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hermitkermit

hermitkermit

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  • @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864732#Comment_3864732

    they don’t need to be inside you for a save. They can coordinate that they will meet at a certain point, or the save survivor can just slow fault over pallets and keep running.


    you overestimate how many killers play, personally I play with one headphone connected to the game and one to some metal so I can hear what I need to but when I’m in a chase I wouldn’t be able to hear footsteps behind me when the chase theme is playing, I’m focused on the person ahead, or I am just having fun and not sweating to get the 4k.

    relying on hearing to counter something is not fair to people who want to chill and listen to music while they play or people who are hard of hearing.

    To be honest with you this is one of the reasons why I really struggle against Spirit. Hearing is nearly essential when countering Spirit, and if you have hard hearing or don't have high quality headphones she becomes significantly harder to face.

  • Slugging was brought up in the most recent survey, so there may be something new brought to the table. Unsure, if or what, it entails but perhaps a quicker bleedout option will be added.

  • Ah many of these replies make me kind of sad :(

    Ah, well to answer your question, I like adjusting my playstyle to the pace of the match! If i'm getting my butt kicked I will try my absolute best. If I'm stomping I will ease up. I can't speak for everyone's experiences, but I've noticed that simply being aware of the pace of the game and adjusting accordingly can make it more enjoyable for both sides. (I do this as survivor to, though it's limited because as survivor i can't really control the pace of the game, but I can do a totem or a chest or small things like that to help)

  • @UknownShredder said:

    You know i never really slug a team unless the first target i pick up i get 3 flashlights and flashbangs in my face then my sole goal is to make your life as miserable as possible. I will kill of 2 people quickly and then when there is 4 to 5 gens left and 2 survivors i will kill one of you and then let you ress and the the other i will stand there making your life as gruelsome as possible until one one you die.. it doesnt really matter if it takes 45 minutes.

    Survivors seem to think they can do whatever they want but when you go out of your way to be annoying then reprecussions will be taken.

    All the time survivors complain about sweaty killers but the only reason why that is is because as long as we keep you alive you are just as evil and annoying as you think the killer is but as soon as you get at dissadvantage you feel you should have a free card, that we should be nice guys after getting 4 flashbangs in our faces? no that is not how it works.

    I'm sorry you've dealt with that frustration, it can definitely feel like some players are just trying to ruin the match for others (and some do, this is not DBD nor killer nor suvivor exclusive. It's a people thing, not a DBD thing), and it makes sense to push back and slug this way when multiple flashbangs, flashlights, or sabos are in play.

    That said, I think the issue a lot of people bring up isn’t about those specific cases, but more about when slugging happens even if the team is playing normally. Some people use slugging as a punshiment, like you explained you do, but many also use slugging because it's easier than going for hooks, it circumvents a game mechanic all togther. Similar to tunneling, It's a path of least resistance, and you can deny many survivor perks from even activating by just keeping them incapacitaed on the ground. I don’t think wanting incentives to hook is asking for a ‘free card'.

    Making more incentives to hook, rewarding killers for chases with multiple survivors and multiple hooks is absolutely a good thing and it's what the entire structure of the game is based around.

  • @buggybug said:

    A beach theme map or mall map would be interesting. Since we have grenville now include what I wish for a theater map heh.

    Would looove a mall map! Great idea.

  • AI Practice Killer bots for surviors. 100%

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435315/seasons-greetings-from-the-fog

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859614#Comment_3859614

    https://us.v-cdn.net/6030815/uploads/RBDXCHQGRNCM/tmp.gif

    I am beyond myself with gratitude. 💐💐💐

    Sincerely, I love horror. I love this game. And I love this community. I’ve always found a home in the horror genre- I’m sure many of us can relate. For one reason or another we are all here enjoying this game together.

    @Rulebreaker

    @GeneralV

    @Xernoton

    @jesterkind

    @Nun_So_Vile

    @Ayodam

    @Dwight_Fairfield

    @RpTheHotrod

    @Mooks

    @LordGlint

    @JPLongstreet

    @RFSa09

    @TieBreaker

    @Iron_Cutlass

    @Laluzi

    @tjt85

    @tippy2k2

    @Seraphor

    @Langweilg

    @D0NN1ED4RK0

    @Pulsar

    @AmpersandUnderscore

    @GentlemanFridge

    @Nazzzak

    @drsoontm

    @radiantHero23

    @crogers271

    @zarr

    @bm33

    @Firellius

    @MrDardon

    @100PercentBPMain

    @KatsuhxP

    @GannTM

    @TheSingularity (pre and post 😊)

    @Marc_go_solo

    @ReverseVelocity

    @HolyDarky

    @Smoe

    @danielmaster87

    @BlightedDolphin

    @SoGo

    @TragicSolitude

    @Marc_123

    @VolantConch1719

    @09SHARKBOSS

    @hermitkermit

    @Rudjohns

    @TheArbiter

    @Sandt1985

    @Brokenbones

    @OrangeBear

    @fussy

    @UndeddJester

    @smokinggosling

    @Steakdabait

    @Hannacia

    @THE_Crazy_Hyena

    @Huge_Bush

    @GoodBoyKaru

    @Crowman

    @MechWarrior3

    @Aven_Fallen

    @bjorksnas

    @edgarpoop

    @ohheyitsbobcat

    @Venusa

    @glitchboi

    @warp1die

    @Reinami

    @sizzlingmario4

    @C3Tooth We all miss you

    @CountOfTheFog 😊😄💐

    @Shroompy 😊😄💐

    + Everyone else I didn’t list!!! 💐💐💐

    I’m a huge fan of being the change you want to see. The above people have demonstrated a willingness to be that change while remaining their authentic selves. I see Dbd reflected in every single person listed and on this forum. These people will give you the best that they have to offer. Why not match that passion and be the change you want the dbd community to become? Why not? It can happen. They can help you get there.

    I wanted to thank @For_The_People for being the first person from the forums that I’ve ever played Dbd with. He is a very sweet person who will give you his time of day in earnest if you need him to. He’s one of the prime examples of politeness in this community. Thank you for being a positive force in the community. 😊😊😊

    Lastly I need to thank @solarjin1 . What can I say? When you meet a friend that gets you, you both just know it. Her courage to be funny and humorous is so infectious. She told me that the small pallet in rpd was the most op pallet. I was so naive of game knowledge that I believed her! LMAO! After that I realized that it was anything goes when it came to humor with her. I’m at my best when I can be silly. Solarjin1 is that friend who brings out the best in me. Thank you Solarjin1 for all the laughs and for the laughs to come 😂 I’m going to be collecting🤣🤣🤣

    None of this would be possible if we didn’t have a phenomenal community team here to support us discussing this twisted hobby we all have. Thank you again to everyone at Bhvr for putting your hearts and souls (ha!) into everything that is Dbd.

