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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874942#Comment_3874942
I actually disagree with scott on many things but my man played perkless wesker and intentionally sabotaged his gameplay to go for 12 hooks every time and people still DCed. I really have the opposite experience to what you say, for one I play slinger and even before any of my perks come into play, if I snipe someone at the start of the match or get a quick down, its a 6/10 change they will DC or go next.
@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874942#Comment_3874942
I will say while I do not play perkless trapper often, I do play perkless Freddy and Perkless add-ons less huntress and have forever now. People do in fact DC for no reason at all, mostly on Freddy which is funny enough. I'm not a sweaty killer as I don't really care about the made up win conditions. Each person's experience in dbd is different. You for example might never see dcs depending on your level of playing, while others see them all the time. I have learned the higher you go in the imaginary mmr field the more likely the DCs occur.
Literally yesterday played Dredge and Lara went afk after first hit through pallet, which she dropped right on me after hit. I left her on the ground, because I knew she would have went next after hooks, so I decided not to ruin match and literally gave her opportunity to play the game while having huge disadvantage for me. What I saw further? Minute passed and she wasn't picked up, so I wondered what's happening. Turned out she pressed shift for that time so her teammates couldn't pick her up.
Imagine, people literally prefer bleed out on the ground for 4 minutes instead of playing the game, where killer gave you a head start after your mistake.
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@biggybiggybiggens said:
Fix his addons. Everything except M2 range is useless.
I never go into match without green duration addon.
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@zarr said:
This has definitely worked in the past, breaking pallets with Demo's shred triggered the perk and Haste. Shame if it isn't working currently, but not like it really matters with the state the perk is in.
It should simply proc regardless of whether it is the Obsession you have chase state on. That's way too restrictive, and 5% for 10 seconds isn't that much to begin with, let alone after having broken a pallet. Alternatively, at least make it so that a survivor becomes the Obsession when they drop a pallet while having chase state.
Agree. It's insane how many killers perks are being held back by silly and unnecessary restrictions. Even more sad is how many long years devs need to understand it and change perk from garbage to just okish state. Like we all know, for example, that Thrilling Tremors will lose cooldown some day just to become very mediocre perk, but how many years devs need for that? 6? 7? 8?
Or who said to devs that Dark Arrogance while having a completely mediocre effect at best, it should have a downside effect that brings more to the survivors than main effect of the perk to killer? -
@HolyDarky said:
Like I don't understand how people complained about Xeno, while PHead is his x10 times stronger version and nobody even remember he exists.
My guess is that many players still don't understand how to place turrets right. They often place them right next to the gen (and so next to the controllstation), which means Xeno comes out of the Controllstation, the turret is off, and Xeno can destroy it and the survivor player is like "Turrets are useless, killer too strong" - I saw it when Otz posted his tierlist video and many players were shocked why Xeno is so low compared to their experiences. The crazy part about turrets is also that they make SoloQ better but they don't make the most use of it. If every survivor player would know how to place them right, no one would complain about Xeno - in fact they would feel bad. Maybe some players are also disappointed about the power and want a more "move-like" version. I also think players don't like the fact that Xeno has no charge time for her Tail attack, which means there is less reaction time for it and some players need more reaction time than others. I personal like this more because charging also means zoning, which leads me to your second point:
2. PH player is patient m2 holder. Holyyyy, just pray you won't go against player like me on PH. Wanna use window? Hit. Wanna use pallet? Hit. Wanna fake it? U r welcome, I'm patient > m1 hit. Predrop and prerun? Yeah, you kinda can, if you already have enough distance.
A similar issue have Huntress and Deathslinger too. There are so many situations where you can just hold your power forever and the survivors will zone themself out and then the killer can just M1 them or M2 them since survivors have no longer room to dodge the M2. In case of PH, he cannot hold his power forever, which makes it more fair, I guess. And then, there is also the issue with PH, how you want to fix this issue without making him more clumsy - don't get me wrong, that is not your point of your post how to fix it.
it's more about how community complain about completely okish things, while things are much worse exist in complete oblivion.
I guess, the answer is as long as a killer can give you, the survivor player, a satisfying feeling, it is okay like dodging a Hatchet from Huntress, shot from Deathslinger, dodging Nemesis' Tentacle hit to deny Tier 2, or an M2 from PH feels good from the survivor Pov. Meanwhile, dodging a Knife from Trickster feels not satisfying because he has so many of them and can just spam it. Similar goes for Xeno - it does not feel satisfying when dodging a Tail Attacke while getting hit has a bad taste like already explained why.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874941#Comment_3874941
I guess in the end nearly every killer has some type of unhealthy or stupid gameplay mechanic but not many players complain about it because we have 38 killers in this game and some of them you will face every 150 matches and then there is always the chance that this killerplayer is just doing their daily with the killer which means an average-casual player. The only moments when the community agrees with stupid or unhealthy killer mechanics is when it's either very common or so insane stupid bs like original Skull Merchant or Pallet-Scamper Chucky.
I also have the theory that the developers are okay with some of these things (let's be honest, you cannot make every killer healthy, fair, fun, and unique) as long as the average playerbase is not complaining too much about it or abuse it which brings me back to your point: Artist and Hag are very rare killers.
My guess is that many players still don't understand how to place turrets right.
Xeno is whole different topic, he is the best example how majority of survivor player base don't even try to learn. I mean, you shouldn't even learn, it's enough to have 0 brain cells and 1 game behind to watch how Xeno comes out from station and instantly break your turret. But I guess it's not enough and every solo match I see turrets in front of control stations anyway.
My point is about chase, because PH better in every part of the chase except Xeno can press m2 and give hit right after animation.A similar issue have Huntress and Deathslinger too.
