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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @King_Viper said:

    Borrowed time should be given to the person who brings the perk. Nobody used is anymore with the base bt. but If I bring bt I should get it while being unhooked. not the other way around.

    You realize that OTR is a better version of BT for yourself that you can bring right?

  • @psycho_kittenss said:

    Honestly feel like the wraith shouldn’t be able to see survivors while he’s cloaked but will be able to see scratch marks and stuff like how the spirit does while she’s phase walking

    That would be ridiculous, the survivor can see wraith when he is cloaked, but wraith wouldnt be able to see survivors.

  • @C3Tooth said:

    When 1 survivor die. If 3 remaining being injured.

    Dwight being chase for 50sec. Meg and Clau spend 50sec to heal.

    Dwight down and hooked. Meg go to unhook and heal for 24sec. Clau being chase.

    16sec already create this loops. 24sec makes it totally impossible for Gen to progress.

    Gen/Healing time being short makes the game goes so fast, but being long makes it impossible for remaining survivors to escape if at least 1 of their teammate dies. So I have this in my mind:

    4 survivors should not be so strong, and 3 survivors should not be so weak.

    I really think the number should be nerfed more for 4 survivors, but buffing up the more survivors die. It will not stop Killers tunneling, but it will make tunneling less meaning.

    You know what would be kinda cool, if healing time scaled based on the number of survivors left in the match. Something like:

    4 survivors = 24 sec

    3 survivors = 16 sec

    2 or less = 8 sec

    It would be the best of both worlds, rewards the killer for spreading pressure, and at the same time punishes them a little bit each time they eliminate someone.

  • @MrFirbyll said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383841#Comment_3383841

    Yeah I edited it I was really respectful hopefully it will be back on.

    Sometimes edits also get caught in the forum spam filters and you need a mod to pull them out

  • @BougieBlackChick said:

    It was on the bad ham map. This bill was hiding in lockers and creeping around the map the entire match so I was already annoyed with him. I got out of a tight spot when the killer went afk, so I ran up to the room in the main house with the gen in it. I was gonna heal myself there with my medkit and jump on the gen after but when I got there another Bill was already on it. I started healing myself and was gonna leave then the other bill showed up and tried healing me. At that point I wanted to just finish healing myself so I kept saying no and pointing for him to move and he wouldn’t. He blocked the door, kept attempting to heal me and even the other bill who had popped that gen couldn’t get out.

    I kept shaking my head no and pointing at him to move and he kept us both hostage for about 2 minutes before he moved just enough for the bill to leave but kept me body blocked there for another 3 minutes just putting his item up and down and 3 crows circling his head.

    Seriously? What the ######### is wrong with some people? You’re literally trolling and trying to sabotage someone because they don’t want you to heal them? I swear some of the people who play this game have psychopathic tendencies.

    Before anyone brings it up, it doesn’t matter why I didn’t want to let him heal me. The fact is I didn’t and it doesn’t justify body blocking me and holding me hostage. If someone doesn’t want you to heal them, go find something else to do. We still had 2 full gens left in the match that needed done and that was how he chose to spend his time.

    Record and report, topic done

  • @Sweet_Potato said:

    Quintessence of OhTofu's review on the upcoming changes starting here:

    https://www.twitch.tv/videos/1774914286?t=00h51m30s

    Regardless the entitlement of biased killer mains all people who understand how this game works say that the healing change is just horrible for this game. If it come live killers will have to wait 30 minutes in their lobbies for the next easy mode 4k cuz noone will wanna play a boring m1 holding simulator anymore.

    I'm not usually one for conspiracy theories... However I can totally see this 24 sec healing being walked back to only apply to self healing with a "See, we listened to your feedback" post.

  • @TigerSnake said:

    Self healing only takes 24 seconds, altruistic healing will remain at 16. Call of Brine goes to 150 instead of 125, and leave Pain Resonance, Overcharge, and Billy’s engravings alone FFS!

    Honestly they dont even need to reduce COB, all they need to do is make COB and Overcharge not stack together and they would be fine.

    Edit: forget to mention that I agree altruistic healing should stay at what it is.

  • @Pulsar said:

    I would support keeping the nerf to PR if it would no longer be a Scourge Hook.

    Super agree.

  • @ABI132 said:

    I'm so tired when the survivors waste my time standing in the gate and waiting for me to come there and drive them away.Can you turn off the penalty of blood points and emblems for prematurely ending the game when they are all already there?😆😆😆

    It doesnt even have to end the game, let the killer leave, and let them waste their 2 minutes butt dancing in the gate area.

    And it should go both ways when slugged at end for survivor let them leave and have the afk slug still bleed out for the normal time so killers who wanna slug everyone to death can waste 4 min of their time.

  • A perk that just tells you you triggered Killer instict sure, as long as it doesnt block it I could get behind that.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378535#Comment_3378535

    Depipping is the problem here. And not everyone here has friends who play this game anymore. Easy solution is to just remove it then people can just enjoy and play the game.

    Ok well then lets get rid of the DC penalty while we are at it, it unfairly punishes some people.

    There're plenty of ways to find group of like-minded players, thats a pretty lame excuse

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378486#Comment_3378486

    But you could remove depipping and convincingly lose all you want without worry.

    Yeah your right, every single game that I lose 3 gens on the first down as the killer could just afk at the gate and not have to worry about depipping until I get a match that I get 2 hooks before the first gen pops while all those other survivors ars stuck playing gen simulator.

    @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378478#Comment_3378478

    De-pipping is an unhealthy mechanic. Me and other players I know are much more likely to dodge lobbies if we have pips to lose. I become very judge-y of my potential teammates when I have pips. Too often I've had matches with bad teammates who give up or refuse to play, and even if the killer feels bad for me and gives me the hatch I still depip because the match was such a mess. If I play a match and depip, I turn the game off and often avoid playing for at least a week. It's bad enough to queue up just to be at the mercy of a bunch of teammates who AFK in lockers or crouch around the edges of the map, but to lose progress because of it? DbD can screw off. I get far, far too many of those kinds of matches.

    If I have pips, the worry of depipping overshadows everything else about the match, and it makes the entire experience of playing not fun. Even winning and pipping isn't fun when depipping is a possibility. The whole thing chases me away from playing the game at all.

