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  • I could agree to the idea of a surrender mechanic if: The vote required unanimous consent - and not getting all remaining survivors to agree resulted in no one 'surrendering'; so it can't be used by just a 'majority' or individuals to skirt the DC penalties.

    And, better idea, to counter the slugging issue you brought up, increase bleed-out timers first of all; but then allow survivors to initiate a 'bleed out surrender' when there are only 2 Survivors left in the match; during those slugfests when 2 survivors remain and the killer wants to slug both to prevent hatch escapes.

    Also, if Survivors surrender, then killers should be rewarded full sacrifice BP for each surrender; and receive a guaranteed Ruthless match - so they didn't waste their time completely just to 'safety pip' or de-pip from survivors giving up. (But let's not get started on how completely screwed up pipping and rewards are in this game. Utter trash really).

  • That was... hard to follow... but gonna have to say no. Survivors do not need more DS. If anything, Survivors need to have some of their second chance perks stripped away from them.

    I will say, Generators do need more punishing regression rates -- and missing skill checks do cause slight immediate regression currently -- but I would rather it go the route of killer's kicking gens immediately cause a chunk of progress to be lost; to counteract Survivors literally being able to run up to it, tap the gen for less than a second and regression being halted. That is just a stupid mechanic and makes damaging gens nearly pointless. (But no, there would be too many cries of how unfair it is for killers to be able to regress generators that strongly; because killers aren't supposed to be dangerous or frightening according to many survivor players. They exist only to make sure survivors have enjoyable games.)

  • I'll admit; facing a Tier 1 Killer virtually guarantees you're not going to have a good time - due to the kind of play-style required for killers to achieve Rank 1.

    However, outside of that -- Ranks really do hold little in the way of "skill". As long as you are non-potato enough to get a safety pip and the occasional single or even double pip more than you de-pip; you'll rise in the ranks pretty steadily (at least on Survivor side; because their ranking is balls easy compared to what killers are expected to do....stupid devs :eyeroll: ).

  • An interesting concept; though I would take it a step further and give it a 'durability'... if you get hit so many times the bag breaks and all items inside are lost. Something else to give the survivors a little more tension and apprehension to chases/being found; and to prevent the 'downed in the exit gate but haha I can still crawl away and escape' BS too.

  • @Oicimau said:

    https://forum.deadbydaylight.com/en/discussion/129623/idea-to-reduce-the-grind-and-get-the-perks-you-want

    Its a nice idea. But when you rely on BW randoness, you also are forced to learn how to play with other perks build.

    So, in the end, i think its good how it is now.

    This, to an extent, but also -- the Devs rely on you having to artificially extend your playtime due to RNG; hence why they will talk a big game about wanting to reduce the grind of the game -- but won't actually improve bloodpoint gains (2x events feel like the 'normal' pace) or reduce bloodweb prices.

  • @KingFrost said:

    I think on the first hook, unless all generators have been completed, if the killer is in a 16M Radius of the hooked survivor, and there are NO other survivors in the area (or the killer is in Chase), the hook timer should be paused.

    Or; and this is just a random thought; maybe altruisitic Survivors shouldn't feel entitled to easy unhooking points and just do their gens...? Even if it means their 'friend' dies or has to drop to struggle phase (which many Survivors find just appalling apparently)...?

    Again... the game too heavily rewards cat-and-mouse altruistic gameplay already. Any 'punishments' for a killer securing their kill by staying near their hooked victim is just a blatant nerf/unneeded punishment to killers from Survivor players that feel they shouldn't be able to die unless they get to be unhooked several times first.

  • Camping is and will always be a problem in this game until BHVR recognizes that their reward structure is completely backwards from the actual objectives in the game for either side.

    Until Survivors are rewarded more for completing their generators and escaping; instead of abandoning the gens, getting into chases, taunting and looping the killer, and hook-rushing to unhook their friends -- camping will not change. It's an almost guaranteed way to get survivors to come to you these days, because in almost all cases, survivors will try to unhook because of the altrustic bloodpoints and the potential for bold bloodpoints.

    Until BHVR stops trying to 'force' the game to be all about chases and schoolyard games of tag; and starts emphasizing killers killing and survivors avoiding and surviving/escaping; camping will exist.

  • Well, it isn't so much that no one deranks enough as much as a problem that many people purposefully derank too often which makes rank based matchmaking too hard. Also with how simple it is to actually gain ranks over time, ranks shouldnt be the end all indicator of a player's skill. I am currently 7 Surv and sometimes I play like that. Other times I am a potato. My killers are only like 15 or so because i have been doing a lot of swf lately.

  • While I can see everyone's concerns with problems from match errors of internet blips - I still think this is needed to combat the overwhelming number of DCs that have been left unchecked for far too long. I have always believed that you can't cater to higher latencies/unreliable isp when it comes to multiplayer games. While it is possible to see if dc was caused intentionally or by sudden latency spike; it isn't so easy to know if it was due to intentional or unintentional action.

