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jmwjmw27

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  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869711#Comment_3869711

    This perk is good obv. Its good for not wasting time looking for stealthy survivors who have fixated and walk the second they hear the terror radius. It get chases started and keeps the killer engaged instead of wandering around. BBQ gets chases started, FTTE gets chases started, alien instinct get the chase started. If you are good at chase they can have 4 aura reading perks and you can loop them while they lose all the gens because of lack of gen perks. After the initial surprise hit from the killer finding you standing near a rock you shouldnt fall for it again. Even with the moving aura you will hear them walking thus start chase with no surprise. Aura perks that you should be complaining about that do make chases easier are im all ears, predator, zashin tatics and weave attunement. These make chase easy due to no mind games working. Everything is better on those two thus being permeant residences and only residence of S tier.

    This perk is still amazing in chase (not just for starting it) on non S tiers because the aura reading follows you, and lingers, for even longer with lethal. If you have stealth, any speed, or both, you can utilize this to basically require perfect positioning from survivors at all times if they don't know your exact position (or that you are busy) and get free hits. For example, unknown can kick a gen and teleport to a clone to then have NTH aura reading everywhere. This also works on other teleporting and mobility killers.

    The start of a chase is just as important and also part of it, if your chase is starting with a hit then that is very bad. Of course, you can say "always assume the killer could have activated an aura perk and play optimally", then you end up with what gameplay looks like vs scratched mirror myers, where everyone is holding safe corners by the strongest possible loop until someone is in chase. I find that very boring personally.

    And you can also say it's not an issue to get found if you like chase or are strong in it, sure, but there are plenty of times where you need to rotate toward an important objective without being seen, such as a high progress gen or hooked survivor, or maybe you're on death hook, and the alternative is just hiding in a locker which is zzzzzz.

  • @UndeddJester said:

    So I have a challenge to get 18 sabotages... I was thinking to myself trying to get 18 legit sabotages would take me days... so instead I figured I'd end up spamming it whenever possible...

    Since this is probably a throw, I thought why not lean into it and make a build where the entire purpose is to sow confusion for the killer?

    https://us.v-cdn.net/6030815/uploads/B5BADZUCDKJC/1945a4e0c6724-screenshoturl.jpg

    • Sabotuer obviously causes a notification whenever we break a hook.
    • Diversion let's us be creative with creating more noise notifications remotely.
    • Red Herring let's us mark a generator and pop a notification remotely.
    • Quick and Quiet let's us pop a gen quickly remotely, and then we can burst out of the locker shortly afterwards to make another noise notification.
    • Randomly fast vault every now and again to make another noise notification.

    I figured this build was stupid, and we'd probably get tunneled for being a pain in the butt, so I'd get completely smoked... but in a weird way it actually helps cover bad skillchecks, and strangely all the other random notifications actually makes Red Herring not suck... If you ever miss a skillcheck cause you're a scrub (like me) it just adds to the Chaos and doesn't matter, the killers ignore it...

    I've made multiple killers DC in just a few games thus far... I'm just screwing around for my challenge... am I a bad person? 😭

    Am I bad person for having fun and trying something silly?

    No. And I'd wager that killers probably didn't DC because you were causing chaos and distracting them, but because they were probably performing poorly overall. Did the matches in which the killers DC'd have few hook stages with multiple gens done, or long chases?

  • if they do this, they should make the bots use cosmetics on occasion and remove the "bot" tag from them. Unironically. Same if a player DCs and a bot replaces in a normal match. Showing it on the endgame screen is fine though.

    There is a reason every other game that has bots does everything they can to not tell you they are bots, because it impacts how the players play.

    But these should not come as auto fill in normal queues, especially in the sad neutered form they are in right now after people complained. Even if they were actually good, as others have said, this is a PVP game, if I want PVE I will go to customs.

  • that's obviously a movement speed cheat (not at all subtle) but the devs will remove this thread because it's against their rules or something.

    If you reported them ingame, you can submit a support ticket with this video and the guy will actually get banned - or you can move on, since he probably has more accounts anyway.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869676#Comment_3869676

    Lmao… I don't buy that for a second.

    They are so desperate to finish for the day they can't take 5 seconds of animation?

