit mechanic to make it impossible to pull off indefinitely to finally kill those "strategies" too.

    What that looks like, I don't know. But BHVR send to be looking into this problem.

    People already complained about slugging months ago. It's not like slugging began in 2025.

    It got more intense recently due to some of the recent changes (shoulder the burden, claiming to fix flashbangs but making them even more bugged, flashbangs being at the highest usage rate ever, etc...)

    Also, by the time we had basekit anti 3 genning we have already long been out of the 3 gen meta and in the pop pain res meta.

  • Knockout is used in 1.7% of all recorded games. Meaning, statistically speaking, if you play 1000 games you see it on average in 17 matches.

    What changed to encourage slugging?

    Shoulder the Burden was added, Decisive Strike was buffed, sabotage was buffed, hook times were increased, Flashbangs are allowed to stay bugged in the game, perks that encourage hooking (pain res, pop, grim embrace) are nerfed meanwhile perks that punish trying to hook either get buffed (for example Flashbang) or get compensation buffs if they do get changed (for example Background Player)

  • That would be a very political topic, so I don't think bhvr wants to get into that.

  • I only partly agree. My issue is that due to variantions they have a bigger chance of being selected. So like since there are 5 Badhams, the chance of going there is 5/59. However there is only 1 Dead Dawg Saloon. So the odds of going there are. is only 1/59.

    I think they should keep them, but make it so that they count as the same map for Map selection. So instead of Badham 1 to 5 all counting as 5 seperate maps that all have their own chance of being selected there is 1 Badham-option that has the same chance of being selected as one sole map, like Dead Dawg, and if it is selected you randomly get 1 out of the 5 possible maps.

  • I play Dead by Daylight. I get a daily for weak Killer I don't play that much. I equip a mid build. I queue up as that Killer. The Survivors bring a Map Offering. I don't tunnel, and I go for the insta pick up even when another Survivor is nearby. Over the course of the match I get two Survivors hooked twice. I already got my daily so I play chill and try to ignore them. They complete the gens and open the gates. I do spins with them at the exit gate. All 4 escape. I'm ready to say "GG" in end game chat. Read "EZ", "you play like ass", "noob killer", "tutorial", "learn to play", etc… I switch to my browser and open the forums. I read a post about how killers mains are extremely toxic.

    Screw it, I am switching to Blight.

  • Using clocks literally just makes his power useless for 30 seconds. He is not OP

  • @CursedPerson said:

    This has been something going on for a while. Adding restrictions to weak perks just seems backwards to me. I do not understand this at all.

    Wake-up - why did it need survivors to be alive- your punishing the survivor using the perk for teammates dying.

    calm spirit - why is there unnecessary downside to have totems take longer

    Cut loose - How are you even supposed to use this perk with the number of restrictions and while quick and quiet exists

    Friendly competition - after prove thyself nerf this bad perk was left in the gutter you have to use negative gen efficiency to get a measly +5% for a short time

    Invocations - these are always a massive wasted time investment for perma-broken????

    potential energy - a potentially mediocre perk gatekept by the fact its too risky to use. Its already a negative time investment why does it need to lose everything on injure

    Technician - for the love of new players why is the training wheels perk so punishing? do they really need to be punished for using this perk? Most players would rather run any other perk then the one that makes their missed skill checks even more punishing.

    This is just some of the problems. Please consider not adding so many downsides to the least used perks in the game. Anyone else have perks i missed?

    The issue with Technician and Calm Spirit come from perk tiers. Percentage changes like that are easy to adjust and there needs to be things that change to justify having to level up a perk.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877456#Comment_3877456

    They messed around with the 3-gen issue because it takes coordination to overcome, not just that it's unfun. Solos and most duos cannot coordinate like that.

    So does Cenobite, yet I dont see people calling to remove him from the game.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877456#Comment_3877456

    Except that prerunning doesnt hand-craft 45+ minute matches of barely-interactive walking up to and then away from the same generator whilst the killer brute forces the mistakes that cost survivors the match. I don't see how the two are equivalent in scope at all.

    Ditto for Thrill, really. The perk may be overtuned but its overtuned within the scope of a normal match of DBD. It isn't going to force a match duration out well beyond what is expected of the survivors queueing.

    If your problem is with Eruption, advocate for buffing Eruption, not recreating a system of play that wastes everyones time for almost an hour (longer were it not for the fact that at an hour the lobby closes itself).

