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cburton311

cburton311

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  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213784#Comment_3213784

    The only thing that has been removed is how obnoxious it is, which has just been lessened. The flashlight's functionality is still exactly the same for all of its intended functions. I don't understand why you would feel like you have any moral high ground regarding this change, Your stance is like a martial artist being upset that throwing sand in your opponent's eyes isn't allowed.

    That's a ridiculous interpretation of what i've said. If the cool down is accidentally triggered and prevents a flashlight save due to the cooldown enforcement, then this change is a bad fix for those players.


    BHVR could literally change nothing on the flashlight users side, but only play 1 click sound in a 1 second window on everyone else's pc without changing normal flashlight functions

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213516#Comment_3213516

    that would require more work than anything and why all the complications when u can just slow down the clicking

    Because taking functionality away is never what players want to see. Adding a new feature to improve accessibilty is a positive, but not if they ruin a part of the game that people like

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213521#Comment_3213521

    It really isn't. I'm sorry (well not really) that you feel such a strong need to be annoying towards other players in the game and lost one of your ways to do so. The devs are free to change flashlights anyway they see fit.

    You are assuming an awful lot about my playstyle. I barely use flashlights because i am terrible with them. When I do its generally to blind at a pallet stun, or a couple of quick clicks to draw the attention of another survivor that can't see me so I can heal them or receive healing from them. That doesn't mean that others that know how to use them well, don't find issue with these changes when there are other less impactful changes to accomplish the light sensitivty issue.

    Now if you are happy about the changes because of BM reasons, I feel like killers have the tools to punish those jerks in game. Chase them, down them, and watch them die. No need to change the base game because you are emotionally unstable and clicking noises make you want to cry or quit the game.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212661#Comment_3212661

    Not an opinion really, more of a fact. If you have arguments to prove otherwise, please let me know.

    Let's see off the top of my head.

    What skills does camping require? Must avoid falling asleep at desk waiting for survivors to deliver themselves to you. Must ruthlessly chase one survivor ignoring all generator pressure to achieve that survivor on a hook. And finally the camper must know how to pick survivor up off the ground and carry to a hook.

    Your right there are some skills there....they are just the feeble 2head skills.

  • @Iron_Cutlass said:

    I really did think the community would at least have some level of maturity, or have the ability to read a single sentence, but I guess the DbD community proved me wrong.

    What exactly was changed?

    • Flashlights are having a buffer time added as well as some other smaller changes to make the game more accessible to those with photosensitivity and epilepsy.

    This is of course a good thing, it makes the game more accessible and available to all, but some people are upset that they now cannot click their flashlights. But overall clicking your flashlight had almost zero effect over gameplay at all for a majority of people, and this change will still have almost zero effect over gameplay for a majority of people. This change only effects a minority group, but it still is a positive change for the community and game.

    Let's look at some of the common arguments I see against the flashlight changes:

    • "Oh but there are other issues that cause seizures, they just hit flashlights on purpose," just because there are issues does not mean it wont be fixed, it takes steps towards making the game better, and this is just a small step forward. BHVR is known for rolling out changes over time instead of releasing everything all at once, just look at the map reworks from 2020-2021 for example.
    • "Oh but people with photosensitivity or epilepsy should not play a game if they fear having seizures," people bring up this argument and not only is it insensitive but overall just proves the lack of empathy of others. People should not be excluded from something they enjoy because of such.
    • "But they are catering to a minor part of the community," and who cares? It's more people playing the game, more people interact with, more people that can enjoy something they otherwise couldnt before. It would be selfish to not want these changes because you are admitting that you only want yourself to be catered to, and not anyone else.

    If you are actually upset by the flashlight changes, I understand. But in my opinion, these changes make the game better and allow more people to be able to play without health risks.

    Except the changes is the heavy handed way of accomplishing it. You protect people from flashing lights on the client side, by option that they choose and it changes the light effects not the operation of the flashlight with a cooldown.

  • @AcelynnBen said:

    its not a nerf or anything, its just a quality improvement so people with Photosensitive epilepsy can enjoy the game too

    if someone is mad about just ignore them, they are just mad they can't be toxic because the killer missed one M1 on them thanks to auto lock

    if it was about photo sensitivity then they could make the client have an option to suppress the flashing light part only, not its blindness effect or the clicking. No need for a cooldown on how it works.