Kinda yes and no in the same time. H and D lose distance and PH shorten distance in m2. LoS blockers means a lot against H and D, but against PH they are nothing. But they don't punished for missing so much.
how you want to fix this issue without making him more clumsy
I wouldn't say there is issue at all and we need to fix something, it's just how PHead is designed. Gameplay where survivor has opportunity to dodge or avoid killer's attack in 100% of situations has no sense.
I agree on last parts, I think we can say that formula of complain consists of: how popular killer is, how good majority of players with this killer and how it feels to lose a chase to this killer.
Reading answers to this post, I have a strong feeling that people go against m2 holder PHead once in a year at best, most of them are m2 spammers. He also not too popular and hits from him don't create some "unfair" feeling for majority players. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874900#Comment_3874900
dunno, i think blight is pretty low skill at loops now. i don't really see blight use his power at loops and when they do, they miss, than break the pallet. often they just break pallet without trying to use his ability. i think blight is very over-simplified and a bit too weak at loops. i still question to this day if billy is a better killer because he has options to use his power at loops over blight even though i feel like blight's more consistent at getting hits between loops.
if it were me, i'd be slightly buffing blight but i know that the popular consensus is that blight is "too strong".
"pretty low skill at loops" not sure what you mean by that. You think there is not so much he can do with power in loops?
Speed addons are literally his anti-loop. Without speed addons (at least without crow) he will rarely land a hit in most loops against good survivor even with perfect bump logic and instant flicks. You still need to understand in what loops it worth to use your power, instantly analyze RNG to build bump logic for further rushes and feel your mouse pretty good to almost instantly rush after bump, because 0.2-0.4 seconds where you turn camera to realize where you need to bump next can be (and will be in most cases) a difference between landing and not landing hit.
So idk how he is "oversimplified in loops", when bump logic is whole science and what different bad Blight from good Blight. Hugtech was useful and could help you in most loops, but you needed bump logic in first place anyway. You always need to think 5 steps ahead on Blight, especially if you are going for some crazy and unusual things with him, that's why I love and main him.
Blight definately doesn't need any basekit buffs or nerfs, but his speed addons were overnerfed too much and purple addons became completely dogcrap lame addons for 1st rush, Vial went from OP addon to nerf-yourself addon. But honestly they better don't touch him at all, we all know what happening, when devs touch killers. Same with my second main Artist, she has low kill rate and pick rate, but I would prefer she left where she is, because I simply do not trust them. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874548#Comment_3874548
during that ptb, Blight still had hug tech so when we saw these add-on, it was like what the heck is this BVHR? He doesn't need these buffs. Now that hug tech is erased, he needs these add-on to get hug tech or some semblance loop play as his power is too difficult and too impractical to use at loops without hug tech.
C33+Adrenaline vial could bring back some skill back into blight as the skill tp play blight is quite low at the time. there is not that much you can do with blight atm.
Hugtech did nothing with me running in circles around one rock with insane turn rate. Yes, without hugtech Blight can't use his power in every loop and require more skill and more precise bump logic, but there are still ZERO reasons to give him addon, which allows him to make a full circle around loop like Spirit without any bumps. It was really stupid and there was no skill at all in turning your mouse around loop into survivor just to land a hit. I don't know why I even need to explain this.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874547#Comment_3874547
Keep in mind the most severe nerf to it was indirect in the form of the collision changes and more importantly the cooldown. If they simply gave it some more speed and gave it an in-between recharge speed I think it'd actually be viable for bump logic with crow.
Nah, I don't think recharge speed should return in any way, it was most broken thing in this addon. You will use under 5 tokens most of the time and just have your tokens back way quicker is too strong. But this addon definately should see 10% speed back and at least halved turn penalty.
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I think chase wise Nemi is completely fine, but his biggest weakness is lack of map pressure/mobility. He simply can't afford to spread pressure with 3-sucsessful-hits-before-down system. Zombies are so boring way to buff him in completely different direction for both sides. As AMN lover zombies don't exist for me. But I agree with point #3.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/437179/is-anyone-actually-playing-chaos-shuffle
I can't tell you actually? My games feel pretty balanced for the most part, both sides don't have anything usefull often and therefore it's just looping/power-controll and the other sidefactors you can't take away.
The only thing that destroys this balancing is matchmaking that is horrible, it's not even funny how weak some survivors are xD
Bruh, such true. I always say how bad MMR in this game, but holy, playing modifiers makes me realize that MMR does at least bare minimum, because survivors there are so bad to the point it's not even interesting to play killer and no point to play survivors because of matches are throwed as soon as you loaded into trial.
My survivor queue on CS was way longer, but I didn't play it for 3 days. Maybe will play some matches today.
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@Chilli_man2400 said:
they should make a game mode called “dbd classic” and make it where your in version 1.0.0
No entity blocker, bloodlust, REAL infinites, No Nurse, No exhaustion, 20 second sprint burst, insta BNP, Traps under hooks.
Show the players that were taking modern dbd for granted
finally load in trial
"Wow games literally plays itself for me! This Wraith just wasted 2 minutes to force me drop one pallet, 25 on the way! So fun and challenging, it definately worth 5 hours queue"
close it and go into usual dbd@Iron_Cutlass said:
In all seriousness, why not? Why not test new gameplay systems and mechanics? Why not test funky or busted addon ideas just to see how they would work?
I want to see BHVR experiment. I want to see them try new things, break the game and build it back up again.
I wish we could, but devs can't keep up even with things which actually in need of changes, so they definately don't have development time on such things.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874523#Comment_3874523
Oh no, not the ptb spinny bleet
LMAO, I still rewatch my recordings with Blight doing 4 circles around rock on Ormond, it was by far most fun experience in this game. But yeah, such things should be left on PTB.
