joeyspeehole
joeyspeehole
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- Username
- joeyspeehole
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Comments
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I think you stop earning Bloodpoints from matches, but you can still get them from quests, tomes, and the Rift.
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@AdamZ said:
just buff anti heal perks, and also buff the mangled and hemorrhage status effects
Thats it, what do u think?
I don’t get the obsession with stripping away all survivor healing and aura perks, then piling on anyone who says the game isn’t fun for survivors. And if the go-to response is 'don’t play,' that goes both ways, doesn’t it?
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No thanks. Most of the survivor aura perks have already been gutted. I see it used more for killer info now, since you can track where people are running. I'm sure some folks use it to throw the killer off by leading them to someone on a gen, but that’s pretty rare.
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It’s because you had everyone hooked. I was in a match where I got put on my first hook, and I couldn’t even take a chance to get myself off until the other player left through the gate. Honestly, I think it’s fair, since I wasn’t able to unhook myself while they were still being chased. I’ve never been someone who thought removing self-unhook had anything to do with people giving up early.
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@GeneralV said:
https://us.v-cdn.net/6030815/uploads/XKDE20ZD4VO1/p100-merchant.jpg
I did it!
Skull Merchant has surpassed Freddy as my favorite killer in DBD, and I'm happy to have reached P100 with her!
lol Click…. DC jk
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967758#Comment_3967758
Just for the record... what EXACTLY does that mean "give survivors more autonomy". Autonomy to do what?
Giving survivors more autonomy lets them pressure the killer even when everyone's slugged or hooked.
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@dbdbdbd said:
One thing that i have noticed increasing tremendously now is that people will now just dc on first hook and rage quit since they can't self unhook. Now i know that we have bots now which do help (i did just 3 man escape out of my last match with the bot) but i find it wierd that people are just increasingly disconnecting.
i think maybe we can excuse a disconnect for bad internet now and then but yes on average people are rage quitting way more often than they should be lately.
Bot behavior is still way wonky even though they do at least "exist" i saw the alan bot tbagging us instead of helping heal the person i was healing. and just wandering around scared and then lasting 3 seconds in a chase.
maybe throw that into quality of life additions.This is exactly what players anticipated when the free unhooking ability was removed, especially when teammates abandon you on the hook through two phases.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961855#Comment_3961855
How is this constructive to the original post? Why do people always have to make it a us first them response….
Some people are just agreeing with others who don't see a healing meta emerging right now.
I've run Botany Knowledge for years. I used to pair Spine Chill with Circle of Healing, plus two floating perks depending on the match. After both of those got nerfed, my go-to setup shifted to Self-Care, Botany, Deja Vu, and one flexible slot. Honestly, I rotate builds all the time. Sometimes I go anti-slugging/camping, other times I run sabo builds.
Saying there's a healing meta feels off. Players adapt their loadouts based on perk changes and personal playstyles. Just like me, people build around what works for them, not necessarily what's dominant. There will always be combos that click for different players.
Players are always going to find something to complain about, it's just part of the game's DNA. I complain all the time too! Personally, I wish they'd introduce more comedic-style killers. Imagine something absurd like a sock puppet monster, a chaotic Muppet from the void chasing survivors while whispering nonsense. It'd be hilarious and terrifying all at once.
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@Destaice said:
WhySpace sounds like a 2006 sitcom knockoff of MySpace
MySpace walked so that Facebook could run the WhySpace production of TikTok dancing awkwardly in the kitchen.
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@HommeBizarre said:
CANT WE SEPARATE VAULT AND LOCKERS ??!!!
I'm tired of going into the nearest locker when I just want to take the window
Seriously…
It's like when you're looping on Yamaoka Estate, going for the railing vault, and bam! The locker pulls you in like it's hungry juicy survivor meat.
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@xGodSendDeath said:
I tried to do this to someone who was teabagging the killer the other day but he hit a dead hard and got out anyways
Man... I really need to switch up my build. I can never nail the timing on Dead Hard.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/448950/fnaf-intro
Why she got 2 right hands? Typical AI slop still can't get hands right lol. Good to know we still don't gotta worry about it taking over yet.
@AbsolutGrndZer0 said:
At least you admitted that atrocity is AI. But seriously, AI art is theft.
LOL ohhh yeah! Her hand is on backwards!
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Boon: Circle of healing, distortion, adrenaline, sufficient pallet placement, better vaulting scenarios, and being able to unhook yourself (especially when your teammates leave you on the hook for two hooks).