  • @TheArbiter said:

    Just like when I see a killer bring The Game offering doesn't make any sense to me

    dead dawg is fun. I like it as a survivor, even if my escape rate isn't the best.

  • @RickSanchez said:

    The people who are playing it legit shriek in terror at the sight of changes, this happened when DS was nerfed and was met with a huge wave of complainers who wanted the change reverted, because it meant they couldn't play cocky and attack the killer directly.

    CoconutRTS mentions the point "You can't teach an old dog tricks" And its true, the veterans dont want to have to actually play the game without DS/Deadhard/ or any other second chance perks so they just complain when flashlights get nerfed aswell. they dont want to have to learn how to play around new game mechanics.

    You have to stop appealing to these players who are stuck in the past

    You are wrong, because you don't understand the problem. I hate using the second chance perks, BUT they counter the play of the killer in a way that allowed me to play the game. After 3 games in a row of getting tunneled straight off the hook passed body blockers trying to save you. You start running DS, Dead Hard, and Off the record. It's not because it was fun to do so, it was necessary to buy myself an extra 60 seconds of play time.

  • @Rokku_Rorru said:

    More and more I'm finding I'm missing the emblem based matchmaking, I don't know if it's just me though. I really dislike whatever this new way is, I felt the old way was more rewarding even if you did die/didn't get a 4k. Now it feels like no one is contributing anymore to the match in solo queue mainly.

    I feel SBMM is one of the worst things to happen to DBD, maybe it's just me though.

    It says something that people are starting to remember that terrible terrible match making system fondly. The new system works, kinda. The previous iteration of it before the multiple tests they ran worked way better. The likely problem is it makes the killer queues horrible.

    Better for a higher volume of matches then matches that are actually fun I guess.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199920#Comment_3199920

    Per BHVR, few killers/players are at high MMR; most players are in the average (middle) zone. It wouldn’t make sense that higher players have enough of a presence to skew any statistical data, as their placement is generally an outlier—and even more insignificant than players at low MMR.

    I'm not speaking about the Otz's of the world. If you draw a line through a population of data, with half on one side and half on the other this is a median. I think the upper half are experiencing lower kill rates and higher escape rates, and people in the lower half are seeing the opposite. I don't care how many "high" MMR's there are, there will always be an upper half and a lower half.

  • @SuzuKR said:

    The 61% number means basically nothing anyways.

    I think, reading between the lines that 61% number is very troubling. Since at high MMR we still see killers complaining about the strength of survivors, that must mean that at low MMRs, survivors are getting killed at very high rates to more than make up for the higher mmr experiences. This is the only way that all the feedback makes sense, if you assume that people aren't just fabricating feedback to get their way.

    As someone that lives on the below average spectrum of survivors, I can say with certainty that my escape rates are way lower than 39%. And this is pretty dissappointing, after a lot of matches, the game just feels futile now. That lack of hope / despair, is not what I am looking for when I play games. I want the expecation that if I play well I have a reasonable chance of success. The game just doesn't feel that way anymore to me.

  • They can't add more power to the killer side without fixing how lopsided the matches already are at low to mid mmr. I get that at high mmr with seal team six as the survivor swf, it's may still be hard for killers. But the game is borderline hopeless for the rest of us.

    I've already reduced my playtime to less than 4 hours a week, and that only with friends (swf or not, we aren't very good and get annhilated). I used to play 2 hours every day, and occassionally more on weekends. The game just isn't fun to get stomped every match.

    Plus who needs bloodpoints at this point. That seems to be the only tool Behavior has to try to lure us to play.

    So no, I firmly vote no more killer power for free.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189789#Comment_3189789

    It's literally in their blogpost: "In Dead by Daylight, the Killer should strike fear into the Survivors. Part of this comes from being a big, scary looking person or monster, while another part of this comes from their ability to kill you. Before the 6.1.0 Update, we found Killers to be a little lacking."

    Whether you agree with this is irrelevant, for the devs 61% is reasonable 🤷

    And since I disagree with that assessment by the devs, i am leaving feedback.

  • I feel like it would have been nice to see a breakdown by MMR. Admittedly, I am not a high MMR survivor and when I play with my college friends, we routinely get 4k'd. I'd be surprised if my escape rate is much above 20%. This is over the course of hundreds of matches, so I would assume at this point my MMR is 0 and still the escape rate is trash.

    I'm not sure how much more I need to be a punching bag for killers. DBD it was a good run, but I think I'm done now. I'll come back when the game looks more fun. @Peanits If you wouldn't mind sharing, what is the escape rate for the bottom half of MMR?

