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brewingtea

brewingtea

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  • They should have an option in the menu "Disable exit gate crouching"

    If you check that, then when you play as killer, you don't see survivors crouching in the exit gate. Their model just stands there.

    The hitbox and actual gameplay would be unaffected, which could lead to weirdness if you throw a hatchet into someone's head and don't get credit for a hit, but that kinda thing won't come up often, and even when it does, it probably wouldn't affect the outcome of the match at all.

    Everybody wins. No need to side with the people trying to be dicks or anything!

  • @PetTheDoggo said:

    I don't think killer part of the perk should become basekit, but I would like survivor aura reading of kindred basekit.

    Killer part basekit would be devastating for some killers. It would be just bad, if survivors could always prerun/hide when you try to leave hook for gens.
    If you want it as "anti camping", then it should start working like 10 seconds after survivor is hooked and not if killer is in chase.

    if survivors could always prerun/hide when you try to leave hook for gens.

    Why are you ok when this happens in a SWF, though (via callouts)? Solo queue players are just asking for parity. You are 100% facing this already, in case that affects your opinion…

  • @nikodemo said:

    omg let ppl have fun XD

    SERIOUSLY, holy crap

  • It would be nice if they would acknowledge the issue. I haven't been playing since the release of FNAF, and I was looking forward to the event, but spending half a million BP and not getting A SINGLE pie? I can keep playing Rocket League and making the queues worse, I suppose… :(

  • @Mandy said:

    Will say, these stats are nowhere near accurate (yes I checked the stats). I''m guessing they're even more inaccurate than they used to be due to a smaller sample size given that personal stats are now available…so don't all start to panic that kill rates have dropped, they really haven't.

    Quick question: Why do the "official" stats leave off the lowest MMR? We don't see any numbers until 500-600, so why don't we see, like… 1 MMR? What's wrong with those numbers? (Why can't we see them?)

  • Is the survivor role punishing?

    Yes

    Is MMR the reason?

    Sometimes, but not always

    Are either of these worse when you're in a SWF?

    No

    Ok, it's worse for solo players, but only by a little bit, right?

    It's not even close

  • You know that guy who struggles on hook, even though there's no chance of winning? It's annoying that they don't have the game-sense to die and let you get hatch?

    I found them:

    @Emeal said:

    I hope you are kidding, these changes are the best we have had my team-mates don't die on hook anymore because they dont think we can win and we actually win a lot more often now. its fantastic. Why would I not love these changes?

  • @Destaice said:

    Nurse screams when she blinks.

    Demo screams (howls?) when he uses his portal.

    Dredge sounds like a car crash when it lands in a locker.

    Springtrap is almost silent as the door isn't audible over generator sounds. And even then if the killer TP's one door over there's no way of knowing until a ranged killer is already close enough to snipe you.

    Other stealth killers don't get ranged attacks or cross map mobility. Why does Springtrap get that and more?

    Dredge sounds like a car crash when it lands in a locker.

    LMAO

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940125#Comment_3940125

    I already posted the math in a previous comment in a recent thread in the feedback section about kill rates. You're welcome to look it up. I already backed mine with the math breakdown. I know you have a deep distain of math, but math indeed exists. For 1 vs 4 individual players who all only have one shared opponent, for it to be fair (50% chance to win) for the solo killer who has to face 4 opponents while the other 4 only have to face one, each individual survivors player needs a 38.5% chance to win. If it was 1 v 1, both need 50%, if it was 1 v 2, then obviously the 2 players need a reduced chance. 4 brings it to 38.5%. There is obviously no ties in this situation, as who exactly is the killer tying against? He has 4 individual opponents, and those opponents are not a team - it's 4 distinct 1 v 1s per BHVR's statements. Survivors CAN work together, but they dont have to. Thats also why there are solo only perks. However, if you utterly reject BHVRs game design and make up your own rules and play make believe that this is instead a team game where survivors all win/tie/lose together as a team regardless of individual player outcome, then ties MUST be considered in the balance for both sides. This comes out to survivors needing a 44.2% escape rate for both the killer and survivor team to having equal chances at winning (while still respecting ties, of course).

    I know you don't like math, but if you want it, just search my comment history. Im not going to keep reposting it.

    As for your 1 v 1 v 1 v 1 v 1 comment where killer "obviously" wins more than survivors, you may have forgotten this is an asymmetrical game. The killer has to win at least 3 of those 1 v 1s for a win. A survivor merely needs to escape. Both types of players have entirely different win conditions. Otherwise, you're claiming killers can win up to 4 times a match which, come on, you can't take yourself seriously making that claim. The killer gets a 3k+ for his win. He doesn't win 4 times a match. Killer win condition is very different from survivors, so making such a claim makes me doubt if you're actually taking this discussion seriously.

