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bleep275

bleep275

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  • I play both 50-50. I am so happy pain res is getting nerfed. It’s in almost every match I play and when your gen gets hit by pain res you want to throw your monitor. It’s not even a big nerf either, but it’ll make it far less irritating.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715725#Comment_3715725

    ...... If you don't notice when one of you perks doesn't function, it sounds like you're rather unobservant.

    it’s not that I don’t notice…it’s that it doesn’t make a difference. I still find them rather quick and if not there are several others with bright auras. Plus if you’re good enough the tokens will go away pretty quick unless they’re always in your radius. But at that point it’s on you for never finding them despite being so close. You have a 1 in 10 chance of running into distortion. It ain’t that deep.

  • @MechWarrior3 said:

    ”Also I have been getting camped by victor…but despite being ontop of me the meter doesn’t go u”

    This is a bug, they know and they are working to fix it.


    The anti FACE camp won’t likely be increased. It’s for face camping. If it’s not going very fast it means a teammate is too close by.

    that is amazing to know. I’m glad they’re doing something about it.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715587#Comment_3715587

    I'm not saying that it is overpowered or that it makes my games difficult. As previously stated I do not really run aura builds. When I do though, I find them entirely countered by a single perk. Because they are trivially countered by this perk, it disincentivizes running aura perks at all in favor of more reliable game stall. My belief is that this is bad for the game. That's the argument.

    Moreover BBQ is definitely the most trivially countered aura perk. You hop in a locker on hook and count down a few seconds. If you're vs a billy, wesker blight or huntress then it's safe to assume they have it and you should do it anyway.

    I think it’s just you mate. Doesn’t decentivise me in the least or affect me very much at all. Half the time I don’t even notice

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715392#Comment_3715392

    You're running one of the edge cases where distortion won't do anything. For standard terror radius killers it counters aura reading completely. There is no dependency. I would like to have the option to run an aura perk or two.

    I run aura perks on killers that aren’t stealth too. Like artist, nurse, huntress, and billy. Distortion isn’t much of a problem. It has a 10% usage. Not like the entire lobby is using it. I’ve never had more than one person in my lobby run distortion, and I still find em pretty easy. It’s not that deep. Especially since there’s half a million aura reading perks on killer that are very common with usage. Lethal and bbq are both in the top 5 used killer perks. Distortion isn’t. Meta needs a counter.

  • Junpscare so I run full aura on my ghostface (super op and fun). At most I have one person in the lobby with distortion and it effects nothing. Even when I run sniper builds with just bbq it doesn’t effect me much. Just don’t rely on aura reading, it’s just a fun commodity

  • @woundcowboy said:

    If it weren’t already clear, the 700th round of gen defense nerfs makes it pretty clear: people don’t understand why killers run gen defense. The base speed of the game is nearly impossible for killer to win against good survivor groups. Nerfing these perks only further incentivizes camping and tunneling, which I guarantee will get worse after this update.

    they’re nerfing gens defense again?

  • I HATE the daytime maps so much.

  • @Dream_Whisper said:

    I am on thr strong opinions that DC penalties are perfect fine due to the existing of bots. Just that Hook Suicide needs to be removed, unfortunately. As much as everyone likes the 4% kobe, I feel like the game is going to be imbalance as certain players are rage quiting all because they simple do not enjoy playing the game and wasting everyone time by refusing to play the game. If anything they need to be punished even more to simple unable to play the game, so they finally take a break from the game.

    Bit blunt but they needs to understand that if they are not having fun, doesn't give them any right to ruin the fun over the other players, both killers and survivors alike that do. To me, People whom suicide on first hook and or first down; are simple being unsportsmanlike and it is punishable offense.