  • @MeltingPenguins said:

    damn that's some low quality bait, man.

    For those who genuinely believe this:

    No, it's not comparable:

    A surv dcing can be done for various reasons, often enough plain frustration at the lack of chance because the killer decided to tunnel/camp/slug (at 5 gens no less) because... the killer wants to feel as if they have any skill, when they don't.

    Killer's camping/tunneling/slugging is barely done out of frustration. against a toxic swf? go ahead, go hogwild with it. But if your get go is 'lets camp/tunnel/slug' to get a quick 4k, then all the dcs are on you.

    Genuine skill in DbD reflects in how much of a fair and square game you can deliver. That the SBMM counts hookkills is just behaviour making the game frustration sided as usual

    Technically the SBMM works when they allow it to. Unfortunately the higher skill range killers, would be waiting for 2 hours to get a match if they didn't loosen the restraints right now.

  • @SimplyPixelated06 said:

    Change my mind. Both are unfair, both are annoying/frustrating.

    They are not equivalent for one simply reason, generally speaking one is born of hopelessness and despair, and one is born of efficiency to win.

  • @CocoLuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187404#Comment_3187404

    The problem with that would be that survivors would literally get free unhooks then and just bomb it and they could also easily get away then since basekit bt

    sounds good to me. The sooner face camping dies as a strategy the better. Even for the folks not on the hook, it makes the game intensely boring.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187177#Comment_3187177

    I would still face camp even under your rule, cburton of 311. I would happily accept those terms and continue to prove to myself and others that face camping is love, and face camping is life.

    which would at least mean 3 man escapes, and the poor unlucky dude on the hook could leave the match with over 20k bloodpoints...which just might be enough to stem the tide of suicides and dc's. I'm not delusional, it will not solve it completely, but that I think is an unreasonable goal.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185868#Comment_3185868

    And ragequitting on that hook ruins the fun of the other 4 players in the game, which becomes a cycle when someone else ragequits in your game and makes that unwinnable as well. Its almost like there's a cycle that gets caused by people unwilling to deal with minor setbacks and turning them into major ones.

    I think we're all better off acknowledging that this is what human nature is and shaming isn't going to change it.

    The cycle can be broken though. The survivors just have to have hope that the match will end "well" whatever that means. The simplest thing would be radically increase bloodpoints for survivors on hook if they stick out to the bitter end. Seriously, give survivors 20k bloodpoints if they make every skill check and finally die when their hook timer runs out.

    Or give basekit fixes for parts of the game that make the game feel terrible for survivors like facecamping and tunneling off hook. I get it there's a new perk, buried behind a pay wall, that only engages when another survivor abandons what they are doing to approach within 6m. This is laughably bad. I love how the killer community gaslit BHVR into think it was so powerful it needed to be nerfed. I have literally never seen it taken in a game. Nevermind see it change the behavior of killers... so predictably unhelpful.

    Personally, if I were game developer for a day, I'd fix facecamping by making generator times accelerate the longer the killer was alone within 30 meters of a hook. You stand 10m away from a survivor for 30 seconds, all other generators get completed faster. And for all those camping is sometimes a necessary strategy folks, think about this, it would have 0 impact in endgame.

  • @rinnai said:

    I've noticed the trend is significantly higher when a killer runs Lethal Pursuer in a solo q match and gets a hook within 30 seconds. This is usually when players go straight to a DC or Suicide. I don't have stats on this but pretty much most games just become garbage after that. Devs should understand the impact of their changes but who knows...

    Yea, I think it has to do with predicted future events. Once you are on that hook, the likelihood that you'll be the one to make out the gates goes very low. Or the perception is that that will be true. The killer may decide to face camp or hook patrol to tunnel you out seconds after the unhook (10 seconds now). In either case, the bloodpoint rewards are going to be low. The fun is going to be low. Honestly I'm surprised that more people aren't suiciding with the instant queue times to find a better match.

  • @NuKeD said:

    people think killer got buffed or else, but it's even worse than ever.

    just do a single freaking match in high MMR and you realize how gens are so fast, maps are so big and m1 killers are so slow. just do 1 chase and you'll see how much fast gens get popped by the other 3 people.

    and don't start with the SOLOQ thing, i know this is a SWF sided game, i feel the soloq pain too, but once you meet a SWF, this game is busted. you become a plaything for survivors.

    i'm honestly tired to play a match and having to rely on tunneling or camping to get 1-2 kills per match because of this ridiculous gen speed and this huge map size

    no wonder everyone plays NURSE and BLIGHT.

    i'll say it again, BVHR is doing everything to pamper survivors (profits-wise) and doing everything to make the killer main players to definitely abandon this bs game.