    I mean in that case your abetrary standard is different from mine. Not much to say.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437508/remove-the-generator-regression-event-limit

    3 genning sucks to play against. Killers like Singularity, even pre-buff, were far too adept at it and still are even with the kick limit in play. Removing it returns stall metas to the forefront, which aren't fun to play against now and wouldnt be if Eruption was brought back in. Sure, other unfun strats continue to exist, but why bring back this unfun strat just because they haven't gotten around to the other ones yet (and may not have clean solutions for the others at any point?)

    And re. prerunning, it's a part of a survivor's toolkit. If you're not applying enough pressure, then the loss is deserved, especially if you're running heavy slowdown setups.

    "And re. prerunning, it's a part of a survivor's toolkit. If you're not applying enough pressure, then the loss is deserved, especially if you're running heavy slowdown setups."
    You could say the same in reverse. 3 genning is a part of the killers toolbox. If Survivors arent applying enough pressure to the right generators, then the loss is deserved.

    Yet 3 genning was removed from the killers toolkit, due to being too unfun.

    "Sure, other unfun strats continue to exist, but why bring back this unfun strat just because they haven't gotten around to the other ones yet (and may not have clean solutions for the others at any point?)"

    They havent just not gone around to it, they are buffing them. Look at sabotage or thrill of the hunt. Also, they killed Eruption twice , that is not a clean way of removing 3 genning.

  • Add penalty for giving up on hook, but keep DC penalty. Maybe even combine them as 1 give up penalty.

    The reason bots for DCs were added was so teams weren't completely left behind of someone DCed. Not to give people the option to leave a match whenever they want.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875757#Comment_3875757

    I feel like this hypothetical is getting away from us here.

    At this stage you're talking about a scenario where nobody is doing generators, everyone is getting downed one after another, and even when they pick themselves up they go right back towards the killer instead of resetting.

    That doesn't sound like a game the survivors are going to win, to me. One of them is, unavoidably, going to go down next to a tall enough structure that they can be picked up, and if nobody is doing generators it doesn't matter how long that takes.

    It is a winning scenario. Because if one of them manages to chase zou around for long enough the others can recover.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875753#Comment_3875753

    I mean, they can't be that risky or they'll get downed as well.

    45 seconds isn't particularly short by DBD standards, if survivors are reckless you have time to down them depending on context.

    You need to down 3 Survivors in a 45 second window to get 1 hook or unless they can go in for the save. And if you fail they can recover.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875744#Comment_3875744

    That is the one very specific scenario in which flashlights can be harder to avoid, yeah. In my experience it's not super common.

    There's still stuff you can do, but you do have to be more on the ball about it. Having a basekit Unbreakable that activates twice as slowly wouldn't really change much there.

    Yes it would. It would allow the Survivors coming in to be as risky as they want and it would stop slugging from being punishing because no one needs to waste their time coming for the pick up.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875739#Comment_3875739

    I mean, the main risk of a flashlight play is just plainly that it's very likely not to work and you've wasted your time.

    Flashlights can be avoided easier than pallet saves in most scenarios, so that's not really a big concern here.

    Flashbangs and Pallets are unavoidable if timed right.

    Flashlgihts can be avoided by looking away so they don't work on randoms as well, but in a SWF the Survivor will know to go down in the open and will likely have multiple people ready to come in for a save and/or teammates with background player.

  • @VadersRage6 said:

    This is coming from a person that actively plays both sides often but I think 4 man slugging and being bled out needs to be addressed in the last week iv had multiple singularitys especially bring third seal and knockout mind you knockout is extremely unhealthy and could use a change anyway but the issue is killers like singularity are incentiviced to slug people and this leads to boring unfun gameplay of you being left on the floor to sit like this picture

    https://us.v-cdn.net/6030815/uploads/60K2KT36TSQE/19495f023114-screenshoturl.jpg

    And now you have two options sit there and wait it out or dc but there's a penalty yes the first penalty is fine but imagine multiple games that day it can get frustrating and your forced to sit there and wait it out cause you don't want a longer penalty I think singularity is fine and when he's actually played he's not that bad to face if you know what your doing but when he's played like this it's extremely unhealthy for the game and needs to be adjusted in some way

    I love how in most screenshots of people being "bleed out", one persons recover progress is pretty much empty as if they were just downed. Almost as if this is just a screenshot taken at a convenient time and most of the time the killer hooks the Survivors after slugging them.

