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WolfyWood

WolfyWood

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  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650397#Comment_3650397

    “The issue is that they didn't put in any effort when they reworked her. Actually trying to fix her kit would be a start.”

    Elaborate. That is the crux of it.

    Also pray tell what does “bad design” even mean.

    She went from a killer that mindlessly holds W until she stat-checks you with anti-loop to a killer that mindlessly holds W until she stat-checks you.

    The drones are the problem, they remove interaction from every loop because there's no meaningful cool down or skill required to use them. Especially considering the three tics never go away until you trigger the nine status effects you receive from getting hit by three.


    BHVR does not have the creativity to salvage the drones or their zoning playstyle. So they should be scrapped entirely and made different.


    Zoning playstyles are also the most boring because it's binary, that's why zoning killers are the worst design in the game.


    The Knight feels slightly better to play against because he can only have one guard up at a time and the banner exists but Artist just mindlessly spams at every loop until she gets a free hit.


    We need less killers like that, not more.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650390#Comment_3650390

    yet that still doesn’t warrant the fact that people aren’t even humouring her in the slightest.

    By that logic, Artist, Knight and to a lesser degree Nurse should be hated at the same level as her, yet it’s Merchant that gets the brunt of the hate. Since her rework, she can’t even hold a 3-gen better than Knight can.

    Why SM? And not Knight?

    The one thing I’ll give them is that the Hindered + Haste she gets practically for free is excessive. But even then I see very few people actually say that. It’s just “SM is bad rework her”.

    What. Is. The. Actual. Issue.

    Artist and Knight are also mind-numbing to play against and are also bad design.


    The issue is that they didn't put in any effort when they reworked her. Actually trying to fix her kit would be a start.


    Her gameplay needs to be scrapped and redone completely if they aren't going to put in effort to make it not suck.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650057#Comment_3650057

    They said it quite some time ago that Killer Bots are planned, but it will take time to implement. I cannot find the statement tho.

    @Topic:

    I hope it is scrapped. When a Killer DCs the match ends and I would rather queue for a new match than being stuck with a Killer Bot. Given how the Survivor Bots play, you cannot really expect much from a Killer Bot and it will probably an easy win at this point without any real challenge.

    Oh idc about dc replacement I just want to play custom games alone to actually try strats and builds without worrying about bruising someone's ego and getting slugged for four mins.

  • @Starrseed said:

    whats eta?

    Estimated Time of Arrival.

  • I mean anyone not horrendously drenched in bias could've seen this coming.

  • He said he's glad you like them (we are currently are out on a date for the holiday.)

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649525#Comment_3649525

    You asked why the event was so short, Peanits literally addressed that in the response I pasted. Just because the answers not what you want it to be doesn't mean it wasn't answered lol.

    I feel like I'm going insane reading the responses to your posts.


    How could linking someone official dev comment on the topic at hand over just speculating be misconstrued as rude?


    🤣🤣🤣🤣

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649068#Comment_3649068

    Dead Hard is extremely conditional now though, no? Only activating twice, requiring you to be hooked, and incompatible with OtR or when you are in deep wound sounds pretty conditional to me.

    And I really do think that buffing DS to the point where you can actually extend chases again with it would be rather feared by a lot of players. I see people on here all the time talking about how 30 seconds can be the make or break difference between a win and a loss. Extending DS's stun timer and extending chases with it would absolutely waste at the very least 30 seconds to a minute and can very well be that difference in the game.

    Yes but it also:

    -Has no timer.

    -Has no conspicuous modifier

    Meaning it has way more flexibility than just being an anti-tunnel perk. Which also makes it one of the best anti-tunnel perks as a result.

    Why would you use DS over DH as long as DS is so restrictive? I guess I'm just not seeing how buffing the stun will change anything.

    @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649068#Comment_3649068

    What do you mean "you have to make stupid plays to try and force value"?

    If you have to go out of your way to activate the endurance, then you are obviously not getting tunneled.

    If you complain about the Killer downing you after you intentionally tried to get your OTR "value" (you got this concept backwards here lol), then its obviously your own fault.

    You are literally complaining about not getting tunneled.