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946812#Comment_3946812
Then hard luck, don't play PVP games like DBD where your bad internet ruins the experience for EVERYONE else who has to put up with the consequences of YOUR bad internet.
Sucks to be you in that case but this should not be made the problem of everyone else. As I have already said, you can still play plenty of Co-op or similar games, or play survivor even as this puts the disadvantage (mostly) on you.
Playing killer while knowing you have bad/high latency internet is completely immoral and unfair and should not be permitted
I'm mostly a Survivor main for the challenge, but when I was helping my uncle with his house in Alaska, I had to set up temporary internet service since we were only going to be there for a month. I used a mobile-based provider that allowed me to choose from major cellular networks, though options were limited in Cordova. The first network I tried kept randomly cutting out, while the second one was more stable I occasionally hit 600ms ping spikes. That said, those were only at select moments.
My friend and I wanted to play the 2v8 mode together, and I didn’t hear anyone complain about high ping. That’s why I tend to give people the benefit of the doubt. Just because latency might show up high at the moment you check, that doesn't necessarily mean the whole match was affected the same way.
Trust me, it sucks getting pulled off a pallet I know I cleared. But it also sucks being economically displaced and made to feel like you can't play with the other 'kids' (even though most of us are adults).
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@GhostsCore said:
I'm sick and tired of playing against killers with 300+ ms latency. Especially since they know they're abusing it by the fact they swing at every pallet.
Or better yet just don't let someone play if their ping is too high. Your ######### Internet should not make the game actively worse for everybody else...
What if the player doesn't live in an urban area and only has access to high-latency connections like cellular or satellite internet?
Not everyone is intentionally trying to exploit lag, some just don't have better options. It's a tough situation, and yeah, high ping ruins the experience, but blanket bans might hurt people who are just doing their best to play.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946773#Comment_3946773
She was behaving that way throughout the entire match, not just when it was the two remaining. Only did minimal gen repairs, and maybe an unhook/heal somewhere in there. But she didn't give it her all. Perhaps only did enough to avoid max crows.
Didn't give her all? She was just playing the game. If you admit she was unhooking survivors and at least doing something on gens, then she didn't deserve crows. Crows should only appear when someone stands still for an extended time. Otherwise, it's not a survivor quality of life update it's just a base kit killer aura perk. Or is this their idea of curbing 4K slugging?
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My guess is that they don't really care. They're trying to cater to the Five Nights at Freddy's fans who joined just to play the killer. Survivors are always going to get the short end of the stick in situations like this. Next, they'll probably address slugging, which will upset the killer base, leading to another revision of whatever change they implement. Then, someday, maybe when they release the next killer, they'll finally address the crows and the 'go next' prevention.
But let’s be real, they’re never going to fix it completely, this is just the new norm. Survivor mains are going to start complaining about tunneling, and killer mains will say there's no way to satisfy survivor players. ‘They've pretty much nerfed killers into the ground with the slugging update.’ Those of us who have played for years know the cycle. -
Someone next to me was listening to a streamer discussing complaints about the game penalizing players for dying too quickly whether due to tunneling, being new, or both.
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941012#Comment_3941012
People aren't arguing against making the game better, they're arguing against pandering to children that would quit even if the game started with 0 gens remaining.
Survivor is already the power role. It does not need buffs. Every "unfun" killer playstyle has been nerfed through both basekit changes and perk/kit reworks, while the only toxic survivor one to be nerfed to the same degree is stealth. Which wasn't even powerful to begin with.
I believe they should not have addressed the "go next" topic without tackling the issue of slugging as well.
If the argument is that children are quitting because they perceive certain behaviors as "unenjoyable," it is unfair to criticize those individuals without examining the root cause. I have encountered killers DCing at the start of a match, presumably because they dislike the matchup with their current chosen character.
From my perspective, some people here are just suggest that one should consider the broader context rather than resorting to immature insults.
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I wonder if it would resemble The Ghoul, where he would possess the ability force choke the survivor, behaving similarly to the second kagune leap, allowing the killer to briefly grab the survivor and issue a deep wound. Unless they choose to design a Deathslinger-like force pull mechanic, I am uncertain how else Darth Vader's powers implemented.
It could be intriguing to design a Darth Vador inspired skin the oni, particularly as it already appears to be utilizing a force-like power to retrieve the blood.
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@Caiman said:
I find it funny to hear exact opposite complaints about the same game. You've got some people saying the killers are too similar to one another and they want big game-changing gimmicks. Then you've got people saying the killers are too different and memorizing the counterplay to all of them is impossible.
It would probably help if they didn't keep gutting all the counterplays. Most people I know don't even play survivor anymore.