  • Those are terrible suggestions. It practically eliminates all the risks to a flashllight squad. They can be as risky with their saves as they want because by the time the killer downs them all the other half will up again and ready to go in for the save and repeat that over and over until after over 6 full slugs each they will finally bleed out or, more likely, the killer will make a mistake somewhere down the line and they will return top a dominant position.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874397#Comment_3874397

    1. Then you obviously haven't played the game in the past 2 years, because that was fixed about that long ago. Even then, you can always safely drop into a slug, and have someone to chase. If you want to stick to this claim, I'd ask for 2 clips in the past 3 months of this happening (where it was impossible to hook from a corner, and not a personal misplay). It obviously is a glaring issue right? So you probably have at least 10 clips ready, right? Or if it is a complete fabrication then you probably have no recent clips.
    2. I would agree with 'basekit unbreakable', aka ~20s self-pickups being too far. I would hard disagree with the 60s self-pickups that was suggested. The loss of team efficiency will not match the time on the floor and slowdown granted, and would only stop abuses.
    3. Given the average estimate of ~20s for a hit, if you were pressured to prevent an insta-pick, you can still get 3 injury states before they could pick themselves up. Otherwise you could insta-pick and safely hook. Both scenarios lean heavily in favor of Killer, while still preventing abuse/BM. If Survs have to take 3 damage states to rescue/heal 1 back, then the math ain't mathing for this to be a bad idea (for Killer), and Killer will likely snowball into a quick victory afterwards.

    The fact your are lying so much shows how your position is not based on actual evidence. I didn't say it was impossible to hook someone from a corner, just that most of the time there is only 1 hook available. And I don't have clips of it because I didn't expect people to ask me for evidence for normal game occurrences.

    Also, unless you play Nurse or Blight or something getting a hit on skilled Survivors consistently every 20 seconds is pure fantasy. And if you also want evidence for that, just watch Otz's newt Xeno video. He plays a full game and while he has some chases that fall into the "20 second per health state" category, most take longer, while he was using a killer with an amazing chase power. And we also need to take into account the time to spot the Survivors, or the Chases that he drops early, or the Survivors getting a late start because they pushed through a gen or went for an unhook, or the Survivor that didn't mind taking a hit because they were just running to the gate. If we talking Survivors that don't have such downsides, and on a normal M1 killer, then consistently 20 seconds per hit is pure fantasy.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868897#Comment_3868897

    Way more generous hook spawns - We already have 2-3 hooks available from every corner, how much more generous do you need?

    Nerfs to sabotage - There is a built-in nerf to sabotage, it is the 'drop Survivor' keybind. You can also simply fake left then go right. I've had matches where I literally sabo'd 3 hooks, and the Killer still got a hook. As with all things in games, try it before you call to get it nerfed. I tried Supports in Marvel Rivals, and holy moly they need nerfs badly. A 12s effective invincibility circle? Really? No anti-heal in the game at all? Heal does more numbers than DPS, and they have generous auto-aim? Ludicrous. Compare that to sabo, where you have at minimum, 2 directions to choose from, giving the Survivor a 50-50 for sabo out the gate, being able to redirect if you see/hear a sabo, and finally dropping them if you carried them for less than ~13s safely, yeah sabo is super easy to counter.

    Pallet saves - What? They are plenty easy to counter, especially with the bug that allows same frame swings to prevent a rescue. Plus 99% of the time if you instapick you are safe, so if 99% of the time there isn't a threat, I'd say it doesn't need any nerfs, and a buff if anything. Plus it isn't like pallets are infinite. I love it when they pallet rescue at shack, because that is a free godpallet down.

    Flashbang saves - Only fair point, you shouldn't be able to be blinded while facing a wall (as in touching it, not just facing any direction and a wall exists 30m out), and the noises need to be fixed, not merely falsely claimed to be fixed.

    Overall though 60s self-pickups would only allow for 3 self-pickups tops, and that is assuming they never crawled, which could even drop that to 2.