    DBD used to be fun once, now it's all about sweating, tryharding and getting stressed to get just one kill. how disappointing.

    This might be a skills issue. Many killers are finding more success at all levels of the game since the changes. However, the underlying issue of highly coordinated, highly skilled survivors will be difficult to beat without a similar skill and strategic management of the map. Record your games, I would guess you'd see opportunities to improve.

  • @CluelessWanderer said:

    I hear you. I tried to do that challenge of "Escape using 1".

    And it's Self Care apparently. So you arent allowed any other perks than the mega-nerfed Self-Care, which makes you a despised member of the team as a Solo Q player, because people KNOW you're self-caring. And it takes 4 years to get a heal off (THANKS BHVR FOR THE DEAD PERK AND MAKING A CHALLENGED OUT OF IT).

    So I had a team mate unhook spam me over and over, until a Leon actually interrupted him and unhooked me. I got a DM from the troll, who said he did it because " I was running self care in a corner".

    again.. THX BHVR. GREAT CHALLENGES.

    I gave up on it. I'll never buy another Rift again until I complete it first.

    you know you can use a medkit to 99% then finish the heal with self care right?

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183145#Comment_3183145

    Nurse and Blight would have horrendously long queue times. Character bans like this don't work for DbD.

    But doesn't that actually scream "FIX ME" to the Devs. If no one wants to play against a killer, maybe there is something wrong with the fun math and it should be fixed so that both sides can enjoy the match.


    I personally think, all perks, items, addons, and killer should be revealed so both sides can decide if this is a match they want to play. Several things would have to change in order to make this work.

    First, builds and load outs couldn't change once readying up. Once the match starts all you can do is decide to accept the match or not. If you don't back to the bottom of the queue.

    Second, the developers would have to commit to a much quicker and aggressive effort to balance the killers, and all perks for both sides.

    Thirdly, there might have to be an incentive offered by the undesirable side to go ahead with the match. This incentive should come from the players themselves as part of a pool to be distributed. Your 4 man depip squad swf might need to offer the killer 40k bloodpoints in order to find a match. Or that starstruck nurse, might need to offer all 32k of their points, etc.

  • @TWiXT said:

    Ha Ha Ha, jokes on you! This is actually an unbiased list of rules for BOTH sides! That being said though...

    Due to the new Resident Evil PW Chapter release, we have received an influx of new players, and so I must start this post by saying:

    Welcome to Dead by Daylight, and I hope you're all having fun so far (despite how buggy some of this chapters release has been)!

    That being said, you're likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for whatever side (Killer or Survivor) the posting member primarily plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying your experience in DbD:

    1 - Play how you want to play and enjoy the game, but understand that you're not the only one playing.

    2 - If you show no respect... don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary! There's no point in whining about it.

    This is the Hearts-blood/Core Reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!

    In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:

    1. Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
    2. Compare it to what your opponent(s) used to achieve theirs.
    3. If possible, strive to experience your oppositions side FIRST before you post any complaints on the forums about your experience against them.
    4. Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint. e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint.

    Always remember: If your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.

    4 - When the gates are powered... Anything goes!

    Don't kid yourself by thinking otherwise! Neither side is just gonna roll over and "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.

    So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.

    Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match.

    Anyone who takes umbrage to this should stick to single-player games wherein you're entitled to eventually win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.

    6 - Chat grievances/abuse:

    For PC players: 

    Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse for playing the role they picked or the tactics they use, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.

    For Console Players: 

    I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.

    7 - This is a 4v1 Lobby and Match style, or Asymmetrical Multiplayer game.

    When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    A Game breaking bug rendering you incapable of playing a normal match.

    A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. Record if possible, and Report them after leaving the match.

    Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players. Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. 

    Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break if you need to, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors Suiciding on the hook: 

    Suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not likely to ever be punished as it's a mechanic in the game, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you're only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience the most.

    Bad matches happen, we understand, but that's no reason "throw a game", especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there aren't really any reasons to do this other than petty/selfish ones.

