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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259848#Comment_3259848

    Yes and no. While I agree that the two aren't comparible, thats actually a good example of why: a kill is anywhere from 1-3 hooks (barring instamoris like myers and sadako) while the gens are always 5. That means it could be 4-12 hooks, which is a massive variance to make such a concrete comparison. Gens also start easier and get harder as they are finished, while hooks start harder and get easier as there are less resources. They're on opposite alignments entirely.

    @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259843#Comment_3259843

    If you get a Gen to 99,equivalent of picking up survivor ,and you let it regress all the way back to 0,equivalent of losing survivor because of no hook,that is completely on survivor.not even good comparison.gen regression takes way longer than the time a killer has to get a survivor to hook.


    If you take a bigger look at the gameplay progression as a whole

    Survivors get consistently weaker throughout the match.

    With each kill the survivors lose gen pressure making the match more difficult.

    With each chase resources get used making further chases more difficult.

    With each gen completed it is 50/50 as to whether this makes things more or less difficult due to a number of factors (Killler, Gen spread etc.)

    On the killer side it is the polar opposite the match always gets easier, with 2 exceptions:

    1. The 50/50 based on gen spread for the same reason as survivors.

    2. While downs become easier due to less resources, hooking becomes slightly harder with each kill as you "Might" lose 1 hook.

    So with a map average of lets say 10 hooks not counting basement, when a hook sacrifice happens survivors lose 25%/33%/50% of their available efficiency. While killers lose 10%/11%/12% of their available hook efficiency.

    Killers have it pretty good in comparison in that ratio.

    As for the great god that gets blamed for everything, our lord RNG, skill and strategy will still win out more than his will.

  • @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259486#Comment_3259486

    That is the dumbest comparison I have seen.Survivors don’t have a certain amount of time to do a gen before they have to start all over like a killer carrying a survivor to a hook.Add in boil over or hook offerings and it can be almost impossible to get to a hook on quite a few maps.

    Not true if the killer is kicking and running regression perks especially in a 3 gen. Also much like survivors putting themselves into a 3 gen, killers create their own hook deadzones.

    Not to even get into the fact that the only thing that survivors get out of a teammate being killed is 1 less hook on the map, while the killer gets a huge advantage.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259780#Comment_3259780

    "not use up all your hooks in the same area", "probably already had been slugging them"

    very unbiased take. Play killer more and you'll see how the hook spawn distance methodology breaks regularly on multiple maps, especially any with obstructed pathways (which breakable doors added to nearly all of them.) It doesn't always happen, and there will always be people who use it as an excuse when its not the case, but the RNG is certainly a relevent factor on many maps.

    Not only that, but "hook management" is a bit of a loaded concept if two people go down in the exact same place where that hook is the only one in reach, no? Wasn't that a big part of the issue in areas like RPD's library, where only 1 hook was reachable even without boil over? Its just another issue for the pile concerning issues with map generation.

    I play plenty of both sides buddy, and for the record almost never have issues with survivors being unhookable due to broken hooks, breakdown/sabo squads maybe but I manage my hooks so it really isnt an issue 99% of the time.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259519#Comment_3259519

    It’s a waste of everyone’s time. They wiggle out and then run right back to the same corner. Forcing me to bleed them out and/or wait out the EGC is annoying af and only happens because of this hook mechanic. It’s dumb.

    Just stare at them and keep them in the corner cuts the time in half if they just stand there, you can also plan ahead and not use up all your hooks in the same area. Thise players also take less time to bleed out in endgame because you probably already had been slugging them during the match

  • @SOULWARRIOR71K said:

    There’s no logical reason that this mechanic still exists. Killers have no control over hook RNG, nor do you really have control over where survivors run/get downed. Hooks can already be saboed, we don’t need the game to do this automatically. Especially considering that survivors will purposely crawl to corners which will force you waste everyone’s time to bled them out.

    If they crawl to an unhookable corner they are really only wasting ther own time unless its the last survivor, in which case go close hatch and come back and see if they want to get hooked, if not let them wiggle out and have another chase before the game ends.

  • @legacycolt said:

    Forget about it. Nurse players with 4 gen slowdowns + add ons are the lowest of low in dead by daylight. Their response isn’t even a surprise to me.