    1. That is not true in the slightest, if a Survivor goes down in a corner, if the nearest hook is occupied or sabotaged, you usually cannot hook them.
    2. Dropping a Survivor is a good enough counter for sabotaging currently, because the Survivor on the ground remains a pressure point. Unless the Survivor wastes a perkslot, at least one other Survivor will need to stop whatever they are doing and go out of position to pick them up. With basekit unbreakable that won't be a thing anymore. Your story about sabotaging hooks only shows that you do not know how to pick what hook to sabotage and when to do it. You also need to realise that if unbrekable was basekit, Survivor would play harder to deny the hooks, because the reward would be greater and the risk would be lesser.
    3. Again, that is because currently Survivors get punished for failing. If the killer fakes the pick up they can often land an easy hit on you, but if you could just pick yourself up, injured Survivors could mindlessly come for saves and if you chase and down them, oh look at that the Survivor in the pallet stood up by themself and had a flashbang so now you need to down them again, whoops they went down but another Survivor with a flashbang came running so you down them but now the original pallet saver is back up and so on and so on.
  • There are two main reasons for slugging, wanting to keep the pressure up and not wanting to Survivors to get a save. Making survivors faster means they can crawl into the open and into pallets and makes saves easier, this would increase slugging.

  • @ChrisPBacon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873709#Comment_3873709

    The problem I see is killers often being able to swing incredibly long distances through windows when a survivor is fast vaulting. Sometimes it's a bad connection/ping, but most of the community seems to believe it's the devs that haven't coded the hitbox properly for when a survivor fast vaults. My proposed solution is just a mixture of slightly shrinking the hit box and slightly increasing vault speed, any possible solution could be a mixture of the two, or even just shrinking the hitbox and not changing vault speed, or maybe changing vault speed and leaving the hit box untouched. The point Im making is I think devs should reconsider how far killers can reach through a window when a survivor is vaulting it. Similar to slugging, this is a problem that has many possible solutions that require BHVR to first identify the problem, then work through solutions to find the most balanced one. Im just trying to bring awareness to this issue.

    My thoughts on hook changes are mostly meant to help new survivors by preventing newer killers from getting an easy down. It's meant to prevent newer survivors from feeling discouraged about rescuing a team mate, therefore allowing teamwork to flourish, especially for newer survivors. I think if a killer is good enough to remember the hook location AND also pay constant attention to the player icons, then it's likely the survivors are also skilled enough to not get crushed in case the killer comes back to the hook. I agree with the potential for a notification to block the killer's vision, I think it's fair to say that hardly ever happens.

    I do not think killers can swing to far through windows at all. The way they hit vaulting Survviors is in line with how they hit none vaulting Survivors. This is not a problem in the slightest.

  • Your vaulting speed suggestion is almost basekit Finesse, one of the most powerful chase perk for Survivors in the game. This would be a huge buff for Survivors.

    In addition to that, this is a radical change they will likely never introduce because it will throw of game sense. Most killer players have learnt when to swing to get a hit at a window and when not to. Forcing killer players to basically relearn this important aspect of chase is not something that would go over well with that part of the community.

    Your hook change feels pointless. Good killers will just remember where they hooked someone, and the "bubble" that is created by loud noise notifications can sometimes even hurt the killer by covering their vision.

  • @Devil_hit11 said:

    no thanks. if anything, cooldown of every killer at the start of the match should be removed. A lot of player asked BVHR to put Corruption invention base-kit. Corruption invention base-kit is not what is needed. what is needed is remove of cooldowns at the of the match. Allow killer pressure survivors early on and not need to run CI.

    This would just widden the gap between weaker and stronger killers even more. Sure, Lich or the newly buffed Freddy would appreciate it, but weaker killers like Legion, Trapper or Pig would get not change and therefore just fall behind even further.

    It's also not just fun game design. Survivors usually have an opportunity to get in a bit of gen progress and take in their surroundings to identify the best ways to loop. That's why other killers can't do that. Dracula reaches then so fast they can't even do that.

    It also doesn't seem intentional to me, there is a reason you don't start out in bat form or in the Survivor spawn area.

  • It literally hasn't. Y'all are just looking for things to get mad about. Feel free to show me evidence that proves you right.

  • Without way more generous hook spawns, and nerfs to sabotage and pallet saves and flashbang saves, this would definitely not be balanced.

  • Yeah, I thought they put an arbitration clause in the TOS for legal reasons, but now that they showed they are willing to just take your stuff for no fault of your own…

    I never cred much for skins, but I don't think ill be buying any more licensed killers or battle passes.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865246#Comment_3865246

    What killrate logic? the Devs has eluded to their goal being 60% Killrate, so trapper is pretty close on the money, and I already suggested a buff.

    You used the killrate as your logic that trapper only needs a very slight buff. Clown, Huntress, Singularity and Demogorgon all got pretty subsequential buffs despite having pretty similar killrates.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865193#Comment_3865193

    Trapper is by far the worst killer in the game.