    Look at me, I take breaks from DBD by playing fortnite, helldivers, overwatch, etc. As well as some Causal single player games. Coming back everytime there are new content in the game as well as completing rifts, for th3 enjoyment. Surely, the others players that are too heavily invested in this Game, just as much as me; feel bored and aggrieved to the point that you are sick of this stale game everytime. Just please stop this behavior and just be a good player and accept that rage quiting/hook suicide just makes those players toxic and makes the game more miserable then it already has been.

    remove hook suicide and it’ll just lead to people going afk or chasing down the killer to die. Happens all the time when they try to suicide but get saved.

    Make two games modes

    Ranked: with dc penalty and whatever else. To satisfy the Uber competitive

    Casual: for people that just want to play for giggles and don’t care about winning. No penalties here

  • @Marc_123 said:

    Yep, some of the challenges are impossible solo for normal players.

    I always hate the "in a single trial" ones.

    You only need to be there when the gen is completed, not doing a whole gen. But this is just luck.

    the “in a single trial” makes so many tomes not worth even attempting tbh.

  • @Vindictus said:

    So what about killers having to deal with a 4 man bully squad with broken builds who are forced to take it? At least you guys have the option to leave a match without a penalty. The only solution is to remove that mechanic.

    it would allow the killer to leave those games without a penalty. Survivors get a BP bonus when the killer quits anyway

  • @dance said:

    We've made some adjustments to Haddonfield. After traversing the streets (and houses) of Lampkin Lane, please let us know what you think below.

    https://us.v-cdn.net/6030815/uploads/DO8CEUJOUC1C/haddonfield-update-jpg.jpg

    in my experience the gen layout is one sided and terrible. I’ll have one gen on one side of the map in the house and the rest are all on another side. As killer I love it. But as survivor I hate it. I have yet to see a survivor win (2-3 escape) on the new haddonfield

  • with all due respect…are you old enough to play this game? And honestly headphones are just recommended in general as they help an enormous amount. Try calm spirit, won’t scream unless hooked

  • How often is that ACTUALLY enforced though?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711376#Comment_3711376

    If you aren't enjoying DBD, then simply don't queue up to play

    you can enjoy dbd as a whole but a single match. Are you telling me you NEVER had a match you didn’t enjoy?

  • @Crowman said:

    Removing the DC penalty isn't going to stop these people from ruining your games. Bots are not a good replacement for an actual player. If anything, this just shows that hook suiciding needs to be dealt with rather than making the game largely unplayable by letting people rage quit whenever they feel like.

    they’re not an adequate replacement, no. But a bot is better than a corpse. And I don’t think hook suicide should be addressed. A player shouldn’t be forced to play a game they aren’t enjoying. Like if hook suicide is removed, they’d probably Just go afk till they die.

  • ah. I just think they need to bring the old hatch system back. Make keys relevant again

  • nah man. This game has enough elitism as it is. Having visible mmr will just fuel that even more. Like right now if you have less than two thousand hours you’re called new…you can master a new language in half that time. We don’t need mmr causing “mrmrmrmr if you aren’t in the 1% of highest mmr your opinion is invalid”.

    If there is an ENTIRELY seperate game mode for the people who want this to be the next esports competitive valorant type game. Sure. But I don’t want that and it’ll just cause more toxicity

  • @zarr said:

    Endgame scenarios where only 1 or 2 survivors remain have often been criticized for the undesirable gameplay they can yield.

    With only two survivors left alive and generators left to be done, the match is regularly a foregone conclusion, as either of the survivors being found will usually lead to their death, only seldom with a chance to delay the down until the other survivor can repair the remaining gens (and death for the found survivor still being all but certain even then). This creates a situation in which the two remaining survivors will often try their all not to be found, so as to potentially at least have a chance for a hatch escape. The killer can also opt to "slug for the 4k" in this scenario, meaning they will just leave the survivor they downed lying on the floor to search for the other survivor, for up to 4 minutes (after which they can still pick up and carry the slugged survivor or let them wiggle, to indefinitely delay their bleedout). Both of these scenarios really aren't very engaging, neither the survivors hiding as much as they can nor the killer dragging out the conclusion of the match by leaving someone to crawl around on the floor or otherwise refusing to kill them.