    In that previous thread, you also admitted that the only reason we don't consider 2Ks to be "fair" and a 50/50 balanced scenario is because you don't want to. There was literally nothing stopping us (that you mentioned after I asked multiple times) from just… calling that "fair" and being done with it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927293#Comment_3927293

    What can killers do if the survivors are purposely hiding somewhere random on the map, and are purposely waiting until the EGC is almost over before going to the exit gates?

    Are killers expected to be able to reliably find survivors that could be hiding anywhere on the map?

    I'm actually in favor of letting the killer "Abandon" in a lot of cases, including (but not limited to) once the EGC begins.

    But this argument is hilarious.

    "Ok, but what if they're NOT at the exit gates and NOT t-bagging me? What if they're giving me a chance to win? WHAT THEN, SMART GUY??? Am I supposed to suddenly 'find' and 'kill' the survivors somehow, but with the clock on my side??? PREPOSTEROUS!"

  • Because in order to get out of newbie MMR as survivor, you have to play like a 10k-hour looping god.

    But in order to face P100 looping gods as killer, you have to have a functioning monitor.

    The latter is easy mode.

  • Survival rates are low so it's a skill issue. UNLESS you try to use that math to claim the game is killer-sided. Then survival rates are fine and there's magically no skill issue.

    Also, the game is symmetrical when we need killer win rates to be 50%, but it's ASYMMETRICAL when it turns out the rates don't add up to 100%. So why did we present "50%" as if it was "balanced" in the first place?

    Don't worry because it's more like 55%, so even the gaslight math doesn't work.

  • @Wrecked said:

    Also @EinRaikou if my takes are so awful, you can stop replying to everything I’ve said. All I’ve seen in my notifications today is you. Obsessed much? 🤭

    This is my first (and last) serious response in this thread, and your takes are horrible. It's not just EinRaikou

  • I don't have a problem with the current Chaos mode, but I like this idea, and I'm all in favor of additional special modes.

    Also, just remove No Mither from the game.

  • @Wrecked said:

    I don’t see why players are punished for disconnecting from a match (whether it’s intentional or not) as the rest of the lobby get left with a bot player. They do generators and go for unhooks / heals, so why is this a problem? Would you rather be left with a bot that’ll help to progress the match or somebody who will throw the game until they’re killed?

    I also assume that most of the killer player base wants bots with the way they play, so it seems like a win-win for both sides. You’ll still get bloodpoints for playing against bots and maybe they could implement a system that increased bloodpoint gains when somebody disconnects to encourage other players to stay in the match.

    The only real reason people want the DC penalty is to feed their own ego. As they have to feel ‘powerful’ knowing they won against 4 real players. Gross tbh.

    How long is your DC ban?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938162#Comment_3938162

    Because the killer leaving is ruining the match for everyone.

    Survivors reacting to the killer's gameplay is the game.

    Sure, but if the game is already over, and the killer Abandoning gives them a win, shouldn't the survivors be happy? I wouldn't consider a game "ruined" if someone handed me a free win.

    I get what you're saying, and I don't want to allow killers to just derank, but in a game where you can't even SEE your rank, I think there's definitely some room for giving killers an out…

    Do you also Kiss yourself on real life?

    Do… you guys not do that? Because I don't. That would be weird. I don't do that.

  • @iOverSpray said:

    So when 5 gens pop and a killer has 0 hooks, can we abandoned penalty free as the games over?

    If it were up to me, I'd let the killer abandon whenever they want, regardless of how many gens are done or hooks they've gotten. You can't ruin the match for your teammates, so you do you. Why make someone stay in a match they're not enjoying?

  • @Crucifilth said:

    Grow up little Timmy. If you feel that emasculated bc of some "challenge completed" then you need to do some soul searching.

    This message brought to you by EXTREME SportFlex® Creatine Powder.

  • @frozzenk said:

    Good. Need less survivors trolling. For every killer bodyblocking I got 50 team of 2 survivors who decided they didn't want to do objectives anymore. It's not even in the same ballpark of frequency.

    True, but these rules are WAY overtuned to account for the less frequent thing. They're extremely punishing of all survivors just because "What if they're being body-blocked and need to escape? Better give them crows!"

    Multiply the time needed to gain crows by 2, and MAYBE then it would be ok.

  • @MaTtRoSiTy said:

    I very much doubt people are going to give up their Dead Hard or some other meta part of their build for a luck or unhooking perk, as these are usually used with a specific purpose/agenda in match.

