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jajay119

jajay119

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  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814802#Comment_3814802

    Makes me wonder if they are going to do anything about the upstairs gen in Hawkins lab as it is essentially the same setup

    Hawkins seems to be laden with one person gens on certain variations. The single gen was always there on the 2nd floor 'office' area. But the one by the big crack wall seems to now always be a 1 person gen too. When Hawkins was originally I the game that get could also spawn on the glass roof where the barrels are now and could be done by more than one person.

  • At this point I think a lot of things need reviewing and removing from the game. I wouldn't even be sad to see things like keys go unless they're planning on reworking the hatch.

    I think the blood web could be MASSIVELY streamlined - half the time I don't even know what I'm buying anymore. I look for medkits and toolboxes/BNPs and then it's just a case of 'auto buy' whatever is left.

    A better system could be an extension of the 'offering' screen where for each match 3/4 maps are shown and everyone can vote on which map is chosen to give a chance to go there.

  • The Trickster - he was miserable to go against before the buff and now he’s even worse. Thankfully you still don’t see him that much.

    The plague - hate the vomiting and coughing noises. Makes me want to be sick in real life. Theres no genuine counter play to her. Cleanse and she gets the black vomit one hit down. Don’t cleanse and you become broken and she gets a one hit down . BS.

    Billy - since his rework the majority of them just down everyone.

  • no offence intended, but if you’ve not played the game for 7 months would a more logical explanation be that you’re just more rusty? I need to take time to get back into it again after 7 days away let alone 7 months. I think you need to accept after such a big break people are going to be better than you - SWF or not.

  • @Eleghost said:

    I have definitely noticed a lot more survivors burning map offerings, notably: eyrie, autohaven, and withered isle. I usually only burn bp offerings as i have a lot of anniversary cakes. I don't really mind map offerings till it's the same ones over and over. I think i played about 15 games the other night and probably 10-12 had those map offerings.

    none of those are particularly survivor sized so it’s not really a concern.

    Personally if it’s anything like me I’ve been using map offerings because if I don’t I only seem to get cold wind or ormond and I’m sick of them.

  • @Jacknalls_Paw said:

    "We leave survivors bleeding on the ground because we have no hooks available, not because we are losers".

    Always them after the hooks can respawn :

    walks past 6 hooks to go the other side of the map

  • personally I’d like to be able to choose killers and decrease the likeliness you go against them. There are very few killers I cannot stand but a handful do apply either because there’s something about their base kit that I can’t stand (like Plague) or because everyone who plays them seems to play in the same scummy way (like Trickster) and i dread the matches to the point of wanting to be out of them ASAP. I understand why this can’t happen though as no one who plays the likes of Trickster would get a match as no one would want to play against them.

  • personally I’ve started using map offerings recent because I’m bored shitless if Coldwind and Ormond. They seem to be the majority of maps I get if I don’t use an offering.

  • I don’t think 2v8 was survivor sided at all - by the time the mode came to close killers had learned to effectively work together to consistently tag team survivors and down them in very quick succession. They also figured out where the hooks would spawn and proxy camping /tunnelling came into play again. Unfortunately I don’t think the changes are going to discourage that type of behaviour but then that’s probably not what BHvR wanted anyway

  • @Backmon said:

    Cause according to devs they doesnt remove this unfair void dimension that gives survivors unfair free escape and also waisting killers time by a lot. And killers would have nothing to compensate for this. Again if you dont believe that devs only favours survivors look at this and 2vs8. 2vs8 become completly unplayeble for killers after survivors feedback. But halloween event no matter how much killers complain about it became the same pro-survivors garbage as before and only benefits them

    you could and likely will still be able to follow them, just as you can on the new Borgo map which clearly this event was a test for last year, so it’s not a free escape at all. This thread is such a reach an honestly really highlights key issues with where the game is currently in terms of killer attitude.

  • I still can’t get over that they buffed Huntress - even huntress mains seemed flabbergasted by that.

  • @Phenomenal_Ox said:

    I think the devs addressed fair amount of toxic behaviours from both sides as flashlight clacking and Mori canceling, but they need to do more imo for the exit gate t baging and the killer slugging the survivors and going back and forth on the ground.

    what can they do to stop it though? Killers already have an inbuilt counter where the more they put you down and pick you up the quicker you can wriggle off. It becomes automatic at one point. But, all you could really do is move survivors out of the exit area if they spend too much time stood in it, or remove the exit area all together but then they’ll just wait close to it and do the same thing.

