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joeyspeehole

joeyspeehole

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  • where did you see the 5v5? how would that work?

  • @Caiman said:

    It's a lot less fun when I am consistently given the most worthless perks in the game and still get thrown against the biggest tryhards. P100 tunneling killers and P100 SWF flashlight squads and I have 1 or 2 usable perks at best. I think I'm completely over this mode.

    I don’t even look at my perks. I just play as if I have no perks.

  • That's why I supported the removal of features like showing prestige in the lobby. I also locked my Steam account because I didn't like people addressing me by my actual name instead of my username. While lobby dodging can be frustrating, it's worth considering why some players might choose to dodge. Toxic behavior or hostility in lobbies can make players feel uncomfortable or unwelcome, leading them to leave.

    Also, emphasizing team based goals rather than individual stats might reduce the perceived need to dodge. Fostering a welcoming and supportive community, along with in game encouragement for mentoring newer players, could go a long way in creating a positive environment for everyone.

  • I completely understand the argument presented by the OP, and I feel bad that people are dismissing their complaint in a way that merely tries to invalidate their perspective. Having played this game for a long time, I've witnessed the challenges on both sides. The general consensus seems to lean toward making the game easier for killers, while setting a high skill threshold for survivors, often justified by the broad use of the SWF acronym, which appears to be frequently invoked by players who seem to main as killers.

  • @shalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898531#Comment_3898531

    Report the ten minute bleed out in the bug reports, it shouldn't be that long.

    Yeah, I mean, there is a significant difference between slugging everyone and hooking them versus slugging everyone and spinning in circles or ringing the bell for four minutes. I'm not trying to support slugging with this comment; I’m simply agreeing that there comes a point where reporting the behavior to Behaviour is necessary.

  • @PubStar87 said:

    Ace or Blendette

    Blast Mine, Chemical Trap, Poised, Wiretap

    @SummerBBQDwight said:

    My favorite is totem elite force!

    Small Game, Inner Healing, Overzealous (Haddie totem gen perk), Counterforce.

    Both of those are pretty good. I can never get the chemical trap to stick to the pallet during chase. On social media, streamers make it look so easy.

  • @Leon_Loves_Cheryl said:

    You shouldn't need to kick the same gen more than 8 times to win the game. It's perfectly balanced in my opinion. If you're struggling with the 8 damage limit, the issue isn't the limit, it's your lack of ability to win chases efficiently.

    I will say, however, that they should have compensated this change with a heal limit to survivors (maybe maximum of four heals per survivor) so that they cannot infinitely extend the game either.

    This update came out around the same time they significantly weakened healing mechanics. For instance, Med-Kits were heavily nerfed, and Boon: Circle of Healing was effectively rendered far less impactful.

  • I disagree. I also take issue with the OP using the word 'tap,' given that survivors can't just tap the generator anymore. They now have to stay on the generator for a longer time period than they used to, which aids the killer in pressuring the survivor by returning to the generator and hitting them. Additionally, I have never genlocked a generator, so my perspective comes from a place of what I feel is fair gameplay.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891790#Comment_3891790

    The penalty for giving up on hook is specifically targeted at SoloQ, SWF don't do that so it's something that is only going to make SoloQ even more miserable. Guaranteed, people are going to stop playing SoloQ Surv, literally because of the penalties they'll get and because of the possibility of penalties ontop of no actual improvements to the game balance in any meaningful way.

    What's going to be left? Killers facing even more SWF's, which is going to continue to worsen game quality as it's quite clear that BHVR has no interest in actual health improvements for the game, just on preserving their own behinds at the expense of the community. We can check back if these changes are implemented after some time and see how much worse the game has become for Killers and SoloQ.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891902#Comment_3891902

    This isn't really a Solo Qvs SWF thing. A SWF not wanting to screw over their friends with bad behavior doesn't mean they have an advantage over a selfish Solo Q teammate who doesn't care about their teammates. This is a behavioral thing. You shouldn't be doing this whether your teammates are on comms with you or not.