    Mmmmm..... I love the smell of prejudice in the morning

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259277#Comment_3259277

    This argument I will never understand. "The killer can use the same hook all match." So what? The survivors are literally unaffected by that, same death time on hook, same chance to unhook their teammate, same everything. It's not as if the killer can walk across the map with a survivor on there shoulder to get that same hook every time. That's what the wiggle meter is for, which creates this entire issue. Also wrong, that you can herd survivors, because I've attempted to herd survivors many times away from strong loops, and low and behold they went to them anyway.

    Ok after reading some of your replies, lets see how you feel about a parallel.

    Hooks no longer break permanently, they temporarily break for 60 seconds after a survivor dies on them. This is a pretty fair representaion of a suggested solution for this situation.

    When gens get completed they are blocked for 60 seconds and then are able to be completed again, starting from 0 charges. This would be the same thing for survivors forcing killers to essentially patrol 7 gens all match long and eliminating the issue of 3 gens, because why should survivors be punished for doing their objective?

  • @Devilishly_Rowdy said:

    What's this about "killers shouldn't create dead zones for themselves"? The killer doesn't decide where the survivor runs off to, and neither can the killer choose where to hook the survivor, the wiggle timer is literally 15 secs.

    You actually can herd survivors, but also the killer decides where they down people, and chooses between multiple hooks, if hooks dont break you could pick your 3 gen and never leave and always use the same hook all match.

  • Matchmaking is often busted. Also player entitlement.

  • @NoOneKnowsNova said:

    Not saying that it definitely didn't happen, but the points achieved from both sides doesn't match up with the length of the game at all.

    They didnt say the game lasted 3 min 12 sec just that thats when the gens got done.

    @Jay_K said:

    Just finished a killer game on fractured cowshed. The survivors managed to get all 5 gens done in exactly 3 minutes and 12 seconds.

    Game started and 3 were on a gen, instantly went over to defend and they dispersed. Got in chase with a dwight and after wasting a few pallets i dropped chase to go defend the gen which 1 survivor was working on.

    After chasing them off and kicking the gen i was then in chase with a survivor at nearly all time with multiple times having eyes on 2 survivors at a time.

    At 3 mins and 12 seconds into the match the last generator popped and thats when I got super suspicious about it as given that I nearly always had eyes on 1 or 2 survivors at a time.

    These are the perks that the survivors were running and as you can see the only gen perk was a single proove thyself.

    https://us.v-cdn.net/6030815/uploads/707W9XOABUF5/2022-11-07-21-45-42-window.png

    Looking for input from anyone who could shed some light on if given the situation it would have been possible to crank out all 5 gens in 3 mins and 12 seconds.

    Note this is a repost as behaviour took the last post down as the names wern't blanked out if anyones wondering why it was removed before.

    As to OPs question is it possible?

    The answer is yes it is possible, but the efficiently level required makes it highly improbable, but would need to review a recording of the match to really know for sure.

  • @BanVPNs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257798#Comment_3257798

    It's not possible in my case because the harassing player is a killer, unless BHVR adds the ability to see the killer's profile and block state in the lobby.

    In any case, I do not subscribe to the premise that the players are personally responsible for managing community toxicity by maintaining lists and dodging - the onus should be on the developer to make systematic changes to reduce toxicity.

    Can you define what it is you are considering targeted harassment exactly, just out of curiousity.

    The main problem is the game has rules, if a rule is broken it can be punished.

    Many things considered toxic are not against the rules, and therefore can only really be policed by the individual. Also what one person considers toxic isnt universally toxic.

  • @WonderHealer said:

    Before i go any further and get basically harassed by the killer community I need to get this out, I mainly play killer, although of recent i've been playing a lot more survivor because my killer queues are max 15 minutes, i still do have more time on killer than survivor.

    let me give you a bit of background info before going into my full on rant.

    a month ago i went against a ghost face who was okay, i could loop them easily and had only gotten 1 hook until we realised me and my teammates were forced into a 3 gen... 35 minutes later of the ghost face just monitoring gens and hitting chasing survivors for 30 seconds, he got a 4k. This has happened a few more times on different killers (mainly doctor) but this leads me into the match i just finished no longer than 5 minutes ago which was against a doctor (on the nurse map idr the name i think it's crotus penn) he was easily one of the worst killers i've been against but he could get some pretty easy hits in near the end (due to no pallets and unfortunate gen palcements) but by the time there's one gen he had only gotten 3 hooks, the first was in basement and the other 2 hooks were trades. i just had a 45 minute game against a doctor running call of brine, overcharge, merciless storm and tinkerer in a 3 gen that he can patrol in less than 30 seconds, even with 3 survivors on one gen and the doctor chasing another survivor we were only still able to get about 60% of the gen done.