  • Because it’s easy

    Because they can.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809894#Comment_3809894

    The amount of killers that post on social media complaining about survivors, that then clarify that they win 90% plus of their matches and it was just one match they lost that got them frustrated, is interesting and exactly as you say - it makes it hard to get genuine and relevant feedback. Losing one game every now and then isn't abnormal and doesn't mean your opponent and their perks need nerfing.

    let me guess, was it a ‘bully 4 man SWF’? This always seems to be the rhetoric used when this type of killer faces those who are equally as good at the game as them and they don’t like it.

  • I’m not someone who thinks Bloodlust should be removed, I’ve never really given it much thought to be honest, but I imagine those who do are saying it in retaliation to the slew of changes to maps over the last few years. BL was initially included to help killers close the gap when survivors were successfully looping or evading chase. But the maps are now becoming much smaller, pallets have been almost universally nerfed and loops have been made much less safe. Add all that together and some people may feel the reason BL was included is no longer applicable and gives killers too much of an edge. Just surmising.

  • As a survivor main I couldn’t care less about bloodpoints. I’m sitting in about 4.6 million of them at the moment. There are far more pressing things to do to improve the health of the game.

  • unfortunately, I don’t think those suggestions would be as well received as you would think as they tip the scales too far either way depending on how they work:

    • if the hatch spawns with two survivors left and can be opened then we will end up back in a situation that we had a few years ago when the hatch spawned when the number of generators done was one greater than the number of survivors left in the trial and survivors worked together to find the hatch, find each other and then escape together which killers found unfair (it was).
    • If only one survivor can use the hatch you will just end up with more of a hide and seek stand off only with more for the killer to do. They’ll have to patrol the remaining gens and the Hatch, which they won’t want to do. If one survivor gets the hatch the last survivor can then just wait at a door and try to get them open which won’t feel well enough earned for them (again which is fair). This again just promotes to two sides hiding scenario we have now - only more people may bring keys with the plan on outliving the team from the start potentially causing more problems.

    Like I said above - most suggestions make the killer more powerful which isn’t fair, but this I feel is too survivor sided and doesn’t resolve the issue we have now. The changes need to be made to the base gameplay e.g gens and hooking. My suggestion would be the following:

    - Gen repair becomes proportionate to the amount of survivors left in the match. So when one survivor is sacrificed everyone else’s repair speed goes up by the percentage lost by the survivor taken out of the match split across the remaining survivors.


    -When there are only two survivors left any blow that puts a survivor into the dying state triggers an automatic pickup for the killer. The survivor cannot then be put down unless the killer is stunned by any means - including wiggling off.

    -If survivor 4 is downed trying to help survivor 3 wiggle off or when trying to unhook Survivor 3 they’re automatically picked up when Survivor 3 has been hooked, but the face camping radius is doubled so killers cannot abuse this by proxy camping.

    - If the Killer is stunned by means of a flashlight or flashbang and drops a survivor, they gain Lightborn status for 30 seconds and cannot be stunned when carrying a survivor during this time. This way, you cannot get into a scenario where survivors abuse light based methods to immediately deny a hook I.e in a scenario where they down a survivor, are forced to pick them up, get stunned, down the saviour quickly and gets stunned again - repeat ad Infinitum until the survivors equipment is depleted.

    - The hatch spawns as it does now.


    This makes the survivor objective consistently accessible regardless of the number of survivors left in the match - encouraging the continuation of normal play. It also removes the ability for the killer to slug for the 4K, but empowers them to achieve it in a different but fairer way which encourages hooking which is also their main objective.

  • @Langweilig said:

    I won‘t through me into the killer for other survivors anymore. Either they leave me on hook and leave through the gates or they die immediately anyway after I took the hits and got downed.

    Same, one time a killer messaged me after a match to say I played well and they were sorry I got left on the hook but that ‘altruism is the killer’s fifth perk’. Since then I’ve been playing far less altruistically as it’s often not returned, and you can often tell when it won’t be- because people play stupidly and don’t have the skill to back it up.

    If I know my team have got my back I will of course play to support them and take the risk, but I play solo Q often and I’m not gonna be fodder for a 3 man SWF who have played a certain way the entire match and then use me as an escape distraction - it’s not my fault the other two/three decided to throw themselves in front of the killer constantly, often engaging in chases they cant sustain, often unhooking right in front of the killer and often getting downed wasting my time because I then have to constantly come off gens to unhook and heal too often.