    I'm not complaining I'm pointing out the problem with anti-tunnel perks and how they are poor band-aids to a larger problem and largely useless due to their restrictive nature and niche applications.

    Dead Hard is the only anti-tunnel perk that has any flexibility.

    I don't want BHVR's solution to tunneling to be equipping perks that are useless in a majority of situations like the anti facecamp meter.

    I'd much prefer something substantial.

    @Carth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649068#Comment_3649068

    When you say getting value out of OTR do you mean not getting tunneled or do you mean forcing the killer to hit you to eat up a health state that would be lost anyways? Min/Maxing endurance status to force the killer to waste n seconds on wipe animations over a game is not the intent of the value of OTR/other endurance perks I'd argue .

    I personally just have a dislike for perks that are too situational. Which is why I dislike anti-tunnel perks in general.


    Yes tunnelling is a problem (to some.)

    Yes equipping anti-tunnel perks will alleviate this to some degree. But most of the time you will be playing with three perks, which great, that means you didn't get tunneled. But why do players have to sacrifice a perk slot to fix a fundamental game issue? The cost is too steep. That's why I prefer perks to have flexibility and prefer BHVR to add basekit features.


    Killers should be kept in mind too naturally.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649042#Comment_3649042

    I honestly completely disagree with your points.

    • Buffing the duration will absolutely do something. 3 seconds of stun which in reality is only 1.7 seconds due to the time it takes to get off the shoulder is absolutely meaningless, and unless you're right next to a pallet or window when you went down, a complete waste of a perk slot with no meaningful distance to be made. Buffing the duration of the stun to at the very least 4 seconds (I think it should be 5) would allow you to at the very least make it to the next closest loop.
    • The removal of the conspicuous action modifier makes no sense. DS is an anti-tunnel perk. If you have the time to stop and do generators or heal somebody else, you're not being tunneled (a vast majority of the time at the very least).
    • Removing the conspicuous action modifier takes away a component of DS that gives survivors autonomy over how to use it and use their time. If you want to hold it for the full 60 seconds to try to get value or are scared of going down again quickly, either get healed by a teammate or position yourself in a strong spot to give yourself a better chance. If you feel safe, then hop on a gen or heal somebody else, etc. There's no need to remove something that promotes strategic decision making.

    Edit: Wanted to throw in that DS was 100% a viable deterrent to tunneling in it's previous states. It was a perk that was feared by many killers and many people just decided to go after somebody else rather than risk getting DS'd and wasting 30 seconds of their time.

    It was feared because it was overpowered.


    Buffing it to four seconds won't make it feared again and it's too restrictive to see common use.

    It suffers the same problem that OTR suffers in that you only get organic use 10% of the time and the other 90% of the time you have to make stupid plays to try and force value. Perks should not be this conditional and that's why Dead Hard will continue to be a superior anti-tunnel perk than both of them.

    Perks should give the player agency.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649031#Comment_3649031

    Lol I get you, 4s would definitely be a welcome change, but I still do think that it should be 5 especially with how many mobility and ranged killers there are now. Any change to DS would be an improvement though. The game needs a hard anti-tunnel perk back in prevalence right now.

    A perk to counter tunneling really won't accomplish anything. But if we have to buff the perk a duration increase won't do anything either.

    If anything the buff it needs is 4 seconds + removal of conspicuous action modifier but make conspicuous actions a lot slower while the perk is active and reduce duration to like 20 seconds.


    Now the perk won't be free gen progress like it was pre-nerfs but now it also won't force you to do nothing for the entire timer and will have value regardless if you get tunneled or not.

  • @OnryosTapeRentals said:

    Yes! It's so annoying. Every time a major patch drops this issue comes back. Why has this not been fixed yet?

    Well first they have to acknowledge it as a problem.

    Have you ever tried complaining about any connection issues on here?

    If you don't get a dev telling you it's your connection that's at fault, you'll get several wannabe devs echoing the same sentiment.

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647468#Comment_3647468

    It was specifically designed to stop only facecamping. The devs said they didn't want to take away proxy camping as an option.

    Same devs also said Skull Merchant was a success then reworked her three times.



    On topic:


    Should just pretend AFC doesn't exist. Its just a fluff addition to the game.