    Be mindful of when you choose whether to do this or not, and if there is no doubt that the match is lost, then no one can blame you, but if you do it for petty reasons like being hooked by the killer first, you don't like the map, you don't like the killer, you don't like your teammates playstyle etc... then you're the one who's ruining everyone's chances for success, and wrecking their experience. What's the point of playing the game if you don't actually intend to play it? Think about your teams experience before your own, and do what you can to help.

    9 - Regarding "Toxic" behavior: 

    Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors actually have more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.

    I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!

    Please refer to this article:

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.

    That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they'll get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, they also aren't any fun for the victims, and they will let Behavior/the Devs know about it!

    I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, the community has been known to outright Mercilessly attack/target these players while bringing it to the attention of the Devs, and with enough community pressure/collected evidence, some "toxic" players have been banned for life by the Devs due to enough backlash over their antics (look up a player named "Ochido" on these forums or youtube if you aren't convinced).

    There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate (and believe me, its a decent amount), but, as should be expected of any gaming community; while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!

    Consider yourselves Fairly Warned.

    10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play.

    Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage, and there's very likely some good counters for them.

    11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but overall... 

    Have Fun!

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know that this list won't change everyone's minds, much less their playstyles, but I felt that if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they choose to use them or not.

    To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.

    Couldn't this be summarized with ... playground rules? If you want people to play with you don't be a d**. Try hard and have fun.

  • @Nos37 said:

    I need Distortion stacks to make it to the hatch. Pentimento has nothing to do with hatch.

    Don't like it? Then get the devs to fix solo so that "teammates" feel like teammates and not competition

    Agreed! So much this!

    I think the win conditions for survivor and killer should be tweaked. If anyone walks out the exit door its a survivor win. Half of everyone's points should be based on the team's result. Slight survivor win of one escape, 2k bloodpoints for everyone. Major victory for survivors with 4 escape, 16k bloodpoints. No escapes out the door, 0 bloodpoints for killer and survivor for the team portion. All the rest of the blood points should max at 16k for solo contributions.

  • @Laluzi said:

    Yeah, it's really solid. I don't feel completely doomed when I'm unhooked in endgame without my OTR, and it's enough time to get out of basement, reach a tile, or even reach someone else if it's a snowball scenario. It's powerful and I feel like I can take off BT now and still do something helpful against a facecamper.

    ...BT's absolutely insane in its current state, though. Dear god. 20 seconds of invincibility and f a s t is a bit on the nutty side.

    good, it needed to be. If killers still don't get the message BHVR will need to increase the protections for the unhooked person. Camping outside of end game collapse needs to die as a strategy...completely.

    It is hands down the least fun game experience, and why the hell would anyone willingly subject themselves to it. There are so many other diversions available.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/343768/gosh-for-the-anti-camping-and-tunneling-patch

    Every one I've played against has proxy camped, got 4 gens done, just to get camped at the end and died at first hook. No one is using reassurance yet lol

    I wouldn't expect much reassurance use. It is not a very good solution to camping.

  • @pizzaduffyhp90 said:

    Granted neither side is ever very happy but, are you Survivor mains still upset saying camping and tunneling still needs to be nerfed? You guys got the 10 second bt basekit now so I don't see why not. Also I heard some are saying Reassurance is dead? It's not dead until you try it nobody has used it in the live servers.

    Reassurance is just a bad perk...

    1) it's perk someone else has to take for you to benefit - I'm not counting on this happening in solo q

    2) it's benefit is to allow the survivor hanging on the hook to continue hanging there for longer - I will DC before I spend matches hanging around for even longer doing nothing fun

    3) you have to get within 6m to trigger it - killers that could face camp well before can still face camp well. If they want their kill they are still going to get it.


    I don't see an upside here. Personally, If I get a camping or tunnelling killer I want out as fast as possible win lose or die

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/342608/reassurance-it-s-a-killer-perk-now

    Blah blah blah. It was nerfed so hard !!!! Even though it wasn't. It's a good balanced strong perk now.

    It's not a strong perk...and wasn't a strong perk on ptb either. No one is going to use it except for comp teams might take it once.


    It's a situational perk that benfits other players by increasing their boredom of the game. If i'm on a hook for more than a minute, i'll be watching youtube or something. I sure as hell won't remain hanging in place while everyone else gets to play a game. F--- that.

  • I will be voting with my wallet. The survivor experience hasn't been worth it since the last patch.