  • They could've possibly found a map at one point, used it and tracked the aura of the hatch - which will show up for map users even if it hasn't spawned in yet, I believe.

  • Honestly, this would be a nice way to reward playing and staying at a higher rank even if just before reset day -- maybe something like 1,000 BP x Rank 'Level' (Counted in reverse, so Rank 20 = 1, 19 =2, etc.) so each rank has its own reward instead of by tier.

    And an even better attitude/adjustment to go along with it - increased BP gains based on Rank tier = Brown - No change; Yellow - +25%; Green - +50%; Purple - +75%; Red - +100% BP gains, awarded post-match. Even more incentive to climb the ranks and stay in the higher ranks.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081205#Comment_1081205

    Disconnect bans are automated, which is why reports are ignored, and they're not too scared to do anything about it - in fact, they're overhauling the exisiting system as we speak to make it more effective. Do your research before calling people names like that.

    And what you're proposing would cost huge amounts of money. They would need so much more server space, among other things, to make that work. Do you want them to have money to fix bugs? Cause insisting they record and store all your games for you because you can't be bothered to do it yourself is not the way to go about that.

    Oh I would gladly do it myself, but they don't give you the option to upload video footage with your reports on console. I would gladly settle for the game automatically using the PS4 (i.e.) share capture when you send reports.

    And no, last I saw they 'tested' disconnect punishments and they were "too strict". That was the literal last thing I've seen any Devs comment about Disconnects. Clearly whatever system they are putting into place isn't going to work unless it triggers on the first DC and not 'wait' until it happens a set number of times in a period.

    And if it isn't Disconnect bans, it is touching hot-button perks like Self-Care; where the Devs have actually stated they are afraid to touch it because of Survivor backlash. Hence why it isn't being addressed or reworked or anything like any other perk that dominates % of matches used in.

  • @Fibijean said:

    The reason nothing was done about those reports is probably because a post-game report is usually not enough to get a player punished. The devs need conclusive proof that someone broke the rules before they will ban them, so for anything that happens in the match (taking the game hostage, for example) you will need to send a support ticket with video evidence to supplement your in-game report.

    As for the ability to avoid other players - it's a popular one, but it's been tried before in games like Overwatch and found to be a terrible idea. RockPaperShotgun did an article about it (below) if you're interested, but the long and short of it is, people would get avoided by other players not for being toxic but just for using unpopular builds or playstyles, not to mention it would destroy matchmaking and queue times.

    https://www.rockpapershotgun.com/2016/06/22/overwatch-avoid-this-player/

    You know, if only the devs would just invest in some sort of coding/tech that captures the previous game - and sends that capture with reports (AND STOPS IGNORING DC REPORTS BECAUSE THEY'RE TOO SCARED TO DO ANYTHING ABOUT IT..chicken shits).... reporting would be a lot better off.

  • @Dreamnomad said:

    I don't think NOED needs nerfed. Survivors just need to cleanse totems or pay the price. The very fact that NOED exists will always be in the back of survivors heads as they play. "Should I cleanse the dull totem? ... well there is NOED, guess better safe than sorry". That line of thought nudges survivors just a little bit away from generators and we all know generator completion speeds are a problem. NOED has to be strong. Or there is no incentive other than some bloodpoints to break dull totems.

    As far the OP's suggestion for a 7 second cooldown, it seems a little weird. Like when does it go on cooldown? When all the generators are done there is a 7 second delay before it activate? After you hit a survivor? Basic attack? Killer power? What if the survivor was already injured? After all, I didn't really "use" it if I attack an injured survivor right? The idea is just weird and confusing to me. 7 seconds isn't very long though. I wouldn't lose my mind if they did do something like that, but again... I think it is completely unnecessary.

    This. Jesus, how hard it is for Survivors to just do damn totems as they come across them? Nooooo, can't have anything that detracts from rushing the gens or playing tag with the killer. Too much thinking involved.

    Seriously, just break the totems - problem solved. NOED is fine; it isn't a crutch; it punishes Survivors for not doing totems which -- by Dev accounts IS a secondary objective, just not a required one. The perk shouldn't be nerfed or changed just because Survivor players don't want to have to focus on finding and breaking totems.

  • @Aura_babyy said:

    I feel like making BT an exhaustion perk will be bad for those with SB trying to save a person who is being camped. They would have to remain in a walking speed while rescuing which is terrible lol

    Killers would just abuse it and keep downing the same person

    Eh, honestly, my idea on this is just - quit being so altrustic. Yes yes, I know the Devs whine and cry if we don't play tag on the schoolground - but let's be real. If a killer wants to camp/secure a kill - then go do your gens and stop trying so hard for a 4-live. Yes it isn't fun for the one being camped - but the game should not be catered around the idea that the Survivors should get to be buddy-buddy and save each other without any decision-making or tough calls.

    Also, take a look a why Killer's camp to begin with -- to guarantee a survivor down so the game slows down some; to punish toxic survivors; and because Survivors are so hardwired to need a 4-live that they will abandon their gens and all 3 will freaking try to make their way to the hook for those juicy unhook Bloodpoints.