    Let's be real here, it is a pointless temper tantrum gesture

    Whether you buy it or not, it happens. If they don't care about bloodpoints and the penalty doesn't matter, why wait to finish the animation then go through the process of shutting the game down? Anecdotal as it may be, I've seen people say similar on discussions in other places and I know a guy who just turns off his console the instant we're done with a raid.

    I'm sure people do it as a rage gesture too.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436603/nowhere-to-hide

    Nowhere to hide doesn’t make chase easier or make the game easier. Nowhere to hide just makes chase happen more which is the fun part. The most boring part for killer is trying to find immersed survivors who hide all game. Especially if you want to spread hook and are forced to tunnel because you don’t want to actually play the game ( chase ) since doing gens is also boring and being chased is fun. Nowhere to hide should only make you angry if you play stealthy which isn’t even an effective way to play.

    Nowhere to hide doesn’t make chase easier or make the game easier

    Aura reading is one of the most impactful in terms of making a game easy actually, because it gives you perfect gamesense for free and your opponent can never truly know you can see them. If a survivor positions poorly and you see their aura, that’s a free tag/down. If a killer positions poorly and you see their aura, that’s free distance. It also is useful in chase on killers with mobility like nurse or blight since for some odd reason the aura range follows you.

    Don’t get me wrong - I love my aura reading and I don’t think it is only for bad killers like OP suggests but let’s not downplay how good this perk can be.

  • @MaTtRoSiTy said:

    I have never understood the ones who DC during their sacrifice animation, of all the completely pointless things in this game…

    Still happens to this day though

    This one is simple, guy is done playing for the day and he died, so he can now shut off his console/pc.

    A lot of people don’t care about the BP and the penalty is so short that it won’t matter anyway especially if you won’t be playing until the next day.

  • still no dev response lol, I see players getting scammed isn’t important enough for them to comment on

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869553#Comment_3869553

    You could also counter DS back then by "dribbling" the survivor.

    Yes but you made yourself vulnerable to flashlight saves and the amount of time to get one hook because of dribbling was massive.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869440#Comment_3869440

    no they are not inverse. Like pulsar states, your always going to do better than average states like with his legion example. All i am saying is that you do not need accept the average statistics as only kill-rate. you can get better and outperform whatever the stats say.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869433#Comment_3869433

    tru3 states that dbd is in the most survivor sided state that it has ever been. He's been playing the game since beta dbd.

    tru3 states that dbd is in the most survivor sided state that it has ever been. He’s been playing the game since beta dbd.

    So because tru3 states it, it is true?

    And also, are you really so unaware as to think the current state of the game is more survivor sided than when DS was usable on no hooks, DH for distance was in the game, killers had longer animations and cooldowns, survivors got more distance on hit, gens were shorter, heals were shorter, and there were genuine infinites in the game?

    Killer is in one of if not the best spots they’ve been in aside from broken metas like the gen kick meta.

  • This is absolutely unacceptable, if he paid for something and it is in his inventory right now and he can’t see it because of a “bug” he should get a full refund, apology, and bug fixed ASAP. Zero excuses, skins are the primary form of monetization in this game. No comment from any BHVR staff on this thread too is not a good look.

  • @Chaogod said:

    I don't understand where the enjoyment comes from using a perk that plays the game for you. It guides you to exactly where you need to go. Where is the fun when you don't need to think about your chases at all?

    My casual friend uses it because they don’t play often so they don’t know the maps, so it helps them to know where the resources are when they get chased.

    That does take away some of the skill involved (knowing where resources are), but you still have to play the tiles. Windows doesn’t make you a chase god automatically, if it did hell I would start using it asap.

  • Here you go lol, have fun

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868343

  • I hear the difference but it doesn’t sound bad to me, definitely not anything like metal pipe scratching.

  • I would actually be interested to see the difference

  • @TheMoonHauntsYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868807#Comment_3868807

    This is just spitting facts. This forum is extremely survivor sided.

    Actually, EGC is half the duration of the bleedout bar and this forum is not survivor or killer sided. There are plenty of people with awful balance takes that main either side - just today we got a “remove checkspots” thread.

  • @Vuk said:

    Seriously, this is annoying…
    I dont waste my time going to the gates to do nothing besides watching teabags, the devs must do something about it.
    Survs complain about killers letting them to die on the floor but killers suffer the same thing EVERY SINGLE MATCH they dont kill at least 3.