    Thats an interesting point at what rank do you start to actually think about that I'd bet its not bronze or silver but up into Iri/gold feel free to correct me If I am wrong.

    Regardless how is removing depipping and increasing the number of people who first hook suicide going to help your game experience? How will you pip when a killer gives up and doesnt interact with you and you cant get points in half your emblems anyways? If bad teammates are your main issue then get a group play together to pip up and then once you've done it go back to solo queue, thats a problem with a pretty simple solution.

  • @Latenna said:

    My game was disconnected today when WiFi reseted. There must be a way to recognize when users intentionally disconnect vs connection issue — players should not be locked out of matchmaking for the latter.

    Ok how?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378478#Comment_3378478

    This might be a surprise to some, but if someone is willing to give up then they’ve already mentally signed off on losing a pip. Losing pips is just yet another example of antiquated mechanics and design overstaying their welcome.

    Not true I will rarely give up on a match especially in bronze/silver because I can lose convincingly and still safety pip, I am much more likely to give up in gold/iri because I know if I lose convincingly I will depip for sure, so there is no point in trying and Im better off trying to move on to the next match as fast as possible.

  • @Deathstroke said:

    Ranks don't exist anymore depipping needs to be removed. Grades are only supposed to show playing time not skill expression or luck. You can't control if killer decides to tunnel you out or facecamp you. You can't control if survivors will gen rush you with strongest tools either. Both things are out of your control and result often depipping.

    As always I will state my basic point, depipping has value.

    I will agree that safety pipping should be easier, bronze/silver should have the bronze safety pip requirement and gold/iri should have the silver safety pip requirement.

    However depipping is currently the only punishment for early game hook suicides, and also gives someone a reason to keep trying in a losing match.

    As an example lets say your playing killer and get matched against a much better team and are getting stomped, what is it that you are continuing that match for, provided you dont DC because you wanna avoid the penalty.

    BP -pretty irrelevant because your getting stomped you wont get much anyways.

    Fun - probably not having much of that while your getting stomped and probably bullied.

    Pride/Spite- this will obviously depend on the person

    The safety pip - is one of the few legitimate things to actually strive for in a losing match.

    If you didnt have to worry about depipping at all ever, whats to stop survivors from letting go on hook in a losing match or a killer going AFK at the gate in a losing match.

    If the safety pip requirements were lowered as I suggest depipping would be much more rare and as such much less painful wen it does happen, Rarely is it complained about in bronze/silver, it is usually in gold/iri that it becomes a problem.

  • @dollidahlia said:

    What are you talking about?

    Whining about people spending money on the game cause FOMO.

  • @Grum said:

    And BHVR has known about it internally for the past two years.

    Wonder when that's getting fixed?

    People have been getting ddos'd since before behaviour was a company as well dont forget about that.

  • @Iron_Cutlass said:

    Gaslight, Gatekeep, and Gamedevelopment... am I right?

    In all seriousness, BHVR could have addressed the issue in a significantly better way that does not undermine the experiences of others.

    https://twitter.com/DeadByBHVR/status/1638631791111319553

    So you are telling me, that these DDOS Attacks that many people have been dealing with (streamers and content creators), are actually just "correlating to a crash"... but you "fixed in our last update"... but people are STILL experiencing DDOS issues or "crash" issues, weird.

    Listen, I have nothing personal against you BHVR, but after being cyberstalked and harassed/DDOSed for literal months, I have no reason to feel anything but anger and frustration when you never actually fixed the issue to begin with. It, to me, just feels like some weird form of gaslighting. I normally try to be positive but this is just too much for me, this is where I draw the line.

    I mean to be fair and Im not siding on either side, all that statement says is that they havent found a source of personal IP leaks in their system which is actually pretty reasonable as the IP could totally have been gotten through steam or other means.

    The fact that all they see is a crash is also pretty reasonable as a ddos attack generally goes through your ISP directly to you so in their system information it would just show up as a crash.

    Saying its fixed may be slightly misleading but if the IP isnt being leaked on their side, then there really isnt anything to be fixed anyways.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377125#Comment_3377125

    But i have Whisper in B tier. Also, iron maiden is in B because of Huntress and Trickster.

    About NOED i simply cannot agree, in tournaments its one of the most popular perks and the comeback potential is really big, it's basically a guaranteed down that changes the entire match when in play. Yes, it's easier to find, but it still needs to be respected. Combined with no way out becomes a nasty combo. You can argue A, but for me it's an easy S tier for Killer, really reliable and easy to use and get value.

    Iron Maiden may be B tier on trickster and huntress but its D tier for sure on pretty much everyone else

    As for NOED in a best case scenario your right it can be S tier however in plenty of scenarios it can also be B tier, and in alot of cases it can be D tier. Hence why It really should be in B tier, If you are only going to consider the best case scenarios plenty of perks can move into S tier that you dont have there right now, Mad grit is an S tier perk if you go against a bodyblocking SWF, or the whole team bodyblocks a hook to stop you from tunneling for example.

  • @King_Viper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375187#Comment_3375187

    maybe increase chase bp and take the limit off them as well.

    If you do that then the same issue arises as less people do gens because they can just get uncapped BP from playing with the killer instead of doing gens.

  • @BlueHorkew said:

    Well, since we are going to have to perk patch in a few weeks, i thought i would share my personal opinion by ranking all the perks in each role.

    For context, i think that until B tier the perk is ok or decent. Everything below either has better options, weak or might actually hurt you. None of the tiers are ordered.

    Wonder how things will change in the next update.

    https://us.v-cdn.net/6030815/uploads/D0JPGVEU56IC/my-image-283-29.png

    https://us.v-cdn.net/6030815/uploads/4PRZK1TGE68H/my-image-282-29.png

    Looking at you killer tiers I definitely disagree with quite a few.

    At the top end NOED and BBQ are both B tier at best. Corrupt is only S tier on some killers and should probably be A on most. Overcharge and COB are essentially the same perk both should be S tier. Whispers should be B. Shadowborn and Iron maiden should be C. And both Unrelenting and dying light should be moved up a tier.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376324#Comment_3376324

    what things do you think mmr should include at base level?