    I’ve played plenty of matches like this where I spend my time unhooking and healing and doing many of the gens on the map only to be left behind. Hook states may be a resource but how I choose to spend that resource is reflective of my team.

  • I think a lot of it is to do with the compensation offerings as already mentioned. I’m constantly at around 4 million points with all the awards we keep being given and don’t seem to gain from matches - I don’t spent BP often because the blood web is a bore.

  • This topic comes up once or twice a month and it’s always toted as an easy fix and suggestions are always something that gives the killer yet more of an advantage. The issue is caused by things being stacked against the survivors and an expectation the killer is going to slug for the 4K. It needs to be addressed in a way of balances that and allows normal gameplay to continue in a way that is fair.

  • so you admit to just standing on the hatch, obviously with the intention of blocking the survivor from interacting with it and denying them a chance at using it for an easy hit? If you can use endgame mechanics to your favour so too should survivors. Just say you want survivors to have no way out and be done with it.

  • the whole point in having bots is so that when someone DCs the match Carries on. It personally doesn’t bother me as half the time the bots can play better than some people.

  • @Wiccamanplays said:

    Who hurt you? If you wanted to play a randomising game mode, why are you trying to remove the randomness? If you're scared of not having control over everything in the game, maybe you shouldn't play a game mode like this.

    I’ve started using offerings these past few days because I’m sick of getting Coldwind and Ormond maps. I don’t know why the game has decided to start favouring then this week but I’m hardly getting anything else without the offerings.

  • The game wouldn’t load up for me on series X yesterday either - kept saying I need to be connected to the internet which I was and other games with online elements were fine. Not tried it today but hoping they haven’t broken anything.

  • What else is there to do? If you’re being chased by the killer you’re either trying to loop or going down and being hooked. If you’re not doing that you’re either trying to play stealthy which killers and survivors moan about because you’re not contributing enough or sitting on gens which despite being the main objective killers also don’t like because you ‘just want to gen rush with nothing stopping you’ as someone so eloquently put it earlier. Survivors don’t have much else to learn to do.

  • You can see all four edges of the map no matter where you stand on new haddonfield and many other maps are now similar too. It’s ridiculous.

    Of course if the fog were still there…

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807463#Comment_3807463

    Exactly, it’s a lack of knowledge and desire to learn to get better on a lot of players parts, rather than it being an issue with loops. There’s some crazy strong things you can do, they just take more skill and knowledge than just throw pallet and be safe until killer breaks it; though there’s still plenty of those as well.

    and how do you propose people who are casual players learn that? Not everyone is on thousands of hours and engaging with discussion groups and streamers like here. They just want to boot the game up and play it. The game doesn’t teach you how to loop effectively. Game doesn’t even do an adequate job at teaching you what each killer is like and how best to counter them. There isn’t time in match to watch and learn a lot of the time. It’s literally learning by experience, but if all the experience you get is the ever changing maps which are getting smaller and loops getting less safe then what can you really learn? Nothing. It’s a casual game - or that’s how behaviour sell it. I’m quite an experienced survivor and even I’m not entirely sure what these methods are you mention. None-the-less, one shouldn’t have to deep dive into specialist methods to successfully loop. It’s an unfair expectation when it can just be better balanced.

  • honestly, I’m always suprised at how killer tunnel vision can work in your favour. Holding your nerve and just standing still can really work in your favour sometimes.

  • I’d honestly say Trickster. He’s absolutely ridiculous now they’ve buffed his speed. I had one the other day who managed to just follow me round throwing his knives at me including over obstacles I tried to use to break the line of sight with. Add in the addition of the easy build up to his speedy throw (forget the name of the feature now) but he’s just horrible. I’m glad the changes didn’t improve his pick rate.

  • @HerInfernalMajesty said:

    I don’t need to pretend, I actually know!

    What? No one is going to talk about the cheater pallets on Hawkins top floor or this RPD cheater infinite pallet?

    https://us.v-cdn.net/6030815/uploads/QGXMFPC7PAE6/img-8467.jpeg

    She knows who she is who told me this secret.

    please tell me this is some satire I’m just not picking up on?