    They say you attract more flies with honey than with vinegar…

    Let’s just use blood instead 🩸😈🩸

    Happy Holidays everyone, I hope everyone stays safe and has a wonderful New Years 😊🎉

    This was so heartwarming! I really enjoyed chatting with you. I’m so glad your kindness and positivity has been noticed and appreciated! I wish you nothing but the best 💙

  • Body blocking is reportable but only when it’s a very long period of time. I wouldn’t worry, you’ll be fine.

  • @thrkeybs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858859#Comment_3858859

    I walk into a restaurant that I know the steak will come totally butchered and not at all how it was advertised.

    The server hands me a plate full of beets. There's no steak.

    Do I continue going to that restaurant?

    Do I force myself to keep ordering, hoping one day to get the steak?

    Do I start changing my own expectations of what steak is, and tell myself that "tonight, I'm going to order steak but I'm actually going to hope I get the beets."

    Listen, I appreciate you trying to make the best of a lack of steak — really, I'm not being ironic.

    But I fear we've lost the plot. The game's core is about hunting and being hunted. I want to enjoy the core gameplay that was advertised. Making the best out of beets is honorable, but… give me the damn steak I ordered.

    Sorry this is a bit off topic, but I just wanted to say this was very eloquently written. I clearly understood the point you were trying to make and I think it was done very respectfully as well. Thank you for posting this discussion, looking forward to your list at the top when it’s finished.

  • My biggest gripe with the overall game for the most part right now is that there is no way for survivors to practice against killers, and I think that leads to burn-out, possibly inflated kill rates and overall frustration. As it stands the only way to practice against a specific killer is to get them by random chance. And as the roster gets bigger and bigger, the chances of encountering specific killers get smaller and smaller. The macro knowledge for both sides get bigger because there are new perks to learn, but for survivors it’s new perks, new add-ons and a new killer entirely. It’s consistently trial by fire which ends up with a lot of people getting completely overwhelmed, the game getting worse to newer players, and a misunderstanding of killer powers or counters leading to devastating mistakes that can be unrecoverable from. Add this with the constant changes on minor buffs, nerfs, reworks to killer powers, perks, and add-ons, and it becomes even more difficult to keep up with the best strategies or counters.

    Killers being able to practice against AI survivors, having access to every survivor/killer perk, item or possible build combos to practice facing against their opponents is a great resource and tool that I think survivors players would benefit just as much if not more from, (simply due the to amount to learn in comparison) if they were given the same resource with killer AI bots.

    People say “skill issue” and yeah, oftentimes it very much is! But there is currently no consistent way to work on that skill, and that’s an issue too.

  • I always farm during events. I feel like there’s a lot of sweat and it’s nice to be able to enjoy the break. On rare occasions I will have a survivor just DC because they’re not happy but, it’s pretty rare. It’s typically a great time. Everybody gets to take advantage of the BP and all of them line up in rows for me for hooks, we do a snowball fight maybe a little slug race and sometimes a survivor or two will stay behind and sacrifice themselves so I get kills out of it.

    I’m sorry it annoys you though OP. At least you can just do gens and get points in an easy game and just get out of it quick.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859276#Comment_3859276

    Bear in mind that stat is still at a per survivor basis. If 3 of the 4 survivors escape, one of them on the stats still show as a failed escape despite the survivors "winning". The game stats are built at a per survivor basis and don't count them as a team, so if it's, 48% per survivor with SWFs (IIRC), their overall rate of escaping is actually decently high.

    If you have 4 "things", and each "thing" has a 48% chance of being positive, then you actually end up with a pretty high chance of it being in your favor. It's a 68% chance that half of the survivor team escapes. That's two survivor winners and a killer loser. (survivors win are entirely separate per survivor - they either win or lose. Killers need 3 kills for a win).

    You have only a few possible outcomes

    0 survivor winners, 4 survivor losers, 1 killer winner

    1 survivor winner, 3 survivor losers, 1 killer winner

    2 survivor winners, 2 survivor losers, 1 killer loser

    3 survivor winners, 1 survivor loser, 1 killer loser

    4 survivor winners, 0 survivor losers, 1 killer loser

    I was told once by someone on the forums when I had a question about my own “win rate” that the 40% is distributed between all survivors as a whole, not individual. Survivors as a whole have a 40% winrate, not a 40% winrate individually. Again this is just what was said to me, so I’m not necessarily saying it’s right or wrong. I haven’t been able to find any proof or clarification on the 40% being all survivors claim or the claim that the 40% is for individuals through the Devs, so if you have some I’d really appreciate it! As it’s a question I’ve asked before and gotten a different response to. Thank you for taking the time!

  • @AlexXHunter44 said:

    How it seems like no-one actually plays both sides and thus has extreme overreaction to every single little buff and nerf.

    Killers get mad at any survivor buff because of swf that abuse game mechanics.

    Survivors get mad at any killer buff because "They can already camp and tunnel!" Without realizing they do that because of...abuse of game mechanics by swf.

    I really wish killer had a choice to play against solo q vs play a swf. It would take balancing the different modes to prevent sweaty play in the solo q mode somehow and isn't worth it on the part of BHVR but the game would be a lot healthier if there were a way.

    Btw I know someone will say that killers will just avoid the swf mode. I have two counter points.

    1) Some killers would want the challenge, I would sometimes if not mostly.

    2) If swf is so unbalanced for the average player that everyone chose to avoid playing against it, that tells you the game balancing is completely broken.

    I think the only way a mode like this would be possible is through restrictions. Like the casual mode simply wouldn’t allow SWF, certain killers, certain perks, certain add-ons, or certain items. I wouldn’t be against it, but I think the only way to ensure people won’t take advantage would be never giving them the option to.

    And to your counter point, many survivors could say the same things about Nurse or Blight. Both are very unbalanced for the average player.


    But yes, I agree that a casual mode would be nice. I also really liked chaos shuffle.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858269#Comment_3858269

    Ironically the closest we have to Casual Mode depending who you ask is either Chaos Shuffle or 2v8, and people still sweat in it.

    If you ask me, I think the best choice for Casual should be permanent Chaos Shuffle and no addons or items are allowed. Period. Now you HAVE to rely on skill alone.