    The basis of MMR being based off just kills/escapes is a huge flaw at its core, as there are lots of actual skill elements that aren't adjusted for at all.

    Build strength and synergy is a pretty big glaring one, which I will admit is difficult to adjust for because it can be changed up until the start of the match, although that could be fixed by not allowing changes or only allowing changes within your preset builds provided they are of a similar/weaker strength. This will probably require some examples.

    Every single thing would have to have a base strength value, Which would be a process to determine.

    Lets take Blight as an example, there is a huge difference between an alch ring + C33 Blight, and a Blight running no addons or random brown addons. This currently isnt factored into MMR.

    In terms of a build lets take COB, overcharge, nowhere to hide and lethal pursuer.

    Take each perk on its own, all by themselves are decent perks lets come up with a base for each perk:

    COB and overcharge are basically even on their own the only real difference is one is better short term the other is better long term, so lets say each on their own is worth 50 points.

    Nowhere to hide by itself is ok but not nearly as strong as COB or overcharge, so lets give this one a 20.

    Lethal by itself probably falls somewhere in the middle lets call it 30 points

    So put them together that would be a 150 point build. Thats no good because of perk synergy Lethal makes NWTH approximately 20% better so both need to be boosted lets say 10 points each, COB + overcharge are lets say doubly effective together making both 100 point perks, throw another 30 points on NWTH because of its synergy in kicking gens as well and now your at a 300 point build.

    Now lets do a full aura build as a contrary example, Lethal, BBQ, Darkness revealed, and nowhere to hide.

    Again we start wth lethal at 30 points, NWTH at 20 points.

    BBQ in a vacuum is actually fairly weak at a base level so I am gonna call this one 10 points.

    Darkness revealed is probably somewhere in between BBQ and NWTH, so lets call it 15 points.

    So we start at 75 points and we can still add the 10 points for the synergy lethal has with NWTH, with BBQ and darkness revealed you have additional synergy with weaker perks so add another 5 for each making lethal 50 points in this build.

    Since our Aura perks only have synergy with Lethal we add that synergy to each perk so NWTH becomes a 30 point perk, BBQ goes to 15 points, Darkness revealed jumps to 20 points, giving this build a total of 215 points.

    As to how build switching would work you could switch from the slowdown build to the aura build no problem as it has a lower point total but not vice versa because the match was created based on the strength of the build, the only way this would work is if the point difference in perks was made up in a point difference in add ons.

    Now obviously I'm one person coming up with strength numbers on the fly, and there are so many interactions to consider, but I will point some basic ones out that pop to the front of my brain.

    Darkness revealed would get a synergy bump on huntress or trickster, because they open lockers more often.

    STBFL would have additional synergy on killers that can avoid the downside like Nemesis, Demo, Pig or Trapper.

    All slowdown perks would get a synergy bump with Pig because of the slowdown of her traps.

    Aura perks would get a synergy reduction with Twins because Victor cant see Auras. This is a weird one that goes the other way.

    Meme addons that make a killer weaker would potentially have a small negative point value. Lets quickly look at the 4 jaw addons for Trapper,

    Rusted jaws apply Mangled which is solid call this a 10 point addon

    Lengthened applies deep wound which is still solid this can also be 10 points although you could argue this should be higher than mangled and you could definitely argue for 15 points.

    Serrated applies hemorrhage which is worse than mangled so you can argue for 5 points but I think this is so minor that I think this addon is safe being a straight 0 points

    Padded jaws removes the health state removal of the trap making them much weaker so this would be -10 points toward build strength.

    On the survivor side Built to last is a fun example because its base strength would be 0 points, and its synergy value would be completely based on the Item strength value that you bring.

    Being in a premade SWF group would adjust your MMR based on how many are in the premade whether full, trio or duo, also taking into account perk synergy across the group.

    This paints a fairly basic idea as to how this could be Implemented, it would be an endeavor to implement, but would allow for much more accurate matchmaking.

  • @Ghoste said:

    Had this happen to me recently. Dude stood there for 30 minutes. Maybe it isn't technically against the rules, but it is hella lame to just stand on hatch. Killers really be desperate for the 4k.

    And what did you do when you saw them standing on hatch, that was worth wasting 30 minutes of your time doing? You complain about the killer being desperate for the 4k while you are doing the same thing desperate to escape yourself.

  • @Skill_issue said:

    You might find easier matches doing so for now but that doesn't fix the game in the long run...let bhvr collect their data so the game can get balanced.

    have you no empathy for that poor new killer who has just 10 hours in the game and gets thrown into that swf group with more than 5000 hours between them?

    it is getting to the point that we are bleeding the new player base and they won't stick around(we still should have had the numbers from the first resident evil dlc but that dwindled).

    So what are your thoughts on lobby dodging?

    There are a multitude of reasons why someone may dodge a lobby that have nothing to do with just "wanting an easier game" as @Pulsar and others have said. If you really wanna see mine you can look them up in his other thread where I posted several.

    The games MMR is very flawed and barely works at any given time anyways, mostly because it is based on a flawed concept to begin with, but also because it doesnt consider many things it should at its base level and prioritizing queue times over quality matchmaking is problematic and a better middle ground needs to be found to achieve a better result.

  • @EandM said:

    This is my first discussion in this forum account, so I am not very familiar with things, but I do feel like we need to talk about the DBD mobile, NetEase, the players, content, MonetIzation, and the possible daylight robbery.

    (be wary of grammarly mistakes, also I am Introvert, please keep It cool at comments, I am easily frightened and panicked while writing things like this)

    (here I do not mock any company, I am discussing about what companys did and what could be done and how players are effected, altough I did not target a company to mock down, I targeted NetEase and what they did to DBDm as the discussion topic and center of feedback)

    (this post is not a mockery, a feedback and discussion)

    [I am scared of making It to jail(or anything that is related to law that can get me in troubel) or ban, If so, please have mercy]

    My Experiances:

    I played the DBD PC and when I burnt my PC's hard disk(RIP) I got to hear about DBD mobile and I decided to play It until I got my PC fixed, and I liked It overall, It was smooth, and fun to play and It was just DBD but in your phone, Updates were rarely received but It was ok, MonetIzation was fair and players were nice, or there was no chat at all. And It had a small community that were a part of the DBD community, and people were enjoying the DBD mobile Until the time that we stopped getting updates.

    when the devs stopped developing:

    when we got our regular update with Mikeala and boons, DBD mobile team announced the newer version of DBD mobile in development with Netease, and after a while they stardet a beta testing, and beta was fine, old game was still on and the ones that did want to keep playing the old one kept playing It, few people were scared of the possible loss of progression but It was announced that we were going to be able to migrate our progress after the release, and waited like 2-3 months for the newer version to be released.