    I think it depends on whether it's a four-person team or a two-person team. Personally, I don't get upset when someone gives up on the hook.

    What gets annoying is when two people do it at the very beginning of the match.

    Penalizing the last two players because one of them gets hooked and gives up to benefit the other person feels like complete nonsense.

  • @shadow_V said:

    I honestly feel so depressed this game used to bring me joy now it's just miserable.. after being slugged so many times it gets super annoying now it's so easy to want to get your challenge then take yourself out on hook and in my opinion it's just as awful being found so quickly

    Also just had a bright use lethal pursuer took away my only token (distortion) then hooked someone and immediately came directly to my locker with BBQ at 5 gens I would love it if distortion started with 2 instead of 1 it makes no sense since it can be very quickly taken away with lethal pursuer

    I really dislike how they gutted distortion without any clear reason why. Especially now, when they claim the perk’s chase function is useful. I suppose it's intended to give you a chance to lose the killer if you manage to duck around a corner during a chase.

    For a long time, killer mains have been trying to enhance the killer's endgame value, and it's glaringly obvious now with how they've nerfed Wake Up.

    What's frustrating about this community is that when you try to voice a complaint, many people respond by dismissing your argument as simply a skill issue.

  • I feel that they should fix tunneling before going-next because one may be causing the other.

  • @SharonPancakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889775#Comment_3889775

    Impressive, maybe they should start penalizing players (survivors) for not actually playing the objective. I know, it sounds like an awful idea but when you have broken MMR/matchmaking that allows these kinds of matches to happen way to often it really is a huge part of the go next mentality. Really they need to award individual effort/skill with better teammates, however the devs have completely failed the solo q player base with how they choose to implement MMR/matchmaking which really did a lot of damage to the overall player base. They have been making bad decisions for years and now I really believe too little too late.

    The exact same thing just happened to me. I died on the hook, watching everyone die. What's the incentive to struggle?

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889750#Comment_3889750

    I'm sure they do but they will be very disappointed because soloq is and always be brutal due to individual survivors having their own challenges to do. Unless BHVR stops people from doing challenges like 10 totems or stun the killer there will always be people doing them instead of gens. Good luck escaping without doing gens that's all I can say.

    Challenges can be distributed across different matches, which helps manage the objectives. These challenges don't seem to pose a significant issue.

    A helpful suggestion would be to allow players to see each other's perks before the game begins, which would strategically benefit solo-queue players. For instance, if Adam has Deliverance, one might choose not to run to him, as he could unhook himself and avoid an awkward situation.

  • When aiming for a 4k, your goal is to prevent the hatches from opening at all costs. If you find yourself hooked while the killer hunts for the last survivor, sacrificing yourself on the hook isn't just a matter of moving on to the next game. It's about strategic resilience. As for the tactic of slugging for 4K, it raises questions about fairness and whether it holds the game hostage. It's worth considering if this approach should be reported.

  • I've witnessed numerous instances where we strategically alternate keeping the killer in chase to complete the final two generators. The game should not be adjusted in a way that negatively impacts endgame strategies.

  • @Pit_Bull_Love said:

    Why are killer so gloom and doom? Anti-slug...survivors can die sooner. Anti-3 gen... the gen has to be regressed 8x! Anti-face camp is just that. You can still camp, just not in their face. Anti-tunnel..can you count to 10? Awesome!

    Let's be real anti-camp will be the same, just nerfed to 8 meters, and we'll just call it anti camp, because why not. And anti-tunnel will be nerfed to 5 seconds.

    Killers, rest assured that these changes will be nothing but buffs to you.

    I predict they'll increase the hook camping distance for killers with ranged attacks and add a HUD symbol for the camping bar to help solo queue players.

    Giving Trapper a digging bar weapon customization would significantly help with tunneling.

  • @CornMoss said:

    I have played 8 matches against legion now and constantly I am seeing survivors full mending while they are still in their power, pre-dropping pallets instead of baiting and not tanking hits for healthy teammates.