    What should actually happen is killer powers should be disabled near hooked survivors and basement should have two entrances.


    Remove BT collision and give killers blind/stun immunity near hooks so they can still force trades if they want.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647219#Comment_3647219

    I mean if I can blacklist the type of perks I play against then sure we can blacklist killers.

    what would u blacklist im curious

  • @GeneralV said:

    But then players who main killers that are generally disliked would have endless queues.

    This is a downside?

  • Artist is way too easy and annoying to play against. So I'm thankful she's underplayed.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645601#Comment_3645601

    i honestly don't have issues with new 3 gen changes but all this is true, they also said those changes wouldn't affect normal gameplay. turns out it does, survivors are free to not care about creating a potential 3 gen themselves anymore.

    if it wasn't all 3 remaining gens cluttered together in a corner of the map and instead well-spread, taking a chase wouldn't be much of a throw since you wouldn't be leaving all 3 gens free to work on, without you around unless survivors have comms and perfect info which gen they should be doing at all times.

    It doesn't affect normal gameplay though.


    Everyone assuming pre-running will work 100% of the time. The longer the match goes on the less resources are available and the more chances the survivors have to choke. It is also entirely dependent on rng, killer powers, and player ability.


    If the survivors have all four up by the time there is one gen left, why shouldn't the killer be in a tough position?


    That's what I don't understand about this topic. Because even if one survivor is dead the entire match gets skewed. This is why tunneling and camping is efficient, the point is to propel the killer into that favorable position right away to snowball.

    Capping the amount healing required won't stop tunneling or camping, all it does is severely nerf survivor again to reward killers for playing badly.


    So survivors should be rewarded in the war of attrition for having the maximum amount of bodies available.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645704#Comment_3645704

    Sure, the killer did not start the match playing efficiently, but the survivors played worse if they got themselves 3-gen'd. The new system lets them get away with it.

    I was watching a DbD tournament video from before the anti-3-gen system and saw how many times the survivors healed up and reset to pressure the last gens. Killer's ability to defend the last gens was gutted. Survivors can still heal indefinitely. Two sides, but only one side was capped.

    The only downside to capping the number of times a survivor can heal up is the big increase in Legion killers that would follow.

    Not all 3 gens are equal. All we have to go by regarding their 3 Gen is OP's word of mouth.


    We don't have the map or the gens or the killer he was playing.


    But we do know a few things:

    Four survivors were alive by the time there was one generator left.

    The OP intentionally played suboptimally.

    The OP exhausted eight generator exhaustion kicks seemingly on all three generators.



    Based off of this, no matter if the survivors messed up their generator spread, they should still be in a better position than the killer at this point.

    Giving survivors a very harsh nerf due to the consequences of playing inefficiently makes no sense.

  • @MalekithHatesSnow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645656#Comment_3645656

    "3 genning is boring can you please nerf it?"

    "Ok you've nerfed 3 genning what you didn't tunnel and camp? Your fault you lost (if you did we'd whine)

    You are making literally 0 sense the most efficient way is to Tunnel and Camp thats true you know what else is efficient? playing nurse with 4 slowdown and meta addons news flash not everyone wants to do that

    If you're not playing efficiently you don't get to complain when you don't win. If winning was that important you would do anything you could to win. Including tunneling and camping.


    My point is the solution to the OP's problem (not winning) was outlined in the first sentence.

  • @MalekithHatesSnow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645539#Comment_3645539

    "Please camp and tunnel so I can complain about camping and tunneling"

    Your post in a nutshell

    Even if this post was true (it's not.)

    Doesn't change the fact that the most efficient strategy as Killer is to camp and tunnel.

    The OP believes they were robbed of a win but then admitted at the start of their post that they weren't playing efficiently.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645539#Comment_3645539

    Probably because people don't WANT to tunnel and camp to win contrary to popular belief. Most killers want to go for multiple chases on multiple survivors rather than cheesing out a victory.

    Don't you think it would be better if the game was balanced in a way that playing optimally was actually spreading pressure around and not going out of your way to eliminate someone as fast as possible? You'd see far less people camp and tunnel if it wasn't the most optimal way to win.

    I don't disagree. The game should be balanced around hooks/chases over kills/escapes.