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Adrenaline Vail is my favourite example of BHVR's balance decision making:
1. It was obviously stupid addon
2. Then they destroyed it into nothing on PTB, like full nerf addon
3. Then added to it flat 5% speed on live, what is obviously nothing with such huge downside on background
4. Then removed turn penalty from it (keep in mind that some dev said that they want this addon exists to help player who love to bump into everything instead of more precise bump logic or something close to it) and for two weeks it was worthy addon. You have 2 tokens, which in most cases will use only for mobility and eat bigger cooldown for it and flat 5%. Fair enough for rare addon.
5. Community overreacted so much, whole forum was mad that Blight's addon isn't useless crap, so they added turn penalty back. Didn't even try something in between, just fully reverted it.
And it still exists in this state, because they know if, entity forbid, they will touch bad Blight's addon, they will read walls of text on how dare they do this. Or probably because a lot of killers have way worse addon roaster. Or probably because addons design is their weakness, they don't understand which addons will work and which won't.
UPD: Pretty much same history has Iri Tag addon, but with different inputs. -
PH for sure, next Demo. But honestly almost every killer has awful addons. Some of them will do nothing/too little, some of them too situational and some of them even harmful to run (and I'm not about meme addons).
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Same, didn't see a single one yet
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I mean yeah, she is ridiculous, but not in the way you wrote, she is ridiculously bad.
I was the one who said "she is in the good spot" after buffs, but hell, I never overrated anything in this game THAT much. It took one week to survivors to understand how to play against her and I don't think I won a single match with her since then (I play for hooks, no hardcore tunneling or sweating, just enjoying my chases).
In best of the best case scenarios she is low B tier killer against good survivors. But yeah, she is probably pub stomper against Sables who can't watch behind in chase for their life and drop pallet instantly. But let's be honest, who is not pub stomper against these players? -
I expected AT LEAST no map offerings, but seems like they wasted all development time on animations on perks in the start of trial.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871936#Comment_3871936
Well you was definitely ahead of the curve on dramaturgy. I agree a lot of perks that come out isn't that bad but people don't give them the time of day. Everything look bad when you comparing it to the top meta and that what most players do.
True. I still despise existence of old CoH, because "I can heal myself whenever I want in 20 seconds" brainrot hit that hard to the point most survivors still ignore healing perks, even after insane buffs. And you probably will see Deja Vu on average player because of "wow yellow progress bar" instead of WWMI or Botany, which saves you significantly more time.
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@Mandy said:
Unfortunately that would be impossible as otherwise it would just be very easy to manipulate your internet connection to replicate an internet issue rather than a rage quit. This is the reason why we keep the penalties short in the first instance (around a minute) so that by the time you're back in the lobby, your penalty if effectively over. If this keeps happening and that penalty time rises, then you will need to sort out your own internet connection, as that penalty will continue to increase.
And why just don't do "back in the match" function? Some of my friends lose their connection pretty often and nothing they can do to back into the match because of 3 seconds internet connection loss.
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I will be fine with most killers perk not being useless / too situational crap and get rid of slowdown dependency to begin with. You know, bring meme or chase build and don't expect that game will end in 5 minutes no matter what.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871752#Comment_3871752
I remember when people was asking for buffs for dramaturgy as well. I just remember that one user who kept hyping up drama and telling everyone how underrated it was.....and they was right.
https://forums.bhvr.com/dead-by-daylight/discussion/407210/all-exhaustion-perks#latest
https://forums.bhvr.com/dead-by-daylight/discussion/408755/birth-of-a-meta-perk#latest
I also was the one, who said that Drama is basicly old DH for distance and I have a lot of value from it in first month after release. And got replies with meaning "you stinky killer main can't prove me that this perk is good". And it took 1,5 years to survivors only players to realise it's actually strong perk.
Stay with us and in the next episodes of our show "Why you should never listen to survivor main says that new perks are bad" we will discuss that Lucky Star is amazing for soloq, Troubleshooter extremely underrated, there are a lot of fun builds with Parental Guidance, how healing perks are game changing now and boons considered "bad" by community is the only thing which keeps this mechanic from nerfs. With your humble "killer main" show host fussy. -
@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871765#Comment_3871765
+ I’m even more surprised that you can’t bring Victor back because surv can spam LMB with Victor on his shoulders.
You can, just after 30 seconds. I was fine with it before cd change, because any lower could be really too much, but if they gonna leave this cooldown, I think attach time also should be 20 seconds.
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@Falcao said:
"Nerf: Increased cooldown when Victor is crushed from 15 to 20 seconds."
please do 14. not a single killer in the game is punished for making a mistake in using an ability.
I sadly stopped playing them after this change. It's not even for "mistakes", smart survivor will run together to stop Victor snowbowling, so you will be kicked regardless of how good you are playing. And if 1 survivor has healing perk or god forbid CoH, yeah, forget it, you simply won't catch up their temp with this absurdly long cooldown.
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Yeah, I think 1v1ers made this combo popular.
Remember whole forum cried that Drama is awful meme perk and Finesse needs buff? Yeah, here we are. -
@sizzlingmario4 said:
It was needed, and here's why.
The 5 second stun was fine as an anti-tunnel deterrent and would have been completely okay that way if DS was only useful for anti-tunneling and nothing else. The problem was that 5 seconds made DS far too safe to essentially use as a weapon against the killer and not for its intended purpose. It was far too easy to bodyblock or otherwise interfere with the killer when they were trying to chase someone else, take a down, and let that survivor get away. If the killer picked you up, they ate a massive 5 second stun and lost a ton of pressure since you gained a ton of distance and the other survivor would completely get away. If they slugged you, the other survivor still got distance, and UB was a common combination with it so a lot of the time you'd just get back up anyway without any real risk.