    Stop complaining about a killer you have no idea how to play against! It has to be at least 50% of the players I am matched with that do this which probably includes you if you complain about them.

    If you just don't like legion in general just say that but keep this in mind though, he's easy to go against so what does that say about yourself as a survivor if you are struggling to face them?

    I will say there are issues with 2v8 such as how survivor IS boring, they need to make it more interesting for us and there are many ways to do so.

    I agree with others who say that the deep wound mode is the problem. If the healing "F" power does not work with mending the deep wound, then Legion possesses something that completely negates an entire inventory class. All this talk of skill vs whether or not a killer may be a bad addition to the 2v8 is just a distraction.

  • I like it when the hex pops up right in front of me.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883767#Comment_3883767

    we're genuinely curious, how much of the things of the things you repeatedly spout do you actually believe?

    What they are saying is when you slug chase, slug chase, slug chase it’s saving you a lot of time as it relates to occupying the survivors and completing your tasks. It’s a very easy way to playing the game.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882792#Comment_3882792

    I just explained it to you. There is a whole video explaining it here:

    https://www.youtube.com/watch?v=aInEGwk2TtE

    But the general gist is:

    • Patch after patch of buffing basekit things for survivors around being hooked/unhooked
    • Having dozens of meta perks that are related to survivors getting hooked/unhooked
    • Having killer perks around hooking being nerfed patch after patch
    • Basekit timer increase to hooks being 70 seconds
    • The fact that there are farm more anti-tunnel/hook based perks than there are anti-slugging perks. And the anti-slugging ones aren't that good
    • Patch after patch of not addressing the speed of generators in relation to how long it takes to chase survivors
    • Having to worry about flashlight saves
    • Having to worry about pallet saves
    • Having to worry about flashbang
      • which is bugged right now BTW to be uncounterable
    • Having to worry about sabotage
    • Having to worry about body blocks
    • You get the same generator pressure leaving them on the ground that you do hooking them
    • The fact that it takes 20 seconds to hook a survivor
    • Its more fun as a killer because you get constant chases.

    No offense, but that video basically confirms that slugging helps avoid survivors’ perks and being troubled by the mechanics of the game.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883127#Comment_3883127

    I still maintain if theyre gonna fall back on bots, bots should be super buffed with teammate support perks added to their kit that killers can't ignore. My list would be:

    • We'll Make It
    • We're Gonna Live Forever
    • Shoulder the Burden (no other downsides and 2 uses)
    • Babysitter
    • Bot gets the effect of Quick Gambit for all survivors, and is stackable.

    At that, the bots do their job of effectively supporting the Survivor side and actually have enough buffs that they are a tangible threat to killer success.

    I 100 percent agree with this. Also, I would add that bots should start off with flashlights.

  • @DNet89 said:

    I don't know why the upstairs library isn't open. Killers auto hook so we don't have to worry about boil over

    I was about to say like ‘is this a place where I can petition for upstairs library?’

  • @XtremeDBD said:

    Again as i said in various posts of clearly inexperienced players complaining abt something thats their own fault or out of their control, the bots are not the problem, The players are. The lack of mmr in 2v8 means bad teammates. Killers also have really hard times tunneling out any survivor, since they essentially have to find them after caging. Getting found after being fully healed and sent at least 40 meters away fron both killers is simply embarrassing on your part. And correction, bots are always on gens. That is all they do, and its their intended purpose to counter dcing players while real players take on chase.

    I have not seen a single attempt of tunneling once out of the 10 survivor games i played, 9 pf which i survived and majority being 6 outs or more. One match i played agaunst a wesker and legion. I had over 7 minutes of chase time between both killers, BECAUSE theres no mmr, WHICH MEANS anyone in your lobby can be any level of experience. This gamemode is survivor sided, it just keeps getting better and better for survivors, now being able to straight up REMOVE STAGES COMPLETELY FOR FREE!!! Theres no excuse why any combination of killers should be preventing a minamum of 4 outs a match, that is on you and or your teammates

    Okay, so first off, killers are running across the map to find the cages after hooking a survivor. A caged Survivor may have two or three survivors running to go save and heal them. This has been the norm ever since they made the cages more stationary.

