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jesterkind

jesterkind

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jesterkind
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  • Do killers still do that even though keys are worthless now? Honestly, that seems more like the problem if so, they don't have any reason to do that anymore.

  • @Crowman said:

    The fact that boon totems have no way to be removed from play without killing the survivor running the boon perk is an issue.

    1 survivor runs a perk that gives the entire team buffs in a sizeable area around a totem is strong. A killer snuffing a totem should be meaningful and the best solution imo is to make it so a snuff'd totem can't be reblessed. This way a team of survivors have 5 areas they can buff and have to be smarter about where and when they bless totems.

    Right now there's really no downside to dropping boons in the main building or other strong tiles a survivor would want to run the killer by, because if the killer drops chase to snuff the totem, the chased survivor gets a head start to the next tile and a survivor later can come back a rebless that totem.

    Survivors complained that undying could cause them cleanse all 5 totems as being unfair and boons are basically the same issue but reversed for killer.

    I've said this elsewhere but I'll say it again here- if the killer drops chase to snuff the totem, that is them misplaying quite badly. The right play is to down the survivor and then snuff the totem in the downtime.

    This will go triple for CoH, since that does literally nothing in chase, rather than Shadow Step doing a little bit to help the survivor in chase.

  • The idea of a chat filter is solid, but this one overreaches. All it needs to do is censor curse words, slurs, and common variations of slurs that replace letters, there's no reason to go as far as this does.

    I'm not even super sure why they made it the way they did, it seems like more work than doing it the more straightforward and effective way.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587031#Comment_2587031

    But they need to be balanced the same way high risk high reward, set it so survivors can only bless a totem twice same as if the killer was running ruin and undying. the fact that you can bless over a hex is bullshit if you find a hex totem then it gets destroyed not blessed .

    Sure, high risk high reward does seem to be what they're going for, but they can't be balanced the same way as Hexes because they are fundamentally different mechanics. Survivors aren't exactly going to be returning to one spot if they can't keep blessing that totem, are they?

    They're not hexes. They're only barely even similar.

    The only change I'd support for the base mechanic of boons is a BRIEF cooldown, only up as far as thirty seconds, after the killer snuffs the totem. Anything else severely undercuts the point of the mechanic.

  • As someone with inconsistent internet who can't tell their ping until they get into a match: You do not want this, trust me.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587168#Comment_2587168

    When the bar is low for a game, it can be hard for players to realize that more can and should be expected of devs. That's all I'm seeing here.

    That's a shame- hope you see an optician about that at some point.

    Until then, sounds like there's little more to say here. Have a good one.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587138#Comment_2587138

    "It never stopped doing the same thing, over and over, so it must be doing something right" is literally stagnation. Fresh coats of paint and a consistent failure to deliver on promises don't erase that.

    I also didn't say "competition breeds innovation", I said 'competition forces us to do our best'. While I'd love innovation, what I primarily want from the devs at this point is some QA/QC passes on the majority of the game - you said it yourself, the cracks are showing. DBD is a game in need of repair, both as a system and as a community.

    And if they were JUST doing the same thing over and over, that would be stagnation. But, as established, they're actually doing quite a lot! Most of it is implemented less than ideally, but the one thing they're not is stagnant.

    Besides, most of the new killers have been fun, even if strength/balance was lacking in a few of them. They're even adding new mechanics to those killers, so the argument can't even be made that they're just rehashing old killers. DBD is not a shining beacon of amazing game design, but it does right more than it does wrong, even with its new additions.

    Dead By Daylight needs work, but that work isn't to make it good; it's already good, and it's already the best asymm horror game. It could, however, be a truly great game with a little elbow polish, and that's where criticisms are accurate instead of the baseless whinging you see from the occasional commenter or forum poster.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587110#Comment_2587110

    If you're not sure how competition in a market affects something's development, you're not prepared to talk about markets. "Competition forces us to do our best" and such.