    With only one survivor left alive, multiple issues present themselves. The hatch is easier for the killer to find as they are faster than the survivor and don't have to be cautious about being spotted like the survivor does. And then if they find the hatch, they can simply refuse to close it. This creates a very unfortunate situation known as a "hatch stand-off", something BHVR set out to fix years ago but the "solution" to which fell short. The killer in this scenario can opt to not close the hatch in order not to risk giving the survivor a chance to open a gate or escape via key. Instead, they will simply stand there until the survivor reveals themselves, upon which they can then close the hatch and chase the survivor, with the latter having no chance of escaping anymore. The survivor, knowing this, will obviously refuse to show themselves. This can go on until the game server closes the session (at which point the survivor dies, suggesting the killer has "won", which is another if tangential issue with the "endgame design"). But even if the killer does close the hatch, escape is often nigh or actually impossible, with gates that can spawn too close to one another, spots from which the killer can see both gates, killer abilities that can be used to scout or control gates from a distance. In these hopeless scenarios, survivors will often just keep hiding out the endgame timer so as to not give the killer the satisfaction of killing them "by hand", again leading to a boring, uninteractive, anticlimactic conclusion to a match.

    I think the endgame design of DbD should have long been looked at, to create tense instead of tedious, hard-fought instead of foregone conclusions to matches. The "finisher mori" system was meant to address some of these issues, although it for various reasons didn't quite work out and was scrapped. But that shouldn't deter you from reconsidering on these scenarios. Here are a few relatively simple ideas I have, that seem pretty easy to implement for the most part and would already go a long way to alleviate many of these issues:

    In 2v1 scenarios, give survivors a 100% increase in generator repair speeds (they repair twice as fast), as well as the ability to recover from the dying state. The match here is already all but won for the killer: if they find a survivor, they are almost guaranteed to secure at least 3 kills for the match. So giving survivors buffs in this otherwise regularly hopeless scenario isn't all that relevant for overall balance, but it would somewhat consistently give them an actual shot at trying to pull off the impossible and get gens done and perhaps even escape through the gates, if much of the time only for one of them. They would be much more likely to actually try instead of just hide. Plus, in turn, you could then give the killer periodic information on the survivors' locations whenever they are not on a gen (e. g. a killer instinct proc every 30 seconds, counting whenever a survivor is not currently repairing a gen).

    If the "recovering from the dying state" change would be considered to be too balance-relevant (in the sense that the killer already worked to create this 2v1-with-gens-remaining scenario to begin with, and so maybe there shouldn't be a buff to the chances for both survivors to still be able to make it out), an alternative could be to instead give them the ability to "surrender" when in the dying state, where, bereft of hope to feed off of, the Entity will swallow up the survivor. Or yet, make it so that the killer will instantly mori a survivor they down, in this scenario. I don't really think this is necessary, as the "basekit Unbreakable in 2v1" will already most of the time lead the killer to just pick up and hook the survivor they downed, but these would at least guarantee the 3k/win for the killer.

    In either case, these then trigger the 1v1 endgame scenario. Simple improvements for this scenario could be the following:

    The hatch should close automatically after a minute or two. This is such a simple, obvious change that would 1. make it so the survivor does not necessarily have to search for the hatch (a hunt that as mentioned is skewed against them), and 2. get rid of the hatch stand-off that still exists now.

    Gates should spawn further apart. Not necessarily as far as they physically can, but with a certain minimum distance of each other. New maps like Nostromo and Toba Landing already have a few fixed gate spawns that generally guarantee that the gates are not only not too close, but also don't allow the killer to see both gates from one spot or a small patrol area.

    Since this is not as possible on all maps, additionally the red lights on the gate switches could be changed to activate later into the gate opening interaction. Currently, the first red light activates at 25% of the gate-opening progress, which is a very early giveaway for the killer as to which gate a survivor is attempting to open. Moving the red light activation sequence from 25, 50 and 75% to 50, 75 and 95% would be preferable.