    I am sick of "quantity over quality" in rounds. It's time to fix how MMR works so that the sweaty ones stick with sweaty players and the rest of us can have some breathing room to have FUN for once.

    I agree with chaos shuffle being the closest possible causal mode we have experienced, and would be very happy to see it as more of a permanent mode option. I think restricting add ons and items would only benefit the mode, and make it truly random. But I don’t have access to the kind of data behavior has, so they may know something I don’t about how truly popular chaos shuffle was after the initial “honey moon phase.”

    I’m all for more accurate matchmaking as well! But I won’t begin to try and explain how that should be conducted as it is well beyond my expertise.

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858605#Comment_3858605

    …What?

    I'm not 'affected', just irritated. Nobody likes being gloated at. But there is a difference between playing mean/sweaty and taking the game hostage (two survivors hiding forever, and no - nobody has ever been banned for that, whatever that post from 2020 claims).

    I don't, as a rule, slug for the 4k unless it's a BM team. But again - I've had this exact situation occur, probably 2-3 times a week. Game is mine, so last few survivors decide to play hide and seek forever, while avoiding AFK crows, to waste my time in the hopes that I quit.

    Again - 4 minutes of bleeding out is preferable to 20+ minutes of survivors hiding in a locker somewhere. I wonder how many of these 'I'm slugging while I hunt for the hider' is to prevent this exact situation?

    I’m sorry, I thought saying “affected” was respectful because I don’t know exactly how you’re feeling, only that you’re feeling something, and I was trying to acknowledge the feeling without labeling it. Sorry if I upset you, it wasn’t the intent.

    To try and wrap it up, I’ll try to simplify and better explain my perspectives.

    Killer slugs 2nd to last survivor for 4k —> slugged survivor annoyed because they have no agency and feel time is being wasted —> killer annoyed because last standing survivor won’t concede and feel time is being wasted —> standing survivor annoyed that killer is doing anything they can to kill —> killer is annoyed that survivor is doing anything they can to survive

    To me, It’s the same thing on both “sides”. And when it comes to preventing “BM”

    Killer slugs 2nd to last survivor to prevent possible BM in hiding —> survivor hides to prevent possible BM of bleed out.

    Both have faced frustrating BM that could potentially be done to them if they allow the possibility, therefore both try to deny the possibility.

    You could say that getting bled out for 4 min isn’t as bad as someone hiding for 20, but that person that is hiding could only be trying to prevent being bled out for 4 min. If trying to “prevent that potential BM from Killer” is not justified, but “prevent the potential BM from Survivor” is justified, then that feels like saying that some “griefing” should be allowed because it could potentially stop other “griefing” that that individual personally deems to be worse. When instead, I think “griefing” as a whole should be discouraged and not defended.

    I would 100% be on board with a built in aura reveal mechanic at end game if there are only 2 survivors left and it activates when they haven’t touched a gen in “X” amount of time. And I am 100% on board with a built in anti-slugging mechanic put in place to prevent bleed outs, or prolonged slugging, even in a slug for 4k situation. I don’t think it’s fair to be okay with one but not the other, as both can be disengaging and possibly BM for all players.

    Anyway, I think I’ll end it here, as Im not trying to change your mind, only discuss the topic and I think we’ve done so to a good point, so I won’t clog your post anymore haha. Thanks for posting the discussion and giving your perspective. If anything I said came across as offensive or invalidating please know that wasn’t my intent. Have a good rest of your day/night! ✌️

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858590#Comment_3858590

    It's not just to prevent hatch.

    It's:

    • To prevent getting BM'd/gloated at.
    • To prevent that last survivor getting a slug up and then 2 survivors griefing or attempting to get the killer to DC by hiding and taking the game hostage. Again, it's 4 minutes of wasted time versus way longer as at least if people bleed out, I can close hatch and start the collapse.

    I don't BM, but I will 100% play ruthlessly if that's what it takes. Slugging isn't much fun for the killer either, but it's way less annoying than two survivors playing hide and seek forever.

    At the end of the day, the goal should be a game that feels balanced and enjoyable for both sides. Ruthless play might solve your immediate frustration, but it also perpetuates a cycle where both sides feel justified in playing “mean” leading to more toxicity overall. It’s worth thinking about solutions that improve the experience for everyone rather than just doubling down on what is generally acknowledged to be a very frustrating system. (Hatch included)

    I’m sure BHVR is not going to disable slugging all together, (and they shouldn’t) more than likely it will be limitations or adding more risk to doing so (perhaps by proximity, as in the farther a killer leaves from the downed survivor the faster the recovery time or something along those lines) like the anti-tunneling or anti-camping mechanics. The only people it will hurt are those who rely too heavily on it.

    I can tell you’ve been really affected by some rude people, and I’m really sorry for that. But those times those people were “playing mean” to you could be using the exact same justification for “playing mean” that you’re using now. And then it gets messy because it’s comparing and pitting people’s hurtful experiences against one another, and when you start measuring different people’s painful experiences and trying to decide who suffered more or whose pain is “more valuable” it leads to invalidation of feelings or experiences which creates even more resentment or frustration. And it’s just a very messy painful cycle for everyone.

  • I get where you’re coming from but I think there’s a disconnect here. Slugging survivors “for the 4k” and then blaming the last survivor for not conceding doesn’t address the root issue, it just shifts responsibility. Survivors hidingfor hatch is a direct response to the way the game has gone, it’s the reaction not the causation. If on the killer side slugging is meant to secure a 4k then playing for hatch is just the equivalent strategy on the survivor side. Both tactics prolong the match but singling out the survivor for “wasting time” ignores the fact that the killer chose to create that situation by slugging in the first place.

    A big part of the frustration stems from the lack of engagement for everyone else left on the ground. Slugging removes any chance for the slugged survivors to participate, and they’re just stuck waiting, unable to do anything. 

    Playing a “bit mean” to avoid feeling bad about possible gloating survivors may feel satisfying in the moment, but it’s ultimately just encouraging a continuation of “mean” play from both sides. It just perpetuates the mindset that anyone who hurt them in a past experince can be used as justification for hurting someone else. Eye for an eye and everyone’s blind. It’s not always easy to be kind, I understand, but that doesn’t mean it’s not the right thing to do, even if it doesn’t feel as satisfying as revenge.

  • @CLHL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858450#Comment_3858450

    But it is a reward. You are asking for a way to return to a game that was already decided, because technically you have already lost. If wasting time or frustration were a real factors, measures such as the one I mentioned of being automatically sent to a hook would be requested instead of basekit unbreakable.