    A few solutions could be ONE of those:
    1 - Alucard's shield baseline for all killers. (kinda fun for everyone)
    2 - If a surv get hit inside the gate area the exit closes for that surv for 5s. (like the Houndmaster).
    3 - Put an option to end the game for the killer to use, just like they can open the gates themselves.

    I’d say these aren’t really comparable since you can force the survivors out while survivors can’t force you to hook them or bleed out faster, but I would have no qualms with the killer being able to, say, go to the basement and start a prompt to “accept entity’s punishment” or whatever and force escape all survivors.

  • checkspots as a concept are not something you can really just get rid of, nor should they. Unless you want to make every loop in the game mindgamable (like LT wall level strength), which I am all for, but good luck balancing the game around that when most of the cast has a chase power.

  • @UknownShredder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867990#Comment_3867990

    You were correct in your statement. I think the penalty system could use a change. It should take your history of gameplay into account. Yesterday for example the server crashed twice which is also shown at websites tracking this. And while a 1 minute ban isnt much you know the next time it crash its 5 then 15 and so on.. What they should fix is that it takes the history of your games into account and games played to realize that this person does not DC out of anger those "very few times" it happens throughout those thousands of games. Some days the servers just aint that good and punishement durations is too harsh.

    I’ve had dedicated servers go down (in a SWF and vs streaming killers who also got disconnected to verify) and we were not penalized for the match.

    Additionally, there is no website that tracks DBD server status, only websites that track user issue reports, which is not reliable for obvious reasons.

    What you are experiencing is probably a hiccup in your internet connection.

    Also, the penalty timer goes down over time, so it somewhat does take behavior into account as if you don’t DC frequently the penalty will always be 1 minute.

  • @notacamper said:

    Now idk about you but when this survivor is able to predict my moves and even my mindgames while the rest of the team gen rushes like no tommarrow and somehow gets them done in record time(seriously 4 gens done in under 1mins, idk about you but i'm gonna suspect cheating is at play.

    And before you rush in to call me a butthurt loser, i checked their perks, items and addons. The survivor i was chasing had no way to predict my movement like they did and the rest of the gen rushing team either had no perk to speed up gen progression or no toolbox, in fact ONE of them had a toolbox no other did. Mathmatically, its impossible to get 4 gens done in under 1min. two?; sure with perks+toolboxes and 2 survivors on each gen but 4? no, not possible.

    And lastly, NO I did not record this because if I had to record every single match I played on a daily basis my HD would be filled to the brim within a week and I have far more important things to use my HD space for.

    Your welcome to assume what you like but just know anyone who believes cheaters don't exist in DBD or that the odds of encountering one are extremely low OR that they only target streamers is being willing ignorant to the reality where cheaters are a major problem in DBD for streamer and non-streamer alike.

    Subtle cheaters plague at least 30% of the playerbase at this point while another 10% are more obvious about it and target streamers for attention. That's 40% of our player pop who is subtle or blatantly cheating.

    Where did I get these numbers? Lets just say that while I don't use these tools myself, i frequent the forums where people use them a dev's cheattool's consensus in dec of 2024 was at 9,537 people either using their cheattool or using someone else's.

    That's 9,537 of 25k daily players who cheat while that may seem like a small number, IT'S NOT and should not be taken lightly.

    I question your numbers and the credibility of a source that is motivated by profit reporting 40% of DBD is cheating.

    I record all my games, and I’ve seen less than 30 subtle and blatant cheaters in my 4000+ hours, mostly survivors. The last cheater I saw was in November who had fast vaults.

    I’m not trying to downplay this match, if you had 4 gens done in a minute with no gen perks it was cheats, but cheaters are nowhere near as common as you are making them out to be.

  • Is the first one an issue now that you can increase your FOV?

  • Sounds game breaking, but fun. You could even give the “ghost” minimal impact on the game (speed up teammate chest search, transform edgemap obstacle into z wall, refill chest with item, etc).

    The problem with this is I don’t want to be stuck in a game I already died in by normal means. That and ghosts can’t be given vision of the killer or you can use comms for free scuffed wallhacks.

  • @TheSubstitute said:

    So I just recently posted a thread about how many people think tunnelling is necessary in public matches. Posting a thread, of course, isn't scientific or anything like that but the majority of people (and by a significant margin) who responded said tunnelling was unnecessary overall.