    Killer-specific changes to prevent them from being able to use their powers within a certain range of unopened gates could be beneficial, although I don't think this is absolutely necessary as this aspect of their powers can just be seen as interesting parts of their kits. However, to present a more ambitious and adventurous endgame design change that would do away with all of these issues:

    As soon as the hatch is closed (manually or automatically), put the killer and last survivor into a 1v1 chase scenario. The killer will have no power and move at 4.6m/s speed, the survivor will be healthy. All perks, add-ons and items are disabled. Any pallets and walls that have been dropped or broken stay that way. The chase could either start at a designated spot on each map or at the killer's or survivor's current position when the hatch was closed, or the nearest pallet to them (if any). The distance between the killer and survivor could be something like 10-15m. If the survivor can last, say, 2 minutes, the hatch spawns at their feet and they automatically jump to their escape. If the killer downs them, they instantly mori them.

    The idea here is that the players get a thrilling chase to conclude the match, and the harder the killer had to work to get into this scenario, the easier it will be for them to win (since more pallets will have been used throughout the match). Specifics of this "sudden death chase" system such as the place where the chase starts, the starting distance between the players, the time they have to keep surviving for, whether this time could perhaps scale with the amount of pallets left, and so on, would all come down to testing and debating, but I for one would celebrate the introduction of this.

    Whether it's any of these or other changes, I hope the devs will some day reconsider on the endgame design again.

    can you do a tltr? This post is longer than my lab reports

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707647#Comment_3707647

    I never accused you of playing this or that side. Why the defensiveness? I literally play whatever the incentive is; I love DBD and have fun regardless of role.

    This idea has cropped up over and over and it's always a bad one. It either increases queues for survivor benefit or leaves out people that happen to enjoy popular killers which is unfair. Fun or not fun is subjective and changing killers based on largely on an idea that's got two sides will never work out.

    I honestly don't even understand the last two sentences of your post. It seems like you feel attacked. I can assure you that it's nothing personal.

    how would it increase queue times for survivors benefit? We currently get bonus BP for playing survivor or killer, how is it any different? I mean with the logic you all have that’s unfair for people who only play killer or survivor. We should remove that. Challenges that give you bp for specific killers? Well that’s punishing people who don’t like those killers, remove that. Same with the dailies that do the same thing.

    Pros:

    More bp or whatever they choose

    More killer variety

    More data for balancing

    Cons:

    Unfair for people who play meta >:(

  • @Ohyakno said:

    Killers are not there to facilitate your fun or to be set dressing for you to play with. They're actual human beings, given the same weight as anyone else playing the game. Your solutions only never benefit you and folks that don't play popular killers at the detriment of everyone else.

    there is a way to disagree without coming off as rude ya know. And I also play killer. Despite common beliefs, people can play both sides 50/50 crazy right? And like I said in the post, if your bias didn’t make you completely ignore it. The person using the killer would benefit via incentives and it’d give more data to make the unplayed killer more fun. Which would benefit the community as a whole. Oh but that’s just for me right? Everyone getting prizes and increasing validity on other killers is all me right?

  • I’m having 0 issues with the lullaby. It’s the same to me just deeper.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705548#Comment_3705548

    They use these stats to inform balance changes, in conjunction with kill rates, because there's more to it than just kill rates, killers may simply not be enjoyable to play, regardless of their kill rate..

    If a killer isn't played much, then that's evidence that the killer isn't fun or effective to play. So it may get buffs or a rework, like they justvtried with Twins.

    If a killer is played a lot then that's evidence that the killer is performing well and doesn't need buffs.

    If a killers pick rate is inflated due to BP bonuses, but there's feedback that the killer is unfun or underpowered, then BHVR won't know if that's subjective opinions or something they need to action.

    if the killer play rate increases during bonus BP times… they can adjust for that variable. And if it still doesn’t rise then that shows severe problems with that killer. Just because there is a flaw doesn’t mean there isn’t benefits to this.