    Trapper isn't the worst Killer in the game, stats released by bHVR shows this. Though you may experience different, trapper is actually performing quite well, and very close to the developer's intentions.

    https://us.v-cdn.net/6030815/uploads/CXY0VGW8HQR5/image.png

    You seem to put a lot of emphasis on discord voice coms as being the downfall of the Trapper, but that really isnt a big problem or something that you get every game. Even so, most discord groups don't call out things that well anyway. I dont think bHVR has ever confirmed this being a huge issue they need solutions for.

    Any Trapper buff has to be slight I think.

    Over halve the killers with a lower killrate than Trapper have been buffed since those numbers were released. The numbers were released after Hillbillys rework, but they mentioned they were collected beforehand and his post-rework killrate was shown to be way highter.

    So even by your killrate logic, Trapper should be up for a pretty decent buff as well.

  • damn, pendantic much? Its obvious that I meant killer and just didn't put all my attention into a random comment on forums.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864693#Comment_3864693

    The finisher mori definitely encourages slugging for 4k. By granting the finisher mori only when just one survivor is left in the match, the finisher mori discourages putting the third survivor on a hook, because that makes it much more likely that the mori won't be granted since a 4k is almost guaranteed when a killer slugs for 4k. There are also people here on these forums who have admitted that they're more likely to slug to get their mori.

    No it doesn't. There is no reason to value that little animation so much. Also, feel free to link me the posts and comments from these Survivors.

  • @CrypticGirl said:

    Trust me, when Survivors want to go next, you do NOT want to keep them in the game (unless you're the Killer, maybe). Otherwise, they'll do crap like this…

    https://www.twitch.tv/cryptgirl1981/clip/ApatheticLivelyKleeRiPepperonis-qJkGJ6OHcsf_9YCP

    1. Grieving is a reportable offense.
    2. Why would they? If they just want to go for another game they could just DC instead o giving up on hook. Sandbagging and going next are seperate issues.
  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864598#Comment_3864598

    Did it create slugging for the 4k? Absolutely not.

    It did make it worse however, the number of threads about this exact topic recently speak for themselves.

    The Finisher Mori could be easily reworked into a healthy thing though. By, for example, making the Finisher Mori give some extra BP but only available if the 4th Survivor is standing when the 3rd one dies by sacrifice or mori (not by bleedout) it would give incentive to not slug for the 4k and thus not drag the game on.

    Sure people that want the 4k at all costs will still slug, nothing will change that, but at least it'll return the status that was there before. And this way it'll reward Killers that take the gamble of a Hatch race and succeed more than those that bypass it entirely by dragging the game on. Not to mention getting moried after losing a Hatch race will feel way less frustrating than getting moried after twiddling your thumbs for several minutes.

    Hell, it might reduce people going next a tiny bit since now surviving until the end might now mean that a Hatch race is possible.

    A mori does not encourage slugging for the 4k. Nobody cares for seeing that little animation for the millionth time.

    Also, slugging for the 4k pretty much never ends with bleed out. Usually the killer picks up and hooks the Survivor last moment for pips and bloodpoints.

  • Horrible Idea. Queue times can already take a few minutes currently, imagine if matches ended even shorter. Also, we can say goodbye to the Myers 4k achievement forever. A bunch of tome challenges like closing hatch or getting multiple basement hooks would become way harder as well since people would give up before the killer could get it. Giving up on hook and DCing is already way too common and this would make the situation even worse.

    This is a competitive game and I don't mean that in the tournament way, but rather in the way that multiple sides compete to find the better one. And by the very nature of these types of games, sometimes one side will likely not have fun. But catering to the fun of one side to the detrament to another is a terrible idea.

  • @Alicia_Tried6041 said:

    How exactly do you abuse waiting 60 seconds to pick someone up? It's a generous time to have to wait to pick yourself up. The slugging has to stop. Killers are meant to hook survivors. It's the way the game was intended.

    Flashlight and sabo squads already use relatively risky tactics as the time you spend lingering around for a save can't be spend repairing gens and if the killer notices you it's a free hit.

    This would allow them to play riskier, and even longer around for the flashlight save while injured because unless the killer downs and hooks all of them in 60 seconds they will keep standing up and lingering for the save.

    Basekit in removes the risk from the riskiest survivor playstyles.