    AI PvE elements took five years after they were first discussed to be added. Boons are just further skewing play rather than helping adjust meta toward a more casual setting.

    BHVR is, and has been, a lazy and out of touch company. The devs shouldn't be praised for a bare minimum of additions or content when smaller companies are outpacing them in QA and QoL. Is DBD a good design at its core? Yes. Has real innovation or progress come since beta? Barely.

    Re: Not being praised for their efforts. Sure! But they also shouldn't be called stagnant, not trying, or not adding anything, because that's simply inaccurate. As I said- we could discuss for hours the shortcomings of the game and it's developers - a discussion I'm sure we'd end up disagreeing on some points during, even - but the one thing we can't say is that it's stagnant. Which was your main point, I'm pretty sure, and it's also still accurate to say the game is doing something right- it never stopped doing the things it was doing right at the beta, and that's why it's still king.

    (Also, lol. Competition breeds innovation doesn't actually bear out in a market, at least not often enough to warrant being a base assumption. Whoever has the most money and influence is who wins, not whoever has the best product.)

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587091#Comment_2587091

    The fact is that no, DBD's not doing anything. It's not doing much right or wrong, as a game, and it doesn't have to. It is a stagnant game, and will be until there's a real competitor.

    Merely saying "they must be doing something right" simply isn't fact, or logic, or sense. It's faith, plain and simple - trust and confidence with only self-evident backing, rather than anything empirical.

    Not sure why a competitor would change anything- DBD isn't in a competition, it's in a market. Either way.

    DBD actually is doing stuff right. There's plenty it's doing wrong- some map design is bad, there's a lot of bugs, balancing at higher tiers is pretty skewed towards one side, but none of those things outweigh that it is simply the best and most engaging asymmetrical horror game. At its core, the gameplay of Dead By Daylight is fun- it's a good game that happens to have a fair amount of grime that needs swiping off it to make it really shine.

    I don't really agree it's stagnant, either- the most recent chapters have all pushed to add new and interesting mechanics to the game, like Nemesis and his AI or Mikaela and her Boons. It's certainly accurate to say those things were implemented poorly, but it seems pretty uncharitable to say that means they're stagnant and not trying at all.

    There is a reason that DBD remains the top dog in its genre, and that reason is twofold. First, yes, its competitors are all just not as good, but second... it actually is a good and smartly designed game at its core, and it takes a while before the cracks start to show.

  • @Guest1567432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587031#Comment_2587031

    Hexes are powerful totems...seems to me Boons are also pretty powerful....and also totems.

    There are plenty of powerful things in the game, my friend, they're not balanced the same way.

    Hexes: Map-wide, spawn at the start of the match, have (supposedly) powerful effects that target the core gameplay (generators, chases)

    Boons: Limited radius, have to be set by the survivor at a time cost, have powerful effects that boost side benefits (healing, stealth)

    You can't balance those the same way because they function differently AND perform different functions. They don't do the same thing and they don't do it the same way.

  • @Guest1567432 said:

    Boons are not destroyed by killers...they are "snuffed out" which can be re lit at any time....Hexes are destroyed by survivors.

    Hexes and Boons aren't the same mechanic- they aren't (and can't be) balanced the same way.

  • I do have to agree here- the exact time depends on how long this bug persists, but it should be extended at least somewhat.

  • Well, it's hard to say- since it's disabled right now we can't get a feel for how it functions in a live environment.

    I do think it's the stronger Boon perk by a wide margin, but I think all of the contextless maths about how fast a heal is versus how fast a heal would be without it are sensationalising a little bit. I don't anticipate that it'll be a problem, but if it is... worst case scenario is just that Exposed and Broken become a lot more prevalent until CoH is tuned down.

    I don't think it'll be a problem.

  • I don't see any reason to assume it wouldn't be, it's got a decent trajectory and very little direct competition- definitely nothing even approaching it in terms of quality.