  • @HEX_DEAD_BY_AI said:

    Apart from camping, which is easier to penalize, we also need punishments for players who consistently engage in tunneling. There are two styles of tunneling that I've encountered:

    1. The killer may or may not camp, but they always target the first survivor, relentlessly forcing them to die by any means, before proceeding to play normally with the remaining three survivors. This tactic is aimed at tipping the trial in their favor. They exclusively focus on the first survivor.
    2. The killer may or may not camp, but they systematically tunnel survivors one by one until the trial concludes.

    Some of the most trashiest tunneling tactics I've encountered include:

    1. Wraith: He goes into stealth mode and lurks in a corner (the dirtiest form of camping) until a survivor attempts a rescue, then suddenly appears to resume tunneling the rescued survivor. Alternatively, he may ignore a survivor he's currently chasing just to stealth and target that unhooked one again.
    2. Pig: Similar to Wraith, she crouches and hides near the hook, waiting to do her rushing and resume tunneling.
    3. GhostFace and Shape: Relying on the ability to hide or a small terror radius to execute tunneling.
    4. Hag: She sets traps near hooks to facilitate easy tunneling.
    5. Chucky: He uses the Insidious perk, hiding near the hook to resume tunneling.
    6. Unknown: Leaving a hallucination near the hook to make tunneling easier.
    7. Clown: Almost as bad as camping, he searches around the hook until a survivor attempts a rescue, then throws his bottle at the hook and resumes tunneling.
    8. Trickster and Deathslinger: Similar to Clown, but using their gun and knives.
    9. All other killers who can quickly close the distance (such as Blight and Spirit) to swiftly reach the hook and resume tunneling.

    Encountering these tactics often makes matches feel exhausting, frustrating, and ultimately a waste of time.

    Have any of you experienced this in The Fog?

    Surely, there must be some mechanism for punishing this tunneling, right?

    https://us.v-cdn.net/6030815/uploads/W0S5SAW5ODES/the-trashiest-tunneling-killer.jpg

    I refuse to play survivor because of how severe the tunneling is. I get that killers can feel the need to tunnel, but by playing dirty to guarantee a kill, you are inadvertently skewing the performance results of killers. Keeping the devs from buffing the killer in a way where you don’t need to tunnel because the stats show the killer has a balanced kill rate. People gotta take the L to allow proper balance and drop mmr to a more fun level for them

  • there has been a massive surge in cheaters lately. I’ve had 3 confirmed bans from my reports from just two days playing. Thankfully when a report goes through the game tells you action was taken which is amazing, and a good reminder that they do actually address reports

  • +1. Especially the music thing, for a killer that relies on hearing the loud af instrumentals make that so much more difficult and annoying than it needs to be. Also chase music should not start when killer is undetectable. So many jumpscares ruined because of that

  • yeah the mmr system is poorly done. My sister in law tried killer FOR THE FIRST TIME ever. And was paired with a p100 survivor and got me or two other high prestige players. She was a level 5 huntress and a first time player. Got bullied to all hell and hasn’t played killer sense.
    then while I was grinding to rank 1 as survivor I got the worst team. I had JUST hit rank 1 the match before. I got paired with BRAND NEW survivors and a hillbilly with 5k hours.

    I’m convinced the mmr system is a lie and we need the old rank system back

  • I think this is a great idea. The game definitely needs variety and people should be pushed to play something other than the meta. Part of the reason I don’t play survivor is because I play the same 5 killers with the same build and strategy. It’s boring and repetitive. As killer I only stick with the ones I’m good at to get more bp. Having a drastic BP bonus would definitely motivate me to play worse killers and learn them better.

  • @fussy said:

    Afwul idea. There is a reason why killer is unpopular. Why bandaid it with BP instead of fixing the problem? I won't play Hag or Twins even with 1000% BP bonus, simply because I better waste my time on killer which I'm enjoying.

    And if all killers will have similar pickrate on a paper, what devs should look at to make some decisions? Billy probably still would be miserable to play as, If we had this bandaid in game.