    I genuinely hate complaining out loud in this game usually i may get upset here and there but i just tell myself to get over it due to there being some counter or a mistake i made but with builds like this where attaining 400% gen regression and 0 ways of stopping said gen from regressing unless you're insane enough to bring repressed alliance, it's impossible to counter, it may seem like i'm just malding and i will agree i am malding a bit BUT in my eyes this is worse than slugging or face camping because with those it actually has good counters such as base kit bt, unbreakable, soul guard. there is no counter to 3 gens and the only way to break a 3 gen is through the killer messing something up SO horrendously that survivors will have enough time to break it. in both examples both killers were bad and had 25% or less of their hook stages but because they ran a perk combo that can cause gens to regress just as fast as they progress, guess what? if the killer catches you they basically face camp the gen and you've now got to restart just to be disappointed again.

    i really wanna preface this, i do main killer, i have over 250 hours on sadako alone and hundreds of hours on other killers, i just don't find it fair that there is no way against this way of playing the game and especially for solo queue

    Deja vu is a great perk lets you find the 3 gen and attack it right away, the new perk that will let you bank progress will also really help with this.

    Once you have better map knowledge you can even do this without deja vu, I make it a point to do this pretty much every game regardless.

    The part that i find amusing about the perk build you complain about is from 99% it still takes a full minute more of regression than time it takes to complete a gen as a single survivor, not even accounting for grouping up

  • @BanVPNs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257062#Comment_3257062

    You can end up on somebody's "list" for any number of reasons. Have I done something to deserve targeted harassment? I doubt there exists an answer that would be satisfactory to you or move the thread conversation forward, but for the record, I do not believe so.

    Returning to the product design issue originally presented, do you believe that player vigilantism in the form of targeted harassment is valid user behavior, and that the game UI effectively enabling such behavior is not an issue that needs solving? Should game developers encourage such behavior through intentional product design?

    https://forum.deadbydaylight.com/en/discussion/comment/3257217#Comment_3257217

    Now with anonymous mode, it is much more difficult to effectively maintain lists outside of the game.

    I am aware that targeted harassment can be reported, but I want to address specifically the UI which enables this type of harassment.

    The problem with your suggestion is it eliminates the ability to not play with toxic players.

    While i can see your issue, the ability to see if you have blocked a player is currently the only way to avoid certain people, since you still get matched with people you block.

    Lists dont really work due to both anonymous mode and the ability of pc players to essentially change their name whenever they want.

    Funnily enough your suggestion would eliminate your ability to dodge those players you are complaining about harassing you

  • So you want to promote tunneling off hook or are you saying both people should be protected on the unhook so the killer cant really chase either person

  • @Irisora said:

    Cool concept but it doesn't really prevent camping? Only for range killers that are far away.. if they still can get inside the purpose of preventing camping its not done. The main problem with camping is that is a win win situation for the killer because you only have two options as a survivor.. do a trade off or left the survivor to die.

    A true way to prevent camping would be to bring back old BT with a reduced duration (old BT gave the unhooker endurance) while it won't affect every killer (bubba will still down you) it will prevent face camping from most killers and it's the easiest solution i can think off.

    Why would you give the unhooker endurance?

  • @HoodedWildKard said:

    So your rating at the end of the match: entity hungers, ruthless, brutal and merciless killer, what decides each one? I know it's a general metric for how well you've done in a match. But obvs chasing that merciless for adepts is an big objective. I've had 4k games with loads of BP without getting merciless. Anyone know the criteria?

    It depend on your current season rank, the requirement is lowest in ash and get progressively higher as you get to gold and iridescent.

    There is alot that actually factors into emblems but basically a bronze is worth 1 point, silver is 2, gold is 3, iridescent is 4.