When the perk only lasted 3 seconds, it was the exact opposite issue: That nerf made it more fair when used aggressively since the stun was much shorter, but made it too weak for actual anti-tunnel purposes and against stronger killers (or anyone with a ranged attack, or a slowdown mechanic like Clown's bottle) you'd often be downed again within seconds, making the perk ineffective in a lot of cases, and that really sucked for survivors since it often failed to be a real deterrent to tunneling. Keep in mind: Since the stun time includes the drop animation, survivors really only were able to make about 2 seconds of actual running distance, not 3 seconds, which severely limited the perk's usefulness with a 3 second stun. (And when the stun time was increased to 5 seconds, that 2 seconds of running distance essentially doubled to 4 seconds since the drop time was the same at around 1 second, which was why the perk was so much stronger then, and it became a lot safer to use.)
Basically, with DS lasting 4 seconds now, we get the best of both sides without making the perk too frustrating for either role. It serves its intended purpose for anti-tunnel, but no longer has the potential to be as obnoxious as it once was.
TLDR: 3 second DS was often ineffective for anti-tunnel, 5 second DS was a bit too effective for aggressive/offensive usage, so now it's 4 seconds instead.
Was about to write literally the same, completely agree with every word.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/436805/why-not-giving-nemesis-a-dash
He's a C tier killer at best. You wouldn't have to nerf anything honestly. He still deserves better zombies than what he has. The current ones are disappointing
I wouldn't call him C tier at all, he is mid B imo now after buff. Good Nemesis as D3AD is really scary, but lack of map pressure and the fact you need to give another hit on every survivor twice makes holds him back a lot. I'm not fan of another zombie idea, because I want tools in his kit to help him spread pressure, not AI ability, which does it for me.
@Dadeordye said:
One thing that is consistent on both RE3 is that Nemesis is fast. Not crazy, "teleport" able fast like Wesker, but definitely faster than Jill.
Since we have killers with dashes that don't do damage like Vecna's Fly, them why not giving him a dash just for mobility? He would also be more lore accurate with this.
And, of course, giving him a dash means we would need to nerf something on his current kit to compensate.I also was about to make similiar suggestion to give him lore accurate dash. Second ability, when you press the button, Nemesis does mapwide ROOOOOOAAAAR and he dashes 8 seconds with 8m/s with turn rate similiar to Chucky. All pallets and breakable walls instantly break, if Nemesis run through them. Maybe also survivors also lose a health state, when Nemesis runs into them. Ability has ~15 seconds cooldown.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871253#Comment_3871253
I'm sure you thought you were cooking with this patronising post of yours, but let me turn it on its head for a bit:
Once upon a time, killers were competent enough to find survivors without having them light up like christmas trees all the time. So maybe serve the 'git gud' spiel to the other side of the isle for once, huh?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871300#Comment_3871300
The problem is, thye had to nerf it because too many people were abusing it to just sit in corner and hide and do nothing all round.
Pretty sure that's something that was invented by killer players who wanted the perk out of the way to make it sound less biased. Think about it, if you want to sit in a corner and do nothing all game, would you rather:
Bring a perk that hides your aura but requires you to be near the killer in order to keep it online
OR
Just pick a pair of lockers at the edge of the map and swap between them?
Because one of the two is more effective and reliable than the other.
Distortion was cool to have, but it was too much
Distortion could only be as much as the aura reading it was blocking, so if Distortion was 'too much', what does that say about aura reading?
I almost never use more than 1 info perk. Same with killers in my games, except some Huntress. But I will take full aura build over slowdowns in any day, when I play survivors, because it's free win, if all survivors don't afraid of chase. Next question?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870774#Comment_3870774
Players could define aura perk and choose how to deal with this information > Distortion buffed > Distorion nerfed > OMG aura perks are so unfair there is no way to avoid them!!!!!!!
Let me correct this timeline a little bit…
) Biggest aura reading perk is BBQ & Chili. It has a clear warning that it's about to be used, it doesn't work on anyone too close to the killer at the time, doesn't last long enough for most killers to go from aura reading to direct LoS.
) Floods of Rage gets released that does the same as BBQ & Chili except survivors can't see it coming unless they're a full 4-man SWF and it has no range restriction.
) Distortion gets buffed.
) Nowhere to Hide gets added, making hiding near gens impossible.
) Friends 'Till the End is added, making stealth impossible for the obsession.
) Weave Attunement is added, giving the killer huge AoE aura reading with no limits.
) Human Greed is added, giving the killer aura reading around chests.
) Distortion gets nerfed.
You missed that a bunch of killer perks were added that massively escalated the power of aura reading. One before Distortion got buffed, and four between that and the subsequent nerf. Killers got a massive power-creep in aura perks that were simply covered up by the existence of Distortion. So is it really any surprise that, upon gutting Distortion, people are frustrated by the overwhelming abundance of aura read?
Back in the days I started to play Nurse's Calling was by far most popular aura thing. It didn't have "clear warning" and we sadly had to use our brain to define it :( Like, you know, killer constantly come to us while we are healing, so he probably has this perk and we probably should not heal at least in his terror radius. I know it's really inappropriate to ask current survivor players to use a tiny part of their brain to actually play the game, take all pros and cons, but it was a thing back in the days, I swear. Currently yeah, got forbid killer's perk makes me uncomfortable and puts me into position that forces me to make some decisions. Immediately nerf!
I'm not that great survivor, but I think I can give you some really helpful advises, if you struggle that much even with perks like Human Great or Weave. It's some old school boring gaming, where you need, you know, build a strategic thinking, play around something instead of run on forum and cry it's uncounterable, accept that perks of other side CAN change the way you need to play in one situation or another. Probably sounds hard, but it's not that hard, when you will start trying to do so, I promise.
NtH: if you hear killer's TR, then run and seat behind your cozy big stone, but killer suddenly comes right into your direction after kicking gen, there is a big chance that killer has this perk. So pro tip here is next time not seat behind your cozy stone, but start preruning as soon as you know that killer goes to your gen. He will kick that gen anyway, so by the time he will use this perk, you already will be outside of its radius.