    This isn’t to fix the problem of valance, it’s to add variety to everyone’s gameplay. When I’m survivor I verse the same 5 killers over and over and over again. It’s boring. As killer only time I play different killer is for challenges and dailies to get BP. Plus if more people play a bad killer, the kill rate statistics will change which will give the devs a better idea on how to buff/nerf.

  • he’s kinda crappy and super boring but by no means the worst. That crown is atop a throne of disarmed bear traps

  • the 8 gen regression is a problem. It rewards rushing a gen. The best way to do deal with a 3 gen. Don’t pop gens next to eachother. Work from the center of the map to the outer ones. Can’t tell you how many times survivors pop a gen just to run to the one directly next to it. Put some thought behind gens

  • that would be amazing. +1

  • I put it on because of griefing. Had a trapper focus on only me and bm me four matches in a row because I looped tf outta him the first time. Also had survivors body block and lure the killer to me because I didn’t body block for them in previous matches. Also had people snipe my profile for ammo to use against me. I also don’t want to be on a YouTube video or stream where toxicity is prevalent.

  • I feel like I’m the only one who doesn’t like lady D. I much prefer the daughters. Plus idk what her power would be, she just has REALLY long Freddy claws. The daughters can at least revert to the fly form and go through/over things. But yeah anything resident evil I will buy behavior. Give us a Mr.X skin for nenesis

  • I agree that it should be removed. I don’t want to have to sit through a match that my friend got tunneled out of or camp someone. The game isn’t healthy enough to punish people for leaving a toxic match

  • base kit DS and increased unhook endurance should be a thing. I REFUSE to play survivor because every match is tunneling. Either I get tunneled and my fun is ruined or someone else gets tunneled so the only thing I can do is gen rush. All tunneling does is make the game unbearable to play and promote toxicity within the game.

  • @steamed_hamzzz said:

    Okay seriously, how are you meant to counter it? You can’t face away, or even face a wall because the speed boost and blast angle still allows for saves

    You can’t realistically equip lightborn every game just in case they bring 1 perk

    Flashbang by itself is fine, it allows for skilful saves if you’re close enough and have the right timing, or a free blind at pallets every now and then. The problem is Background Player, it makes the perk incredibly frustrating, especially in the hands of a coordinated SWF

    Background player needs nerfing

    there’s a bunch of exhaustion activating perks and addons you can equip

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690892#Comment_3690892

    you mean killer can't Take advantage of survivors' mistakes?

    if survivor don't missteps, killer will be loop for 5 gen.

    most 1V1 race already prove this.

    if killer want case other survivor with out Information.

    it will start at find some survivor to case.

    I don't know What kind of opponent you dealing with.

    but most of good survivor team can finish 2 gen before some survivor been hooked.

    killer Forced to slug survivor and continue hook that been hooked survivor to Reduce survivor team Actionable member.

    you know……If there have 4 survivor alive, someone been case, other 3 survivors can fix the gen.

    until that cased guy been hooked, it turn into:

    1 cased

    1 hooked

    1 go to saving

    1 fixing the gen.

    If there only 3 survivor alive,someone been case, other 2 survivor can fix the gen.

    until that cased guy been hooked, it turn into:

    1 cased

    1 hooked

    1 go to saving.

    no one are repairing the gen.

    There's an old saying in DBD to killer: 4 guy control man, 3 guy control gen.

    it can't work now.

    Because killer have 8 Regression Events limit, Even if there only have 3 survivor, killer have to keep control survivor not the gen to take long term advantage.

    bro is 110% a desperate tunneling killer main. He doesn’t want his only strategy to get nerfed

  • I agree with this and only deactivate if you touch gens or time it out. The amount of tunneling lately has been insane. I have utilized it every match I’ve been in as survivor. The amount of people I have seen tunneled out at 5 gens left is insane.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690485#Comment_3690485

    buff DS to 2~4s stun and give survivor 8~10s endurance to get 32m pallet and window.

    this will Countermeasures that killer have high speed. (like nurse, after stun survivor 'only' move away 10~16m, she can easy get a hit in 7s, other 4.6m/s killer need case for 11.25s~21.25s)

    that is very good way to BEHVR.

    no new code. means no new bug if use DS to Disable killers power.