    I disagree with the position that tunnelling is necessary due to my personal experience but I at least understand their viewpoint. The people who feel it's necessary feel it's a necessary component of gameplay.

    What I don't understand is why, whenever a suggestion is brought into place that combats tunnelling or someone complains about tunnelling, if somebody doesn't feel tunnelling is necessary why would somebody would defend tunnelling? Desire for easy wins, fear of the unknown?

    It's kind of baffling to me that if the majority consensus is that tunnelling is not necessary then why is there so much pushback when getting rid of tunnelling or how unpleasant it is to be tunnelled is discussed.

    Loud minority. People who want all the advantages for their side and none for the other.

  • Because it was never a rework to begin with, it was listed as an “update” on the roadmap.

  • Have you been living under a rock? Survivor squads who go for silly plays, altruism, sabo, stuns or blinds are commonly referred to as “bully squads” and content like “SWF BULLY SQUAD GWTS DESTROYED” is insanely popular all over youtube. Killers getting called bullies is very rare in comparison.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865497#Comment_3865497

    killers literally want to avoid hatch RNG scenario where 4th survivor would be able to escape thanks to lucky spawn of the hatch. Slugging for 4k completely removes the chance of hatch standoff, why did you even try implying to false equivalency when a mechanic that is literally a way for survivor to escape thanks to RNG is literally countered by forcing both of remaining survivors into a situation where hatch is impossible to reach?

    What do you think would be accomplished if hatch was removed?

    Let’s say hatch is gone and there are still gens to do. Last survivor will now hide for 20 years and you can’t start EGC.

    Well, what if EGC starts at 1 survivor left? Killers would complain about the same thing - survivor being able to leave through gates by winning gate game or bringing sole survivor wake up.

    Ok, what if EGC starts at 1 survivor left and no gates or hatch? The answer is that people will hide in 2v1, 3v1 etc at even higher frequencies than they do now.

    All you are doing is removing the reason survivors have to not hide forever. If there is zero chance of escape in the 1v1, why hop on a gen and risk being found (and slugged) in the 2v1? In current game, I can hop on a gen and if I am found, I will get hooked or slugged and even though I might die, my teammate could escape. But if it’s a 2v1 at 4 gens, what incentive is there to do anything other than hide to spite the killer? The end result is always the same.

    If this was a competitive game, I would agree with you, remove hatch unless survivors trigger EGC and make the spawn fixed. But this game is aimed at casual players like it or not, and in public matches it still prevents more hiding forever than it causes.

  • invocation: treacherous crows

    teamwork: collective stealth

    premonition

    small game

    deadline

    moment of glory

    potential energy

    repressed alliance

    desperate measures

    calm spirit

    self care

    this is not happening

    whispers

    overwhelming presence

    call of brine

    shadowborn

    hex: huntress’ lullaby

    dying light

    no quarter

    scourge hook: hangman’s trick

    septic touch

  • I do think the current limit of… 2000ms? Is quite ridiculous. I think 250 or 300 would be fine to not exclude people in rural areas or who don’t live by a server. I can force dbd to put me on asian servers and I would still have better ping than that.

  • @rysm said:

    While I do agree, my killer games also have survivors benefiting from high ping. So this is a general ping issue not "killers exploit ping" issue so lets not have another one of those threads of us vs them please.

    Genuine question, what benefits do high ping survivors have?

    The only two I can think of are blinds which are survivor client sided with no validation and survivor ping being so bad that it can take multiple attempts to pick up a really laggy surv.

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864752#Comment_3864752

    So I don't like thing so I quit and refuse to participate despite signing up

    Yes, and the comment your sardonic reply is aimed at is correctly explaining to the OP (who asked why specifically) why these killers are often disliked.

  • Why not remove the same auras for survivors?

    Pig would still be a C tier killer mechanically but would now win every game against mediocre survivors and solo queue because they can’t find boxes, raising kill rates and getting her nerfed again. Also the counterplay would be incredibly unfun, running around the map at random looking for boxes. Competent players on comms would communicate every box position so not much would change for them.

  • I feel that it would be somewhat strange for them to put this rework on the roadmap if all they were doing was updating the UI. So I feel like they are going to do something significant to deep wound?