Friends: It maybe can catch you after first hook in the match, but I will help you with further. Look, if killer hooked obsession and after hooking other survivor screamed and became new obsession, you can with no doubt say that Friends is in play. So if you are obsession and you see your teammate went down, just sit in the locker and after hooking count to 10. Congrats, you just denied value of whole killer's perk! So much on the way!
Floods: this one is a bit harder, but still is not impossible. Remember I told you about Nurse's before? It's kinda the same, but your suspect activation will be if killer comes to you as soon as someone was unhooked. Floods is most popular option on Huntress, so when you assume it's in play, make sure you don't stand in the open space after unhook.
Weave: I honestly don't know where you saw this perk, because it was in matches for first week or two and then everyone learned counterplay and killers stopped to pick it. Now it's on 53th place on NL, right behind Bitter Murmur (another pretty popular perk back in the day without "clear warning", if you need pro tip on this one, it's pretty similiar to Floods, but with another activation. I believe in you! <3 ) But no worries, I will help you with this one! So in 99% you will see this perk in pair with Franklins, because by itself this perk does close to absolutely nothing. So when this perk in play, you can see a little red icon near your perks, and what really useful, devs added aura of item recently, so you can deal with it easier. And after this you should pick this item and put it in the place, where this aura doesn't matter or there will run nobody. Corner of the map, part of the map, where you already did gens, for example. You did it? Great, you waste 15 seconds to deny 2 killers perk!
Human Greed: it similiar to Weave, really. But if there is still a chance you can see Weave into your match, there is more chances to meet Sable player, who look behind in chase, than this perk. So basicly zero. It's on 85th place on NL and it's probably one of the worst perks in the game. But if you still struggle against it, again, no worries, I'm right here for you! Like I said, it pretty similiar to Weave. You see red icon on your screen, when this perk in play, and can just open the chest to deny this aura. But don't really worry about this, there are 3 chests on the map and 1 always in basement, so it's easier to ignore it, you won't be near this chest in this match again probably.
Here we are! If you need help with some other aura perks, please feel free to ask me to help you with it. And don't worry, if aura perks deny your option to stealth, it's fine, whole game based on one side need to take decision based on perks and decisions of other side, this how this game works.
Better question is if killer has so much counterplay to all survivors aura perks like Alert, Troubleshooter, Forwise, Scene Partner etc. But I think it's enough for today, pretty sure it was a lot of new info for you, so I won't complicate it with another hard topic. Hope it will help! -
Wow. Just wow. Such a bhvr behavior.
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@adam1233467 said:
I mean, they completly destroyed every chucky's potencial with his recent change.
The funniest part is the fact that everyone was not satisfied with the nerfs and asked BHVR to revert them, but apparently BHVR just gave us the middle finger and said that they no longer have any plans for chucky
Can you share source where they said it please?
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870603#Comment_3870603
If you want some pure pain try Singularity with one. Also Trickster used to be impossible with a controller, but thankfully they removed the recoil. Neither are fun to play imo, clunky and unresponsive to me.
I will try it with bots, I think there is no point even go in public match on Singularity with gamepad for the first time
I already feel this pain :D
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@Iron_Cutlass said:
Distortion use to be really damn good at countering Aura Reading but it reached the point to where I use to see at least 2-3 per game, and it basically trained me to never really use Aura Reading perks since they were often not even really needed half the time and I didnt want to waste perk slots for something that got easily countered.
In the same regard, Distortion was also bad for the game. While it let weaker Survivors hide and as opposed to being tunneled or repeatedly hooked, more Killers just ran slowdown, or the change in information changed the flow of hook states leading to some Survivors who didnt bring the perk dying early.
But I think Distortion being "meta" has altered how Aura Reading is perceived, since a majority of threads of Aura Reading seem to be asking for nerfs now that Distortion is nerfed without consider why Aura Reading is the way that it is.
Let's take a perk like BBQ for example.
- You can hide in a Locker to avoid it, and is often really well telegraphed based on the Killer's behavior.
- You can use the Aura Reading to your advantage by running one direction for the duration and then doubling back and running the other direction, using the information against the Killer and baiting them into a checking the wrong part of the map.
- It has a range requirement meaning you can counter it by hovering the unhook or by sitting in the Killer's Terror Radius (for most Killers).
- A lot of Killers cannot use the information to its greatest effect.
- Encourages spreading out hooks by giving the Killer information on what chase to take next.
- Tons of counter-play and new ways of playing is introduced for both sides.
And Ive seen people ask for BBQ to get nerfed because "Distortion got nerfed" and/or "it disrupts stealth too much".
As well, I think people forget that other perks counter Aura Reading. Boon: Shadow Step can be an amazing tool for you and your team but it often gets slept on despite the effect for it being really good for stealth playstyles.
Lockers are also a free-basekit way of dealing with Aura Reading. It does not work for all perks and/or situations, of course, but it can help with stealth playstyles without sacrificing perk slots and is not recognized as much as it use to.
Also, Distortion in its current state isnt that bad either. While it is weaker than it was before, you are still able to leverage it to take chases based on your own terms as opposed to whenever the Killer feels like it. The token system does require you to take chase to gain tokens, which isnt the best for new players, but experienced players can leverage it much easier.
It's always like this, when something truly broken exists in the game for a long time.
Players knew how to heal > CoH introduced > CoH nerfed > OMG healing was destroyed into the ground absolutely destroyed no way to play like this!!!!!
Players could define aura perk and choose how to deal with this information > Distortion buffed > Distorion nerfed > OMG aura perks are so unfair there is no way to avoid them!!!!!!!
Players who was good without old DH were in the same place after its nerf, but remember what happened after first nerf? For two month majority of the players learned how to loop. 1k, 3k, 5k survivors, all learned the game all over again. And then picked up DH again, when understood, that it's still one of the best perks.