    For some reason, this urgency to end the match disappears when a survivor is slugged and the hatch is closed, instead of giving away their position, they always decide to crawl to the most obscure corner to prolong the situation as much as possible. The match is already decided and there is a clear winner, but here's what happens.

    If the goal were solely to end the match quicker, being sent directly to a hook might seem like a solution, but that approach fails to address the larger issue: slugging circumvents the core gameplay loop, and takes away player agency for long periods of time. It rewards more than it requires. Introducing anti-slugging is about maintaining player engagement and preventing exploits of the games mechanics. If they were going to remove slugging completely I would be entirely against it, as slugging is sometimes the right call. But it’s meant to be a tool, not a crutch. But I don’t believe that’s what they are going to do, likely they are simply putting limitations in place to avoid exploitation, again just like cool downs or limitations/requirments on perks or items. Sacrificing something in order to get something else is not a new concept at all to DBD. Anti-slugging measures don’t change the fact that killers can still secure their wins if they don’t rely on it too heavily. Perks, add-ons, items, and tactics should enhance gameplay, not dictate it.

  • @CLHL said:

    People are overreacting as usual. You used to be slugged for the 4K or to deny a 4%.... Nothing has changed, just change the 4% for the Finisher Mori. Then there are those rare occasions when a killer wants to be a ######### and intentionally let several survivors bleed to death, but it's not common at all.

    Anyway, all this could be easily solved. Making the survivors be able to accelerate their bleedout or that the Entity sends them automatically to a hook after a reasonable time. However, we already know that they will choose to turn all this into an undeserved comeback system, because it was already tested once... and that's why there is so much controversy, the survivors are pushing the devs to be rewarded for losing.

    Anti-slugging mechanics shouldn’t be seen as rewarding survivors for losing. Just as Anti-Tunnel or Anti- camping shouldn’t. It’s just a preventive to avoid exploitation. It’s like the equivalent of perks and abilities having cool-downs or flashlights only having a limited amount of charges. You can still tunnel but you risk making it take longer the second time. You can still camp but you risk filling up the survivors bar. I’m sure you will still be able to slug, but maybe not all 4 people, or if you stay in the slugs proximity they remain on the ground but the farther away you get from the slug the faster the recovery time would be. The core issue is addressing the frustrating and unengaging experience of being left on the ground with no way to participate in the game. Slugging removes player agency. Prolonged slugging till bleed out or slugging all 4 to hook to kill once is a way to circumvent the way the game was designed by using hooks or hook stages and its ability to deny several survivor perks from ever activating by simply not engaging with the survivor is very problematic, and currently rewards too much for too little. Especially when the ability to do so doesn’t require a perk slot from the killer themselves. In addition, certain killers and slugging builds can make it even more oppressive, and it is much harder to counter slugging than it is to slug itself. (It’s not a popular tactic because it’s difficult, it’s popular because it’s easy. The slugging experiment is a good example, I believe it was an 85% winrate) As with many nerfs to perks and things, the people that will be hurt the most are the ones who rely on it too heavily.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858268#Comment_3858268

    Oh, the emblem system being the basis was mostly just a starting point, as it provides some (of course not all) insight into performance metrics on a system that's already in place. They could do things like weigh certain emblems for each side: Unbroken has some pretty hard cutoff points, and if you max Evader you probably didn't get much chance to work on the other emblems. Likewise some killers suffer from awkwardness in generating devout or malicious, and so on.

    Generally playing both fairly and in a more rounded fashion tends to go hand in hand with increased emblem scores, so it feels like a good idea to start around. Of course this could also go alongside changes to how the emblems currently work, as rank only really matters for BP anymore (and could certainly use a few updates.)

    Gotcha! Yes, that makes sense. I’m all for it. Good idea 👍

  • I think a casual mode could be possible, if it simply restricted things. Where certain perks, items, killers, and add-ons were just not an option in that mode. To determine what would be considered too strong or not allowed in casual mode could be determined by majority votes by the community itself. If either side wants to sweat they can try, but they can’t bring their favorite crutches.

    I think a bigger issue is that players say they want casual, but every time it’s put into practice, (meme survivor perks, killers that aren’t deemed “S” tier by some streamer) the community always reacts very negatively.

  • @Ryuhi said:

    I've said it before and I'll say it again: Having the hatch be determined by how the killer played vs how the last survivor played would fix most people's issues with how the hatch mechanic works. Most killer players' issue with the hatch is that it often takes away kills that the killer earned, while survivors hate it because they feel they "earned" a win despite their teammates yet it comes down to forced patience and random chance.

    If an individual survivor played better than the killer, they deserve the hatch since they did well despite (apparently) their team holding them back. Likewise if the killer completely stomps, they don't deserve to have one of their kills (and now mori) taken away. There would need to be additions to the formula to account for things like 4 man slugs, but a simple starting point could be emblem totals stacked against each other to determine hatch availability. If a survivor is avoiding interactions entirely they don't deserve to escape more than a survivor who is constantly trying to carry their team, and a killer going for 12 hooks deserves to secure the last kill more than one who tunnels survivors out one by one.

    Use quagmires like this to condition better gameplay, while removing the "helpless" aspect of the hatch situation for either side.

    This is the first time I’ve heard of this idea for hatch. And I really like it. Skill actually mattering in this regard. The only thing I wonder is in this situation, say a survivor does really well all game, they never got caught by the killer they were in Chase most of the match , but the killer was able to sacrifice the rest of their team— wouldn’t the killer BP/points be automatically higher at end game because of the other sacrifices? For example the killer outplays the “team” but not necessarily every “survivor”, and the one survivor they didn’t outplay would be a good candidate for hatch because their team failed but not them, but because the amount of BP/points killer has from sacrificing the rest of the team means their BP/points automatically higher than that last surviving survivor, wouldn’t that mean that they would get the hatch by default? In order for this to work would you suggest a rework of the BP or emblem system? (As it stands form what I’ve seen, I think it’s wild that someone could loop the killer for the majority of the game and often gets the lowest amount of points in comparison to those who did gens, when keeping the killer busy in chase is arguably the most difficult/skillfull part of survivor.)

  • Yeah it was a long survey! But I’m really excited for some of the “most interested in adding” questions. Like the character voice lines and the stats attached to weapons and stuff.
    Also all of the slugging questions. It’s nice to see that it’s at least something on their radar they’re looking into.