    Unless the chapter releases get worse in terms of bugs, that might do enough damage.

  • While I agree with you regarding the bugs (and especially RCPD being the worst map in the game, very poor decision on BHVR's part to try and port it like that), I do think some of this is misguided.

    Mostly, regarding the single game mode and the NFT example you gave. There's really no reason to expect that there should be alternate modes in any game- just because others have them doesn't mean it's a requirement. The argument tends to go that people don't want to play the same mode over and over again, but my response to that has always been... don't? Go play something else until you feel like playing Dead By Daylight again? There's no reason to try and make this the only/primary game you play. It's not like BHVR "haven't even thought" to expand the game mode variety- they've commented on this before and said they don't really want to, which is more than fair enough. Personally, I don't think alt modes would really fit a game like DBD.

    The NFT example is a much shorter critique though- the reason that worked for Dune is because Dune were the ones who made the decision, and in BHVR's case, they weren't the ones who made the decision. They literally can't stop these NFTs being made, what we should be demanding from them is a stronger statement about not knowingly working with anyone who'd make NFTs of their models again, since that's what they can do.

  • I mean, I agree, but that's all Fortnite has to do so I don't think it's a super fair comparison.

  • Multi-level maps seem to be the sticking point for boons in general- overall they're balanced, but when the killer has to mess around trying to find the boon before realising it's a floor below/above them, or when they have to make a trek up a catwalk out of their way, they start to become a lot more strong.

    Then again, maybe that's good- pretty much everything in the game has maps where they perform very well and maps where they're less useful, so the question is how much the killer is actually affected on average in those maps...

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585592#Comment_2585592

    This is still detrimental to the killer. Instead of hooking a survivor and heading directly to the gen with 2 survivors on it to stop it and use pop, You waste time to walk to the totem and stomp it.

    Eh, I find it doesn't really take all that long- unless it's in one of those annoying up-high spots, but that's a problem with totem spawns, not with boon totems.

  • It might help to realise that, especially with Shadow Step specifically, you really don't have to break it immediately. It's a good action to take in the downtime after downing or hooking a survivor- which is probably going to happen pretty close to the totem since they're running to it to make use out of it.

    The killer's time is valuable, so you shouldn't waste it snuffing a totem when doing that doesn't really help you very much.

  • Probably a tie between Trickster and Oni. Both of them really go hard into evoking an aesthetic, and they both nail it.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582519#Comment_2582519

    https://youtu.be/P529O1UhBYg

    if survivors are given so much info so as to 360 spirit in her power thats too much for a killer who cant see them. she had plenty of counterplay its called mindgaming. killers are supposed to guess how a survivor will react at a certain loop so idk why survs cry when they have to mindgame and guess where spirit will be? spirit was made to be easier to play and even easier to play against.

    So... what does this have to do with Shadow Step?

  • @Rhoska said:

    @jesterkind

    Expecting an answer to a question on what is said is not "being aggressive".

    Its common courtesy to respond to queries on what one has said. Its considered very discourteous to instead answer some imaginary question by moving the goal posts and trying to reformulate what was asked, into something else.

    And I dont appreciate at all you there insinuating Im being somehow "aggressive", which is EXTREMELY discourteous, when its you that is being deliberately evasive and causing me to have to repeatedly ask the same question, in a waste of my, readers and ultimately your time as well, "bro".

    "Alright, fine. No, I am not of the opinion that the length of chases would be mostly unchanged if Dead Hard weren't in the game. I've not said anything to indicate that I would be of that opinion."

    Then it can be removed, as its removal will not have much effect at all. Thanks for your answer.

    So first of all, I said it's removal would have much effect, not that it wouldn't. I am not of the opinion that it's presence makes no difference.

    Second of all, I did respond to your query. I made a statement about specifically dodging a hit with Dead Hard, and you highlighted that statement to ask about the presence of Dead Hard in the game at all- to which I responded that I do think Dead Hard makes a difference, just not in the specific situation that the message you highlighted was discussing.