    The bar shown here looks like anti camp. So I think these changes are probably twofold; one for UI and newer players (probably also less screen darkening) and something else that I don’t really have any ideas for.

  • Congratulations! Keep at it champ.

  • No you're right, the RNG on some maps, particularly coldwind ones, is disgustingly terrible and full of deadzones. I made a post about it and despite asking for a discussion, it got moved to feedback and suggestions where it died.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865445#Comment_3865445

    That was me quickly responding to individual paragraphs with a few words. Again, re read, or learn how to idc

    We've already shown you these perks aren't an issue

  • In general, no. Without tunneling, you can bring good builds and still proxy camp / slug where efficient and win most of your matches. The average public lobby is not that good. Your winrate with most killers would just be "how often did I go against a good SWF bringing everything they could to win", which is not that common.

  • imo, brutal and bamboozle don't need buffs. Bamboozle on its own is actually already really good for shutting down windows on certain tiles and greatly cuts down chase times on tiles like shack, DDS main, etc. Brutal is also really good for zoning.

    The rest I wouldn't mind seeing buffed.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865144#Comment_3865144

    U most certainly are not. U likely have just played core and thats it, u r in no way comparable to someone like me. People like you rely on perks to win, i don't. I use raw skill and experience on a character to dominate. Also try having 10k+ hours

    Come play a custom match then? You think I rely on perks to win but you know nothing about me. If you’re going to talk trash back it up or get lost.

  • This was accounted for with +10s on gens as well as the buffed gen kick, faster animations and less survivor distance killers got a while back. Although I also agree that there should be some form of slowdown as a general perk, removing surge from the general perk pool was terrible for killers.

  • The snowmen love to block my path as both sides and seem to have an affinity for getting stuck in doorways, I feel your pain OP.

  • @tjt85 said:

    I have a rule now. If I play 3 Survivor games and they're all terrible, I switch to Killer or I play another game. Guess how many Survivor games on average I'll play in a session?

    If you said 3, well done you're right!

    Not a single game I've played today on Survivor in the event mode has been fun or felt remotely winnable. It's not even worth playing for the BP since I'm getting 10,000 or less per game.

    I wish they hadn't set the BP incentive to 100% because they failed to code an offering that worked the way it was supposed to. It's attracting players that are sweating hard, ignoring the event and just queuing up for the extra BP.

    I'm also becoming more of a "Killer main" as time goes on. According to a stat tracking website, my time spent playing has shifted from 60% Survivor to around about 54% and I can only see that number going down in the near future.

    I feel similarly. I played around 7 games with a duo yesterday and I could not have fun even though I was playing with a friend. Our solo teammates could not hold chase and did not do generators. I called it for the night after losing several “slug for the 4k” style matches where it was only me and my friend left.

    I ran DS, shoulder, kindred, reassurance every game. It doesn’t matter how good my chases are, I can only guarantee one person is on gens, and if I sit on gens the randoms get two tapped. Not saying I’m entitled to win if half my team plays like they just bought the game, but man it was miserable.

  • @XtremeDBD said:

    Y

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865044#Comment_3865044

    You do know theres 5 gens right? And they don't stack until theres two left. QG is also affecting all 3 other survivors at once, along with deja vu. in combination with all of the other perks being ran help to save time so when the last guy is caught in end game, they're ready to just speed open gates, bomb rush hook and leave/give hits. A whole minute is with all their perks combined, and that actually is a significant amount of time in a match of dbd. Thats less time the 4th is hanging on his 70 second timer per hook stage. This is rly a no brainer tbh. this is why casuals shouldn't be allowed to use this site. None of you seem to see the bigger picture like ever when a problem is obvious.

    So if all four survivors stack all their perks they can save 60 seconds total on gens over the course of the entire game, which is less time than you can save with one perk (grim, pain resonance, dead man’s switch, pop) lol. And if they have these builds, they have no perks for chase or to prevent tunneling.

    This is why casuals shouldn’t be allowed to use this site.

    I have over 4000 hours in the game and am both almost certainly better than you and not a casual. If you feel like you have something to prove I am open to playing you in a custom match.