    I hope we get a little shadow pet. That would be so fun!

  • The concept of things being denied or “perk slots wasted” (even though he won the game so it’s not as if they were wasted anyway) is not new to DBD. My entire build can be centered around healing but I get put against Plauge or Legion. And they didn’t even have to find a hex of mine to render my perks useless. Do your standards apply to survivors too or strictly only killer hex perks?

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856561#Comment_3856561

    I'm not saying hatch is the sole reason for slugging. Much like when the Mori update was released, loads were saying get rid of it because now killers are slugging more than ever. Hatch is the same, it gives reason to slug. I'm just saying reduce the reasons why a killer would slug and you would find slugging as a whole would reduce...not stop but urviviors would see less of it. Like me, I wouldn't slug anywhere near as much as I do if mori and hatch didn't give me a reason to. Some will slug regardless but people like me wouldn't slug as much.

    I understand what you’re saying, but I think it’s simply an agree to disagree. I believe that slugging would not disappear even if the reasons for slugging did. Things like sabo, flashlight saves, or hatch. Because we’ve already seen it happen. This already happened in the first 2v8. There were no flashlight saves, no sabo, no threat to losing a hook, people still slugged. Many slugged till bleed out. It happened to me as well and it happened to enough other people for changes to have been implemented by BHVR to prevent the same thing happening a second time.

    Whatever is easiest is what will be done regardless if all legitimate reasons to do so were eradicated.
    As long as the game prioritizes kills above all else, tunneling/slugging will not stop because players will always take the path of least resistance.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856473#Comment_3856473

    The match continues at 2 v 1 because both survivors hide indefinitely either to waste killers time or to hope the other survivor dies so the last one can get hatch. Remove the hatch and the only reason to hide will be out of toxicity. Fact is hatch gives a reason to hide. Just like hatch gives a reason to slug. As long as hatch exists killers will slug the 3rd and even keep the 3rd alive to prevent hatch spawningnso they can find last survivor. As a killer I'm fine doing that or waiting untill server time runs out if need be. Survivors want the hatch, they can have slugging that goes with it

    Slugging isn’t exclusive to hatch, and the idea that removing hatch would stop slugging seems unrealistic based on past events. Despite the introduction of antislugging, anti-tunneling and anti-camping mechanics, these strategies are still widely used because they are the easiest and often most efficient ways to secure kills. Killers still slug and tunnel at 5 gens, and camping persists in various forms, like proxy camping or teleporting, because these tactics are low-risk and highly effective.

    Removing hatch won’t stop slugging, it just makes achieving a 4K easier. Being able to deny several survivor perks from ever activating is a huge advantage that can be accomplished without hooking at all. The core issue isn’t hatch—it’s the lack of incentives for killers to prioritize hooks over outright kills. Strategies like slugging, tunneling, and camping are symptoms of the win condition that BHVR has established where kills are prioritized above all else. Since slugging already happens because it’s easy, removing hatch would only make an easy strategy even easier, which wouldn’t solve problems both “sides” struggle with.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856395#Comment_3856395

    I should rephrase in a way that that makes more sense.

    I don't think anyone who is bad at the game is a negative. I think if you're trying to understand strategy it doesn't matter how much time it takes you and that is commendable.

    MMy Issue is with the majority of people who don't make any attempt to learn the game despite the numerous available resources.

    My post wasn't made to knock anyone, but it's frustrating as a survivor to play with people who don't even seem to understand basic strategy or try to play in an effective way. Sometimes it'd due to trying to complete a tome or something but when it's just blatantly bad strategy it's frustrating.

    Ex: This morning I had a match vs Oni where ome survivor just hid in the locker all game. We still managed to complete 4 gens, but had they participated we could have had a 3 or 4 man out vs a 4k against us. Some people either don't know how to play or intentionally play selfishly and it's an issue not with the game, but with players.

    I absolutely understand the frustration of dealing with players that do not intentionally participate. And I can sympathize because I’ve experienced it before as well. But I wasn’t talking about trolls, more so people that just struggle. It can be very frustrating when someone makes what is obviously a bad play. But the point of bringing up how difficult it is to keep up with constant killer changes, strategies, tactics and how to effectively counter them all is why many people struggle with going against them. There is no way to practice against a killer you struggle with unless you happen to get them by chance. And with every new killer added, the chances of facing an individual killer get smaller and smaller, which requires the survivors knowledge to get bigger and bigger, and the skill required to practice that knowledge even more so.

    I know it can be difficult to see people struggle or make choices you wouldn’t make, but this is an online multiplayer game, and that’s part of the intended difficulty of survivor—strangers trying to work as a team. And it shouldn’t be written off that the game itself doesn’t teach you the right thing to do.

    MMR doesn’t change just because of a specific killer you’re facing. For example, If I won 20 games in a row against a Wraith, my MMR would increase because I’m doing well, but that MMR doesn’t change if I go against a Huntress, even if I have never faced them before. My MMR would not be adjusted to a beginner level despite being a beginner when facing a new killer. And for majority of survivor players which are Solo Q, that is for 4 different people. One member of your team could be great against huntress, the other has never been against one, another member is a huntress main, and the last one hasn’t played in 2 years so they have no clue against buffs/nerfs or add-on changes etc.

    The game demands alot from you to even be considered remotely competent. So it’s understandable that many people struggle to keep up, and struggle to survive. Which is why killer bot training would only benefit the players as a whole.

    I get that it can be frustrating but everyone is always constantly learning, despite the lack of teaching.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856259#Comment_3856259

    You explaining something doesn't make it correct.

    And yes, not every gamer "learns" the game they play. Believe it or not a lot of players treat it as a party game and don't want to study each individual aspect to be a better player. It's like playing chess because you know the very basics and think it's fun vs wanting to study the game and be a great player.

    That said, it's really not hard. Within my first week I understood the basics of each killer power. Doesn't mean I was great at actually doing the counterplay, I sucked, but they aren't hard to grasp and nothing is unintuitive against them.

    As for "resources" there's a thing called YouTube you guys might have heard of. It's this crazy site where people upload videos, I've heard some people even upload DBD content you can learn from. Crazy world we live in.

    I don't expect a full on thesis on each killer from a survivor but anyone who actually wants to learn at least the most important things to not suck can do so in almost no time. It's much harder to master a killer than grasp their counter play.

    I know this post was not directed at me, but I’m trying to understand your point. I’m assuming there’s more to it than what initially appears on the surface as it comes across slightly hostile and condescending.