    I was answering your question by being specific. You wanted to know what I thought, and I was conveying that more thoroughly than a simple yes or no.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585310#Comment_2585310

    I didnt ask for a clarification of what you had previously said.

    I asked for an answer to my specific question that I expressed to you, on what you had said.

    You have not answered that question.

    Damn, bro, are you always this aggressive?

    Alright, fine. No, I am not of the opinion that the length of chases would be mostly unchanged if Dead Hard weren't in the game. I've not said anything to indicate that I would be of that opinion.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585262#Comment_2585262

    You didnt answer the question. You made up another one of your own imagination and answered that instead.

    Please go back and read the original question.

    https://forum.deadbydaylight.com/en/discussion/comment/2585267#Comment_2585267

    I see what you mean, but that is not in contradiction to what I said above, its "additional" to it, because Dead Hard (for reasons that are not clear and rather arguable) provides a very short hit/effect immunity in addition to the dodge effect.

    And that frankly just makes DH even more heinous, and why its so "stuck" in meta to the point that it completely changes how chases (and other Killer actions) have to run.

    I clarified the sentence you highlighted. The part that I don't think makes much of a difference is specifically dodging a hit, not the existence of Dead Hard in general. So yes, between chases where a survivor has DH and dodges a hit, and chases where the survivor does not have DH, I don't think there's that much of a difference. DH gives them something - it doesn't do nothing - but it's not enough to be a problem and honestly rarely even that impactful.

    That's not to say it never extends a chase significantly, just that I find that happens pretty rarely.

  • @Rhoska said:

    @jesterkind

    "Even so, I find the chase isn't usually extended that much by just dodging a hit unless the survivor's already in a strong area, so even then I genuinely don't think that aspect of it is necessarily a problem."

    If you think it doesnt make that much of a difference, are you then of the opinion that if DH did not exist, the length and eventual success of chases would not be much changed?

    When it's used to dodge a hit, the length of the chase isn't that different most of the time. It's when DH is used to make distance and reach a strong tile that it extends chases to a serious degree.

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585162#Comment_2585162

    Very astute and humble response. I kinda feel the same the way. You do feel like a badass for dodging at the perfect moment with DH, but it is extremely frustrating that it can extend chases as much as it does. A 4-second chase could be made into a 2-minute chase just if the Survivor has Dead Hard.

    Agreed- but I think that people are as mad as they are about that two minute chase because it's devastatingly bad for their overall match pressure if they don't manage to down a survivor quickly in critical moments.

    Even so, I find the chase isn't usually extended that much by just dodging a hit unless the survivor's already in a strong area, so even then I genuinely don't think that aspect of it is necessarily a problem. Dead Hard for distance when you caught someone out of position and should probably get a down is the more genuinely irritating part of the perk- they could tweak that but I would rather see changes to tile spawn coding first lol

  • I'm "for" Dead Hard only insofar as I think people are focusing too hard on it as the problem, when I would argue it's actually a symptom of the problem. If the killer's time wasn't so painfully valuable that dodging a hit can genuinely turn the tides in a match, if the map spawns weren't so RNG that sometimes the structure the survivor gets to by using it for distance is impossible to run or just not worth running, then I don't think anyone reasonable would be complaining about Dead Hard.

    That being said, DH for distance is a little annoying and even in a healthier spot for the rest of the game I think it'd be the area to look for tweaks. I can only speak for myself, but whenever a survivor actually dodges a hit with DH instead of using it to get to a strong tile, I'm never mad, it's always a skilful play.

  • My immediate thought was Snowmen, or maybe just their heads, for Christmas. I agree though- love the pumpkins, would love to see them make a return for future events.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583453#Comment_2583453

    I sue keyboard and mouse, not a controller. If I remove my hand from the mouse the camera spins around without any input from me whatsoever.

    https://forum.deadbydaylight.com/en/discussion/comment/2583340#Comment_2583340

    So this doesn't happen to you when you use these Perks? I may have to try and get someone to go into a custom with me and get a recoding of it for a proper bug report.