  • Honestly, all of these suggestions are perfectly fine and wouldn't harm the gameplay of the game at all. It would be beneficial even for partial SWF to see what their teammates are running and using so they can better coordinate how to play around that sicne they can't communicate with them that easily.

    Knowing how many totems are left on the map wouldn't hurt things like Small Game or anything like that - the reason survivors don't worry about totems isn't because it isn't a 'main objective' but because Hexes are so weak or underused that Totems aren't a threat (if all hexes worked like NOED the drive to break totems would be a lot stronger; currently it is just tap a gen to see if Huntress' or Ruin is in play, maybe run into Third Seal being active somewhere).

    There isn't a reason to go after Dull Totems other than BP because NOED isn't just rampant. And no, the argument that Small Game would be ruined because you wouldn't be able to use it to know when a totem is there is just ridiculous -- Small Game is for detecting and narrowing down on finding a totem - not for counting how many are still in play - which you can't do unless you are in a 4-man SWF, because there is no indicator if a random teammate breaks one.

    Seeing item rarity would definitely allow killers to adjust their plans going into the game - and not hyper tunnel someone based on an item mesh in their hand. Keys are already risky to bring into matches anyway - just because they allow for Hatch escapes and not just to the one holding the key - and the killer knowing the rarity would only stop Broken Key users from being tunneled when they only use it for aura reading.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076267#Comment_1076267

    I think C is more confusing as animation of pallet breaking would not change and killer has no ability to change the direction they are looking at.

    If C was chosen, That's why I think they should change the animation with it then if it is really a problem on that front.

  • @inferjus said:

    A - too OP. Numbers should be raised, but not that high.

    B - not bad idea. Interesting and simple concept.

    C - makes less sense than B, so I would stick with the option above.

    D - as long as numbers are not too high it's not a bad idea to combine those two options.

    Thanks for the feedback - though I am surprised you think C is less logical than B. Killers look at their feet when breaking the pallet -- so how exactly is it logical they can be blinded by flashlights and stunned -- an item that only works by shining it into the killer's face. And if it is because "killers look forward on Survivor's screens and only look down on Killer's screen" then that just fuels the 'illogical' reasoning of making it so killer's can't see where Survivors run off to.

    If anything I would think B would make it logical to be able to blind-stun killers with a flashlight during pallet breaking; or C would make it logical to be unable to do so.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076250#Comment_1076250

    I dunno, I don't really like the idea of items being breakable or not breakable based on a relatively arbitrary factor. Being able to knock items out of their hands and break them on the spot also amplifies the feelbads of super countering White Ward, which is something I feel is not necessary and I would like to see remedied.

    I can understand that. I just feel items are too powerful in general and Survivors rarely feel the tension of burning an item in a match; because they just hit a chest up and find another and they're good.

  • Anything that helps reduce the ridiculous grind in this game. I think I'm on the side of instead of an hour it last for like first three matches that don't end do to disconnection (because queue times are kind of ridiculous still sometimes). And I think double experience is a good place to start for it.

    While we're at it -- more 2x exp events Devs. Hell, 'Ark: Survival Evolved' has 2x/3x progress events constantly usually lasting either a weekend or entire week and they're also a 'DLC-revenue' game. Hey, you got one up on them because you have cosmetics to get more revenue too.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076223#Comment_1076223

    My intent is to make sure that loose items can't just be picked up by other Survivors for later use. Mainly the Key, which this would provide a legitimate counterplay to without just going "Lololol all Keys are instantly deleted the moment you equip this perk."

    https://forum.deadbydaylight.com/en/discussion/comment/1076229#Comment_1076229

    The primary reason I re-worked Franklin's instead of making it a separate perk was to deliberately avoid the synergy of "Knock down an item and immediately break it," which basically makes bringing an item into a trial a waste of time. Not a good idea from a game design perspective. I added the "Survivors can't use items for X seconds" part to make sure Franklin's Demise still serves a purpose of keeping Survivors from using items, albeit in a different way.

    Honestly, I think it would be very balanced to have it still knock the item out of survivor's hands; and allow you to break it -- but only work on items not-found within the match. It would force Survivors to search chests more and rely on Luck (bringing focus to possibly increase Luck's purpose in the game) to find good items or risk bringing in a really good item and getting it destroyed.

  • Honestly, I don't know where I stand on this. It definitely doesn't fit to be a perk of its own -- because you would have to run both it and Franklin's to get maximum benefit from it which is 2 perk slots. So I do think it should be just a rework of Franklin's.

    I think the idea of breaking pesky medkits and toolboxes is more lucrative sounding than breaking keys personally. The idea of knocking the item free from the Survivor during a chase - letting them go and use a 'pallet-breaking-speed' action to break whatever item they were holding makes me laugh. I also like the idea that it works on any chest items too. It essentially makes it so if the game drags out too long, survivors can have all items available on map and that they brought in destroyed -- which makes me brim with eagerness.