  • The easiest method to get a 4k without slugging for it, assuming you downed the third guy and don't know where the fourth is, is having the hatch spawn guaranteed with an offering (in shack or main). Kill the third guy and go to the hatch, close it, and play gates. That's your best chance, and although it depends on survivor perks and the map, it is IMO the most consistent way assuming you are going for adepts and can't stack the odds in your favor with something like No Way Out.

  • @Thesevenspirits said:

    Let's Discuss

    After a survivor is unhooked or downed a timer begins.

    Anti Slug: if the survivor is not picked up before 45 seconds the activate " false unbreakable" and get up

    Anti tunnel: if the survivor is unhooked and is hooked again within 1 min of being unhooked, it will not add to their health state.

    Anti Camping: increase camping radius and the speed to which the camp meter fills up.

    Other suggestions

    I suggest an exponential increase in recovery speed per each survivor on the ground. "False unbreakable kicks in on after 45 seconds even though you are fully recovered.

    The last survivor how is not on the ground activates "false Dead hard" once. He looses "false Dead hard" when there is at least two survivors up.

    Too easy to abuse. I can get in your face and either you waste time hooking me for nothing, or I get up for free.

    Pulsar's suggestion imo is the best one. Can't take a hit, can't go for a save, but can safely go wherever they want to reset/position themselves without being tunneled. Some changes on the killer side would definitely need to accompany, but it would easily kill tunneling.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865016#Comment_3865016

    Im just gonna awnser these aqap since you've been typing this up for half an hour.

    Idk what backfilling is but 4 survs joining a lonby at the exact same time typically means; same ms, therefore same server, and very likely a team.

    Friendly Competition can be gained from finishing a gen, not the equivalent of one, u can just duo for the last few seconds to proc it easily. Also efficiency penalty? Id have to say anything else to say, that has nothing to do with action boosts, just item effectiveness.

    Quick gambit is 5% for 3 other people on 3 different gens, that is around a minute of time being saved. Also injuring a survivor is based on the killer you're playing and the perks in play. Finesse drama being very popular atm being a main cause for such long chases before first hit.

    Wake up has a simple effect that is very powerful for saving time and giving hits. In a swf this perk is super useful.

    Prove becomes especially prevalent when 2 gens are left like not even 3 minutes into the game. And its impossible to defend the gen and chase one of two doubling survs.

    Adrenaline helps for getting a quick free heal and taking hits right away. Also i didn't mention before but ds and adren are a very popular combo in which either wa u can't avoid one. They'll just wait to pop the last gen or if they know you know, pop it instantly when the survivor is under a pallet and you've just lost all your pressure.

    Also just for added context since u think im like a beginner or smth, i play comp dbd, i have thousands of hours. I know what is fair and whats not, thats the whole reason i get pissed off when i see this in pubs, its not fun for either sides anyway, so why do it? It'll die down when breaks over, but its still gonna be an annoying rare occurrence.

    Quick gambit is 5% … that is around a minute of time being saved.

    Uhh… it is very much not. I see the problem, you do not understand how gen speed works in this game.

    Quick gambit gives 5% increased repair speed, that means you apply charges to a gen at a rate of 1.05 charges/s. A gen has 90 charges. So 90/1.05 = 85.7. You are saving 4.3 seconds on a generator over the course of 85.7 seconds of time, if 3 survivors stick a gen the entire time you are saving the team a whopping 12.9 seconds of time. About a fifth of what you are saying it saves.

    If you give everyone quick gambit and assume it is active in all chases at all times, you save 4.3*5 = 21.5 seconds overall. If survivors are saving a minute of time with quick gambit then they are doing Three times the normal amount of gen charges needed to power the exit gates, at which point I seriously wonder why you haven't won the game already.

  • @XtremeDBD said:

    Maybe its just cus of the winter break that friends are coming together and all to play, but there has been a massive jump in 4 man SWFs who do nothing but run deja vu, quick gambit, prove thyself, wake up, friendly competition and adrenaline.

    These people do nothing but do gens for 4 minutes while one dude just pre drops and gives quick gambit to all 3 of their jockies. This has been super unfun to play against and i think its time BHVR nerfs these perks, maybe allow QG to only provide benefits to one survivor, make deja vu similar to prove thyself where only one 6% is applied to a stacked gen.

    Other then nerfs, how is deadlock not basekit yet? Survivors shouldn't be able to completely repair a big ass machine so fast, that just kills immersion lowkey.