    But the game is not currently. So I find it odd to ask for a nerf that wouldn't stop tunneling because the user played inefficiently.


    I don't think an honor system will stop tunneling. It has to be a hard-drawn line by the devs with ample compensation due to a loss of a playstyle.

  • The first sentence of your post is admitting to playing suboptimally then ends with you asking for a survivor nerf so you can play suboptimally and still win.


    I don't get it.

  • This made me laugh so hard at work. Thank you. 🤣🤣🤣

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645421#Comment_3645421

    You know that doesn't change right? I can just equip the new one. Get a bunch of stacks tunneling out one non-obsession. Then use the other stacks to tunnel and camp another non-obsession. I can still very easily ignore the obsession. Nothing changes. Infact the perk encourages it even more now since you shouldnt EVER hit the obsession with anything now. So just hard tunnel and camp the others.

    Except the numbers went down. So it's substantially weaker.


    It wasn't the root of tunneling nor camping. But it did amplify the killer's ability to do so.

  • Glad it got nerfed. Amount of power it gave for camping/tunneling was really dumb.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645195#Comment_3645195

    Maybe because it's a nice breath of fresh air. Someone posts something positive and this is your response?

    If you see positivity as a rebellious action that means you view negativity as the norm which tells me you aren't curating your online content enough. If this is the case then I guess I just don't understand lashing out at others for sharing their opinion.


    If someone feels positive about the game it's only natural they would be preoccupied playing the game and wouldn't post on the forums much.


    Conversely if someone feels negatively about the game they are most likely playing it less than the average person but are still invested enough in it to post their thoughts and contribute to discussions.


    This is why most feedback spaces skew towards negative. But it isn't really indicative of overall opinion.


    Hope that helps.

  • If you like it why do you care what other people think?

  • You're right but now isn't a good climate for this kind of change.


    It should happen once killer is made healthier as a whole.

  • There's no big conspiracy.


    Lack of competition = no incentive for higher ups to pressure developers to do meaningful balancing = a bunch of nonsensical changes and bare minimum adjustments for PR metrics.


    I'm sure some of the gameplay devs care(?), but their hands are probably tied.

  • @H2H said:

    “This perk is uncountable and is so overused and overpowered it must be killswitched!”

    ”Use Calm Spirit”

    ”No”

    survivors are amazing

    But when we applied the same logic to MFT and DH killers said the exact same thing.



    Us Vs Them will never be a gotcha no matter how much you want it to be.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643091#Comment_3643091

    Genuine question: Why on earth is everyone acting as though the Blindness only affects WoO?

    Because people will scapegoat being outplayed on everything but themselves.

    First it was DH, then MFT, now WoO is the "autopilot crutch perk" of this era.


    Mind you blindness also affects hook and slug auras among other things as well.

  • @MikaelaWantsYourBoon said:

    If Kate, Mikaela or Jill in game, i will most likely will farm with them. Rest will be killed.

    What this person said.


    If you're playing a survivor I like I'll almost never kill you. Though my three are David/Vittorio/Jonah. 😁😁😁

  • @I_CAME said:

    I don't know how anyone can say with a straight face that solo queue is fine. You definitely can't make that determination after eight games. I have kept data for far longer than that and I can say with certainty that you will not maintain that sort of win rate in solo queue. Stretches like this happened in my data as well but they never lasted for long. Eventually you get hit with an equally bad or worse stretch to balance it out. Acting like the average player will escape 6/8 solo games is just dishonest and goes against all official data that currently exists. We know that the last official escape rate was 39% AFTER games where a player disconnected were thrown out. We have also been told that playing in a SWF significantly raises your chance of escaping. With those numbers in mind do you really believe that the average survivor is escaping 75% of the time? Solo queue is bad enough that I have only touched it once in the past four weeks. Killer is the only part of this game that is actually worth playing unless you have a group to SWF with.

    Well firstly I said solo-queue "feels decent now" not that it's fine. Which means in comparison to what I'm used to I am on average getting much higher quality games.

    I don't need anyone to believe me because I'm not proving anything. Simply stating my observations based on what I've personally experienced.


    No definitive statements were made.

  • Remove the blindness effect and the perk is fine.