    However, I also think it may be too strong for that reason. Let me rephrase that -- too strong from a Survivor player's perspective. There isn't any counterplay other than "don't get hit" - which goes against the "come play tag" mentality the Devs are choking us with by shoving it down our throats - so I think Survivors would be too upset by the change, make a clamor, and Devs would be forced to nerf it to appease them.

  • Ranks are only an arbitrary metric to judge people on their supposed skill at the game. When you can rank up without really having to play "aggressively" and still reach decent levels, the ranks lose their value. They exist now only for a metric for players to judge one another with - or a system to instill some sort of pride in one's self for being at whatever rank.

    Ranks give zero rewards; no increased Bloodpoint gains for rank tiers (which would be a great way to encourage people to stay in red ranks instead of de-pipping constantly (which I think should be impossible to do; but that's another thread)); no special cosmetics for each 'season' before resets. They're a relic of when the Devs thought they could judge skill with Ranks but ended up breaking the pip system to the point it just measures how much you've played during that reset period.

    As an example - my Survivors are currently Rank 9. That is Rank 9; gaining safe-pip and 1 pip matches with no double pips. Rank 9 because I choose to play the stealthier, objective-focus gameplay with a few altrustic actions instead of the schoolground tag game the Devs want. By the metrics that players are treating ranks, I should not be able to obtain this rank because it is supposed to reflect 'skill' at playing how the Devs want you to play. It only reflects time in game. As long as you can gain 1 pip and at least safety pip each match, you can hit high ranks even if you aren't "skilled" in playing the Devs' idea of what the game should be.

    Skill-based Matchmaking and having a hidden Rating that determines it, is solely to prevent people from treating that 'Rating' as another metric to judge other players on like they're doing with Ranks. SBMM is a good idea in theory. The problem is how it would handle SWF groups -- would the group be placed at an average 'rating' when playing together like most games do? (Which effectively forces SWF groups to all have to be of a similar skill to rise in difficulty instead of some really good and some not so good - it balances them out when MM-ing).

    The only reason a "goal" is needed is because of competitive players. Players that thrive off the competitive aspect of the game; the ones that are very competitive in most of the games they play. They're primarily the only reason a "goal" like Ranks or Ratings even has to exist. They need something to judge themselves against so they can say they are 'good' at the game; or something to judge other players with to call them 'trash' or 'bad players'. A SBMM with a hidden Rating goes against that mentality and that's why those players are not for the proposed changes. It turns their competitive scene into a more casual, quickplay style of matchmaking where they can't actively see a judging metric.

  • You can't change camping punishments anymore without it being ridiculously unfair to killers -- unless the Devs finally realize the game is going in a direction opposite what people want; and stop giving Survivors more bloodpoints for being found and chased and hooking/unhooking than stealth and completing generators and escaping... only then can you really hope to start changing the 'problem' of camping.

    Camping isn't the problem. The problem is that killers know Survivors will rush to try to unhook instead of working on the generators, giving them more chances to down. The problem, is that Survivors can heal each other nigh-infinitely; and letting them unhook and then escape to either heal themselves or have someone else heal instead of securing at least that 1 kill punishes killers more than anything in terms of bloodpoints/pip chance.

    If you want camping to stop, you have to give the killer a reason to not care if he loses that hook/kill - and honestly, you just can't. That's why you have to target the Survivors. You have to start rewarding them for stealth/avoidance/objectives more heavily than altrusitic actions - start taking the incentive away for them to rush the hook with all 3 of them at a time and instead to start doing the gens and just escaping.

    Camping exists because of the nature of the game. Same as slugging. Same as pallet looping for infinity. Same as flashlight stuns. Just because it is extremely unfun for the person getting camped (or stunned; or slugged; or looped) doesn't mean it isn't viable to get to the actions that Devs want enforced -- Killers getting their kill and Survivors being hit/injured/chased/unhooking/being hooked and maybe doing some gens on the side to ultimately end the game. The game isn't designed around 'Survivors escaping and Killers killing'. The Devs don't want that. They want the game to be constantly "engaging" which means tossing that mentality into the wind in terms of rewards/incentive. Hence, viable yet unfun for the target tactics.

    Also killers are already 'punished' by one of their emblems actively losing points if they stay "too close" to a hook too much; which hurts pip progress; which most players - and the Devs - seem to think is the ultimate goal of the game. "Climbing ranks" instead of just playing and completing your objective.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074035#Comment_1074035

    Yeah but you have to be close enough to hear it, or do you hear the sound no matter where you are on the map or in his radius?

    Was just in a match - outside of terror radius you can hear him using his powers - the blast makes an actual charging up sound and then a 'whoosh' across the map when used (usually how we identify it is a Doctor at match start lol). The other one just makes that pulsating sound as he uses it.

  • @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072217#Comment_1072217

    But there is no warning with Doc's static blast. With this the survivors have a 5 second opportunity to hide.

    There is a warning - you can hear the Doctor charging his attacks and letting them go. The Blast has a discernabe charge-up sound compared to his Therapy.