    When the DBDm ''New era of horror'' came out:

    here are the list of problems:

    Gacha: yes, they put gacha in the DBD mobile, the way that the gacha works is ?ok?(yes but no);

    There are 6 cards and the entity shuffles the cards, and you flip cards to unlock Cosmetics in the exchange of sinister stones, 3 of the Cosmetics are low rarity sets or single Cosmetics and other three are high rarity sets, But The Problem is that sadako and yoichi are paywalled and locked behind gacha, and Instead of sinister stones you have to pay 100 auric cells for the first flip, 200 auric cells for the next flip and 300 auric cells for the third flip and the chances of getting a good Item in the gacha is pretty low. And sinister stones are expensive af.

    Paywall: Released characters are paywalled, and locked behind gacha so people can spend money to get them early, no need to mention that there are rumors going around that complains sadako's moving with perma Tier 2 bloodlust in the matches during the paywall(no wonder why she is so fast) and people claim that this is going to be same with next upcoming characters.

    Pay2Win: You probably heard of the Relics, they look like charms, but they have effects, and you need to grind a lot like years for them or simply pay for them, a player that has the relics earlier are going to win more and grinding for relics are time taking and tiring, the resource that you exchange for relics are different than shards and cells and they are much harder than grinding shards.

    Hitboxes: It can be connected to the lag, but lets take a look at IDV, an another asymetrical survival RPG game that has gacha and is developed by Netease, and as I played It I learned that It works completely different than DBD, hunters are camping and tunneling, hitboxes are Insane and different for each character but the worst is, hunters can hit you while you are dropping the pallet or after the drop If the pallet is just dropped, and hunters can hit you while you are at the end of the vault animation, and this is the same with the new DBD mobile;

    getting a hit trough pallets and windows and İnjust distances are not fun, and there are 2 pallets at jungle gyms(lol), but even that is not enough to protect you;

    you try to loop = killer hits you from out of the attack range we know

    you reach to a pallet = killer hits you while/after dropping.

    you vault = killer hits you

    you pre drop = killer forces you to vault back and hits you

    and this is why most the killers are running aura reading builds or gen regression builds becouse they know their advantages.

    you try to hide = killer reads your aura

    you try to gen rush = ruin + jolt + dark devotion + Eruption

    leaving survivors a frustrating gameplay, even the meta perks can't help them.

    Servers: some countrys are unable to play and they are forced to use VPN to play so, and they don't have the access to the old global which means If the game does not arrive in their country, they have to use VPN just to play with the money they paid and the effort they putted on.

    Lag: I haven't experianced a laggy İnput, but lag is associated with the hitboxes If Its not about the regular hitbox development that NetEase uses, or glitches?

    anyways, some players are experiancing laggy İnput that sometimes making It Horribly hard and frustrating to play, and many times they are kicked out of the match until they reconnect.

    ''Update'': so yes, this ''new game'' is called as an update, but! Is not even an Update

    how so?

    let me explain

    we had old survivor portraits at old global but new models / in this version, we have new portraits, old models(except quentin, NetEase knew he was ugly)

    we had new versions of maps in the old global / we have the release versions of maps in this version

    survivor hud we had in the old global had no survivor portraits / the new survivor hud has survivor portraits

    we had updated version of everything in the old global / we have the old version of almost the evertying in the new version, old perks are back, old mori is back(tunneling fuel), but the brand new part is still the updated version, NetEase knew It was going to be Frustrating for killers, generators still has their updated models.

    Animations in the old global was smooth / animations in this version dont work properly and they are... motioned? like you draw something in the every corner of every page in your sketch book and you make a animation with them, yest this is the entity and generator animations, they work like flip clips. And From Very far away, the animations just dont work, just, no movement.

    Can't you see yet?, NetEase changed the current updated content with already existing old content and released them as an update, not even a game, and people beleaive that everything is ''updated'' the only thing that NetEase did was putting Money traps in the game such as Gacha, Battle Pass, Paywall, Worse MonetIzation ETC. and they lied to us.

    and to think that they had months to develop this ''update'' is crazy and yet they chose to just add gacha Instead of real content.

    Migration and overwrote data: so we old players had to migrate our account progressions to the new version, becouse we were no longer able to play the old global we loved, so when we did so, Mikeala, Cheryl, Elodie, Twins, Cenobite, Pyramid head were missing, and we were ''Temporarily'' Compensated with shards and auric cells for certain characters, And In the mails we got It is stated that we will outo get the characters that we missed when they are released.

    But... there is a problem, why just released characters are paywalled and locked behind a auric cell gacha?

    I speculate that at this moment NetEase is expecting us to use our ''Temporary'' Compensation for gacha, and rebuy everything we had when they are released, or try to get them with our ''Temporary'' Compensation trough expensive gacha when they are released.

    Heres an another thing, Lisa and Alessa(yes they exist) mains that migrated their accounts claims that they are not compensated for Lissa or Alessa.

    worse MonetIzation: In the old Global, you would get 2 times more auric cells for your first purchase, what a good way to get people purchase auric cells and discover the benefits. but in the new version, NetEase gives you only 25% more auric cells that caps at every purchase, basically NetEase is not treating every player the same,

    the more you pay the more you get and win, the less you pay the less you win and get.

    overall gameplay: the game is killer sided, old mori is a tunneling fuel and stealth killers are waiting while camping for the bot survivor that exists in every game to unhook the just hooked survivor Infront of them so they can mori them, and also the build of bot survivors are doo doo, once I saw a survivor that runs lithe with sprint burst, no mither with self heal, and they are not even good for the match and killers take advantage of them.

    just becouse the killers are OP in chases, survivors looked for counterplays, stealth and gen rush, and as they did so, killers found a way to kill their counterplays, most popular killers are killers with high mobility and stealth, to not give survivors a moment to hide and to control the map easily with a loadout of gen regresion and aura reading, becouse they don't need chase power, they already have It.

    what survivors can do: play as the best as they can, avoid getting tunneled, hope for +1 as everyone dies for chases that can't even last a 20 seconds, while the game uses our match history to count your escape rate for each survivor, yes they are treating every survivor with different abilitys and gameplay.

    btw trickster has issues, main event blinds you, valid knife shots are not counted becouse of the lag, huntress has the same issues(I guess)

    survivor hairs are darker and most of the hairs don't move anymore, I entered depression when I learnt yun jin's hairs are black and don't move.

    chat: Salt Mine, can be more but nothing less.