    Generator times are too long, every defense results in a 12 second mend timeout, end game collapse seems more deadly so late game heroics generally are not worth it, and camping/tunnelling behavior results in matches that even when escaped aren't fun.

    The game is seriously broken since the last patch.

  • @sulaiman said:

    Easy. Sepereate solo and swf-queue and balance both seperatly. At SWF, killers have higher power level, at solo, its lower, basicly.

    I don't think the queues should be separated, but giving the solo's a -100 MMR or something. BHVR has the numbers they could figure out what the average benefit of a swf is and apply that offset in MMR. I'm guessing this would help a bit. Then add in the status icons and it might be enough to make the matches at least fun.

    I do think this forum grossly exaggerates the SWF power level. Just because 2,3, or 4 friends play together doesn't make them seal team 6. My escape rate is typically lower when I play with my SWF friends. Go figure.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140677#Comment_3140677

    Survivors need to learn to just do gens when the killers camping. I recently put kindred back in my built and the times I got camped I watch the whole team get off gens knowing I was been camped and knowing no was doing gens and swarm the hook for no reason.

    And everyone gets like 11k bloodpoints....yawn. I'd rather try to unhook into a camper. If I die, I hope my next match doesn't have a killer like that.

  • @Aven_Fallen said:

    That nobody really talked about this shows that it is not even close to be enough. Nurse needs a full Rework, not some meaningless Nerfs which will just result in the Devs waiting months or years before they do anything about her.

    I actually mentioned it...anyway, this is a nerf in exactly the right way. While the nurse is travelling is when the survivor has a chance to change direction or break line of site. Increasing the duration of travel allows this.

    I'm not sure this will be enough but it is for sure a good start.

  • @Chocolate_Cosmos said:

    Give me some review on him.

    He's basically a slightly more fair nurse. It will be interesting to see what happens as people's skill facing and running him improve. I think he's going to be scary like spirit or blight, but nurse will still be the top dog.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133130#Comment_3133130

    Borrowed time(the perk) adds 10 more seconds. OTR is 80 seconds. DS stun still accomplishes what it's designed for. Get off their shoulders on pick up. Make sure to get downed near a strong pallet or window. If you can't get anywhere and start your looping again. I don't know what to tell you. That is directly a skill issue. But let's not act like there's not options against "tunneling"

    Those add time for the effect to be triggered. Smart killers are taking their swing immediately and then with improved recovery times from the hit, and shorter speed bursts just running the survivor down. Borrowed time is a joke as is off the record.

    Unsafe hook rescues are now basically 2 people slugged within 15 seconds. Even with the built in endurance effect. Of course, survivors shouldn't be performing unsafe unhooks, it's just an example of how easy to get around the endurance "protection"

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129518#Comment_3129518

    And also when you are not iri 1.

    So tomorrow is a good time if any one needs a reminder

    this has nothing to do with it. Iri rank doesn't factor into matchmaking at all.

  • @supersonic853 said:

    I know when the nerfs were announced some people came to old dead hards defense citing "Ill just run the loop one less time and not greed". Or something like that. But it seems now without that safety net a lot of survivors get caught out very easily. And with the other basekit changes and stuff like brutal strength being more effective (for me personally) i get downs so much quicker. And also people cited "well everyones gonna play sprint burst instead afterwords so nothing will change". But its actually nice to see smash hit,overcome,balanced and lithe fairly frequently. Dead hard held the king spot of exhaustion making it pretty much THE exhaustion pick. So now that the dust has settled how much of a choke hold did old DH have? And in general chase did it have a much bigger impact than you thought?

    the new dead hard can be better than the old one. So I'm not sure that change has much to do with the current survivor plight. Its the laundry list of killer buffs, and survivor second chance perks. These perks were needed to counter bad killer behavior and didn't actually advance the objectives of the game. I think killer mains successfully bamboozled the developers with a tidal wave of tears, complaining about the old dead hard.

    I expect the next mid chapter patch, killers will be asking for dead hard to be deactivated in the end game collapse.

  • @ButterFlee13 said:

    Kinda funny. The dev themselves never come to say anything about like tunneling or not.

    I think this is just mindset of people playing survivor. Its all in their head.

    The objective of this game is to kill survivor and survivor try to run away and do gens and escape.

    I think all the forum post about killer side or survivor side are just in their head. And they have this rule that each side need to do this and that.

    However, the game objective is very simple for each side which they can use to their advantage in order to win.