    I've not used Any Means Necessary but I have blessed totems and I don't recall the camera spinning like that, so I think that's a bug you're experiencing.

  • That feels like a bug, my friend, I don't think it's supposed to be doing that.

  • I like it- I really like the event tome, and while I wish it had a little more on it than the few charms and two skins it has, I like the concept enough to still feel positive about it overall. The pumpkins are nice, I've always been more a fan of less extreme changes to a game during an event so the specific gens/hooks to gun for and the pumpkins are honestly A-Ok for me.

    I'm given to understand that it's less than previous events? I joined just after last year's event so I wouldn't know, but as it stands, this is a pretty nice little event.

  • As with most moderated spaces, there's a basic expectation of being civil and polite, rather than slinging insults and hostility everywhere. I'd imagine that's it!

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582598#Comment_2582598

    ok, lets just ignore the crossover for a moment and compare halloween event to halloween event. For Honor got a ton of new cosmetics, special effects, executions, victory animation and their own mini battlepass. Along with a new Halloween gamemode where a walking tank that can teleport goes around the map as a neutral entity ######### ######### up. Along with the map for the gamemode obviously being a spoopy map. This wasn't even a promised addition of being some big event, it just happened like every other For Honor event.

    What does DBD get? some cosmetics, a small battlepass and you can kick pumpkins and work on orange generators. whoopdydoo. I still find just as a halloween event on it's own to be very disappointing. Especially for a horror game. I really believe if they committed to a deal where they had a For Honor theme'd halloween event it could have been amazing.

    Sure? I'm not really interested in commenting on DBD's Halloween event, beyond saying that I think it's fine and just needed a little more meat on the bones.

    I'm specifically talking about the For Honor colab, and how people saying that "all DBD got was a charm" are being utterly ridiculous. That's what this thread was about, after all.

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582487#Comment_2582487

    I say it's disappointing because of how much love and effort clearly went into the halloween event for For Honor. They really put some passion into it, and from playing it, let me tell you. It's an absolute blast and I love it. What did DBD get? a charm and a pumpkin. Surely they could have worked out some For Honor theme'd skins to go with the rift considering it's halloween and people like to dress up. I think there's no lack of options.

    Worse yet is when BHVR said they were cutting down on other events to focus on the Halloween event. and a non-horror game gets a better DBD theme'd horror event than DBD.

    The Halloween event and the For Honor event are completely separate because, again, this is not a collaboration between both games any further than DBD's assets going into For Honor. It is their event, not DBD's.

    People are really really caught up on the game they personally play more but this is not something that needed to go both ways. Would more have been fun? Sure! Is the fact that it didn't go both ways and BHVR just promoted that event proof they don't care or aren't putting in the effort? Obviously not, jesus.

    DBD didn't get anything, because this *isn't about DBD.*

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582204#Comment_2582204

    and spirits stand-still mindgame wasnt strong enough to warrant that buttfuck of a nerf but here we are

    Y'know, I'm feeling feisty, so I'll actually take the bait and humour that ridiculous false equivalence.

    So! Two elements to this comment, both incorrect; a real Romeo and Juliet pairing we have here. First of all: Spirit wasn't changed solely to get rid of the stand-still mindgame, she was changed because she had basically zero counterplay outside of guessing. We can debate until the cows come home whether that assertion is true, but it's what she was changed for. The second aspect, though, that's the real doozy- a real behind-penetration of a nerf? My guy, Spirit is absolutely fine, and with some of her new addons she's arguably even stronger. The only thing that's changed is that people who play her have to engage a little more of their brain to ensure they're actually outplaying survivors and not just curbstomping them for guessing wrong.

    Back on topic, though: Shadow Step just isn't that strong. It's mostly annoying for countering BBQ, but I honestly kinda welcome the nudge towards using non-aura tracking perks. It's nice to shake the meta up a little!