    NetEase: this chinesse company is known with their games that are attractive from outside with moneytraps, and they did what they usually do, gacha.

    Frustration and Dissapointment: we waited for like months for this game- oh sorry! ''Update'', and they manage to make the game worse with money traps and fake development, game is not even developed, only few cosmetics are added, and I don't even want to talk about how the game is played anymore becouse survivors can't even play anymore.

    Possible Daylight Robbery: Stranger Things characters are not migrated, and they will never return. which means that the money thesse people spent to buy stranger things cosmetics are gone, vanished, poof!

    and people are ''Temporarily'' compensated with cells, but, they will never have a opportunity or even a gacha to get them back, meanwhile people are not compensated for Lisa and Alessa,

    The Money of thesse players are vanished, and NetEase is clearly trying to make more money out of It by pushing the player to gamble in the gacha

    Btw Halal players can't play anymore becouse of the gacha becouse Its gambling.

    Dissapeared Launguage Support Pool : in the old global, we had a large pool of translations and launguage supports, but now we only have few rn.

    In IDV, turkish and other ethnicity players were crying for their launguage support, but NetEase simply did not care about them, they did not even care about the comments that had turkish usernames, I guess they were too busy,

    but we got turkish launguage support in the old global along with a large launguage support pool, but now, all of them are dissapeared, If they copy pasted the old content, thesse old content should have the translations, but nope, they are gone, we only have 5-6 launguage supports and people are FRUSTRATED and crying for their launguage.

    What Could Have Been?

    ah so many opportunitys wasted, just for money.

    1:What Apex Legends is doing? and how DBDm could do It too?

    currently Apex Legends mobile is making Its way to a shut down, to leave Its place for the development of Apex Legends Mobile 2.0 that will have cross play across devices, hard to optimize and develop, but sounds cool, but when we think about the the player number and the models, Its actually not a very hard challenge to develop DBDm like this.

    I'll give you an example(please! Please forgive my grammarly mistakes)

    lets say a group of players qued for a match,

    Lisa(mobile)

    Zarina(console)

    Steven(PC)

    Felix(PC

    and Deathslinger(Console)

    and the map is lets say, father campell's chapel,

    just becouse thesse characters and contents were chosen, players load thesse content in their devices and wait for others to load, when they are done loading, the game begins, as lisa makes actions or moves to somwwhere, the lisa puppet in the other devices does the same but in different optimizations and graphics thanks to the Internet Connection, this is the same with other players,(this is how online games are played as much as I know)

    and Imagine the DBD being developed like this, It could couse problems but players that simply did not want to play like this can turn cross-play off, but this style of gameplay could enchant the community and make It larger, but DBD mobile would be pay2play too avoid hackers(and make the game fair).

    2:They Could Keep Developing:

    easy way to keep the players statisfied: keep developing the old global, or just open the servers again so we can still play the version we loved and Gacha could stay at asia, or they could release the old global as the ''global''

    but players are charmed by new moris and gacha skins becouse DBD PC regrets to add new moris and solid content in the past few months and that's how asia version got popular and It is made into ''new, updated global''

    E I may keep updating this post as things get more clear and I get Evidences, but I do feel like many content creators are paid to play the game and make content about It as advertisement, becouse, how did they enjoy the game? Its completely frustrating.

    by short cut, mobile version of DBD is becoming IDV, possibly a worse game soon to be shut down while It could be developed to such great lengths and people would stay statisfied with their experiance.

    Thank you for your attention and time you spent while reading, please let me know If you had trouble reading so I can catch and fix mistakes that are made, also add up every problem, evidence and truth you found so we can make It to a better result.

    Stay safe and don't directly attack me at comments, please.


    In response to your title do we really need to talk about it? Not trying to belittle or nitpick your points but Most people on this forum play the standard versions built by behaviour, shouldn't this be in a dbd mobile forum, since they have very little if anything to do with the development of that game?

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375933#Comment_3375933

    So survivor should just give killer free kill to get out of that situation. Is killer just entitled to 4K with 100% chance? Killer has multiple options in this situation whereas survivor does not have that much he can do the game is not 1vs1 with both sides equal power...They should just start EGC if killer is AFK blocking the hatch extended time that would fix this problem.

    Only fix hatch need in my opinion that it should spawn like 10-20s later than now so it does not give free escape when killer slugged succesfully for 4K and the hatch spawned exactly under the last survivor or slugged survivor could be unable to escape through hatch.

    Just for fun lets go over the options each side has. Lets assume 2nd last survivor died with 2 gens left and hatch spawns.

    So killer finds hatch first and has basically 2 options, close hatch or camp hatch.

    If the killer closes hatch with no information on where the survivor is they may be deprived of the ability to even get a chase because the survivor is already waiting at a door and if they choose the wrong door the survivor could get a free escape, especially if doors spawn crossmap.

    If the killer waits to close hatch until they see where the survivor is either by a gen being completed, failed skill check or seeing the survivor or scratchmarks and then closes hatch they actually get a guaranteed chance to try and get the survivor in a chase, even if the survivor manages to hide or escape they are still guaranteed a chance at one final chase.

    The survivor on the other hand, actually has more options than the killer in the scenario they see the killer camping hatch and the killer doesnt see them.

    1. A. Wait until the killer closes hatch and play the door game, they can use that time to potentially scout door locations and come up with a plan

    B. Or if the doors are really close try looking in chests for a key.

    2. 99 the gens so they can be popped in quick sequence to be able to get a door open.