    Survivor is being made stronger in the wrong ways, instead of focusing on perks, maybe focus on solo queue buffs. Like a In gamd voice chat, even mobile had that before core somehow. These just feel like super easy fixes icl.

    There has been a massive jump in 4 man SWFs who do nothing but run deja vu, quick gambit, prove thyself, wake up, friendly competition and adrenaline.

    Has there? I watch a lot of DBD Twitch and play a lot myself and have not seen this at all. I have seen lobbies with multiple BNPs, but nothing like you describe.

    Also, ignoring the fact that prove thyself + friendly competition is slower than doing gens solo, stacking deja and quick gambit saves less than 9 seconds on a full generator lol.

    deja + gambit + friendly saves 12.5 seconds.

    These perks are not a problem and are outclassed by basic toolboxes. Your problem is likely that you are playing suboptimally and/or facing teams with multiple toolboxes.

  • Nah. If you find a few second cinematic that usually takes as long as the "sacrificed on hook" animation annoying then that is a personal problem you need to work out.

    There is an argument to be made about slugging for the 4k, but mori animations themselves? Not a problem.

  • @Thesevenspirits said:

    Should it be possible to disconnect from a match without penalty if you are being tunnelled as soon as the match starts?

    Also if someone DC's there should be an option to instantly end the match

    It is not realistically feasible to design a system to detect tunneling to allow a survivor to DC without penalty. If you are being tunneled you can leave by attempting on hook, devs have said this is OK and not punishable.

    A better solution is something like what is being proposed by others (intangibility) that makes tunneling harder or impossible while also preventing the survivor from abusing it to protect their unhooker. And then other adjustments to the game might need to follow for the weaker killers who would have a hard time dealing with this.

  • @Iron_Cutlass said:

    I hate this map with a burning passion.

    It's hard to see anything bc of my colorblindness, colorblind settings dont really do much to help.

    The map is absolutely full of plants, foliage, and rocks that make it hard to see anything since there are many, many LOS blockers or objects that can be used to obstruct various Killer powers.

    Keep in mind, I already struggle with Coldwind and Eyrie of Crows; but this map takes this issue and scales up to significantly.

    Furthermore, it has its own dedicated Map Offering for no reason whatsoever. Nostromo Wreckage shares the SAME realm as Toba Landing, yet they both have different Map Offerings.

    How would you suggest Toba Landing be changed to better fit your disability? Apologies if this is something you can't know, but is there a way they can tweak the colors of the map or the colorblind settings to help you see better?

  • @Equinox_One said:

    I just realized something. Bear with me, I'm going somewhere with this one.

    When I play killer, the pattern with matchups has, for the last while been something like:

    Survior 1: 10k hours. Absolute beast. I cannot catch them unless I force an engagement somewhere weak.

    Survivor 2: 1-3k hours. Intermediate player. I can catch them but I have to work for it.

    Survivors 3 and 4: 300-500 hours a piece. Low intermediate. I generally roll over them.

    So we have 1 survivor that outclasses me and has about triple my hours. 1 who is about right. 2 who struggle.

    Now this isn't the SBMM rant you expect - it's more…I can't think of many games where, at 500 hours played, I'd still consider myself a near beginner. Not even games like Starcraft 2 or League.

    What is it about DbD that makes it like this, where the learning curve is a vertical wall and the skill floor is sky high?

    Is there some way to make it a little more accessible?

    There's a few reasons I'd say it takes a lot more hours to get good in this game than in others.

    1. Skill generally doesn't transfer from other games, especially on survivor. Aimlabs-esque training can help with some killers, but for the most part DBD gameplay is quite unique and I've yet to see any other games where the skill transfers over. The AT&T annihilator cup demonstrates this really well iirc. They pitted video game streamers in different games, including DBD, and despite having talent like shroud playing, none of them were that familiar with the game, iirc, and they all played somewhat poorly.
    2. There's an ever-increasing amount of content to learn in this game. New perks are constantly being released, things are being reworked, new killers come out. You have to keep track of all of this in order to not make mistakes, on top of learning the maps as new ones are introduced and old ones get reworked.
    3. Hours are inflated by time spent in lobby/not in a match.

    There are probably other factors but I think these are the top 3.

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