Kinda same you can say about killers after first Pop and Pain Res nerf, but honestly not so much changed. I mean, there is no better option to slowdown the game anyway.
I swear, if only MFT had lasted longer than 6 months, we probably could see forum full of complains that killers are too fast. -
So, I was thinking about what I'd do to preserve it being useful and worth bringing while toning down that aspect of it, like what was done to Distortion
Except the part, where Distortion players were harmful for the team and Lightborn literally says "guys, go do gens, there is no point in trying".
And I really wanna know, when you guys will stop put "=" in between ONE survivor's perk, which denied whole perks and addons category (and still does, just in more healthy way), and ONE killer's perk, which denies one item and few perks? Especially funny to see it from person, who told me "oh you can't compare killer and survivor healing perks, they are different", but somehow you can compare two perks, that do two absolutely differing things? I see, I see.
Also suggest make perk, which whole and only point is removing blind ANIMATION on your part is wild, even for you.However, if survivors want to get a save when you're picking someone up, that's still possible, so you have to take extra measures to prevent it.
It's my favourite part. Remember you took a perk, buddy? Yeah, do some work to prevent its effect. Or just stay still to activate the perk and… wow see no animation of blinding! Truly brilliant design.
Next suggestion will be make Spirit Fury have only animation of pallet breaking, but you actually need to break a pallet after it?
At least it was really fun to read. -
Devs: hey guys, let's just completely change character without any testing in one day
Meanwhile player on forum trying to find good numbers:@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870603#Comment_3870603
Hehehe yeah killer can be rough... I like Artist, shes fun to play. You can usually make up aim on controller by using the left analogue stick to strafe into shots. You can't flick like PC players can, but you can make most things work with practise... even killers like Oni and Billy you can near miss and a lot of times still get a hit.
I genuinely believe one of the hardest killers to play against decent survivors is Legion actually... because the one thing you are truly vulnerable to on controller is spin techs... now you can usually handle it if you suspect a spin tech, by just stopping in place and let them turn back into you... this fine most of the time... but on Legion your Feral Frenzy doesn't reach as far as you think... so most of the time if you're trying to chain, by the time you catch up to survivors, you don't have much time left... so you have to swing... and if you get spun teched... you lost your chain, lost the survivor you injured and now have to chase this full HP survivor as a literal got nothing for anti look m1 killer...
You can take perks or add-ons to help you on mist killers... but on Legion youre always missing SOMETHING really badly... You've basically got to m2 hit and drop immediately from power 80% of the time and hope there is no pallet nearby 😭😭😭😭
On a side note, I'm changing my suggestion to 70% for the acceleration upper bound. When I graphed it out I get this with 70%:
https://us.v-cdn.net/6030815/uploads/ANRYAHR4SFN0/20250113-165402.jpg
Where's 80% looked like this:
https://us.v-cdn.net/6030815/uploads/6P1GTMR14QXJ/20250113-170340.jpg
Apologies for phone screenshots... I cba to e-mail these to myself xD
Important detail is although the distance covered is smaller the acceleration time is similar with 70%, so he'll reach his speed in comparable time to his old version
now you can usually handle it if you suspect a spin tech, by just stopping in place and let them turn back into you...
This is how I played back in the days on mobile 😭
I will test Legion with gamepad, I honestly sometimes get spinned even on keybord. Not often, but happens. No doubt I will miss every Frenzy hit -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870522#Comment_3870522
Well, I will admit... that balancewise, I can't really argue with 8.4.0.
The only reason I prefer to go halfway, was the slightly slower speed does make him easier to control on console, and does also make using his scamper during slice and dice easier and also viable... making it an actual tangible part of his kit you kight use... rather than what used to happen in 8.4.0 and below, where no one ever scampered and instead went for flicks at tiles instead because flicks was always better...
However, that is more a personal preference for me being unable to turn fast on console and wanting morr scampers, rather than it actually being a problem... so yes 8.4.0 would be fine as well I believe 😅
Bruh, I recently tried Bird Mommy on gamepad and I honestly immediately got huge respect to all console players, because it's borderline unplayable for me. Survivors are even easier on gamepad, but killers… I probably would never play killers, if I were console player.
So yeah, now I understand better the way you are thinking. -
@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870508#Comment_3870508
I mostly agree with you, but I think East Wing is slightly killer sided… but the reason it feels killer sided is insufferable: not only the west side is way too small and tight in this version of the map and becomes a trap once its three good pallets are gone, but that also makes that side great for camping. That side is so bad that survivors mostly concentrate on the east side, but you can either find SOMEONE trying to do a gen there in order to avoid a 3-gen, or someone will run there trying to lead the killer away from the other survivors, and once a survivor is caught on that side and everyone else is on the other, the killer can just camp the main hall and prevent the others from crossing sides. It gets worse if the survivor is hooked on the upper floor, where the library is located, because on this version of the map, there are only two entrances there, and both have to go near the top of the west-side staircase on the main hall. If the killer camps that spot, survivors are going to have a really bad time reaching the hooked survivor and, even if they manage to do it, they'll probably take a trade. Unorganized solo-survivor match-ups often just let a survivor die there when this happens. Maybe East Wing could use some extra pathing to that side, specially to the upper floor, so camping gets at least a little weaker there. But of course, adding extra pathing to a map that has an accurate layout to another game is not that easy to do. It would be a little complicated and require a lot of carefulness not to create other problems.
On the other hand, on the killer side, I think some gens were made way too safe on both versions of the map when RPD got reworked. The worst offenders are the two gens that spawn on the main hall and the one outside, but there are others that are pretty bad on this too. One of the best things about indoor maps is that they are better to sneak up on survivors: stealth killers can sneak up on survivors working on gens or at least get close to them, and even if there is a TR, survivors won't know which side the killer is coming from, which increases the odds of a survivor running into the killer by accident if they're not careful. That is good for M1 killers because it nerfs the "just hold W" gameplay. But these gens I mentioned just take that benefit away, they are positioned in ways that allow survivors to see the paths to the gen from really far away and spot the killer if they ever try to approach it. So they can just run away once the killer shows up and get a HUGE head start. Sneaking up is impossible. And if the survivor has Sprint Burst… well, you're not catching them soon. If East Wing got changed in favor of survivors, I think repositioning the gens in both East and West Wing to reduce the visibility survivors get on them could be good too.