  • @Brimp said:

    Looping is still very much still a thing. Just people are so used to strong pallets killers can do nothing about other than break them that when they get nerfed a little they lose all ability to run it. A bunch of main buildings already have cut and dry loops that are strong like the entire realm of crotuss prenn, dead dawg, lerys main area etc.

    If you are struggling a lot with looping I would suggest looking up Mr Tatorhead which makes incredible guides on how to run tiles.

    Pallets are there to hinder the chase for the killer. BHVR seem to have forgotten this because pallets have been terrible for years now. When the killer can lunge attack around the obstacle and be on the other side of the loop by the time you’ve dropped the pallet there is something massively wrong and that’s how most pallets are now.
    That’s why people are losing the ability to run it - they shouldn’t have been nerfed in the first place.

    I understand killer issues with there being too many safe pallets but they’ve gone the polar opposite way now. Most maps are still littered with pallets but 90% of them are pointless and the good ones get chewed up early on. Less pallets on the map but them being viable in chase needs to be the way to go.

    It’s not just about pallets though because jungle gyms and windows seem to have been nerfed too : to promote a less conducive environment for fast vaults (or any vaults at all) and hit validation on windows and pallets definitely favours killers now. I’m so sick of hits landing that clearly shouldn’t have done, when I’m virtually through the window or on the other side of the pallet. Or, trying to stun a killer and they hit me through the stun, and teleport to my side for added measure wasting the stun, the game teleporting ME to the killers side when i try to drop the pallet or the button prompt just disappears when the killer is near the pallet. The game honestly needs to get a grip of this at the moment because it’s atrocious.

  • I like the stealth killers.

    I used to like Billy.

    Wesker can be fun.

  • the game hasn’t had proper fog for years now. Certainly not since all the real beyond updates took hold.

    I said it int he other thread about fog but I seriously think BHVR have broken the feature and that’s why they never address is because it’s becoming an increasingly common demand.

    I fully agree the game needs to go back to the visual vibe in the image above.

  • I feel like BHVR have clearly broken the fog and haven’t addressed it.

    Now they’ve made the maps smaller and fixed the scratch marks I think they need to compensate by going back to the early vibe of darker maps and more fog. No daytime naps either - unless it’s an offering but I’ve never understood why maps like ormond and cold wind were moved to daytime maps on a game called dead by DAYLIGHT.

  • Most maps are now so small, with more reworks in the same vein incoming, hooks spawn so close together and now respawn indefinitely. Boil over and Saboteur are some of the most pointless perks in the game.

  • @H2H said:

    Taking unbreakable in Solo Q is just not worth it most of the time.

    If it’s not a big enough problem to be worth a perk slot, it’s certainly not a big enough problem to be worth making Unbreakable basekit.

    it’s not worth taking because you get up just to be slugged again.

  • @Dustin said:

    Actually thinking about it I agree - I feel like normal gameplay wouldn't be punished in most cases but if you're bleedout timer is 75% or even 50% at that point you've probably been on the ground more than you've been playing.

    It wouldn't be free unbreakable because it would have a consistent condition to activate. At the same time I don't see BHVR trying it again because the last PTB was terrible.

    Slugging someone for a chase or just to check for pallet saves sure - Even in cases with the last 2 to secure the 4k. If you're slugging for more than a minute I'd argue that you're doing it just to do it. I've never had a game where I felt I had to slug a particular player for extended periods outside of No Mither players and people constantly tanking hits when I'm surrounded by flashlights in a boon bully squad. Even so the rare times it's an issue is literally 4 mans trying to ruin the game anyway.

    I think the important thing needs to be that it’s not applicable to everyone but only the person that’s been slugged the longest or when a certain percentage of players have been out of the match for so long. E.g it’s only applicable if 50% or greater of the survivors in the match are on the floor and have been on the floor for ‘x’ amount of time. This means the longest down can get up and try to rescue others to continue normal play. Similarly it will get rid of the slugging for the 4k trend that’s marring the game at the moment and desperately needs to be addressed. It shouldn’t be applicable to all cause that’s OP.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802376#Comment_3802376

    I have admittedly used strategic slugging but never, not once, come close to leaving a survivor slugged for 60 seconds. What on earth would any killer be doing to need a survivor slugged for that long?