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I don't want to speak for original poster, but it seems they are suggesting that, rather than focusing on creating unique and innovative types of killers, the developers are prioritizing what killer players prefer in streamlining an easy kill/hook experience. This is achieved through ranged killers with rapid map-transversing abilities, which seem to cater to player preferences. Unfortunately, such killers is only part of the issue; the developers then proceed to weaken useful perks that could counter these killers' abilities upon release.
It would be beneficial if the developers more effort to innovating and creating unique killers and survivors that could not only expand the game's community but also enhance the variety of experiences and encounters in each match.
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917372#Comment_3917372
yea thats because the ghoul just got release. just mind-blowing when a new killer is released and people complain about facing that same killer, yea cause a lot of people want to either try him and/or love them to where the killer becomes part of the rotation. Just because you get sick of going against the same killer is no excuse to "go next".
I'm just explaining the cause and effect nature …or I guess it would be 'affect', since it involves an emotional toll.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915559#Comment_3915559
Then why queue up? Dude, you cannot do that. The game is based around the 4v1, not the 3v1. You owe your teammates your participation.
Endless matches against the same killer? Talk about a recipe for monotony. The ‘go next’ problem has been a hot topic in the community, and maybe it’s time for the developers to take notice and shake things up. Variety is the spice of gaming, after all!
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Could this feature be set to private? Is the main reason for checking MMR to justify a win or loss at the end of the game?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915352#Comment_3915352
Some people already run it without the self healing part, so giving it that back and keeping the current parts can only increase its play rate. It wouldn‘t be like treacherous crows where you become broken and get a mediocre effect. A health state is very valuable in a lot of situations and the time would probably be worth it (even when it benefits the killer). For example when you are almost healed, you can finish it or when you are on death hook, you rather waste a few seconds to be on the safer side.
I get it. In my experience, killers love to snowball Survivors who are stuck on generators. Meanwhile, every moment spent blessing totems or patching up wounds is a moment not spent progressing the game. And you know who benefits from that? The killer. Sloppy Butcher, Call of Brine, Pain Resonance, and Overcharge are all perfectly suited for something like that.
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I’m so numb now, you might as well play skull merchant. I’ll give you the kill.
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@T1MEXII said:
What a load of messages, I ain't reading them all. What change I would make to circle of healing is you heal at 50% but you ignore all "anti-healing" perks such as Sloppy Butcher. Might be a bad change but Idk.
I'd be fine if they just added self-care at its regular speed, unless you stack it with Botany Knowledge, of course.
But the real point? It's wild seeing people rush to defend The Ghoul while conveniently forgetting how brutal they were toward Boon: Circle of Healing. The inconsistency is almost impressive.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915061#Comment_3915061
It would be truth...if people didn't increase slugging after the change to hooks.
Funny how slugging was supposedly just a dead zone issue, yet it's skyrocketed even after hooks got adjusted. At some point, you have to wonder, maybe it's not about the hooks at all.
I remember when I used to crawl to a dead zone just to punish the killer for slugging for a 4K. -
@Suei said:
They are on their way to make every map just like Haddonfield because of the killer mains can't get 4k in 3 minutes and whining about how maps are bad for them and their killers not strong enough
And entity forbid they have to settle for 1000 4Ks in a row instead of effortlessly steamrolling every lobby like it's their divine right.
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@Waynesl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915013#Comment_3915013
By this logic let's nerf Deathslinger harpoon down to 16 since 19 meters is to strong and must make them get used to it
If you're set on nerfing Deathslinger, who still has to aim to attack, I'm all for it. The person you responded to was just pointing out that maybe the original poster should play more games and adjust to the new range. Meanwhile, the Ghoul doesn't need to aim for its basket attack, so this nerf tries to indirectly limit access to the Kagune Mark. But overall, it's hardly a nerf.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914005#Comment_3914005
Yeah, they're just like "He gets easy injures!" Yeah, and so what? Legion, Deathslinger, Twins, they can all do the same. Doesn't make them S tier. "B-but he has a mobility ability!" While that's given Hillbilly and Blight an advantage over their peers, that doesn't make them infallible either. People don't like the idea of a challenging killer to go against. They did it with Spirit, with Twins, with Skull Merchant, and now with Ghoul, where they don't even want to learn the counterplay, claim that there isn't any, and instead want the devs to nerf all the difficulty away. Hmm, I wonder how well that would work out for the game if killers got the same preferential, least common denominator treatment. "You know what? I don't feel like walking across big maps. Give every killer a teleport. And while you're at it, delete the shack and jungle gym tiles from the game." That's what it would be like, and it isn't currently, and yet survivors have the guts to say it's a killer sided game, when they're the ones getting "healthy" nerfs every single patch.