  • I'm so used to them catering to bad killers and most of them having no punishments for playing bad that I honestly don't feel that annoyed by Billy's current iteration.


    The worst part is how many deadzones there are in modern map design, worst trend the community and devs ever pushed for. So many maps are just worthless.

  • Its so sad how they saw how fun and well received Wesker was and then continued to release crappy anti-loop killer after anti-loop killer for an entire year.


    Chucky is a nice break I guess.

  • Compare Survivor now to a year ago and its pretty sad how many nerfs have been dealt. Community mindset is pretty bad too, survivors are constantly told that they deserve to have things taken away time after time with nothing exciting being given in return. I stopped caring about community opinion after people said (and still say) Dead Hard doesn't take skill though.


    Justified or not, only killer has benefited from balance passes. And there's no indication this will change in the future, so I'm not shocked if some people are quitting over it. There's legitimately nothing to look forward to as a Survivor player aside from skins lol.


    This is a crazy take but I honestly want to go back to the Eruption Meta, at the very least we had Boons/DH/Strong Maps/Useful Medkits. Its not like the game quality has improved since then anyways.

  • It is a survivor nerf but you shouldn't be looping around a regressing gen anyways. I don't think it's a big deal as a survivor. It just comes at a bad time where survivors have been getting basekit nerf after basekit nerf lol.


    But I do think gens shouldn't regress while blocked off or that the 5% should only apply to gen kicks not perks or addons.

  • @MikaelaWantsYourBoon said:

    I said this million times. BT need to be reworked. Keep haste effect and rework the other effect. Now survivor will lose collision. So killer can't bodyblock the survivor, so survivor have more chance to make it to safe loop. And also survivor can't bodyblock the killer for save their teammate.

    But i know this won't happen and probably it will end some survivor nerfs.

    They'd have to increase the haste and fix unhooking animation to be more fluid.


    As it stands the endurance bodyblock is the only thing that stops camping and forcing hook trades. If it was removed how would you even stop basement camps?

  • Well first of all there's no such thing as a "free hit."


    The only time that's applicable is under niche circumstances like Adrenaline baiting.


    Endurance hits still have a steep cost to them. Not only do you have to stop any conspicuous action to mend. But you're also still injured afterwards.


    Bodyblocking is also challenging for both sides to pull off unless its a building or chokepoint. So I don't think any changes are needed personally.

  • @I_CAME said:

    They overbuffed his basekit recovery time after a miss. The addons that make it even more lenient are just icing on the cake. If you fix these two things he will be fine.

    The uproar from nerfing him would be pretty intense though.

  • @jesterkind said:

    Definitely not bad - is it geared more towards solo queue or having some friends on comms? If it's for solo queue I might swap Quick Gambit out for something like Kindred or Bond, since knowing where your teammates are is pretty vital.

    You could also swap Dead Hard out for something more reliable like Lithe, but Exhaustion perks tend to be pretty personal preference, so it's not a bad pick.


    I mainly play with a SWF. But I prefer taking chase no matter what.


    I would say DH/QG are swappable for any combination of specialty perks. But Resi/DV are mandatory imo.


    If you want to focus on repairing, HyperFocus/Stake-Out.


    Healing - No One Left Behind/Botany.


    Etc etc.



    I wouldnt be shocked if DV gets a second look at. It really cuts down on repair inefficiency which can add a ton of pressure to the killer.

  • He didn't feel different at all to play against aside from being wary of dead zones.

    it feels just like Bubba with a better chase theme.

  • Might as well forget about hiding it at this point.


    The devs pretended to care about the issue at one point then stopped.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636916#Comment_3636916

    https://us.v-cdn.net/6030815/uploads/K6QMXYCYVJMC/image.png

    They could sell emotes if they wanted to. They're obviously not doing it because they don't want to.

    IMO the cosmetics we have in the game are fine. Naughty Bear makes sense because he is a killer in his own game. Survivors can be dressed in whatever, because it's just the entity taking appearances from various points in their life. There isn't an appropriate attire to be murdered in.

    It makes no sense to add survivors doing dance emotes because that's not how survivors would act.