    From your post you make it clear that for you it wasn’t difficult, that you understood it very quickly. But surely you can understand that just because you found it easy to grasp doesn’t mean it’s the same for everyone. When you factor in that it’s the majority of survivors struggling to understand all killers, especially with how many there are now, to ignore the majority just because a few people like you don’t have an issue doesn’t make sense. Especially since constant changes are being made to killers, and more and more are added. Some people don’t struggle very much with going shading SWF but it’s wrong to dismiss the majority of those who do, simply because there are those out there who don’t.

    Implying that people who struggle are simply lazy or stupid is not only counterproductive but also comes across as unnecessarily egotistical. Understanding something conceptually and actually executing it are two very different things—this applies to anything in life. Just because I read how to do a surgery in a book doesn’t mean I’m going to do well without proper training, for example. Knowing strategies or watching a YouTube video doesn’t mean you’ll immediately perform well in practice. Watching and doing are entirely separate.

    And again, killers already do have a training tool in the form of AI survivor bots. When it comes to survivors having access to the same thing why is it considered a lazy or an unnecessary resource? Its simply asking for an equivalent not an advantage. It’s about addressing the imbalance and the benefits that it would have, instead of dismissing it by assuming majority of people are just unwilling to learn. Isn’t the entire point of requesting a way to train with bots learning? That does not show an unwillingness, it shows the opposite.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855848#Comment_3855848

    The benefit of learning to play as a killer is that you learn what to make reads on. Understanding a killer's mindset, what they're looking for, what their most likely reactions to situations is, thats the things you're supposed to be looking for. That type of info absolutely applies to improving your counterplay toward them, its straight out of the Art of War:


    “If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”

    Yes, there is a lot to learn on the survivor side itself on how to counter certain killers (either by category or individual nuances) but that is less of the puzzle than a lot of people assume. The lack of survivor focused training is part of why I don't mind "lost games" as much as a lot of people seem to: They're perfect practice sessions for that half of counterplaying. You don't continue the match expecting to win, but rather to learn as much as you can from the opportunity. Obviously that doesn't apply to situations like 4 man slugs, but even being tunneled gives you more opportunities to try out different strategies. You can practice things like pathing and routing, looping in general, checkspots, resource management, etc. Thats where you want to practice that half of the interactions since there is no bot equivalent for survivors to practice, which I wish did have a proper practice tool for. before bots were added into the game, killers had to keep playing losing games to test these things. I want survivors to have the same level of training options as killers do, but I think what is already there is underutilized due to its perspective alone.

    But again, my point was that learning what a killer wants to do in any given situation is just as (if not moreso, imo) important as learning mechanical skill aspects on the survivor side itself. You can even take it a step further and practice in live matches, and see what survivors do to effectively counter you, then apply that info to your own survivor play. Also yes, I know that doing these things is better than seeing it, the videos comment was more toward when you're unable to practice hands on due to not owning killers, which I reiterate I do think practice should not be limited to owned content only. Its something thats been burning me up since the early DLCs of Street Fighter 5 (and even earlier with games like KoF13), and its just a bad practice for any game where players want to be able to grow and evolve their gameplay.

    I think we mostly agree then! From your original reply, I thought you were suggesting AI killer bots weren’t necessary because of the ability to practice with AI survivor bots or purchased killers. But after your explanation, it seems like you agree that training tools like killer AI bots should be implemented, even though some value can still be gained from playing killer or watching how survivors counter you. Which I do agree with.

    If I gave the impression that playing killer doesn’t help you learn counterplay, that wasn’t my intent. I do think it’s a valuable resource for understanding killer mindsets. However, I believe that insight only goes so far compared to actively facing killers yourself. And vice versa, as practicing against AI survivors is a much different experience than actual ones, and while it can help Killers get an idea on how their powers work, test out builds and thigns like that, that value you get is limited as opposed to actually facing real survivors or by teaming up with fellow survivors to face a killer that you yourself main. Also it's worth noting that in this scenario of a player wanting to better survivor so they start practicing as a killer in actual matches, it's going to take time to get to a point where the survivors you face actually make good decisions or show skill that you will want to replicate, as many beginner survivors don't know how to loop, when to unhook, how to run tiles or do anything that you are trying to learn how to do in the first place. You'd be forced to putting in quite a few hours on killer (which in this scenario is not the persons preffered role as their goal is to simply improve as survivor) just to gt to the point where you can better understand how to play against them. Combine this with the fact that survivor and killer gameplay aren’t fully interchangeable, as personal preference and enjoyment can heavily influence which role a player excels at. While “thinking like your enemy” is important, the current system makes it much easier for killers to practice against AI survivors than for survivors to practice countering killers. Survivors have no equivalnt training tool, and buying killers they dont want to play just for practice feels like an unnecessary and slightly unresonable ask.

    With the AI killer technology already in use for 2v8 mode, implementing a similar feature for survivor training seems possibleand would provide an equal resource for both sides. It’s a great resource that helps players improve and enjoy the game more regardless of their preferred role.

    In any case, I think we’re on the same page for the most part. I’m not saying there’s no value in playing as a killer to learn, but that value is pretty limited when you factor in the paywalls, the time and effort it takes to rank up and face better opponents, and how those restrictions don’t really exist for killers practicing against survivors. It just makes it harder for survivors to get the same benefits killers already have. Either way, I think we can both agree that having more accessible practice tools for everyone would be a good thing. :)

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855760#Comment_3855760

    Its going to sound odd, but honestly, survivors already have the tool they need to counter individual killers: The exact same custom mode. Play as the killer in there, see how bots react to your power, and learn its nuances. You can then start throwing in perk and addon combinations to see how they change interactions with the killer.

    I know it sounds backwards, but the #1 way to get better at matchups in games is to know your opponent. art of war and whatnot.

    TragicSolitude actually brought up one of the main points I was going to say haha.

    Aside from the fact that you’d have to purchase all the killers in order to use them in the AI to practice with (despite not needing to purchase any survivor perks to practice against survivors) The only other things I would add is that being able to go against a killer is different than actually playing the killer. A major skill in survivor is learning how to loop and position yourself against various killers, something that can’t be replicated when you’re playing as the killer. It’s the equivalent of watching a video of someone looping as opposed to actually looping. They’re very different.
    Being able to practice hands on, doing the actual spot checks, learning how to play tiles and run shack etc. is better to do yourself than to simply watch what other people do.