    Talk about toxicity.

    The most toxicity thing is:

    Killer: if I play bad, I should Practice more or Change tactics/perk to get more kill. Maybe I need play survivor to know what survivor think if they in this situation.

    Survivor: if I play bad, I should cry to BEHVR to nerf killer or buff perk or beg for more free perk. that killer is absolutely OP, and no countermeasures. I don't even have to play that killer to know it.

    when this game in 2017, survivor know how and when to save their teammate on hook.

    If killer camp or most of killer use 'camp' play style, survivor know how to hide at beginning to take gen Progress advantage(pressure?) to killer, if killer still choose camp, the only results is 4escap and 3escap.

    But now, survivor have free Borrowed Time and other free perk(Ui/self-save), killer is nerfed can't catch and hard to stop face save (only have free perk Shadowborn and it have disadvantage when be flashlight), survivor It's like forgetting how to work together to save their teammate. most is trade save.

    survivor player that wants to save, they are most talking and thinking is "If I had that perk, how nice it would be."

    not the "If I have a teammate to cooperate, how good it would be" anymore.

    the thing is….majority of survivors aren’t on comes or swf. So it’s difficult to communicate that teamwork you’re preaching about. It is needed for balance.

    Killer and survivors both wine and cry about perks and addons. And when their perk or addons is nerfed they use it as CONFIRMATION BIAS that the game is unbalanced against them. That is not the case.

    Play survivor, grind to rank 1. Learn their perspective and maybe you’ll understand why some perks are buffed for survivor. Your gameplay as killer will so improve because you’re learning both sides and their thought process.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690002#Comment_3690002

    You know too little.

    a blight player have 95% chance end the game (3k 4k) before survivor fix all 5 gen.

    you still think no one be able to win like this?

    I genuinely think your bias is making you completely misread/misinterpret what I’m saying. This what I’m saying

    DS buff is needed

    Tunneling promotes toxicity

    If you have to tunnel to win, you’re playing out of your skill set. Take the loss and verse people on your level with your dropped mmr

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689642#Comment_3689642

    Do you play killer?

    can you 3k 4k continuous 50 rounds?

    Yes I can and I do, its extremely rare that i get less than 3 kills. I main ghost face, i use mindbreaker, undying, devour hope, and pop. If you are genuinely struggling that much, stop tunneling and camping for that kill. let your mmr drop to a skill level where it isn't as difficult for you, so you wont need to tunnel and camp. Alot of killers shoot themselves in the foot by playing like that to win, but winning boosts their mmr to get paired against even stronger survivors.

  • If you can punish the killer for hitting the survivor on hook, then would it be fair to punish survivors for tea bagging and BMing in their way? you cant punish one side for toxicity and do nothing on the other

  • 5 seconds is more than enough time to break line of sight for both of those killers. Especially if there's a juicy blind on the stun.

  • Ive been wanting an option to sell addons, offerings, and items for awhile now. Especially since i dont use over half of them.

  • Im all for the DS buff. The tunneling in this game is insane, i almost never get a killer who focuses on gen pressure and just chases the hook guy. There needs to be more punishing mechanics to promote a healthier game style on both sides. I'd even go so far that DS should only deactivate if you fix gens.

  • Honestly the biggest W move. Im so happy not to lose the depip, Im solo q so i often get the worst teammates and matches

  • I do think there needs to be DC compensation, add some bonus to the pips as well. The bots do gens and cant be mind gamed, but therye still pretty stupid.

  • I want a knight rework so they’ll stop tunneling. Every knight I’ve ever gone up against tunnels so hard.

  • I main legion and I have zero issues with him. Especially with mindbreaker.

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