    3. Create a loud noise notification to give away position strategically to get the killer to close hatch and then get a chance at the door.

    4. Concede the match by giving up and letting the killer kill you

    5. If full health or able to heal or have dead hard see if you can bait the killer into a swing before they close hatch and get hatch while they have no collision.

    Irregardless getting one more chase and some extra points is way more exciting than hiding and waiting by a door for 10 min for a chance to escape let alone 25 min.

    There are 2 people in the match and both are deciding to do nothing instead of prgressing the game its a stand off and both are equally entitled to be more stubborn than the other, and both are equally at fault.

  • @tippy2k2 said:

    You can do whatever you want

    Just don't be shocked when people get irked at you in the chat or whatever

    Mmmm. I love the salty tears of bad sports,

  • @sweetjumps said:

    Ok, so since you're against having another game mode.

    How would this overall negatively impact the game to add a quick play mode other than people complaining about imbalance in a game that was made to be imbalanced.

    I personally think people would flock to this mode to try new builds and to just have fun with not having to worry about losing any hidden MMR, losing PIPs or having to go against a bully squad in the few minutes a day you get to play this game.

    Take away all progression tied to this mode and guarantee people would still flock to this mode to play.

    Yep and you would still have sweaty killers to bully the survivors that juat wanna "try stuff out" and bully squads doing the same thing to killers so why bother.

  • @ThatHairyGreek said:

    As many people pointed out its not a hostage situation BUT imo this is something that should be looked at. This goes well beyond the point of typical BMing such as teabagging and hitting on hook. I could understand if he went for the Evil incarnate achievement but the reason he gave me for doing it is because a survivor put on the red forest offering. Whats more he already won the match and he got a good amount of points. I dont think there can be any defence for this behavior and im a killer main that understands what its like being on the receiving end of BMing.

    Thats why hatch needs to be eliminated and the egc should start when the 2nd last survivor is dead.

  • @Skill_issue said:

    4 survivors slugged on ground killer doesnt hook = 4 minute timeout/no chance to hurry bleedout meter

    last minute switch to different loadouts (swf specialty)

    game held hostage by killer standing over hatch and not closing it

    game held hostage by survivors not doing objectives after a set time (hide and seek in red forest time)

    call of brine/overcharge stacking

    circle of healing stacking with medkits (stacked medkits in general)

    face camping bubba

    tombstone myers (thought he was getting an addon pass after ghostface)

    thoughts? what am i missing(help me out)?

    Couple small points

    game held hostage by killer standing over hatch and not closing it

    Not an Issue just do gens.

    call of brine/overcharge stacking

    This is only an issue in 3 gen scenario, making 3 gen an issue not this specific interaction.

    face camping bubba

    I havent seen one of these in months how often do you actually see these

    4 survivors slugged on ground killer doesnt hook = 4 minute timeout/no chance to hurry bleedout meter

    This should also be coupled with survivors waiting in the exit gates/giving killer option to concede when gens are done.

  • @Iron_Cutlass said:

    I do not normally make posts like these since I feel like they fuel the "Us VS Them" mindset within the community, but I have a genuine question here regarding what I could have done better.

    Let me set the scene. It is Suffocation Pit and I am playing Ghostface (running SH: Floods of Rage, Lethal Pursuer, Jolt, Shadowborn), I am struggling to get downs and track people because I am Deuteranopia colorblind, once all generators are done, I have 6 hooks roughly and Im in a very awful position since all Survivors are not that far from an Exit Gate that is already open.

    I down Detective Tapp at a pallet, they are on death hook, and the remaining 3 Survivors are crowding around the pallet trying to go for a pallet save. I injure everyone and to spread pressure, down the Jane, quickly pick up and hook the Tapp, the Jake picked up Jane but here is 10 seconds left on EGC so I bodyblock them and they die to EGC. I leave with a 3K.

    Following the post-game chat, I ended up getting DDOSed.

    https://us.v-cdn.net/6030815/uploads/2BJ5GL976R0Z/screenshot-28428-29.png

    https://us.v-cdn.net/6030815/uploads/SD3KIIZPT68L/screenshot-28429-29.png

    https://us.v-cdn.net/6030815/uploads/4WEA4W9E3UBH/screenshot-28430-29.png

    https://us.v-cdn.net/6030815/uploads/2SHGOP9UMCLX/screenshot-28431-29.png

    https://us.v-cdn.net/6030815/uploads/JDMA27VWAR7X/screenshot-28432-29.png

    So what realistically was I suppose to do better given my situation? I am always looking for ways to improve, since I feel like even with thousands of hours my macro and micro game still needs more improvement, but I just really dont know what I could have done better.

    Outside of the ggwp dont feed the trolls lol

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375241#Comment_3375241

    I disagree. Standing in from of the hook until the survivor dies should not be a valid 'strategy'.

    Well looking at your huntress example specifically it just takes 2 people because she can only carry 1 hatchet lol

  • @Sonzaishinai said:

    Blindness has always been considered the worst status effect and in the past i agreed with that.

    The only aura reading it blocked by base was the slug and the hook aura, one easilly countered by swf and the other still giving the bubble to indicate where the hook is. Most durations were really short or tied to a hex and most survivors just didn't bring aura reading perks.

    However in time i think this very sneakilly changed. Most sources of blind last quite a good while now and between Windows, Fogwise and the occational aftercare/bond it's not unusual for there to be numerous aura reading perks in the survivors loadout.

    I've beginning to use blindness more and more now and there is a very notable difference between a windows user capability to loop when they are or aren't blinded.

    To top it of slugging is now a much stronger tactic now that unbreakable has taken a backseat on the meta. Swf can still call it out but solo's get crippled.

    What do you think? Is blindness still useless or are we stuck in the past and we really need to look at it again with fresh eyes

    Just a quick point historically speakinng prior to hemorrhage being buffed it most likely would have been considered the weakest status effect by quite a large margin, not blindness, it was probably number 2 back then.

  • @martinj97 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375146#Comment_3375146

    Agree somewhat. Just guarantee at least one chest will have a key, rather than adding more location clutter.