    Going after the last survivor or just being toxic. The former of which is far too common a practice that has little to no counter play if a killer is determined to play that way and imo that needs addressing. IMO it should only come into play if 3/4, 2/3 or 1/2 are downed for an excessive amount of time. The ‘it’s a valid tactic’ response from killers really isn’t valid anymore given so much of the base survivor gameplay has been changed too because of killer complaints.

  • Survivor perk: Mirror Image

    <When times are most desperate sometimes you can only rely on yourself>

    After you have escaped the killer and re-enter chase while injured, press the active ability button to create a decoy. The decoy will run in the opposite direction to distract the killer for 3/4/5 seconds before disappearing. The decoy disappears when hit by the killer.

    Once used the perk deactivates until you have been safely unhooked. Once activated the survivor becomes exhausted for 60/45/30 seconds.

    Early Warning


    <forewarned is forearmed>

    After you have spent 15/10/5 seconds repairing a generator this perk activates. Press the active ability button to create a tripwire between two fixed points. When the killer crosses the line their aura will be revealed for 3/4/5 seconds. The killer will also see the aura of the obsession. Increases the change of becoming the obsession.

    Once triggered this perk goes on cooldown for 60/45/30 seconds.

  • BHVR know that when people talk about slugging as a problem we are largely talking about slugging for the 4K which happens in about 90% of matches I play as survivor. Using ‘overall statistics’ is a clear way to sideline this whilst ‘addressing concern’.

  • played a handful of matches and the game is a campers and sluggers paradise. I’m over it and won’t be returning.

    All I want is the return of the fog. Why is that so much to ask for? Womp womp.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/425611/map-sizes

    So what do you want? Maps for gameplay, or aesthetic?

    Both- which is entirely possible.

  • Everything causes camping and tunnelling to go up. I remember when the hot topic was Dead Hard. Killers HAD to tunnel and camp because DH made it so hard for them to get the kill otherwise. Flash forward to the DH nerf and, quelle surprise, killers carried on. Gens weee popping too quickly - Camp and Tunnel. Repair times were extended and tool kits were nerfed - killers still camped and tunnelled. It being the easiest method to getting a 4k is and always has been the only reason Camping and Tunnelling is so highly used.

  • Back in with my proposals to actually bring back the fog and darkness now that maps are tiny and to give an ‘I’ll go for the save’ status icon like the mobile version.

  • I’ve had awful frame rates inside on Series X for quite some time now.

  • A choosable status icon/emote to let people know you’re going for the save.

  • I love it when threads like this inadvertently prove the point they’re trying to argue against. It’s such a beautiful irony.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783216#Comment_3783216

    Right, but the person I was replying to said this is just about OP and Killers wanting free 4ks, which isn't true in this context, we just want the game to end and hiding prolongs that.

    As I said in my original comment, if hatch spawned at 2 survs after a certain time so one of the them could get out, and then standard Egc occurs after that surv escapes, I'm just fine with that as a potential change, regardless of if it means survivors get out more often, because it means the game would end faster by virtue of people not hiding. Make changes to slugging as well, I hate that about as much.

    I understand these gameplay mechanics are linked, my point is simply that a killer's stance on this issue shouldn't be boiled down to 'I want 4ks' when to me it's more 'I don't want to wait 25 mins just so one of you can maybe get hatch.'

    Respectfully, I don’t feel that Is the resolve you think it is though. Killers find the hatch pretty quickly in my experience (to the point I don’t even try and find it anymore - I think trying to mind game the killer at the doors is more successful). So the killer finds the hatch and then you either have an ECG active with two survivors in the game and can tackle the doors too easily (which killers would rightly not think is fair), or you end up right back in the current situation if the ECG doesn’t activate if none of the survivors find it. The only other option is that the hatch spawns closed with a key somewhere on the map, but then you end up in another situation where survivors aren’t touching gens and are stealthing round the map looking for keys.

    Unfortunately, there needs to be something built into the core mechanics of the game to fairly help survivors e.g the less survivors there are in the game the quicker they repair gens or when all survivors are downed one survivor has a chance to get back up following some sort of Lengthy QTE/location objective when downed. But again, killers wouldn’t want this which leads people to the conclusion they just want the 4K easier.

  • @VantablackPharaoh91 said:

    There was already a meta midway through week three.

    The mode has issues and should not come back until ALL of them are fixed. The queues cannot handle it.

    and despite all that it was still better than 1v4. At least if you got tunnelled out you were out the match and in another one within two mins.

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