Could your argument serve as a counter to claims about Boon: Circle of Healing, that killer players pushed for a nerf simply because they didn't want to adapt and learn counterplay?
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/443277/kagune-mark
… Because Circle of Healing, if one Survivor brought it, would give people like three perks for free if they stood in an area and completely gutted hit and run playstyles when it was at its strongest. And it stacked with other effects.
The Ghoul's power can… get a hit with deep wound. And is part of the Killer's basekit.
This is the most bizarre case of whataboutery I've seen for a long time.
So you're saying you're against bringing back the OG Boon: Circle of Healing, but you're fine with the weird pause survivors make when The Ghoul applies its Kagune Mark?
I don't get why they didn't just make it function like a gunslinger ability, where you could dodge the tentacle or something. I've heard a lot of people in the past mention 'end runaround' when talking about Boon: Circle of Healing. To me, that second lunge is basically an indirect workaround to traditional DBD gameplay, and that's exactly why people are so frustrated with this character.
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@Caiman said:
The only change I think No Mither needs is that it starts the trial deactivated, then becomes permanently activated the first time you become injured.
Or simply have the HUD display the person as healthy.
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Voldemort would make an exceptional killer. I wonder if Avada Kedavra or the Cruciatus Curse would make for a better mori?
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912502#Comment_3912502
Wow there's 4 gens done and I don't have a kill yet. I need to get someone out of the game immediately to have a chance not to lose. I'm chasing someone on death hook oh but here comes comp Ace who hasn't been hooked who put on the Autohaven key to come running in and bodyblock so my only hope of winning can run off into Narnia. How does chasing the bodyblocker help me win here? Keep in mind the killer is trying to win and isn't here to play fun master for the survivors
I suppose my approach to playing as the killer differs from that of others.
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@MissiCiv said:
https://us.v-cdn.net/6030815/uploads/TGTTPWMZNB7S/adadadsada.png
Duty of Care is insanely overtuned. Granting a 25% Haste boost to all survivors within 16 meters for up to 6 seconds just because one healthy teammate took a protection hit? That’s absolutely busted, especially in coordinated SWF teams. This perk turns every bodyblock into a full-team escape tool.
If this makes it to live without a nerf, killers are going to suffer even more. This needs to be toned down before release, lower the haste %, reduce the radius, or make it apply to only one survivor. Otherwise, it's just another SWF crutch disguised as a "team perk".Edit: Wrong worded words
Just target the person who took the protection hit. I guess it's meant to help with tunneling, but it feels like a pretty weak attempt to address tunneling.
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Would it display "private" if someone adjusted their connected platform settings to private? Would it show combined hours for individuals who switched platforms, such as Microsoft to Steam?
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@TheSaltySaloon said:
I like to use Pop, Eruption and scourge hook but I’ve noticed that I can’t use Pop or scourge on the same gen more than twice before the entity blocks it for some reason making it just a normal gen hit.
Why? Just why? Survivors get to run from pallet to pallet mindlessly holding W the whole time, yet I the killer can’t hold some pressure on the generators without the game going “no no, that’d be too much of a challenge for the SWF” and actively denying my perks.
Perspective and context are important. They completely overhauled Spine Chill, and when they announced plans to address 3-genning, their initial actions involved nerfing Boon: Circle of Healing and reducing the effectiveness of med-kits. I always thought the healing Boon provided an effective counterbalance to three-genning, but it seems they were focusing on addressing prolonged game runtimes before tackling killer-side issues related to 3-genning. They additionally weakened the windows and pallets on several maps, creating highly advantageous three-genning zones, such as the main building on Lampkin Lane. When they first introduced the 8 -kick limit, my friend was thrilled, but I perceived it as essentially a 56- kick limit. I never encountered a regular game where a killer would block a generator, only reading about such instances from killer mains complaining about SWF teams pressuring the mid-generator on the Mount Ormond Resort map. Personally, I have only ever hit the eight-kick limit while playing in the 2v8 event.
However, the whole 3-genning thing is not a prominent strategy right now, indicating that adjustments have apparently been effective (I guess, until they nerf the deja vu perk).
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Hex: Ruin, Hex: Undying, Hex: Face the Darkness, and Thrill of the Hunt. You can literally be a brand new Ghoul, and it will be an intense and sweaty match.
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What’s above S tier? Skull Merchant? Kaneki is above Skull Merchant.