    No a special chest spawns open at the same time hatch is spawned one guarenteed key so you dont have to go looking through other chests you obviously can if the killer is guarding that key but at that point it would probably be better to go for a door than make a play for that key or a randm shot in another chest

  • @King_Viper said:

    shouldnt be a limit on objectives. I have been in matches where im the only player doing gens due to the 3 man swf team that spends the entire game playing with the killer. so a majority of my time in the game is un rewarded. So I max out my points and excape while the swf team gets more points then me.

    Sorry fellow King, but I have to disagree, if you are going to uncap 1 category you have to uncap them all. Why would it be fair for a gen jockey, to get tons of points and a player being tunneled and looping the killer so the gens can get done still gets capped at 10k thats not really fair, or the one altruistic player getting capped at 10k while everyone else is playing gens before friends.

  • @ThatHairyGreek said:

    Just got done playing a match against a Deathslinger. At first he slugged for the 4k which is pretty typical nowdays and he patrolled near the body . Then when he saw i wasn't coming he hooked the guy and i tried to find the hatch. He found it first and instead of closing it to start the EGC he stood in it and waited for me to come to it. I then stood by the exit gate as many survivors usually do when this happens. This went on for at least 25 minutes essentially holding me hostage in a game he already WON just because he wanted extra points. I got tired and came to him and then he closed hatch and procedeed to slug me to death. I already did an ingame report and opened a support ticket. Does BHVR usually do anything in cases like this or do they just ignore it? No killer deserves a free kill and no survivor deserves a free escape but this is well beyond the point of normal gameplay. He could easily close hatch and come straight to the exit gate to catch me since there was only one exit gate which i could feasibly be in.

    Simple solution, when the 2nd last survivor is dead start the endgame collapse like when hatch gets closed, and power the doors. Hatch will spawn closed and you can get a key from killer shack or the top of the basement stairs on maps that dont have shack, adjust door spawns to be more fair for both sides and make them spread out but not cross map and have a max range for spawning the doors and hatch from killer shack to shrink the endgame area and get rid of hatch aura effects to make for a fair short endgame.

  • @Mechanix82 said:

    I play both sides and my observations are that while tunneling is a legit strat i will admit. The problem is that tunneling is a strat with no cons. When you talk about strats in any game their needs to be pros and cons some sort of downside. Now you can say if you tunnel a good looper then you will lose which is absolutely true but most killers with any brain will find a weak looper to tunnel. Now in that scenerio which will be 80 percent of games where the killer tunnels you have only two options. Do gens and hope they stay alive long enough for real progress or take hits. Now both scenerios are win win for the killer if you do gens they get a easy out and make it a 3v1 or you take hits and you got 3 people in a chase with one on a gen and thats going to end in a win. BHVR needs to add a few cons to tunneling that even that stratagy out. What do you guys think?

    Here is the crux of the problem tunnelling can essentially be broken into 3 categories. Which I would really only argue that the first category is actually bad.

    1. Tunnelling because the killer wants to tunnel. Which usually starts at the start of the match. This can further be broken into 2 categories.

    A. Because the killer wants to be a jerk

    B. Because it makes or an easier/more manageable match.

    2. Tactical Tunnelling.

    This one is a concious descision and I dont think is problematic, this occurs when the gens are gettng done at a rate that is faster than the killer ia able to apply pressure. In this case the killer has to try to eliminate someone before the game gets out of hand.

    Alot of factors go into where this point is for each person, it depends on the killer, the persons skill level, their build, the survivors perceived skill level, the map, gen spread, and so on.

    I will give a personal example of this one. I was in a match the other night against an assumed duo and 2 others and the duo was very good, at least compared to me. 2 and a half minutes in 2 gens down most of it chasing the 2 and hadnt gotten a health state, only a few pallets. So I had to alter my playstyle I would catch and hook the 2 weaker players and proxy to try and get one of the strong loopers in a weak position.

    Much of the rest of the match was 1 on the hook and the other slugged while the 2 stronger players would play cat and mouse to try for the unhook but never fully commit to put themselves in a dangerous spot this eventually lead to me against the 2 of them at 2 gens left with most of the pallets on map dealt with and finally getting 1 of them and the last one got hatch.

    Now you could argue I played that scummy, to which I would counter with my add-onless no slowdown Freddy can only do so much.

    3. The final type of tunnelling is the mostly incidental tunnelling.

    This is where most of my personal tunnelling falls, these ones generally arent trying to tunnel, more often than not the unhook happens before they can really get far enough away to find another survivor, or they come back because the gen they went to check had no one there.

    Half the time they are picking between 2 sets of scratch marks at random, and the other half they are just picking the injured person because they have 1 less health state and the unhooker just runs away assuming the killer will chase them instead of actually blocking for the person they unhooked or because the person off the hook used their BT to block for the unhooker. This also doesnt even go into when survivors deliberately make themselves harder to tell apart.

    From here people fall into 1 of 3 camps

    1. You dont think tunneling is an issue at all its just a valid strat. Nothing can be done here they will oppose any suggestion on principal.

    2. All tunnelling is bad no matter what. Nothing can be done here either, all you get is punish punish punish, or make it impossible.

    The 2 extremes are easy to identify and basically have to be ignored equally.

    Then you have the people in the middle, usually would love to see the 1st type of tunneling dealt with while being on the fence or partially/completely understanding the 2nd and/or 3rd.

    The issue with any basekit cons or punishments is they target all forms of tunnelling regardless of validity or intent. We also know from history looking back at the 2 most common anti tunnel perks (BT and DS) that survivors will find a way to use those effects against killers even when they are actively trying not to tunnel.

    This is why there needs to be more basekit benefit to spreading hooks, you will still have the people who tunnel just to be a jerk, but if done properly, would gretly reduce intentional tunneling in all other areas, without punishing the tunneling that happens unintentionally.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372455#Comment_3372455

    Funnily enough, BHVR gave no warning about the Twins bug and they even claimed they fixed the issue, only to then realize it wasn't fixed at all. Not killswitching Twins was the wrong decision. Period.

    Looks like we'll just have to agree to disagree. As someone who had no issue I'm obviously going to have a different opinion that someone who was affected. However I still maintain, not killswitching them was the right descision. period.