  • Lets say a Survivor gets downed by the killer. Then the killer tries to hook them, but the hook is sabotaged. The killer proceeds to drop the Survivor on the ground and chase the Saboteur. The killer knows they cannot pick up the Survivor again, because they already have enough wiggle progress to wiggle free. Still they prefer the Survivor being on the ground, why?

    Because the Survivor becomes a pressure point. A teammate needs to come pick them up, so the killer knows someone will eventually have to come to that survivor and that person cannot use that time to repair generators or sabotage more hookes or anything like that.

    That's the issue with any sort of basekit unbreakable suggestions. ANY way for the Survivors to pick themselves up can be abused in certain situations and will remove a lot of pressure that's on the Survivors teammates to pick them up.

    Imagine if they added a way for any Survivor to unhook themselves if they have been on a hook for more than 100 seconds. Sure, a good team will usually not leave you on the hook that long, you go second stage and cannot repair generators in that time. But the keyword is usually. Same for this suggestion.

    Sure, usually your teammate will pick you up before you hit that 60 second self pick up timer, but there are absolutely ways for certain squads to abuse the hell out of it.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863591#Comment_3863591

    It's odd that the mori is nothing special and is the same as a hook when I've seen killers go very far out of their way to get a mori. I've definitely seen killers slug for 4k, catch the survivor going for the save, put one of them on hook, then hit the survivor on hook until they were gone so the killer could get their mori.

    Survivors cannot be made unhookable. The most a survivor can do is wiggle free once, which typically results in the killer downing them again, at which point it's easy to put them on a hook. However, in rare instances, an exciting play used to happen instead. Now that can't happen for the last survivor because of the finisher mori.

    Teabagging is clearly used as a taunt or celebration by the survivors doing it. They tend to do it when they know they're safe from the killer, especially at the exit gate. Sure, if done on top of another survivor, it can be considered a representation of something else, but that's almost never done. The way it's used functions exclusively as a taunt or victory celebration. The finisher mori is quite similar since it gets done only once the killer has defeated the last survivor, and the losing player is forced to watch the winning player do their victory animation. It doesn't save much time at all, but instead acts as a way for the killer to show off their win instead of hooking the last survivor. Though I'll admit that it does help the killer deny the situations you mentioned; and it seems like a strange addition to the game to give a player the basekit ability to deny other players the benefit of their gameplay or perks.

    Also, there's almost never a reason for the killer to fully bleed out the last remaining survivor. They can escape the killers grasp generally once at most. If the hatch is nearby, the killer can close it first. If an open gate is nearby, the survivor has managed to get themselves into a situation where they likely deserve the escape.

    The only time I bleed survivors out is in bully squads, when it's clear that if one survivor wiggles out, they could pick up the whole team via something like WGLF and start the cycle of bully attempts over again. But that is very different than forcing the last survivor to watch an animation showing that they lost :/

    I have literally never seen that idk what game you are playing.

    They can make themself unhookable once and often use that time to escape. Sure it is exciting when they can wiggle free and escape, but the killer will usually be aware that they would wiggle free before that happens and just bleed them out. That is literally my point. The mori system changes that.

    It is not a celebration. if you get hooked for death you are forced to watch you flying off into the sky as well. Moring is not any more toxic than hooking. It is just the killer using an effective way to end the game.

    Good killers will not risk that tho. If they know the survivor would wiggle out they rather let them bleed out than risk them escaping. Well at least they did do that, before the mori system fixed that.

    Hey, if you hook the last Survivors they watch the entities claws kill them and drag them into the sky. You are also forced to watch something kill you then. Morying is just a more convenient way of doing that.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863482#Comment_3863482

    The finisher mori absolutely incentivises slugging for 4k since it can only be performed on the last survivor in the match, and can thus be obtained more often by slugging for 4k. It absolutely incentivises slugging for 4k by hiding a prize behind getting the last survivor, which is trivial in a slug for 4k situation.

    You also suggested that the killer could just go for the bleedout during endgame escapes. But that's not possible in cases where a wiggle-out would lead to an escape through an already open gate; the survivor would just crawl out of the gate. And survivors cannot make themselves unhookable now that hooks respawn.

    Those "representations" you mentioned all sound pretty negative to me. How is one worse than another, other than the fact that the losing player has to watch the mori? Also, all three of those things are done in DbD as victory celebrations.