    Look, I think they had to do something about going next but the reality is if someone wants out of a match they will do other more subtle things to get out of a match. Playing intentionally poorly etc

    We will see how it works out but I think ultimately it just delays a doomed match but wont make people actively want to participate fully in a match they desperately want out of.

    You're never going to catch every instance of someone just wanting to get out of the match and throwing as a result. Nor should you try to do so.

    However, the devs should make efforts to mitigate this, wherever possible. The self-unhooking mechanic is used way too often in bad faith. Getting rid of it was a good idea, even if there are still others way that people can throw.

  • I don't complain about tunneling and camping. They're just tools in the killer's arsenal.

    However, complaining about "gen-rushing" is different. That would be like the survivors complaining about the killer downing or hooking survivors AT ALL.

    The killer can still hook, kill, and win without tunneling or camping. But how are survivors supposed to NOT gen-rush? Are they supposed to say, "Hmm, let me let go of this gen and wander over here and see if there's a random dull totem I can cleanse for no reason…"???

    The pace of the game is determined by the killer. Don't like gen-rushing? Go scare them off the gens. Want them to bring out a different tool from their kit, such as looping? Then chase them.

    Killers get a choice, survivors don't.

  • Enjoy your queue times

    in How? Comment by brewingtea
  • @RJoyYourJoy19 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933691#Comment_3933691

    Killers don't like it cause it ruins their power fantasy and your post is literally a proof of that LMAO

    Survivors also don't like getting slugged, camped and tunneled, they don't like going against insanely broken killers designed to 4k every single match, they don't like playing on maps that are a guaranteed 4k, they don't like having to repair a billion gens cause the killer is running full regression, rhey don't like automatically losing what's supposed to be a 50/50 mindgame cause the killer has aura reading, they don't like a killer making a ridiculous comeback after doing bad the whole match thanks to stuff like Devour Hope or endgame perks etc. etc., but sure, survivors should DEFINITELY be really concerned about how the killers feel when survivors go next in miserable matches.

    You say "power fantasy" like it's a bad thing, and not how every single video game works.

    I'm (mostly) a survivor main, and I'll be the first to call out what I consider to be the killer-sided nature of DBD, but even I think you're overreacting…

  • And BP bonuses being divided out accordingly. It's literally THE only beneficial thing we get in the game when winning matches. Big BP boost if your team wins. A basic amount for a tie. Minimal for a loss.

    Ok, I see where our disconnect lies. I'm approaching this question from a more "objective" standpoint. Assume there's no endgame screen, no BP rewards, no MMR system, just a 4v1 asym that we need to balance.

    In that case, I think it would be obvious that 2k per match would be the ideal balanced outcome. I think you take issue with the way BHVR currently handles the rewards and such, and I don't necessarily disagree with that, but I'm leaving that out of my argument.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924934#Comment_3924934

    Ah, do you mean in regard to how the game IS currently, or how I'd prefer the game be (survivor team vs killer)?

    How the game is currently, it's 1 killer vs 4 individual survivors each doing their own thing along with each having their own win condition. If the killer kills 2 survivors, he failed to secure a win (killer needs 3k to be considered a win), 2 survivors lost, and 2 survivors won. The win conditions are not equal because it's an asymmetrical game. The killer has a total of 4 opponents to defeat, while survivors only have 1 opponent. There's no tie in this type of situation, as a killer and a survivor cannot neither win or lose (unless you count the server crashing, ha).

    If you're talking about how I'd like the game to be, where survivors all win\lose together, then ties are possible, as the survivors have a win condition that would in theory be at least 3 survivors escaping to mirror the killer's win condition of needing 3 kills. In this case, a tie is naturally possible. It's possible to have both teams have a equal chance at winning if survivors had a 44.2% chance to escape. Each team would have a 31.25% chance to win, and a 37.5% chance to tie - I feel it would be acceptable. Killer got some kills, and survivors had some escapes. If we count a win as major positive, and a tie as minor positive (got some decent points for the match being a draw - gj for both sides), then that means the majority of matches would have at least some sort of positive outcome. That means 68.75% of the time on average, matches would be a positive outcome in some way for all players (A 31.25% chance for your team to win and a 37.5% chance for your team to tie). Let's just round it up and say that all matches would have a 69% chance for the outcome of the match to be positive in some way for their team (nice).