    Secondly, the bots don't consistently do anything. It would be nice if they were more goal-oriented, focusing on a single task, whether it's saving survivors or working on generators. These bots behave differently than those in the normal game; if you're healing a survivor, they just walk up against you instead of going to the other side. They need to make the bots the same as the ones in the regular game.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880893#Comment_3880893

    DS is fine right now, are you implying that DS in its current state is too strong?

    @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882402#Comment_3882402

    Hook grab removal has been a long time ago. Shoulder the burden is in almost no games, for real. Pain res is still strong.

    Deliverance is also rarely used and is yet the most oppressive and powerful survivor perk.

    Pain Res is not that strong anymore after the 5% nerf. It's okayish and probably would hold low A-tier. Eruption is the only actually still very good regression perk.

    You sound like someone that uses "meta" only. I encourage you to look beyond that. You can play however you want of course. I dont slug because i see no reason to do so. My builds still work like they used to work.

    my opponent plays meta, why should i handicap myself to suit their agenda? And i slug because that's basically necessary part of Oni's power.

    My build used to have Pain Res constantly, but after many matches with the post-nerf version of it, i dropped it for Eruption.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882406#Comment_3882406

    Weren't you complaining about DS the other day?

    yes, i was. DS was tweaked in a way where it became even more powerful against majority of killers it was already strong against, while the core problem of it against Billy, Nurse and Blight still remained. There was a way to make the perk be much better against Nurse, Blight and Billy while not being even more powerful against other killers but hey, i guess "casual" players know better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882414#Comment_3882414

    what exactly is wrong with my statement? People literally feel the full freedom to play soloQ in ways where they are actively sabotaging their team. People in SWFs won't decide to just troll if the rest of their team isn't trolling, people in SWF won't give up if the rest of their team doesn't want to. Why? Because they know they are playing with their friends and they don't want to throw the match for the whole team to fail.

    On top of everything, every single change implemented to help soloQ often isn't even utilized by people in soloQ at all.

    Now again, what's exactly wrong with my statement?

    It’s more complicated than that though. Throughout the years that I’ve been playing, I’ve seen them Nerf the very things that are good counters to the different metas that pop up for killer.

  • @Leon_Loves_Cheryl said:

    1 bot per match is a terrible idea. Killer queues are already 15 minutes long. If anything we need more bots.

    It sucks for survivor though because the bots aren't fun to play with. BHVR either need to polish the Survivor AI (very difficult work, making good AI isn't easy) or implement much more powerful incentives for Survivor (iri shards for example)

    They need to make them as good as the bots in custom. Those bots can blind me the second I pull the hatchet back as huntress.

  • @Nazzzak said:

    This is a game I just had. A Mikaela bot who is apparently programmed to prioritise chests, as she just pushed against me as I tried to open one instead of just hopping on a gen right next to us. Then the Jonah bot in the background of the second shot, just repeatedly vaulting that one vault in the background. He was just doing it over and over (cbf uploading the video but i have one). There weren't even any killers around, why was he doing that? This is why people hate the bots 😑

    https://us.v-cdn.net/6030815/uploads/SJFK2KTZARMO/194f2bbf3c253-screenshoturl.jpg

    https://us.v-cdn.net/6030815/uploads/YFXFMKX104HP/screenshot-20250211-100018-ps-app.jpg

    I had a bot who walked over and teabagged while I was healing somebody. There was another one that was like walking against my butt instead of walking around to the other side to go heal the person.

  • @ThatRyanB said:

    Hey there folks. Popping in here to let you know that our Community Team is treating collecting and sharing feedback with the team as our top priority today. While I'm seeing general comments about how folks feel about bots in here (which we are also sharing with the team), I'd also love to dig into the specifics of how you're feeling, as these can often be the most useful feedback points.