    There is also relatively little time difference between carrying someone to a hook and doing a mori. And by not carrying the survivor ro the hook, the killer is given a basekit ability to deny wiggling out and perks like Boil Over or Power Struggle, which seems rather unfair. If I want to deny survivors those benefits, it seems like I should bring a perk or an offering to do it.

    Celebrations in most games are indeed considered toxic by most players, and are often frustrating to the losing side. And moris are a celebration for the killer. Making the losing player watch a victory celebration isn't part of gaming, it's just bad manners by the person who makes the other players watch their celebration. I've also never heard someone say a celebration by the winning side of a game that the losing side is forced to watch is fun. Must be a you thing. I know most people I know would stop interacting with someone who forces their opponent to watch them gloat when they win at games.

    I have seen almost zero hatches given since the finisher mori update was released, a significant drop since the time before it was released.

    It was never a scary game, but a lot of people did feel tension during chase in their early days. I'd imagine most people stop feeling that tension anymore at some point. I remember that happened for me at a few hundred hours. I never really found it scary either though; it just got my heart rate up during chase, but that was the closest thing the game had to being scary. Moris aren't going to bring that back though.

    Now with your points out of the way, let's talk about the things you said are positive about the finisher mori:

    • Challenges to kill someone with your own hand are pretty easy if you bring an ebony mori. I personally have always left those challenges undone though since I don't like forcing my opponents to watch me do celebrations on their downed bodies. There's usually another way to get through a tome anyway.

    • Unhookable survivors aren't a thing anymore. Hooks respawn now.

    There is essentially no benefit to the gameplay by having the finisher mori. Instead, it introduces almost exclusively negative effects by providing a built-in victory celebration that one player can force another player who has lost the match to watch. It also gives one player a basekit ability to deny the benefits of perks and gameplay of other players. It also hides the finisher mori behind downing the last player which is easily done by slugging for 4k, thus incentivising slugging for 4k. We have essentially gained a way to force the losing player to watch the winner gloat while also gaining increased incentives to slug for 4k.

    The mori is not a reward, its literally the same thing every time. It offers nothing special, its no different than a hook.

    Sometimes the last Survivors is just in a bad spot to hook and all gates are closed, sometimes the Survivor is on the ground and the only gate that is open is across the map.

    In a game about a killer killing people, trying to act like your having sexual intercourse with another player is definiteless less appropiate than the killer killing someone.

    I also love how you both try to argue that there is no reason for the killer to go for the bleedout on the last Survivors if the mori was a thing, but also that the mori should be removed for the cases where you may be able to wiggle out.

    Moris arent a celebration of victory, they are just a quick way to end the game.

    Again, if there well less hatches given we should see a rise in 4ks and a drop in 3ks while no change in 0k, 1k or 2k numbers. Show me those numbers.

    So what? I don't think every change should make dbd more bloodpumping.

    -They were easy, but compared to other killer dailies they were annoying. Now they are even less annoying. We all know griding sucks. This makes it easier.

    -There are plenty of scenarios where you cannot hook a Survivor by picking them up. A short list of examples.

    1. There are two Survivors left in the trial. You know one of them has Flip Flop and Power Struggle from earlier and the other Survivor has background player. All gens are done, but no gates are open yet, tho one is 99%. You down Survivor A in a pallet. You see Survivor B nearby and not wanting to get pallet saved you manage to down them and then hook them. Survivor A refuses to leave the Pallet for the remainder of the trial and bleeds out there.
    2. A survivor runs boil over and is down at the very end of the lab room in underground complex and no hook happened to have spawned in the lab room.
    3. A gate is open across the map. You are carrying a survivor but the hook becomes sabotaged, you drop the Survivor, you scare away the remaining Survivors out of the trial. The slugged Survivor cannot reach the gate in time, but you know they have enough wiggle progress if you pick them up, they will wiggle out.
    4. A Survivor runs power struggle (reveleaed earlier in the trial) and gets downed on the game in one of these corner loops between two pallets. Neither pallet has been dropped yet.
  • @smurf said:

    Honestly, I very much want to fight for the finisher mori system to get removed. I can't believe it was implemented in the first place, and I see it as bringing almost exclusively negative impacts to the game.

    It provides an incentive to slug for the 4k, which if we're lucky, BHVR will find a way to deal with, but it also gives killers a basekit ability to deny survivors the benefits of their gameplay and perks at the endgame since there's no longer a chance for the last survivor to wiggle off on their way to the hook to make those rare endgame escapes to hatch or an already open gate. I still remember some of mine where I've escaped from a Bubba and managed to loop across the whole map to an open gate, or ended up pulling an escape while running through multiple Skull Merchant drones and getting deep wound while getting to hatch. Those are just gone now.