  • @Pulsar said:

    I've been rather curious as to how often people are getting backfilled into my lobbies as Survivor, so I decided to record how many times (on average) the Killer dodges a lobby I'm in before the game actually starts.

    Keep in mind that I've only been recording this for about a week, ever since I hit P70.

    On average, Killers will dodge and force a backfill 3.6 times before the game actually starts. It's been getting longer recently as well.

    I wonder how this affects the match quality and I wonder how much having a high Prestige has to do with it.

    What's your experience? Personally, I think that if you dodge (assuming you don't see a potential cheater) you are knowingly and purposefully screwing up the system.

    For me it depends on a few factors,

    1. If they use anonymous mode I dodge.

    I'm a console guy, we not only dont have anon mode but also cant just change names on a whim, so identity integrity means something to me and if you hide yours I am gonna assume you are doing it for shady reasons

    2. If they do the last second swap I'm out.

    This is just straight scummy and you deserve it.

    3. IF the incentive is at 100% on either side that can make MMR a crapshoot any ways, then I MAY consider dodging based on prestige or TTV depending on how my last several matches have gone, and what killer I am playing.

    Half of my killers still dont have general perks or any add ons from prestiging pre patch to get P3 for tier 3 perks across the board, and since build strength and add ons arent factored in to MMR, I reserve the right to dodge with my add-onless Pig/Doctor/ Sadako/ etc.

    Edit to clarify.

    My highest killer is Demo at like P10, Surv is Kate at like P12.

    When I say high prestige, I refer to 35+ which is in comparison to my own levels

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371666#Comment_3371666

    Nurse was still playable though. You didn't grab a survivor and you were fine.

    Twins on the other hand were bugged for 2 months and literally unplayable for a lot of players as the bug would trigger every single game. You could also involuntarily hold a survivor hostage when opening a locker while bugged. I had that once and the poor Meg could not wiggle off. Even blinding me didn't work.

    And if you were affected by the twins issues you could just play another killer instead.

    Its much easier to accidentally go for a grab than to accidentally choose a killer that is having issues once you know its having issues.

  • @crogers271 said:

    I think the 3 gen strategy as whole should be tackled: there should be a limit to how many times a killer can kick each each gen (or damage it via a knight). Whatever might happen in a reasonable 10 minute game, add one to that, and that's your cap. This way killers could still have a 3 gen with the possibility of a come back after 4 gens are done, but can't use it is as there absolute strategy.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368290#Comment_3368290

    You and others are really just arguing definitions.

    Yeah, BHVR is saying they are cool with it. Others are saying you shouldn't be cool with it, here's why. We know what BHVR is saying and we're saying it makes for a really bad game and they should do something to stop it.

    Hows this sound, 1 gen remaining mode killer is only allowed to have 9 gen kicks, 3 per gen is pretty fair because it can just be undone with a gen tap and to balance that out any survivor who gains a health state while 1 gen is remaining is broken until the final gen is finished, so survivors cant stall the game out by constantly running away to heal.

  • @Bot_Salvo88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371505#Comment_3371505

    Then why Twins didn't get killswitched since they were broken for a month?

    You could get literally stuck as Charlotte after hitting someone with Victor. The only solution was to disconnect.

    Nurse I remember got disabled when the same thing happened to her. When she grabbed someone right after a blink, she couldn't move all game.

    It's stuff like this that makes everyone question the killswitch feature :/

    The main difference between the 2 is the nurse bug could happen to anyone, it was unilateral and could theoretically happen every match if the criteria was met.

    The twins issue was very different as some people would experience the issue constantly, and could therefore choose not to use them, while others were completely unaffected I did my own testing and was at over 200 matches with no gamebreaking issues while everyone was on the forum calling for the killswitch.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/SQ5GVAFQP506/image.png

    It's not that bad at all. Maybe if it would give you audio notification then it would be even more usefull.

    I could see it being used in a hit and run build with pre 6.1 ruin, the problem is hit and run is kind of a dead playstyle, and it gives info in such a small window at such an inopportune time. Generally after a surv losing a health state you are either continuing chase or hooking and would miss the auras anyways.

  • @VirtuaTyKing said:

    Title.

    Pretty much all my BP goes to killers so I hoard them until I need them for a challenge and I dont ply soloQ so I try to keep it more fair, sometimes I use them if only playing in a duo though.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368789#Comment_3368789

    how is it consistent with other killers? her tiny knife is breaking pallets? the killer that break pallets have specialization in breaking pallets. its like their signature defining trait. I think adding power-pallet breaking takes away other killers special charm. vaulting is definitely out of the question.

    the dev are better off improving ambush charge's base-stats so its more usable in chase.

    Why not Blight does it with his little cane.

  • @Ἥφαιστος said:

    Shes so bugged and broken. victor cant be seen when hes latched on to someone and her power can be glitched at all times please kill switch the twins dont let new players or small number of mains out there play her

    fix the twins please

    Did I just travel through time is it a month ago already?

  • @HastuneMiku said:

    While I think three-gen is a legit strategy, it shouldn't be as strong as it is. Killers need to be pressured to go for downs. Some sort of bloodlust, but for generators, would be a good solution IMO. i'm not sure exactly how it'd work (especially with stealth killers) because you'd also have to make sure survivors couldn't just hide to get 'genlust'. But when a game goes on into a stalemate without the killer hooking anyone, survivors should repair at a faster speed until someone has been hooked. That's the general idea, anyway. It would only work when there's only one gen, remaining, though.

    So punish the killer because the survivors refuse to try and do their objective? Sounds fair. How about for every percent of gen speed boost the killer also gets that as haste.

  • @whysoserious said:

    Is it just me or does anyone else think the Drones on Skull Merchant shouldn't be infinite?

    Right and twins should only have a set number of victor respawns and same for artist and her birds, and bubbas chainsaw should completely break after so many uses, and there should be a maximum number of hatchets and knives for trickster and huntress, all killers should be downgraded to basic M1 killers with no powers 15 min into a match.

  • @Darkojin said:

    https://us.v-cdn.net/6030815/uploads/EQ1VAV3QFJWF/dbdcrippleachievement.png

    This is my current progress after I finished two different 'catch X number of survivors in traps in a single trial' challenges.

    Its not bugged, just poorly worded.

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