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His power immobilizes you and puts you in deep wound.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/441627/ghoul-is-unbalanced
While i agree he needs some changes its way to early to come to conclusions
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/441627/ghoul-is-unbalanced
While i agree he needs some changes its way to early to come to conclusions
My conclusion is that it is always a challenge playing when a new killer is released because almost every match features that killer.
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Plus, some of the killers have hair…
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They must provide Killer players with everything they desire because the balance is entirely dependent on the killer queue time. There should be a ranked queue to provide a dedicated space for competitive players.
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@I_CAME said:
I understand why people get frustrated with how bad the matchmaking still is. No one is having fun in these games where you get put up against a 5000 hour Blight who is running four slowdowns and hard tunneling at five gens. Then you check your teammates to find out two of them have 500 hours and generally have no clue what they're doing. I still firmly believe that bad matchmaking is the root of nearly every problem in DBD. Including the problem of survivors being frustrated and ragequitting constantly. They need to stop listening to content creators like Hens, Otz, etc on the subject of matchmaking and start putting the sweats into matches with other sweats.
Alternatively, a ranked queue should implemented so that all the competitive players can exert maximum effort there.
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When new killers are released, I hope their powers aren’t designed to neutralize loops. Instead, I'd love to see abilities that encourage killers to engage with loops in creative and strategic ways. For example, characters like The Unknown can bypass loops entirely, which feels like missed potential. Killer powers should make the game enjoyable for both killers and survivors. An easy 5-gen closeout isn't satisfying or fun for anyone.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902681#Comment_3902681
So how do you explain when survivors decide to literally DC and go next at the start before the killer has even done anything? which seems to be the majority of people that go next so so at the start v any killer. If people know what killers are going to do (tunnel, camp ect) regardless of what killer it is then it begs the question why play at all? Fair enough if it's a case of maybe the next match will be better because they are giving the next match a chance. But to DC at the start before anyone has even had a chase isnt giving the match a chance so it makes no sense why join unless they are looking for a specific killer on a specific map to use a specific build.
a while a go I was killer and literally couldn't get a match at all because I had a map offering, people would DC in loading screen and they openly admitted they wanted their map (usually autohaven) nothing to do with what killer it was or what build they had or what tactic the killer used. It's a case "I want this and this and if I don't get it I will DC or go next" sorry but that kind of childish mindset isn't something that bhvr should pander to.
Survivors say "why should I play something I don't enjoy?" Fair enough but the fact people go next at the frequency they do says they don't enjoy the game so simply don't play. It's almost like they roll a dice hoping to get a 6, if they get anything other than a 6 they reroll and try again...and again until they get that 6. Each time they reroll that dice they don't screw over the killer they screw over their own team mates and that's why so many people don't enjoy survivor soloq.
@jajay119 said:
I’ve had three matches today and two of them had some abysmal survivor play. One match a Sable (of course) decided to kill hers self on hook and the other two survivors just threw themselves at the killer. 4 gens undone. My third match none of the other three survivors touched a gen once, apart from me who solo did a gen. We spent 15 minutes just unhooking, healing and running round.
Honestly I get there’s a big uproar bout camping and tunnelling making the game hard to play and unfun right now, lord knows I’ve been a vocal part of those discussions, but this does not help at all. Neither of these killers did C&T by the way. Why even queue up?
I think it goes back to the 'over powered' killer attitude, especially on a sweaty night. "OMG! Another Skull merchant!! Kill me now!" Furthermore, if everyone has two hooks within the first two minutes with five generators remaining, I do not like to rage quit or move on to the next game, but I understand the motivations. Sometimes it is better to simply offer someone the Hatch and move on.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/441343/survivors-aren-t-even-trying-right-now
Ooof, so that is why Sable players are being looked down on. Not cool.
https://us.v-cdn.net/6030815/uploads/DM8THJ1D9NLG/sable.jpg
At least this Sable is not a quitter 😄
Yes, what is the reason behind all the anti-sable sentiment?
This sable will not fail either; she may disappoint you, but that is more likely do to user error. 😉
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You're always going to have people who 'go next,' so to speak. Even if you make the game as fun as possible for everyone, you'll never completely stop players from giving up on the hook or disconnecting. It's obviously frustrating, and just like with tunneling, nobody enjoys losing a teammate in the first minute of a match. I try to see it as a challenge, things happen. I've played with people who are way more competitive than I am, but after several intense matches in a row, they get burned out, say they're done, and give up the on hook. It's tough when someone quits mid-match. Even if you tweak the game's mechanics, they'll just find ways to loop easier so the killer can catch them.