    The killer should be trying to kill, and survivors survive. This is true, but behavior needs to be careful maintaining the fun for each side AND the competiveness for each side. No one will play a game that isn't fun. If the meta eventually devolves into 100% face camping and 100% tunnelled out of the game once injured, the game will on that day, die. Because it is fun for absolutely no survivors, not the survivor being faced camped and not the gen jockeys staring at their skill checks during the face camp.

    So you are right, but wrong at the same time. The mistake you are making is thinking that the survivors are trying to convince YOU of their plight. I'd wager almost all of them are hoping to draw the eye of BHVR and could careless what the killers have to say on the matter.

  • Well I'm doing some test builds in path of exile, the new season starts soon. Oh you meant in DBD....haven't really played much since the first week after the update.

  • @dugman said:

    I agree that Decisive Strike probably should be 4 seconds, a compromise between the current length and the old one the devs felt was too long, and that Calm Spirit could have that action speed penalty removed and still not be overpowered.

    The stun recovery buffs for killer after hits and such is fine though, they wanted to increase the kill rates which were a bit low and that’s obviously a pretty reasonable way to do it since it’s an easy to adjust single parameter in the data. Likewise for adjusting the gen speeds. From the stats I’ve seen I think the overall kill rate is going to land at about 7% or so higher than it was prepatch, which is a buff but certainly still winnable by survivors. The biggest problem last week seemed to be survivors who simply flipped out and ragequit on the first down or two or whatever, that sort of thing was ruining the game for a lot of people who otherwise were playing mostly normally after the patch. Fortunately it sounds like some of that reaction has died down a bit the last couple of days so hopefully we’re in the period now where the tactics and loadouts can stabilize a bit and people just play the game.

    If the fun has been killed for one side or the other, even if the kill rates are exactly on the target that they want. It is still a change that MUST be rolled back, and a new lever for balancing the game should be pulled. Survivors need an element of hope. If the outcomes feel predetermined, an element of fun and engaging gameplay is the victim. Sometimes depending on the map, I'll just eat the down rather than engage in a chase...it allows me to get back to the more engaging part of the game now....the forums.

  • Aside from the melodramatic parts of the op's post, there is a nugget there worthy of consideration. With every DLC, killers are offered an entirely new experience. Its new perks yes, and survivors get those too, but killers get new powers and killer specific addons that sometimes radically change the way the game is played. Where survivor mostly gets a new way to see a new aura under certain conditions.

    It would be mind blowing, if one of these dlc's was a survivor sided where it changed the way generator interactions worked. Like if survivors could run around the map to find parts to make repairing generators less tedious. Or what if they introduced new items + addons for the survivors to use. Survivors are just sort of static in the current design envelope.

  • I'd laugh, but I can see it happening. First the killers will start parroting the same inane logic over and over and over. Then BHVR will announce that they're looking over the data. And then they'll change prove thyself to be 2%.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130581#Comment_3130581

    Sure you can. I can have the unreal expectation that I expect you to complete 10% progress on every generator then you get 20% on all generators and repeat this until some go to 100% completion.

    You have the same expectation that I should "anti tunnel" and hook each survivor twice before I ever hook someone once.

    Both are completely ridiculous

    The difference in your example is pretty straightforward though, the killer was never removed from the game regardless of the approach the survivors take. Tunnelling someone right off the hook, does remove that survivor from the game without any real conterplay for that survivor. They are at the killers mercy, and it is insanely unfun to be dangling from a hook or just outright removed.

  • @EntitySpawn said:

    You arent going to get better if you keep giving up constantly....

    The fact most of you are just giving killers free wins because you instantly give up at the start is stupid. Just because you went down fast doesnt mean everyone else will nor does it mean we cant still win.

    It's a team game, stop throwing everyone's game because it didnt go your way. Learn to stick it out and learn from your mistakes.

    It should be a team game, but it isn't really. It's 4 people sharing a goal of escape. Right now the reward for escape is 5k bloodpoints, and the penalty for going down fast in a match is a match with less than 15k blood points....or roughly 5k less than a match where you can do gens, chases, and unhooks.

    There is literally no incentive at all to stay in the match. Survivors have instant queues and a the next game has the chance of a profitable and fun match...why wouldn't the survivors dc or suicide?