    If there are specific instances of bots doing things that you've liked or have found disruptive in 2v8, I'd love to hear them.

    I think something that would significantly improve the bot experience is if they like take hits for you and try to more aggressively pallet save.

  • Well, just keep the bots but make them like flashlight toxic S- tier level crazy MFs.

  • @Raptorrotas said:

    "Intended gameplay is to use hooks" ; so why arent survivors picking up the slugs? Thats "intended gameplay" too. Just pick up the downed survivor. If you can spare the time to unhook you got the same time to help up.

    Maybe devs should look into just instant sacrificing all survivors if all survivors are incapacitated beyond recovery again

    But I'm on the ground with three other people. We are lying there slugged, waiting for the game to end because we're just bleeding out. The killer is spinning in circles.

  • Is this a complaint about the last person finding hatch?

  • @angel_pellegrino said:

    And let me explain why. I've never had a bot refuse to do gens, creep around the map and hide in lockers all game, wait for me to die so they could get the hatch, sandbag me so that I get hit and not them, become besties with the killer or send me a salty message after a game. In fact, I can think of multiple games where the addition of bots would have made the game more enjoyable to play. The truth is that in soloq, especially for newer and casual gamers, a bot is often a far more reliable teammate who can keep the killer occupied longer in a chase.

    I can't help but think that some of the people who hate bot teammates the most are higher MMR, and are used to the strongest survivors bringing the strongest builds with the strongest add ons. So their experience is completely different than someone still struggling through low MMR hades. When you've had multiple games of soloq teammates playing like they just started the game five minutes ago on dial up internet on a toaster, the idea of playing with bots isn't all that upsetting.

    Thanks, Behavior. With bots actually doing gens, unhooking before I go on death hook and taking chases longer than two seconds, the game might actually get a bit more enjoyable for me.

    I'm feeling like this original post might be intentionally misleading, but I could be wrong. I've had multiple occasions where bots wouldn't jump on generators or stayed away from the hook, refusing to rescue me until they are healed. Plus, causing queue times to increase puts pressure on the developers to keep the game active. If you use bot-fills, there's litterally no need reason to balance anything. If the goal is to create a killer-only game, then I guess this goal would have merit... unless they also bot-filled the killers too.

    I am always skeptical when I read posts that use 'solo' or 'SWF' to support their argument. For instance, when someone mentions that players are hiding to find the hatch, is this during the endgame with only two survivors left? Is the Killer proxy camping? Is NOED active? If you can cleanse the totem, unhook the survivor, and finish three generators, that's impressive, but details matter.

  • @TonTon said:

    i dont think Hag would be able to keep up Trapper barely can

    I like playing trapper in two vs eight, so I feel that it could be cool.

  • @SoGo said:

    Here is my idea of what Spine Chill could do:

    • This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    • For every 12/10/8 seconds of your aura being revealed, gain a token, up to 2/3/4. Each token delays the revealed aura by 1 second.


    (Explanation: If you have 4 tokens and the killer uses an aura reading perk, he is still able to see your aura, but not where you are currently, but where you were 4 seconds ago. The aura reading also starts and ends later, so the duration of the aura read stays the same.)

    I like this idea. Maybe it could be something that they could think about for distortion too.

  • @WolfePhD said:

    I will die on this hill, and I do not care.

    The perk is called Spine Chill. If a Survivor aura is read, the Survivor should feel a chill down your spine if they have the perk.

    Why does Spine Chill activate if the Killer has line of sight? Current flavortext: An unnatural tingle warns you of impending doom.

    A killer looking right at you … gives you an unnatural tingle? What sense does that make? Send it back to the Perk Workshop.

    The current Spine Chill isn't the same as the original. Killer mains might be pleased when a perk gets changed, and there can be a lot of what-about-ism, but I just hope for perks to remain functional. While the old version made it hard for killers to sneak up on a survivor repairing a generator, the perk is clearly useless now.