  • @Magician said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073270#Comment_1073270

    And this really goes to the heart of the matter. There are too many people who as killers believe that they should do better than at least 50% success rate, wherein that 50% is defined as killing everyone; it doesn't include when one person escapes. So people think that their failure rate (1 survivor getting out) should be less than 50%. So, in their heads they think that the rate in which 2 people survive should be no more than 40% probably. That is the problem. They want killers to be so strong that 2 people escape only like 30% of the time. It is a bad game for survivors.

    Actually, as someone that prefers playing killer, I just want a game where I feel like a horrifying and terror-instilling killer instead of someone the Survivor runs around toying with because that's what the Devs think is 'exciting' instead of the tension of sneaking around and trying to complete objectives without being found.

    I think the average for games should be 2-kill-2-escape; especially if the Devs continue to refuse making a killer proportionally stronger than a Survivor (4x due to 4v1 nature); in a perfectly balance proportion the Killer would be equally as strong as a team of 4 survivors - getting 25% stronger with each Survivor taken out of the game (hooked or killed).

    It is already bad enough that killers have to go through 8 to 12 hooks to sacrifice all 4 survivors (barring the use of Moris); while the survivors only need 5 generators between all four of them. However, I also think that the 2-2 ratio should be obtainable without the killer having to resort to slugging or hyper-focusing; but that requires fundamental changes with the core mechanics of sacrifices and bloodpoint reward focuses.

  • Honestly, I don't think Mending should be prioritized over Snap Out Of It -- but I also don't think it should slow down when you are trying to snap out of madness. I think it should keep bleeding at the normal rate -- as a way for Madness to counteract medkit purple add-ons and Borrowed Time hits. If you're in Madness 3 and you have deep wounds, well you better be lucky enough to snap out quickly so you can mend. Just my opinion.

  • Gonna have to go with 'No' on this. If you're unlucky enough to become the last Survivor remaining in the "slug once 2 survivors are left so we can go find the other one and/or the hatch" game world that exists now, and it is against a killer that you can't really escape or is too easy to escape from; just accept the loss or win at that point.

  • Not bad, but I think a little on the too powerful side. Hindered is underused in this game, yes, but to inflict it regardless if a Survivor gets free from the trap or not - just to allow the Trapper to tunnel them down doesn't exactly seem fair even if it is logical. It's enough to have skill checks required to break free - but resetting progress and possibly eternally being stuck in skill checks is a little too much I think; even the 15 seconds auto-release is lengthy.

    I get the premise though; the Trapper's traps aren't really "scary" enough to warrant worrying about, most just get broken and disarmed or Survivors trigger them across the map from you and you can't get to them in time to free them. But I don't think these changes are how to go about it.

  • Or, make it stack to 3 tokens; lose all tokens when you are hooked (to force hook); and make it either only apply to other survivors healing you, or make it count all heals - but limit the use of Self-Care to X amount of health states per match.

  • @NuclearBurrito said:

    What Doesn't Kill you

    Only Makes you stronger

    For each health state you are healed gain a token. Every time you are unhooked gain 1/2/3 token(s). For each token increase the speed at which you are healed by 6% and your vault speed by 3%.

    This bonus can stack indefinitely.

    Umm.... no? Let's not give a buff to Self-Care users.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070787#Comment_1070787

    I mean, I kinda of want to. That's the reason I got DBD. I thought it was going to be more of a horror/survival PvP game. Instead, it's just... what it is now. There is no fear, no tension. There is the occasional jumpscare, but that's not proper fear, IMO. I want to be the prey as a survivor, not an equal to the killer. I want that fear of "oh god, please don't let him catch me" kind of desperation. That's why I love stealthy gameplay. It makes it feel like a horror game. I wish they would emphasize on this more.

    Hands down this is my attitude with the game. And a lot of it comes from the majority of Survivor players don't want to struggle to survive or play 'stealthy'. They want to go toe-to-toe with the killer without the tension/ambient tension of worrying they will be found. In a perfect world, the killer would be roughly 4x more powerful than any single survivor - the odds of surviving 2-2 would be the average for matches with all four survivors alive; dropping as the survivors fell. Gameplay would have an emphasis on avoiding the killer and not wanting to be found and chased by him, instead of the "we need engaging games" focus that the game has now.

  • Despite the fact both sides get nerfed, they are primarily pushing for 2 live 2 die balance, supposedly. The problem is, it seems that for the majority of times in recent updates - the updates are done because of Survivor-player annoyance or frustration rather than because the changes were actually warranted; or at least that is how Devs word their update notes - especially with the Ruin changes and Doc changes, it was heavily worded that it was due to Survivors being upset about playing against them that they changed them.

    Couple that with some of the major upsets Killer players have (Self-Care infinite use, etc.) being ignored and (iin SC's case) Devs stating they are actually afraid to touch it because they don't want the backlash of the Survivor players (because they need 4 of them for every 1 killer player); it is easy, albeit annoying, to see why Devs come across as favoring Survivors over the Killers.