  • ...How? DBD crossovers rarely go both ways, this one's just the other way around. I don't see how it's disappointing that a game has an event that DBD is promoting...

  • For Honor did a massive collab event with Dead By Daylight, and BHVR put out a charm specifically to promote and commemorate that event.

    This crossover event did not go both ways. The charm was not "DBD's half" of the event. It's For Honor's crossover event, and DBD is promoting it.

    It's not that BHVR didn't care and just lazily put out a charm for an event- there was no event from DBD's side.

  • Correct me if I'm wrong, but isn't it detonation delay, and not charge time? IE, it's not how fast you charge the move, it's how quickly it hits survivors after you let go of M2?

  • Generally speaking games have to play similarly to topple the current reigning king of a genre, on top of being well made and fun. VHS looks pretty fun, but it looks like it has a very different gameplay style to DBD from what I've seen.

  • Because it's not that good. That's pretty much the main answer- NOED is a perk that punishes altruism at the endgame, and that's the only scenario it'll see any more value than a single down.

    Changing NOED in any way that makes it weaker will result in... well, I'd say in it being a perk nobody could justify running but I really think it's hard to justify running it now outside of a full endgame build.

  • Aura reading and scratch mark obscuring really aren't that strong, as effects. Once you know it's in play it's pretty trivially easy to just not rely on auras to know where to go, and to use all other chase indicators to track someone who enters the area mid-chase.

    This effect certainly isn't strong enough to warrant the perk being nerfed that hard, either. Not even touching the attempt at sneaking in the limited-use argument halfway through this.

    I'll grant you that it's incredibly obnoxious on that map in particular, but in fairness that map is already obnoxious as all hell so it's not like the perk is having that large an effect.

  • Brutal Strength is generally outclassed by other downtime-reducing or chase-shortening perks, but it is pretty decent on Clown since the one meagre thing he's capable of doing is countered hard by predropping pallets. If I were to recommend Brutal Strength on basically anyone, it'd be Clown- though shoutout to Cenobite, Bamboozle and Brutal Strength are generally pretty okay on him since windows/pallets are his easiest hits so getting through them faster always helps. Not the most useful ever, though.

    It never does nothing, though. Since it also boosts wall breaking and generator kicking, it always does something for you, even if it's not much.

  • Honestly, I think it could probably have both effects and not be too busted. If one did have to be picked, though, I'd probably pick your suggestion over the current effect.

  • Well, I can answer one of those- CoH wasn't removed because of the uncleansable totem issue, it was removed because using it was straight up crashing the game to desktop. Regarding why the maps are still in rotation, I'd guess they consider a potentially permanent Shadow Step an annoyance but not quite gamebreaking enough to warrant killswitching? Just a guess, though.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582073#Comment_2582073

    Now imagine the Survivors are smart and use it while the Killer is using a 3 Gen constantly healing and denying the Killer any pressure. I can make scenarios up too y'know. And mine is also probable

    I don't understand this argument. Surely it's easiest to deal with at a 3 gen? That's the killer's territory, you're not gonna have time to heal no matter how quick it is if the killer's on you. Unless you're saying it's away from the 3 gen, in which case the killer can probably catch them out on the way towards the boon's area- or just ignore them and focus on the survivors who are still there, eventually one of them is gonna make a mistake and go down.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581689#Comment_2581689

    Ummmm...

    .........