    IF we went with the second option (team vs team) - Win percentages would shift significantly to make room for ties, but I think in general it would be better for the game. Both sides would have equal chances at winning, with ties being slightly more common as the outcome. This would also include balancing survivors around having a 44.2% chance to escape (that maths out to both sides having an even chance at winning). This would also push 4Ks and 4 escapes to be less common and more like outlier wins which are generally overkill and isn't ever really fun for the losing side. Bear in mind, there are balance issues at an individual perk or individual killer level - some killers are just too powerful as are some killer\survivor perks and would need to be brought back in line. This also means a lot of weaker killers would need to be buffed to also be brought back in line (mostly m1 killers with no mobility).

    Right, so what would have to change to make the game the second (preferable?) option?

    In the first option, the killer has FOUR wins they can get. In a 2k, they won 2 out of 4, for a 50% win rate. Two of the survivors won and two lost, for an average win rate (on the survivor side) of 50%. No ties. Perfectly balanced.

    Edit: Also, you didn't answer my question: What would be so bad about the 2k scenario? Setting math aside, what are you trying to prevent here?

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923816#Comment_3923816

    I'm…not sure if you're being serious here or not, but I'll give you the benefit of the doubt. Let's say the killer plays 1,000 matches, and in every one of those matches, he only gets 2 kills. That's a 50% kill rate with a 0% win rate.

    I'm being serious. Go back to my previous question: Why can't we consider this a series of ties and a perfectly balanced game? I mean, are you saying the survivors (despite half their team dying per match) are winning 100% of the time?

    I'm honestly confused about what is so bad about this scenario.

  • I wouldn't treat lobby dodging the same as a DC (that seems too harsh). I'd rather see a BP incentive to Ready Up earlier or something. At worse, I'd suggest a 30s "cooldown" (which never escalates) if you dodge a lobby.

    Oh, the doorbell rang and you need to answer it? Fine, you won't even notice the penalty. It's only for people doing it for the wrong reasons…

  • @Bradcore said:

    Honestly, I rarely play killer because I usually get paired up with survivors who would rather not even attempt to do generators but instead spend all their time messing with the killer. If that's how people want to play, then I'm just not going to play. Even as Survivor, I've had plenty of games where I am the only person doing generators. I've completed entire games as the only survivor to do generators.

    It's just not really fun either way anymore, but it's worse as the killer.

    I also dislike when survivors goof around and throw (from both sides) but I have a hard time blaming them. If playing survivor "for real" was more fun, they'd probably do that instead. It's not their fault.

  • I'm not sure if you've played survivor lately, but you only get 4 perk slots. (And they're currently occupied with solo queue crutches.)

  • If 2 people are dead, there are 5 gens left, and you get hooked, you should 100% be allowed to sacrifice yourself so your tm8 can (try to) get hatch.

    Otherwise, I agree.

  • @nikodemo said:

    queue times

    This. I'm an incentive main.

    Also, lol at the people who think the game got too hard because they hit top MMR. Like… what did you actually think was going to happen? Sorry you can't just keep winning forever…?

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916343#Comment_3916343

    A 60% kill rate is slightly under a 50% win rate. You're confusing kill rates to win rates. If someone had a 25% kill rate, would you say they win 1 out of 4 matches? Of course not. Thats only getting a single kill. In case you're still confused, a 75% kill rate in a match is a 3k.

    At 62.5% kill rate, killers would have an even 50% win rate on average. However, they balance around 60%, so it is more like 49%. At the moment survivors have anywhere between and 40% - 48% escape rate on average according to the official stats (48% being SWFs).

    Essentially, killers have an intended 49% win rate (60% kill rate), and swfs currently have a 48% escape rate (at high MMR meaning everyone has experience in the game). With 4 survivors being in play, and to keep killers at around a 50% win rate and survivors at a 50% chance to get a 3+ escape match, each survivor would need to have an escape rate of about 38.5% (since there are 4 survivors facing the killer). As an example, if it was 1 v 1, then obviously both sides would want a 50% win rate, but since one side has 4 team members, they each need a reduced escape rate to maintain a 50% balance of both sides.

    Long story short, survivors are overperforming IF we wanted to keep killers at a ~50% win rate and survivors at having a ~50% chance of getting a 3+ escape.

    Now bear in mind, that's with a 60% kill rate. For killers not at 60%, whether below or above, adjustments should be made.

    If the killer does this:

    4k, 0k, 0k, 0k, repeat

    then they could have a 25% win rate, yes. If this happens:

    1k, repeat

    the their win rate would be 0%.

    So, like I've done here, show us a series of matches where the kill rate is exactly 50% but the killer's win rate is not. You can spread out the kills/escapes however you want.

  • Keep in mind that the Anniversary event is coming up, and they typically throw tons of shards at you during those, even just for logging in. I'm not worried about it (yet).