    Beyond that, it provides a built-in victory dance for the player who's beaten the other player (in this case the killer showing off on top of the survivor), so it acts like an official teabag animation that the losing player is forced to watch. And it's not like with actual teabagging at gate, where the killer can force the survivors out or just choose not to watch them do it. I've always disliked moris, but didn't fully understand why until the finisher mori was released for some time. What I've come to find is that I see moris as being extremely toxic since they're essentially built-in teabag animations the losing player is forced to watch.

    As a side-impact, there appears to be almost nobody giving hatch anymore. I still give hatch, but I've only seen it done by other people a couple times since the update was released. I'm not saying anyone is entitled to hatch, but it was an act of goodwill between players that's mostly gone now.

    And even if it's made into the green mori, there's still potentially a possible incentive to tunnel to ensure a mori is gained. I really don't see any way how a basekit mori system does anything good for the game.

    And all those things are brought in so that we get animations that don't add any horror into the game. They don't bring back the thrill of the chase we all experienced in our first few hundred hours, and the animations aren't even gruesome. And even if they were gory, there's not really much horror in gore. I mean, I'm fine watching a scene in TCM where someone's face is flayed off, and that adds to the need for the characters to survive, but moris don't really add any horror to DBD since there's nothing to survive afterwards.

    I find the game as survivor to be much less fun as a result of all these things, especially the way it feels like a built-in show off animation by the winning side. All this has ruined a significant part of this game I've poured countless hours into, and I would love for it to be reverted :(

    The finisher Mori doesn't really encourage slugging for the 4k. Sure, if it's your first time ever winning on the killer you might want to see the Mori but other than that people don't really feel like wasting minutes of their time for a 10 second animation they can see whenever they want. You are talking about Endgame escape situations but if the last survivor made themself unhookable most killers would just have gone for the bleed out instead of just giving up hatch so it's an improvement.

    -

    You comparing the finisher Mori to a tbag when those are completely different in every aspect.

    • Representation: Tbagging and humping are meant to represent doing s*xual actions on the other player, meanwhile the finisher Mori literally shows the killer killing someone.
    • Time: If you tbag or hump someone you are wasting both your and the other players time to be toxic. Going for the Mori on the last survivor is usually faster than picking them up, finding a hook, hooking them and then letting the animations finish.
    • Intention: Tbagging and humping is intended to make the other side angry. Mori is literally just done as a quirky way to end the game. I have literally never seen anyone before now who considers going for the Mori to be more toxic. This sounds entirely like a you issue. You remind me of the guy who said bringing bloody party streamers is toxic.

    -

    I have no seen any change in how many times I have been given hatch since the finisher Mori was implemented and I have yet to see a substantial increase in 4k Rates/ drop in 3k rates to prove it.

    -

    Idk when you started, but I started in 2023 and I never perceived dbd as a scary game. Sure jumpscare Myers got me a few times, but I was never really scared of trapper or deathslinger or skull merchant or whatever. Dead by daylight isn't really a scary game.

    Now with your points addressed let's talk about positives of the Mori system:

    • Challenges are less annoying. In the past the best way to complete a Daily Ritual or Tome Challenge to kill Survivors by hand was to bring an expensive Mori offering. In addition to needing bp and relying on the bloodweb, it meant you couldn't bring any offering you might want to bring, mostly blood point offerings. Now you can complete these challenges without that or even easier if you do bring this stuff.
    • Unhookable survivors are less annoying. Relatively early in my dbd I got against survivors who brought ebony hook offering and the last survivor managed to keep going down in the corner. Playing for the win, I just bleed them out. This situation would not be as annoying without the finisher Mori. There are many similar scenarios where the killer has essentially won, but the last survivor is unhookable for some reason. Before it would have been optimal for the killer to just go for the bleed out. Now they can actually legitimately win the game.
  • This would be a bad change. It completely removes the extended aura reading, the token system with triggering on hook means it must compete with BBQ and Chili, and the condition of triggering when a survivor touches a NEW generator means there is a hard limit on how much it can trigger. Lethal Pursuer is a completely fine perk as it is. Getting pressure early is good for the killer, but they are giving up an entire perk slot for it.

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