  • @Daniel_Silva04 said:

    Nah, the duration is already very short and you can almost never take someone down in time. And you can go into the locker so the killer doesn't know where you are.

    That still doesn't address the initial comment. I'm not asking for aura reading availability to be reduced. I'm just suggesting that if the perk "Friends Till the End" is equipped, the obsession should change to a new person each time.

    For example, imagine Dwight is initially the obsession. Once Dwight dies, gets hooked, or unhooks someone, the obsession should transfer to a different survivor, spreading the pressure and creating dynamic gameplay. This way, players can't always predict or strategize around a single target, making the game more challenging and engaging.

  • I don't mean any offense to killer mains, but tunneling, camping, and slugging are easy and low-skill tactics that some killers rely on as a crutch. A player might have several hours of gameplay, but if they never move past these tactics, you could find a 5k hour player still using them.

    Similarly, survivors who never learn to loop well, use flashlights, or attempt end-game unhooks, and instead rely on hiding throughout the match, can also be seen as relying on low-skill strategies.

  • I feel like moving the generator slowly might not be worth it, unless one can work on it while they’re moving it.

  • It took them a long time to change the description for spine chill too.

  • @KingdomofHeaven said:

    Sadako and good guy were amazing until behaviour devs robbed their power and addons. Thank you survivors for complaining now I'll never get to enjoy playing against them because I never see them again.

    Which version of Sadako are you referring to—the one that was briefly buffed and people were abusing the condemn power process, or the earlier version?

  • @MooGoesTheTree said:

    9 years later and SWF is still untouched. It's asinine to ignore the issue when they got all the tools and experience in hand. Killer leaving the first chase only for the killer to get outchased again by another because there is no weak link in the group.

    4 or 3 good players can already decide the outcome for the match. If 2 and 2 survivor parties in a group are evenly matched, or sometimes even 4 solo queue survivors? Good luck, killer, you'll need it.

    It's about time for SWF to receive some nerfs. Debuffing the team is the only option.

    Most teams have specific roles for players to help advance the game. By understanding these roles, you can target the players who truly drive the game forward.


    Regarding SWF, skill development is the only effective countermeasure, which is why developers haven't modified it. Identifying team players from non-team players pregame can be challenging for Behavior. Even if you introduced a proximity mic feature, enforcing its use would be difficult.

  • I imagine the main reason people do it is because they want to give the last person a chance to escape through the hatch. I agree that if they kill themselves on the hook near the beginning of the match, it definitely sucks for everyone else. There may also be some sour feelings when other survivors ignore them, and they end up on the second hook status. This makes the game a whole lot harder for the individual survivor, who will now be the main target for the killer once all the generators are finished.

  • Those are all already some of the stronger killers. Increased projectile range would be insanely op for the Unknown. Maybe giving the trapper some extra traps wouldn’t hurt.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873061#Comment_3873061

    Unfortunately using the box is important for Pinhead for several reasons. It's half his entire kit, he gets info, he finds a chase target, and he gets some slowdown pressure that way. And him being able to interact with the box at the start and even juggle it is actually, fully intentional by the Developers as it's really no worse than being hit with Lethal Pursuer is. No matter how annoying some Survivors may find it he is supposed to be able to do that and it would actually be very unfair to him if he couldn't.

    If you take away Pinhead interacting with his box, you not only gut him - you destroy him by removing half of his power. It would be like if BHVR decided to take away Dredge's ability to interact with lockers in any way, or took away Ghostface's ability to crouch, or took away Trapper's ability to pick and re-place his traps at all (without the addon for it).

    I don't want to make any judgement calls about you or your skills, but it seems like by this post you either don't play much Killer, or don't play Pinhead. Nobody who has played this character would ever suggest removing half of his kit this way.