  • RpTheHotrodApr 30, 2025

    While the game is not designed this way, I know MANY (myself included) would prefer the game to be this way

    What are you suggesting they change in order to make it "this way"? Are we talking about the MMR system?

    If so, then why? Any discussion of "fairness" should be independent of the matchmaking system because it's meant to be a sanity test AGAINST the matchmaking system.

    I thought we were just looking at numbers and deciding whether they are "fair." What else are you including? I'm confused.

  • There's a button to go to the Tomes, but it doesn't show what challenge(s) you are currently working on. It'd be nice if we could pin Tome challenges.

  • I meant that if there's a killer nobody wants to play against (i.e. downvoted a lot) then you would get bonus BP for avoiding that killer and playing as someone else.

    But, you could also do a thing where they give you bonus BP for playing a killer that rarely sees any action (i.e. unpopular) regardless of votes?

  • My suggestion was to have a separate incentive for each killer. (They supposedly have their own separate MMR anyway, and that's supposed to factor into the incentive…)

    Then, survivors could pick (say) 3 killers they don't want to face, and they adjust the incentives accordingly. The matchmaking would be unaffected, but if you pick a "popular" killer you get more BP.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444581/rating-system-removed

    That's so funny lol, because i have been rating every single match of mine 1 out of 5 stars since the first week i started back in 2019. You may think i'm exaggerating but im dead serious, there isn't a single match where i didnt rate it 1 star. It literally became a OCD thing fueled by my frustration so even decent matches got rated badly LOL.

    This is your fault. They had to remove it because you broke it. ;)

  • @PetTheDoggo said:

    I definetly want that to be optional, so it won't screw my challenges, but it should be this result instead of current abandon.

    If you're a killer against 4 bots, you should be able to "Abandon" and get a win. BUT if you want to stay in the match, that should be an option, too. (should)

  • I like the new system. I don't have to look at the challenges and ask, "Ok, who do I need to play as, and what do I need to bring?" I can just PLAY.

    Also, making Rift progress from dailies is AMAZING

  • No one is talking about "Running up to the killer and giving up" prevention. No one is talking about "Repeatedly jumping in and out of a locker to give away your position" prevention.

    It's not about forcing people to play out a match that they don't want to stay in. Rather, there currently exists a big red "Flip the board and ruin the game for everyone" button and maybe we should remove that ONE. PARTICULAR. THING.

    You want to talk about "why" survivors are frustrated, so we can address the root causes? This is one of them! It can be a symptom and a cause at the same time. People see it happen and think, "Well, no one else gives a #### why should I?"

  • not to just get out of the game faster, which is what it is now.

    I think it is also intended for this.

    If "Abandon" means you take the loss, and sticking around means you give the killer the opportunity to give you hatch, I think this issue will rectify itself. Patient players will be rewarded and impatient ones won't.

    If you give someone a choice, you have to let them choose the "bad" one sometimes. Maybe they have different priorities than you or me.

  • No Mither should be removed from the game entirely.

  • During the final mori animation, the survivor should be able to go to the endgame screen and look at loadouts, etc. They should even be able to click "Continue" and return to the menu to search for their next match.

    The game is over. If the killer wants to watch it, they're welcome to, but no further input is needed from the survivor, so…

  • I can't imagine being the least bit upset about this. If you've played DBD long enough, do you even look at the colors? Don't you just know everything already that you need to know about BNPs, White/Black Wards, etc.? To whom is this confusing?

    If you're new enough that you haven't memorized everything yet, then you haven't memorized the colors so the transition should be an easy one.

    I'm not saying anyone's opinions are invalid, but I do not get it.

  • I think this sort of thing will eventually be addressed by the "Abandon" feature. They need to work out some kinks, but I'm confident they are aware of this pain point and are working to help.

  • If the exit gates are opened, and the killer "Abandons" the game, it should just count as if everyone remaining escaped. Yes, you could just go chase them out, but I think this would be a fine QOL addition.

  • @daikaimon said:

    One thing I can say is that it is best not to get too emotional when making these kinds of suggestions.

    You don't seem calm now....

    I'm not sure how OP could possibly have said, "I think Ghoul might need another nerf because people keep rage quitting." in a LESS emotional way.

    You might disagree with their assessment, and you might think their suggestion is a bad one, but I don't see why you would think they were angry.

    (jk we all know why)

  • When Player Survivors do more then Just do Gens.

    You want bots to work on Tome Challenges?

    If you want real practice, you're going to have to face survivors that don't miss skill checks and just work on gens. If you want help finding them so you can practice chases or something, I think that would be best accommodated with customized perk loadouts rather than having different levels of AI they have to program. (Just bring NTH, BBQ, etc., and give them no perks)

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