    To fix it, they should make victory a team condition. Doors get powered while you are in the match, all survivors present (dead or alive or dangling from a hook) get 10k blood points. If any survivor walks out the gate, another team bonus of 5k blood points. Keep the gen's, unhooks, and chase points as personal rewards. Ideally, half of the reward is from personal achievement and the other half is from the team.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123741#Comment_3123741

    You are mistaking your personal thoughts about a gameplay style that bvhr has said is fine with the reality. Killers are playing a role with the goal to kill survivors. If they want to tunnel someone to death, that is fine. Survivors have tools that can help deal with that and can work together to slow the killer down from tunneling someone out. The only thing is that right now survivor tools towards tunneling are rather weak and it's a bit too effective to just tunnel someone out of the game.

    You mean a play style that behavior has commented they don't like because it is too effective at the moment? And lucky for me, you are not a moderator, and I am free to leave feedback for behavior to hopefully read and ponder.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122367#Comment_3122367

    There's no such thing as "unacceptable tunneling". It's a player elimination game and the killer is free to decide how they want to try to eliminate their opponents. The only thing that needs to be done is survivors need a bit more tools to help deal with tunneling as it's currently a bit too effective.

    In fact there is. Survivors play this game for fun too. And through events they cannot control (you get unhooked whether you want it or not), you are subjected to the whims of the killer.

    Killers that don't understand this are responsible for the plague of dc's and suicides on hook.

    This feedback is targeted at Behavior, because I know that killers will never change of their own volition. The people that are dc'ing today are people on the bubble of never playing again. These are people so fed up with the game that they are willing to eat timeout penalties. They don't care about the timeouts because they're going to go play something else.

    And despite what every killer main says about it being a viable strategy, at the end of the day, Behavior has to care about the customers that they are losing.

  • What I'd like to see is a graph's that shows generator completion and hook states vs mmr. I feel like 1100 to 1700 MMR is survivors just getting destroyed, few hook states and few generators getting completed. 1700 to cap (1900?) is probably a bit better but with still dominant 4k's. 1900 and above probably still shows killer struggling. So everyone's perspective on the forums might be correct....the killers lamenting survivors are the power roll may be true, if you are a top MMR killer. But I'd hazard a guess that is not where most of this games population exists.

    I think that dead hard should have been nerfed, and no other changes to the basekit for killers should have been made. The perk changes themselves are kind of whatever.

  • @tendyhands said:

    The skill level of survivors and even the killers is so all over the place. You will have teams with a god tier looper and someone who runs into walls non stop. You will get crazy good 4k hour nurses one game then a baby killer the next game. I have never seen a game with mmr be so all over the place like this. What's so hard about putting people of equal skill together?

    The matchmaking feels bad, because they had to detune it to allow matches to be made at all. After being in queue the window that is considered an acceptable matches grows and grows until a group can form. This makes sense for the side that is getting slow matches, but survivor queues are instant, why do my groups have random people in them? Maybe take a few seconds and form a group with similar experience and skill levels. There is practically no difference in a 0 second queue and a 15 second one...

  • @Aurelle said:

    Literally half of my matches tonight were full of tunneling and camping killers. I had a match where a Pig tunneled me for 4 gens, with an active trap on my head. She waited out the laughable 5 second BT every time.

    Please just revert the DS stun to 5 seconds so survivors can actually have a chance against this tunneling nonsense.

    Tunneling is a huge problem, but I think this misses the point a little. Unacceptable tunneling occurs when a vulnerable survivor is unhooked and the killer bypasses all options to rehook that person almost immediately. If you have a chase that lasts 3 minutes, thats just playing the game and you did your part well.

    What's the difference? The hooked survivor has very little options in those first few seconds off the hook. BT helps a little but as you mentioned the changes to DS, the recovery time after swinging, and the reduced speed boost all contribute to a situation that isn't fun at all. Survivors go from very unfun hanging on a hook to return there with little chance to actually play the game. After you get to resources, and start running the killer, especially if that duration is measured in minutes, this can hardly be called tunneling. The killer hasn't deleted you from the game.

    The problem with the 2 different scenarios is the survivor is one tiny mistake from turning a very unfun tunneling experience into hanging on the hook again.

  • The biggest issue for me this patch is the leaning away from fun. They increased m1 time and reduced chase time. That's it in a nutshell. Is it possible to win as survivor, of course. Is it as much fun? I think most survivors agree that something has been lost in the fun. And as much as killers want to scream git gud, or get over dead hard, most survivors aren't complaining about that strawman argument.

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