    My suggestion doesn't eliminate the box or the ability to slow people down. It simply reduces the lethal pursuer's access multiple times throughout the match. I understand that those who regularly use the character may have a different viewpoint.

  • I don't think they would be gutting him if they made it so he can't interact with the box. If he downs someone holding the box, then it will activate; I feel like that is fair. It kind of sucks when they go and activate the box right when the match starts.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436889/killer-behaviour-is-appalling-during-events

    Don't worry! Soon you'll have bot teammates to help with event queues after killers drive most of the playerbase back to regular matches.

    Maybe the answer is to send all of those low skill killers to bot rooms then.

  • I get ya. I try to mislead them with my movements, but the I feel the perk still heavily favors the killer.

  • @Saiph said:

    The goal of MMR is to create balanced matches, not to "reward" players. You're effectively suggesting that someone who slugs and 4k's every game should be put against beginners.

    @BasementDweller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436791/rework-killer-mmr-for-hooks

    Yeah sorry but this suggestion was not thought out well.

    Your vision of punishment is more like a reward, killers that don't want to deal with swfs or good looping survivors will just slug and go for low MMR matches.

    New players are put into low MMR from the get go so instead of going against another new player they go against a 5k+ hour nurse. Which by this just destroys the whole point of MMR.

    @BasementDweller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436791/rework-killer-mmr-for-hooks

    Yeah sorry but this suggestion was not thought out well.

    Your vision of punishment is more like a reward, killers that don't want to deal with swfs or good looping survivors will just slug and go for low MMR matches.

    New players are put into low MMR from the get go so instead of going against another new player they go against a 5k+ hour nurse. Which by this just destroys the whole point of MMR.

    I didn't mean to offend anyone. My immediate thought is that perhaps the 5k+ hour nurse could benefit from getting matched with some newer players to learn to play the game better. And no offense, but slugging is quite easy, especially against flashlight squads.

    As for other options, I've heard some people suggest a surrender option similar to League of Legends.

    This might cause some to surrender due to a dislike for the killer character, but either way it would help reduce wait times for killers.

  • @TonTon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871062#Comment_3871062

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871060#Comment_3871060

    When it's a 1 hour plus wait time the only experience is a waiting sim and since survivors refuse to give it a chance in the first even with the massive buffs they got they have only themselves to blame that this is happening

    Massive buffs??? lol.

  • @isthatmar said:

    honestly, i dunno if people even care anymore, but apparently this is a legit game tactic. and it upsets me a little. im asking you all, genuinely. what do you think of this whole 'slugging' thing? personally, i'd rather see my screen say 'the entity hungers' that slug people and be lazy

    I rarely ever play as Killer. In one game, because I didn't want them to open the gate that they all went to, I slugged everyone. I managed to hook two of them, but the other two crawled off, and in the chaos of the lights out event, I couldn't find them. I'm sure people can list off reasons why they think their slugging was justified. What upsets me are the people who do it every single match on purpose, and then just bleed out the survivors.

  • @danielmaster87 said:

    Yeah, they didn't "destroy" Distortion, as people claim. They changed its activation condition to be chase-based, which forces you to have SOME interaction with the killer to get your stealth perk, instead of hiding in terror radius which was just a perpetual feedback loop of stealth.

    I must remind people that most good survivors really don't care if the killer sees their aura. They don't care at all, because they know that if the killer comes they can simply loop them. They might not be invincible, and may go down eventually, which is bad for them if they're on death hook. But otherwise, it's as I say: Just because the killer sees you doesn't mean he gets you (at least not in a reasonable amount of time).

    If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷‍♀️ What do you do when that happens in other games, exactly?

    Is that just semantics for “destroyed?” It's especially negated by all the killer aura perks. Any one or two stacks you gain from jumping in front of the killer with an "ooga booga" or "neener neener" completely negates the perk's purpose and function.

    Killer mains protested to remove the perk because they wanted to boost the effectiveness of Friends Till the End. The big complaint after Chucky's release was how much Chucky users hated distortion.

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