    ........

    okay! )

    https://forum.deadbydaylight.com/en/discussion/comment/2581696#Comment_2581696

    So if you get 2kills but the entity is displeased do you count that as a win or loss?

    https://forum.deadbydaylight.com/en/discussion/comment/2581701#Comment_2581701

    Lol these are not win loss conditions but just you playing the game at a very casual level which theres nothing wrong with but i wanted to know about specific win conditions.

    https://forum.deadbydaylight.com/en/discussion/comment/2581708#Comment_2581708

    I see where your going with 4k as a win but 3k is not a win to you? You know how the hatch can prevent you from getting a 4k no matter how good you play/played. If you got 1k, in MY book you lost period. 3 people escaped so how do you consider that a win? Regardless of HOW you got the kill(s) tunneling or not a win is a win and a loss is a loss. 1k is not a win at all sorry.

    https://forum.deadbydaylight.com/en/discussion/comment/2581709#Comment_2581709

    You seem to be generally speaking so i'll flat out tell you that your wrong. 2 kills is not winning or beating survivor, it means you went even with survivor. Agreed that 1k is a win on the survivor side.

    https://forum.deadbydaylight.com/en/discussion/comment/2581729#Comment_2581729

    Its not easy getting 4k no matter how good or godlike you are because of the variables and situations ie like going against swf or having a bad map. Not saying killer cant have a bad game and that solo survivors are really on point but this is rare. Map difficulty for the killer has to be factored in. If you think that getting anything less than 4k is not a win or "less" then i'd essentially would have lost tons of matches because of the hatch lol. This simply is not the case and you cant base a win off of 4k because thats not realistic and silly thinking honestly.

    https://forum.deadbydaylight.com/en/discussion/comment/2581729#Comment_2581729

    Its different and varies individual to individual so to each his own but your "fun" is different from my fun and being very competitive which i am i want to win period even when im trying "fun" stuff. The brutal, merciless and ruthless is the games evaluation of how well you performed or lack thereof so therefore it "is" good for tournament settings, its perfect actualy because tournaments for this game needs a point system to determine winners and losers.

    https://forum.deadbydaylight.com/en/discussion/comment/2581748#Comment_2581748

    Straight forward and to the point, I like it! )

    https://forum.deadbydaylight.com/en/discussion/comment/2581797#Comment_2581797

    On the survivor side ummm.......

    .......

    ok

    https://forum.deadbydaylight.com/en/discussion/comment/2581822#Comment_2581822

    If "they" die so what 2, 3 kills? You need to speak specifically as i dont understand your post. This game is terribly imbalanced so theres always gonna be gaps between matches due to bad maps etc. Too many variables.

    https://forum.deadbydaylight.com/en/discussion/comment/2581849#Comment_2581849

    Ok i main killer but when i play as survivor (which im really good at) if you get 4 BBQ stacks but fail to kill anyone and get Entity Displeased how do you consider that a win? In my eyes you lost period. You can have your "stacks" and get your extra BP, it doesnt take away from the fact that you lost the game lol. My apologies but i really dont understand this line of thinking. The devs give away free BP all the time and BP is not THAT hard to get in this game especially as killer. I dont agree with these BBQ stacks = win replies sorry.

    Also how is escaping a loss for survivor? lol What?

    2k is a draw regardless of emblem grade! I don't put much stock in the emblem system as a win/loss mechanic, personally, it's pretty conclusively proven to be pretty worthless in that regard. It's great for personalised stuff on top of kills though so I totally understand people who use it that way themselves.

  • @snek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581750#Comment_2581750

    gens' auras are shown to the killer, dull totems' aren't, and last time i checked, killers don't have detective's hunch, so how are they supposed to additionally patrol those?

    They're not like generators in that you're supposed to patrol/defend them, they're like generators in that they're static objects you can predict survivors to be around after they've shown interest in one.

    I wouldn't be surprised if we see some dull totem tracking perks in the future, though. Just to really cement that.

  • @snek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581475#Comment_2581475

    except dull totems aren't shown to you so no, they aren't like generators and don't need to be

    Not sure what your point is, would you mind elaborating?

  • Win: 3k+ on Killer, escape as Survivor

    Loss: Less than 2k on Killer, sacrificed/mori'd as Survivor.

    Tournaments should have different rules to regular games, though.

  • These seem like reasonable suggestions, I'm on board with these!

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