    Yes you can tbag and shake your head as survivor but it's not intentional, it's using crouching and the way the camera works to make it look like something else so they can't really do anything about it. Just because these can be done doesn't mean devs should completely forget about keeping survivors realistic.

    Except fear makes people act irrationally and not everyone will react the same. Some laugh under pressure, some cry, some get angry, etc.


    There is nothing that suggests victory dances or taunting emotes would be out of the norm or unrealistic.


    I'm not asking for fortnite dances. But a thumbs up and thumbs down and some sort of taunt would be welcome.

  • Dice Roll killer. Not much else to say.


    Even the people who claim to like playing against her still get rolled when they encounter her IE: Ayrun.

  • I've heard ome people listen music while doing gens until they get grabbed and then forget to hit skillchecks on hook.


    Realistically there is nothing to be done. Just get ready for the next match and don't take it too personally. The loss isn't a practical reflection of your skill level.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636861#Comment_3636861

    https://us.v-cdn.net/6030815/uploads/PL4SIZGI6I45/20240128-213724.jpg

    Please tell me again how I'm a killer main. I'll add it to the massive pile, right next to the other massive pile of people accusing me of being a survivor main every time I argue for something in favour of survivors.

    The fact is I enjoy playing survivor, inspite of dying fairly often, because I find it to be fun and currently fairly well balanced, because I still enjoy solo queue and escape often enough, because I enjoy the horror aspect and the rush of escaping against the odds.

    I'm probably more of a survivor main than a lot of the self-professing survivor mains who only enjoy it when they stand at the exit line teabagging.

    This playerbase has some massive problems. One is the us vs. them, "role main" divide that makes people chronically unable to have rational opinions on the balance on the game. The other is their complete inability to handle losing, in a pvp game, where your opponent is also trying to win. And to top it all off, this isn't your typical pvp game, it's asymmetrical, which comes with it's own host of nuances, not least the fact that a 50% kill rate isn't actually balanced. Far, far too many DBD players are abysmally lost in these terrible attitudes.

    As a survivor, you will die. You're supposed to. You are a fraction of the killers multi-point objective, and escaping is an all-or-nothing prize. To believe that as a survivor you "should" be escaping 50% or more is like saying killers should be getting a 4K every other game. Escaping is the best outcome you can acheive as a survivor, not the only outcome.


    I'm glad you enjoy losing so much. The game must be a lot more fun for you.


    The game does disagree with what you've outlined though considering the heavy punishments to ranking and BP gains for survivors as a result of dying. It's very clear that you're not supposed to die often.


    The problem with modern DBD is that people are too hung up on the asymmetrical aspect of the game and mistakenly want to balance the game around the story.


    Whether or not you play killer or survivor you are still a full person. Not 1/4th of a person.


    Survivor is far too reliant on teammates in a game that does nothing to enforce team play aside from maybe having an increased chance of escaping, which is lessened by the ability to take perks and offerings for hatch or exit gates.


    If the game actively punished players for playing selfishly and removed selfish aspects of the game then it would make sense for individual survivor power to be weak.

    Solo Queue is not a gordion knot; it just requires hard stances and intervention from BHVR rather than inconsequential incentives to maybe get players to consider playing differently.

    If we're going to keep balancing the game as is, then scoring needs to be rebalanced around hooks/chases rather than kills/escapes. If killer is going to continue being """Power Role""'" and have the ability to tunnel and camp all they want; Then survivors should be able to solo queue, run the killer for multiple chases, die, and still double pip and get tons of BP.

    As long as the above continues to not be true the game will continue to feel terrible for survivors imo.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636894#Comment_3636894

    It's not. So why bring more things into the game that allow you to do that? You already have all the tools you need in that regard.

    Also, a fortnite dance or whatever in a supposed horror game would feel a tiny bit out of place, don't you think?

    Not anymore immersion breaking than Trapper's Fursuit and the various pajamas in the game.


    The real reason is that it would cost money to create, not any atmospheric reason.

  • @Xernoton said:

    Please no. I do not need the Feng Min that was about to hook suicide to run around the map and flip everyone the bird.

    The 2 animations that survivors have aren't meant for simple entertainment but for communication purposes. Only, nobody really gives a damn about that.

    How is it any different than T-Bagging or Head-Shakes?

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