    And just as being a killer versing survivor bots can do this and is very helpful, being able to replicate specific situations be it with certain maps you struggle with, certain killer add-ons you don’t understand etc. would be very beneficial.

    I understand your point, but I disagree that you’d get the same kind of value. Again, I think it’s great killers have these kind of tools, but I think survivors would benefit from the same kind of tools as well. (Possibly more so simply because of the various types of killers and all the killer perks.)

    Thanks for your reply! :)

  • @Mandy said:

    This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.

    DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.

    Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.

    Currently, killers can practice against AI bots. I think this is great, as killers can get the hang of their ability, timing, and experiment with various perk builds. While also equipping opposing perks on the AI survivor team. So they can also practice against perks or perk combinations.

    Currently survivors have nothing comparable. I think being able to practice against various killer AI would be extremely beneficial and help survivors understand how to counter without worrying about letting their team down. Survivors can practice against the killers and also killer perks.

    I think AI bots are a massive resource that is only fair that both should be allowed to benefit from it.

    I know killer AI is much more complex, but in the 2v8 modes when a killer DC, they were replaced with bots, which gives me hope that a custom AI killer bot mode may be possible?

    Please consider it. It would really help survivor players, especially new players that are sortve thrown into the fire blind with no kind of tutorial or explanation for perks, powers or counters.

    Thank you for taking the time to read!🙏

  • Slugging currently as it stands can be very strong. The ability to bypass a variety of perks by simply not engaging I feel is definitely a problem. So many survivors perks activate after hooking or are hook related perks, and slugging can completely avoid them. That’s a very strong advantage for something that doesn’t even require a perk slot itself.

    In the first 2v8, when flashlight saves were not possible, or hook sabo, killers still slugged. Even though many of the reasons listed for slugging were not possible. They slugged enough to the point where BHVR made changes to the second iteration of 2v8, adding in all those reasons killers slug to try and combat the unnecessary slugging from the last version. That being said, I wouldn’t be surprised if BHVR tried to implement something similar in base game if slugging becomes more popular than hooking. The people that slug this way and bleed out are only giving more data about slugging that BHVR will see, as we already know they keep track of it when they posted stats about it last time, so it’s already on their radar.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852226#Comment_3852226

    Maybe if the devs stopped punishing killers for hooking survivors by giving survivors tons of perks that work off of being unhooked, or hooks, and stopped nerfing killer perks that encourage them to go for hooks, hooks might actually be useful again.

    I agree that better incentives should be given to killers to hook. And not only hooks but multiple targets, so that killers are rewarded for multiple chases/hooks with multiple survivors. It is up to BHVR to push the game towards that direction, and because they haven't players will take advantage. But I disagree about not allowing perks that work after being unhooked. Perks like those make sense because the survivor that was just hooked are more vulnerable. The people who don't have hooks don't need more tools, the people who are one step closer to death are the ones that need them.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854673#Comment_3854673

    It's accurate but a bit misleading. The higher the MMR you are at, the more likely you're going against SWFs since SWFs have a ton of potential and are usually more successful than solo queue. High MMR players tend to go against SWFs more consistently than the average player, as at that skill level, they are typically getting matches against other players around that skill level. SWFs thrive at high mmr, while solo queue does not and drops lower. SWFs get more wins than solo queue, so their MMR rises. So when some people say they keep going against SWF sweat squads, that very well could be the case if they at at high MMR, while average players would only see SWFs once every blue moon. Organized SWFs naturally rise to the top.

    It was not intended to be misleading. I am not disagreeing with the idea that those in high MMR might be experiencing SWF more often, but that doesn’t mean that there are more SWF players. Those that may experience SWF every other game or so do not have average matches because they are not an average killer. SWF do technically win more than solo (40%), that’s correct. Average SWF wins 3% more and top 5% MMR wins 8% more.

  • Just wanted to say I’m sorry you’re getting kinda “hate” for your general opinion on perks lol. I believe your point is that you’re not saying some perks are “stronger/weaker”, but only in regards to playing without Meta. All the meta are in the lowest tier— NOT because you consider them weak but because they are META, so you don’t want to use them.

    In any case, I think it’s awesome that you’re playing the game in its entirety, in testing out various perk combinations and not limiting yourself to only play with what is on other people’s made up tier lists.

    Keep having fun in the fog!

  • Average party size.png

    The most common type of SWF is two player, but the 4 man SWF which is what most people refer to as they are deemed to be the most problematic, is extremely small. Statistically speaking they are an outlier.

  • As others have mentioned when people comment “get good” in this way, it’s about how the game was played rather than the outcome. It’s usually said when the opposing side feels the win was undeserved, often due to the use of certain tactics or perks. This isn’t exclusive to one side—both killers and survivors have faced perks or tactics they perceive as low skill but high reward, like old MFT, old NOED, old Sabo strats (when hooks didn’t respawn), or Tunneling. All of which listed above are generally regarded to be/have been very low effort for the value you get, at least by the majority of the player base. And the fact that all of these things have received some kind of nerf or change also attests to that belief.

    I know you like to tunnel and camp so likely, that’s what they’re referring to.

  • I am one of the few that believes that having various strengths of killers, perks, items, add-ons etc. is a good thing. I like that not everyone or everything is super strong or the exact same in strength, as that's when skill can really shine. That being said, I do think she should get some adjustments. I haven't played her myself, (only against) but from what people have said she is really "clunky" and slightly glitchy.

    I technically have yet to survive against her (one of the matches I couldve survived, but she only got one hook and I let her kill me at the end cause I just felt awful. I don't like seeing people have tough games and luckily they were really thankful and they said in chat at end game that it was their 1st time playing her, and they also attested to her feeling off). But despite the constant losses against her I don't think that it's because of her strength, more so everyone still trying to learn how to play against her. I do think the "Search" for Snug should really be fixed. He has ran straight passed me before wiyhout detection🙃

    Love the idea, the design is awesome, but she needs some more tweaks and qol update imo.

  • I honestly look out for this gif in the forums as It always makes me laugh 👀

  • @Blueberry said:

    Slugging generally only happens when the survivors play badly and set up an advantageous moment to do it. Rarely does a killer just slug and then randomly go looking for someone else. Any form of slugging is overall pretty rare to see in matches since it's so high risk and can backfire very easily.

    Some exceptions though. Like certain killers basically have to slug, it's part of their only viable play style. I don't fault them for that. It's like blaming a Hag for setting a web up around a 3 gen and the person on the hook and camping there all game, that's just what Hag does. I don't blame the Hag, even if it is boring.