I mean yeah, we already had pretty similiar dialogue here not that long ago with solarjin1. Both sides have problems here and that's why I said that it's balanced in bad way. It's also depends on the killer honestly, it's easily one of the worst maps for Huntress or Nurse, for example, but not that bad on Ghostface.
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/435587/does-anyone-actually-like-rpd
i think RPD slightly favor survivors but i can definitely name terrible things on the survivor side too. Way to easy to bottle neck the main lobby. Making it extremely easy to camp hooks from a distance. Guaranteed built in 3 gen. Every single Loop is a low wall meaning you must shift w vs trickster, xeno, huntress, slinger, and most of the time nemesis. Outside is long stretch that complete trash against catch up killers (blight,billy, chucky,Dracula,spirit,wesker,). Way too many choke points for trap killers. Then you have the classic indoor problems. Easy to break line of sight which benefit survivors/stealth killers, random terror radius confusion, and random hook confusions as sometimes you can't tell if it behind a wall or not.
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862028#Comment_3862028
I agree with this.
I have always said that East is kinda balanced in bad way and West is survivor sided, but seems like most survivor in last year teached how to play here and on some killers you need to play scammy here or accept lose against on some killers.
Overall yeah, it's not great map for both sides. At least it's not old RPD, on which I instantly DC'd on both sides simply because there was no gameplay, the map didn't fit in DBD gameplay in slightest.
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@UndeddJester said:
I think Hens was on the money, I think Chucky needs his initial S+D acceleration buffed and his cooldown reduced, then I think he's fine.
https://deadbydaylight.wiki.gg/wiki/Movement_Speeds/The_Good_Guy
The longer duration but slower speed of his S+D combines together to make his acceleration feel quite bad. He goes from 3.652m/s speed when hes charging S&D to his max speed over the duration, but the acceleration occurs st the points of the duration at 25% to 100% over this time.
On his previous version this was 3.652m/s to 10m/s over a 1.2s (or 0.3 - 1.2). This gives an acceleration of 7.083m/s².
His new version goes from 3.652m/s to 8m/s over 1.8s (or 0.45 - 1.8). This gives an acceleration of 3.221m/s².
You can see, not only is your top speed slower, you start accelerating later and the rate your speed builds is also halfed as well, which all combines together to make him feel very sluggish.
The point of the nerf was to give more chance for counter play by not having him race around tiles as fast, for the benefit of extra distance. So we can't buff that too much... so I would gambit the following changes:
- Change acceleration action times to 20% - 80% (0.36s - 1.44s). This gives an acceleration of 4.026m/s².
- Reduce his cooldown back to 12s.
This allows him to reach his top speed sooner, still a nerf to his guaranteed hit flicks and survivors get their window to reach safety, but he gets to use them more often, and he has more control.
When combined with the 8.4.0 buff of scamper from 1.3s to 1s, I think Chucky doesn't feel quite so encumbered and the extra control makes his scamper actually feature in his kit.
Holding W against him (which people do a lot cause he is 4.4) no longer works cause his distance on S&D is quite insane... and his cooldown isn't so punishing where he's spending so much time walking.
There will probably be additonal tweaks to the numbers needed, but I think this would be a good start.
It was really interesting to read!
But as I said many times, imo he was perfect at 8.4.0, there is no need to reinvent the wheel and tweak number for another year or so. Maybe if they gonna give him mobility, map pressure, 4.6, build-in slowdown or info, then yeah, we can discuss making S&D weaker. But currently chase is the only thing he has, so it MUST be strong enough AT LEAST to warrant him being 4,4. -
@Arbmos1998 said:
Who else sees a map offering for this map or see it as the match is starting and think to yourself "this is gonna be a snoooooze" I personally, despite being a RE fan really dislike the map design in DBD. The middle staircase area is just way too no brainer safe due to a forced pallet break which can then lead to survivors going into the West Office room which also has a must break pallet. This chase alone has the potential to waste upwards of 45 seconds. Then you have the outside area near gate of Main Hall you either take the Hall entrance and they hold Shift W into the Fire Escape or the opposite, again can lead to a chase what wastes too much time for no effort in chase required from the Survivor.
I'm wondering if a potential fix to these map design issues could be a ledge at the top of Main Hall stairs you can jump off to potentially catch up a Survivor chasing around that area but could also lead to Balanced Landing plays so it's a change to benefit both sides. Then also at East Office have a hole blown into the wall or something so you don't have to go all the way around just leading to a Shift W.
Thoughts? What would you like to see added/removed/changed to the map is anything?I think East Wing is kinda balanced in bad way, and West is survivor sided. But I honestly don't know how they can rework it and save origin atmosphere, map just overall doesn't fit in dbd gameplay and they probably did their best to make it as playable as possible for both sides. At very least it's not old RPD.
@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870489#Comment_3870489
Even more? I'm not entirely sure how anyone can believe this map is killer favoured when off the top of my head it has 5 minimum god pallets. Did you also read where I mentioned both Main Hall and outside near Fire Escape are complete no brainer? I am quite intrigued now though as to how you believe it's already killer favoured
Don't even ask. On this forum you will see 20+ upvotes on the comment, where someone says that Eyrie is most balanced map in this game and Gideon is killer sided, so when you know their measures, whole point in discussing anything is disappearing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869146#Comment_3869146
Sample size and reporting bias. 400 Chucky games are probably happening worldwide as a I type this.