  • I can see where you're coming from with this. Sabo-ing hooks really doesn't feel like you're doing much to hinder the killer because of how fast they regen now. The downside is, they regen this way now because of how broken and OP 4 Jakes running Sabo was in the early days, reducing the killers to just basement hooks for the majority of the match. Personally, since hooks can be sabo'd with toolboxes - I think the actual Sabo perk should be modified:

    It should continue providing a longer time for hooks to be broken - but it should also prevent aura reading during sabo as long as you do not have a toolbox, as a direct counter to Hangman's (but not abused by toolbox increased sabo speeds) - in exchange for you running the perk and using an entire slot on it to begin with.

    Right now, sabo'ing hooks is just a method to get a little bit extra Boldness bloodpoints.

  • @Tarvesh said:

    I will do whatever I can to win. My job isn't to make the game fun for my opponents.

    I feel the same sometimes -- but most of the time, I'm a laid-back killer who isn't overly concerned about sacrifices. I still get a lot of bloodpoints (more than Survivor games) just messing around with the survivors instead of rushing down the sacrifices - and many times I still get 3 or 4 kills because the laid-back attitude sometimes breaks the Survivors' guard and they stop trying as hard lol

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064945#Comment_1064945

    I wasnt camping like i said in the thing i was literally walking away when i see meg running towards the hook she didnt even give me like 5 seconds to get out of the area lol.

    Yeah, Survivors are so used to wins and bloodpoints just being handed to them for playing recklessly because it is "fun and engaging" in the Devs eyes; so they don't stop to think about their actions very often. For the most part, they think they deserve a shot at 4 escapes but it isn't fair for the killer to secure a kill or two by some of the only few guaranteed tactics they have. Lol

  • Server-to-Client latency most likely. Been running into a lot of lag spikes when I come into contact with killers after not seeing them for a while. Kind of annoying. One spike even somehow made me do a 180 and start running in the opposite direction - when I was sprinting straight forward.

  • Honestly, as annoying as it is on the Survivor-side to be tunneled; it is only their fault for being so desperate for unhooks -- just as you were "desperate" in their eyes for kills. They could have completed more Gens and left their teammate on the hook a while longer instead of rushing the hook knowing what was going to happen - especially if you were nearby. It is completely their own fault. Don't risk the unhook if the killer is camping and you aren't running BT. That's just stupid - do your objectives, cut your losses, and accept that you won't get a 4 Survive.

    On the killer side; nothing wrong with it at all as it is one of our legitimate and unbannable strategies - just like slugging.

  • @Ohnoes said:

    Stealth doesn't work with the way the objective is set up. It would be more viable if there were a different game mode that wasn't centered around m1/m2 for both sides.

    I'm going to have to a disagree with the premise of this -- but say that it doesn't work right now because of how Devs want to 'reward' gameplay. It isn't 'rewarding' to play stealthy, because Devs don't want stealthy games. They want to pretend this game has 'action and thrill' during chases, when it doesn't.


  • @Aven_Fallen said:

    Maybe you dont want to open a Thread like this after you just lost a game.

    Bloodlust is a dumb mechanic, which is somewhat needed, but also used at places where it is not needed at all. And this is basically what you are proposing here. Certain Tiles can be mindgamed, just following the Survivor will not get you into short chases.

    Same thing with Bloodlust Breaking... According to your post you will not lose Bloodlust until you down the Survivor. This is horrible design. Breaking a Pallet should also break Bloodlust, because otherwise, the Killer will end up in Bloodlust 3 the whole time, until he downs a Survivor. You cannot simply do something like that without balancing, and the Balance would be, to have way more Pallets to ensure that the Survivor is actually getting some distance out of them. This is how the game is currently designed, looping, trying to be efficient with it and then throwing the Pallet to break Bloodlust.

    Last but not least, abandoning Chases - you have to. Sure, some Loops should not be in the game (Ironworks Window, Loops on the Asylum Map for example), but it is not the Survivors fault that they are there. And if I have a Killer who follows me through the Ironworks Window, I will loop it 3 times. And it is smart to abandon a chase at such a BS Window instead of just commiting to it.

    You would lose Bloodlust when the Survivor actually managed to break the damn chase instead of looping you endlessly because of endless Bloodlust-LineOfSight-Breaking. It would force Survs to have to learn how to break chases by using the environment to actually ESCAPE instead of just soaking up killer patrol time; Force them to play smarter and less "come chase me a bit so I can get some BP". The entire game needs to be refocused from ######### with the Killer to avoid the damn Killer by this point.

    Bloodlust is needed when Survivors get a damn speed buff from being hit on top of Killers having such a LONG ASS delay between doing just about any action; they have 400 vault/pallet/holes in upper floors locations; and the ability to lose the chase by actually mind gaming and breaking their sprints by walking or crouching around objects when they manage to put some distance between them and the killer; as well as the Devs sitting there swaddling their little bottoms so they don't have to play matches with hardly any strategy other than run around like crazy across the map, run in circles, rush the gens and everyone gets to live happily ever after.