    Then I could also just see a rational point to it. Like there's been tons and tons of anti hook perks that are nearly all meta, so by not hooking in the average match, I'd probably turn off at least half the entire survivor teams perks. That's a pretty strong effect. They've been incentivized not to hook with how overly punishing it is to hook.

    As a general concept we want to incentivize the behavior we want to see. DBD has an issue where it punishes you for playing "fair/nice/fun/ect" and rewards you for not doing so.

    I generally have no issue with slugging from either perspective though. I think the hate of it people have is generally irrational.

    I actually agree with most of this, mainly due to how much more effective slugging can be instead of hooking. I don't think we should encourage it, but it is starting to become a path of least resistance. However, I do believe it's always a choice, and sometimes it's the right choice. (hello flashlight squad) Survivors making mistakes are inevitable, just as killers make mistakes, as nobody should be expected to play perfectly no matter what "role" , and I beleive both survivor and killer should be able to profit off of those mistakes, but to an extent.

    I personally don't agree with it being irrational to want changes to slugging (I mean, depending on the changes of course). As you stated in your post how bypassing the hooking mechanic can ignore almost half entire survivor teams perks, that in itself should not be possible. Distortion was nerfed for this exact reason, as many believed it was unfair that a single survivor perk could counter multiple killer perks. By that same logic, a tactic which can counter more than half of an entire teams perks that doesn't even a require a perk in itself should come with more risk for that kind of reward, in my opinon.

    Let's just hope BHVR starts incentivizing hooking, and rewards killers for multiple chases and downs. With all the changes the game has recieved in the past couple years, I don't believe it's that impossible to imagine. Here's hoping!

  • I think they simply overcorrected a bit. The first iteration was very unfun for many survivors, which is why they stopped playing, and the incentives shot up to around 400%. There were a lot of ways killers took advantage of knowing there were no defense perks of any kind, and so in this iteration they’re simply trying to provide solutions.
    All of the buffs survivors have received are trying to not only help with some of the balancing that was absent in the last iteration but also make it more appealing because of the crazy long wait times. Many killers were understandably upset about the long wait, (it took myself like 20 minutes) so they tried to make survivor a little more fun and provide them with more tools to combat tactics that were previously exploited. I think they simply overcorrected a bit, gens go by too fast I think.

    I wouldn’t worry too much, this is essentially a beta for “2v8” where they are constantly making adjustments based on feedback and statistics.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841209#Comment_3841209

    It’s up to the devs to make the easiest decision not be the most optimal decision.

    This.

    I think we can see it with tunneling.

    It was not as terrible in the past because there was more you could do against it. The maps didn't have as much deadzones as they do today and after patch 2.6.0 there was Decisive Strike, which was a direct counter to tunneling. As long as you were unhooked by someone who had BT, you had a chance.

    However, with the way things currently are, there is far less you can do if the killer decides they want you out of the game as soon as possible.

    Absolutely. I am very much against these kind of tactics being used the way they are as I think they can be necessary, but the effort you put in vs. the value you get and the minimal risk just doesn't balance out. If these were perks they would be gutted quickly because they're like old MFT, way too much for way too little. Still though, even though I don't agree I understand why people use use them. And while there is personal accountability to be had when using those tactics, it's ultimately on the devs for making these tactics as powerful as they are. Killers shouldn't have to resort to these kind of things to play optimally, they need to be rewarded for hooks and deserve adequate compensation for putting in that extra time/effort for multiple chases and hooks.

    I have seen your posts many times and I know your feelings about that patch, and I am very much in agreement with you.

    It's nice to meet you, by the way. <3 You're always such a kind person on these forums even when you disagree with others and for that I just want to thank you. Everytime I see Freddy I think of you and your passion for him is infectious and has me rooting so deeply for his upcoming changes. I truly hope they do right by him.

  • It’s simply the path of least resistance. It’s in every event and in the regular 1v4 as well. The pattern is like: Why should I leave the hook if people are going to come back? I’ll just camp it. Why chase multiple survivors? I’ll just tunnel one out at a time. Why hook? I’ll just slug everyone. Whatever is the easiest is what will be done. It’s up to the devs to make the easiest decision not be the most optimal decision.

  • @danielmaster87 said:

    What are the devs to do? Create countermeasures for every possible grief?

    That is part of their job, yes.

  • @SidneysBane1996 said:

    It really is weird they decided to take some gen info from Killers, AND to give Survivors more gen progression tools. We really do need some form of gen control on every Killer class, some kind of Surge, a minor Gen lockdown, something where if Survs stay wounded they do gens much slower, a hook to take like 10% off a gen, SOMETHING. They have to implement something, the gens are legitimately too fast and Guide is way too overtuned.

    Yeah, it reminds me of nerfing distortion at the same time as buffing aura in the main game. I think the “snowballing” fix is a good idea at its core but it needs to be stronger. It would be cool if killers could have some kind of ability, similar to the survivors special ability that has a long cool down and must be built up, but perhaps after “x” amount of hooks if either killer reaches that goal, they can press their special ability button and get a strong instant damage to every gen on the map like pop? It can help with killers that don’t have good mobility, rewards for multiple hooks, and provides a decent counter to gen speeds.

  • Yes. Crow council says yes. Charms shiny.

  • I'm having fun. I really like how fast paced and wild it is. I am lagging alot though which is furstrating. I think the gens are still really fast, and could use some slowdown. And I think Billy is a bit too strong right now for this mode. But I am having a good time. Much better than last.

  • I’m sorry that happened to you. If it ever happens again, try to record some footage (make it as long as possible) and then report the person. Get a support ticket and provide the video, as body blocking like that is reportable. Again, so sorry that happened to you :/

  • @TimelessData said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836627#Comment_3836627

    That evidence is for everyone not specified high level surv swfs and that’s all I go against and it’s not fun like.

    "Specified high level surv swfs" are included. The evidence includes everyone. Unless you're suggesting that Behavior goes out of their way to lie about statistics, and are blatanltly hiding or skewing data because they are… malicious? Which is quite a hefty claim.

  • There is no age limit to fun. Games aren’t even typically created by 18 year olds. They’re created by people old enough to be the parent or grandparents of an 18 year old. I also really suspect the amount of people that play DBD are much older than what others may think. It’s easy to dismiss mistakes or immaturity we see in this game to just label them as children. I’ve only met 2 underage people while playing this game. Usually they’re always adults. Kids of today didn’t grow up with the horror icons like we did so I think the appeal isn’t as strong 🤷‍♀️

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