>it's lowest killrate I have ever seen on NL
>reporting bias
ok buddy
What about "sample size", nobody said you shoud take NL stats as the only truth, but you know, statistics as a science have such thing: smaller sample size quite often reflects the bigger picture.
And NL shows it pretty often, last official stats on most popular perks showed 9/10 same perks on both sides that we saw on NL. -
Map offering should be deleted, if anything. "There is map offering, so I can have an easy game" is extremely cheap way to play the game for both sides.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869969#Comment_3869969
Interesting. Personally i've started to play more Clown. He kinda has the same concept of forcing hits at loops with speed differences and doesn't have the downside of cooldowns or being 4.4m/s
I don't think that their powers are comparable, but I understand what you are talking about. There is no sense in current Chucky in compare with every killer.
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869969#Comment_3869969
We need more Piggly Wiggly players welcome aboard! 🐽🐷
I swear, if Last Will addon didn't have this stupid downside, I would play Piggy way more often. Buffed dash is so fun with addons, but I don't want to bring 2 addons just to make it good. I also really love her macro gameplay, so maybe one day I will become Piggly Wiggly enjoyer C:
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Also fun thing: I play a lot of Pig with dash addons now, and she is 10 times better in absolutely every aspect: with dash addons her dash is AT LEAST at the same strength as current Chucky, I would say even slightly stronger; she is 4,6; her stealth is more flexible; she even has good slowdown.
And imagine how bad currently Chucky is, if Pig is just very average killer.
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As I already said, he was in a perfect state this week before this nerf. 12 second and nerfed Rat Poison were literally all he was needed to be in a perfect state. It's 4,4 killer without any form of map pressure, mobility, build-in slowdown, build-in info, nothing, literally nothing except good chase. Just revert it completely, no need to reinvent the wheel.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869296#Comment_3869296
You can fake out the dog at windows and vaults. Camp the pallet if you are in that situation. That is all you need. I agree though they shouldnt have taken away chuckies scamper just slow his down. There wasn't much counter to it.
It would be absolutely pointless, because it will make him almost as useless as it is now. When manual scamper was a thing, you barely make it to survivor, who went around the loop, there was simply no room for making it slower.
I'm glad it's gone, and we focused on skillful part of his chase. Which was gutted as well somehow. -
Literally was about to create same post. My survivor queue is 4-5 minutes, killer queue is almost instant and I have 25%-50% bonus on survivors. Idk what's going on.
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@Xernoton said:
That's the lowest you've ever seen? Billy used to be at about 46% for a time and there others that were even worse.
I agree though that they really went too hard on Chucky. I loved him when he was first released and I even bought the Tiffany skin but then they removed his flicks, which already sucked most of the fun out for me. It was good that they did something about the whole scamper into hit thing but with so little complexity to what he could do, I feel like they already had maneuvered themselves into a dead end with Chucky.
Either his power has a low cooldown so that you can use it all the time and hopefully get hits from that or his cooldown is too high and they also lower his speed, so that he barely has any way to use his power. He's not the worst (3rd person on a small killer will naturally give him some slight advantage) but he is not in a good spot at all.
I watch for NL stats only for last 1,5-2 years honestly, so yeah, probably there were lower number back in the days.
I think he was in a perfect state this week before this nerf. 12 second and nerfed Rat Poison were literally all he was needed to be in a perfect state. It's 4,4 killer without any form of map pressure, mobility, build-in slowdown, build-in info, nothing, literally nothing except good chase. And they removed even that, lol. AND add 2 additional seconds on top of it. Just spawn survivors in the exit gates against him at this point. -
Yeah, except the thing you can literally stay in the pallet and wait for grab, then instantly stun the dog. Somehow every survivor in my matches knows this, but no one on the forums, as always. Sky is falling and no counterplay. Not like every third killer can hit you through the pallet, only Houndmaster can.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869254#Comment_3869254
Uh, i'm not sure how, i explained how it would be good for the game, and how it would not affect average level survivor play and nobody has been able to demonstrate that other than "killer bad" I have never heard any definition of a "Check spot" other than what i described in the thread, so again i fail to see the problem here.
Check spot is literally… spot for checking. Place, where you wait for next killer's move to make your own. And before last part and your comment I thought you suggest to remove them.
And holes in the loop are holes in the loop. I don't understand why we need a huge holes on Eyrie's shack, for example. You literally can see killer in any point. And there are a lot of constructions on other realms, where you can see killer's red stain through wall too. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869163#Comment_3869163
Basically by removing holes in walls (not windows) that let survivors see through them and making the red stain not go through walls in weird places.
I agree with this, but you should have started the post with that. Currently your post looks wild without last part, ngl.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869194#Comment_3869194
And there it is. You cannot force people to enjoy the game nor to continue to play it. Instead of making their experience even worse, why not try to make it better?
Can't wait to see people get banned for missing a skill check or getting the 'ole controller player trying to heal someone under a pallet issue.
Can't wait to see Pulsar doesn't exaggerate in a single reply on dbd forum.
You know the answer. There are maybe 5% really valid reasons to leave a match outside of all these I don't love this map, i don't love this killer, i don't love this perk, i don't love this teammate, i don't love this teammate's perk, killer's perk, this addon, this item, this first chase, that killer outplayed me, that killer didn't leave instantly, that survivor do totem, that survivor doesn't do totem, that I jumped into killer's face with Lithe, that i pressed Drama in open space and got Exposed and many-many other I can list for 2 days without sleeping.
Wanna fix them? Lol, good luck. -
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868997#Comment_3868997
That wont work and will make it worse. They either will afk still or do malicious things like sandbagging, blowing up your gens, throw all the pallets, going in and out of lockers by you.
Great, in one cases they won't ruin another match and in others I will be glad to fill ticket on site to give them a weekend from DBD. Literally win-win for everyone.