    Killers should not have to abandon a chase; Survivors should have to escape that chase. I'm sick of this game making killers as frightening as a cloud on a sunny day, because "fear isn't fun"; "stealth isn't fun"; and Survs want to run around ######### with the killer and get away just as easily. This isn't F13 - go play that damn game if you want a game about bullying and 'fighting back' against the killer. This game should have been designed with the attitude that survivors should NEVER want to be around the killer and the killers should have been terrifying even when you are level 1 with them.

    Instead, we get this steaming pile of ######### that only keeps getting shittier because of the reliance on Survivor players 'enjoyment' and Survivor mains know this -- hence why they continue to do the same thing they always do because they know the Devs will never crackdown on them too hard or they just cry - threaten to quit - and the Devs backtrack on that idea.

    As for 'not making this thread when I lose a game'.. As if the Devs actually give a damn about 95% of the threads posted here. If it doesn't directly pertain to something on their mind; or they're not swooping in to shut down a thread; they're about as useful as any other 'suggestion' threads -- a place for players to vent but never get anything ever really looked at in the long run if it goes against 'Dev vision'.

  • The problem, however, is that being overly altruistic can also feed the killer 4 kills instead of only two or three. If stealth wasn't as punished by being not as effective for BP; I think more Survivors would adopt that playstyle and there would be less of a "need" for overly altrustic gameplay emphasis like we have today. No, it is not "smart" for all teammates to rush to a hook that a killer is staying near - and more likely than not feeding them more injuries and downs than if you had just focused objectives a while longer, even if it cost your teammate a hook state and they went into struggle phase or something.

    And again, I'm not talking about the "immersed" players that don't help their team at all. I'm talking about not being rewarded for not feeding a killer and weakening your team by taking hits - putting yourself in danger of being downed so your teammate has a better chance of escaping alive (which at that point is just a 'i want to survive' mentality swap between the stealth player and the player that got caught); taking a hit so now both you and your teammate are injured; running to a hook so the killer can slug the survivor you unhook then chase you down and slug you too as punishment because he was puppy-guarding the hook to begin with and you are punished for not giving killers the chance for more injuries/downs if they stay near the hook.

    The overwhelming problem with the game right now is a Survivor gets hooked and ALL THREE other teammates stop doing any objectives and rush to that hook, where the killers are overwhelming just camping or puppy guarding and proceed to often times, get another down or immediately re-down the unhooked survivor, putting them in dead on hook state because everyone keeps trying to unhook, because you are rewarded with far more bloodpoints for doing that.

    Couple that with the 'We no longer have Ruin so we don't know how to play any other playstyle' killers that have adopted just camping and hyper-focusing their hook targets into oblivion. Or those killers that are so toxic about the Ruin change that their mentality is literally 'I'll just play this toxic/perceived toxic playstyle as punishment to the Survs that took my precious Ruin perk away from me'.

    And triple that with the pathetic Survivor mentality of "I'll just DC" if any little inconvenience happens to them -- Reached struggle phase on a hook - DC; downed after being unhooked - DC; Killed on Hook - DC before animation finishes to award the death (something else that needs to be changed, death should be awarded immediately upon the 'stab' of the animation not animation completion). This mentality makes playing the game of altruism that the Devs want to reward even more worthless because you wasted objective time on someone that just DC'd because they want to keep their items/addons, hurt killer pip chance/de-pip themselves/or are just pathetic individuals that should go play other games because now they have just hurt your team far more than the player completing objectives and playing smarter and stealthier.

    Another overwhelming problem is survivors sprinting EVERYWHERE - especially when unhooked, leaving scratch marks that just lead to them instead of taking opportunities to crouch/walk away from where they were and getting away from killers far more often. But that's an unrelated issue I think.

    Yes, playing stealthy is more of a 'make sure you survive first; if you can, make sure a teammate can survive' instead of this 'try to make sure your entire team survives, even if it means rushing a hook and getting everyone injured' mentality -- but it should not be punished with inefficiency because of a forced 'morality' system that the Devs want us to believe would exist in a situation like this.

    Stealth gameplay should still be a viable option for BP gain and playing -- and even with this proposed fix, you would still get "more" BP for playing your altrustic game -- but you would no longer get an overwhelming amount more and all players would benefit from the increase BP bonus gains for time not engaged with a killer - even the altrustic ones.

  • "Don't report disconnects" "We just throw them out"

    Translation for the folk that aren't educated in game design philosophy or the industry = "Our Game has a dying player base that we are terrified of riling up - so instead of implementing the perfectly reasonable incremental wait timers for continuing to disconnect - and inconveniencing what players we have left - we are choosing to turn blind eyes to problems the majority of our community has within them game if we can't just slap a new DLC over and rake in some more money to get people's minds of it for a little while."

    EULA is vague because they want the wiggle room to decide on a case-by-case basis what is and is not acceptable depending on how it is affecting their sales and remaining player base.

    Please, BHVR Devs, I am begging you to step in here and clear all of this up - not just the OP's question but then entire shady vagueness of your policies and you clear inaction to fix many of the game's underlying - social, player-based problems.

    Or have you gone the way of other "devs" in the business like Studio Wildcard or Bungie -- and you blame the players for never being satisified; or blame them for ever questioning your design decisions because "you design the game, therefore you know what is best for it" without any regard for player feedback? Or maybe the ENTIRE concept of games-as-a-service is designed to be a screw you to players and a directive to just accept what you're given unless they ask you for specific answers to specific questions (like the latest survey that was up here on the forums; incredibly vague questions that didn't address any of the issues circling the forums).

    Will you go around silencing anyone that speaks out against your practices too? That seems to be a common thing for many "Devs" these days with a public forum --- a temporary ban from forums if you bring up some valid points and the community might see them and agree.

  • @NoRestarts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058968#Comment_1058968

    Wait, you can get in trouble for reporting disconnects?

    Where did you see that?

    No, you can't get in trouble for it (that I know of) -- but on their list of reportable/bannable offenses, they have 'Disconnecting' as being a behavior they don't want players to Report using in-game functions (I do it anyway; but seriously - start punishing them BHVR and man up)

  • You know that's kind of ironic that they have 'Disconnecting' too much as being bannable -- yet turn around and get upset at players for reporting people for Disconnecting... kind of counter-intuitive. Then again, only reason they don't want players reporting DC-ing players is because the playerbase can't handle it if they actually banned excessive DC-ers. So most of the time - they get away with no punishments and ruin the game experience for everyone else involved in their matches.

  • Though it rarely seems like BHVR acts on reports - the only thing you can do is report them.

  • @Kebek said:

    Stealth is far more then just those perks. Stealth is essencial part of the GAME KNOWLEDGE. Stealth is the ability to predict which way will killer use to get the fastest from the hooked person to gens and react appropriately so that you don't run into them. It's to know when and where to hide and if it's even safe to hide in that spot. It's far more then people make it to be, an immpersed player just hiding all game doing nothing. Real stealth players are those who do gens and make safe unhookes without BT while also beiing good in chase not just hiding but they know when it's SMARTER to hide.

    It's a pity that people look down on stealth so much. I can't agree with you, stealth is very much alive and extremely important part of the game. Yes it's not very meta to be really stealthy but having good knowledge of the stealth and how to properly use it can win games as much as beiing god at looping.

    Killers leave hooks?? I thought that was only me... 90% of games I play since Ruin change, it is camp and tunnel central for killers.

  • @Waffleyumboy said:

    The power seems lacking, there is slight mobility and chase potential but it doesn't really fit the theme of a shadow imo.

    Nightbringer: Fine I guess

    Encroaching Darkness: Also fine...

    Overwhelming Darkness: That also works...

    Perks are meh but fitting and power is meh and also ??

    I can see where you're coming from. The 'Shadow' idea is basically from his appearance; his ability to move across the map; and his ability to phase into view in front of the survivor during a chase or to surprise them.

    Perhaps, if keeping with the status effect theme of things, the power caused Survivors that he passes through using his power to be Hindered for so many seconds - allowing him to use it to slow down an active chase victim - especially since the power activates instantly and wouldn't have a 'charging' sound or cue the survivors could use to just move to the side.

    I sort of went for a more 'underpowered' approach instead of jumping to overpowered (or what sounded too strong to me). The perks, were just things I don't see much of -- Nightbringer is a way to regress/slow gens a little more efficiently, especially if you can pair it with Ruin; Encroaching punishes grouping Survivors or those trying to body block/follow you; and Overwhelming weakens things like Adrenaline, Sprint Burst, and Hope when the gates are open (I had considered it to just automatically end any Haste effect that would be active; but then I figured it would be too strong as a direct counter to Adrenaline's speed buff).


  • @LetsPlayTogether said:

    You do not play this game, right? Actually the reveal mechanic is totally killer sided, cause he can mark while the reveal wont even start or stops just after a second every damn game. Its totally broken in favor of the killer.

    Nice joke there. Yes, I am aware that "with certain add-ons" Ghostface's ability becomes more manageable (by decreasing the radius to be pulled from the ability and everything); but the Devs seriously need to lose the mentality of killers are only good/viable with add-ons. All killers should be good and viable as base and the add-ons should just tweak their playstyles; not have to rely on having add-ons to be decent.

    Ghostface as a base, is incredibly easy to pull out of his power - he can't even stalk mid-chase like Myers because Survivors just have to rotate their camera to be behind them and it pulls him from his power too.The only 'killer side' mechanic he has is the ability to toggle into Night Shroud at his discretion. Survivors should not be able to pull him out of his stalking mode for the express reason so he wouldn't be too similar to Myers (which is why he is designed that way); and at the very least, his unique lean-stalking should be survivor independent and unable to be cancelled by just 'looking at him' within a certain range.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1051774#Comment_1051774

    Yeah that.. disconnect, your body stays there for others to interact with (and for the killer to kill if he so wishes)

    This -- and immediate 'kill' credits when the Entity 'stabs' the Survivor - not until after the like 5-8 seconds animation like it is now. I feel that would stop those Survs that seem to DC during the animation to prevent a kill.

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