    To achieve merciless victory at ash/bronze you need 14-16 points, silver/gold you need 15-16, and at iridescent you need 16 points

    The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successf

    The link explains how to get medals in detail, but i will try to simplify the iridescent requirements numbers are bronze/silver/gold/iridescent

    Gatekeeper: 10/15/25/35 points

    10 points for the gates not being opened at all.

    1point /gen/minute uncompleted for up to 9 minutes, max 45 points

    Example: Win at 5 gens with gates closed after minimum 5 minutes, 10+25=35


    Devout: 1/4/8/10 points

    2 points per kill, hook/mori/dc/pig trap all count the same.

    0 points for bleedout

    1 point for hooking all 4 survivors once

    1 point for 9 seperate hook actions

    Example: 4 kills, 9 hooks, having hooked each person once. 8+1+1=10.


    Malicious: 11/22/30/36 points

    1 point per successful hit, not health state means exposed =less points, not sure if grabs/endurance hits count. 12 points because heals and hits cancel each other out if not using any exposed, 2 points/first down 1 point/ following downs

    2 points per hook state reached. max 24 points or 36 maybe?

    -1 point for each health state healed

    -1 point for each wiggle out, includes ds/flashysave/pallet save etc.

    Example: 12 hook game, no one shots, no wiggle outs, heals are cancelled by hits, 24/36+12= 36/48


    Chaser: 650/1,230/1,800/2,550 points

    I'm not even gonna try here this is direct copy from the wiki.

    Your goal is to gain as many points as possible for this Emblem:

    0 points: starting value, No Emblem

    0 points: awarded for ending a Chase by losing the Survivor

    5 points: awarded for finding a Survivor and initiating a Chase

    x points: awarded for an on-going Chase ending the Chase successfully (i.e. injuring/downing the Survivor); the shorter, the more points are awarded

    This value changes depending on the final Chase duration:

    0-15 seconds: 90 points

    15-30 seconds: 60 points

    30-45 seconds: 50 points

    45-60 seconds: 40 points

    60+ seconds: 30 points

    55 points: awarded for hitting a Survivor during a Chase

    -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)

    -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)

    Example: each chase you win is between 90-180 points one shots mean less chases, 16 chases 1 per health state gives you 1,440/2,880 depending on how fast you get hits

  • @L_Ennard said:

    What do you mean once it was fixed? I have the same issue

    Sometimes the archive bugs out and you have to switch to another challenge and then switch back to the one you want to do, usually thats the first thing I do when I load up and I havent seen it be an issue unless i forget.

  • @Dionysus42 said:

    There it is, friends. The harsh truth. It will make it possible to play the game without dealing with the toxic community, without the cheaters and BMers. After that, Killer bots should be implemented as soon as possible, of course. Playing with three other bots won't be any different from existing soloq anyway.

    I dont really see a point in this

    Your playing in custom games everything is unlocked so there is no need for BP.

  • @Buffy101 said:

    So I stopped letting the last survivor live after I kept getting that whole give me one last hit only to have them jump into hatch as Im walking up or leave the gate. I really feel its like a “Haha I won” move. I recently started letting them live again and sure enough same crap. It’s annoying. I feel like those ruin it for the other survivors because it makes me not want to do it anymore. Thoughts?

    The only way i let them live is if i make the decision and start carrying them to hatch, if they wiggle they get the hook. If they dont submit to the fact they lost i dont give them mercy.

  • @HoldingW_to_Win said:

    I find extremely hard to avoid getting downed when i am repairing a gen that is in the middle of nowhere (no pallets or windows nearby), even if a juke the baby killer 3 or 4 times in a row, his walking speed will just get me, i just find so frustating open areas in general for survivors.

    Facing killers like Ghost face, Myers Tier 1, and Pig is basically impossible do avoid the 1st hit, the fact that the perk Object of Obsession just get countered when those killers are on stealth mode is annoying. My major problem as a Survivor is that i can't spot the pallets and even windows when i am being chased most of the times.

    I don't feel like the maps are intuitive at all, takes time and experience for the survivor to know that some things are and will always be the same (Killer shack for example and some specific long loops for each map), i play solo most of the time, and if feel obliged to do the generators because nobody else will do, but at the same time if i do that, the others survivor are going to waste every single important pallet in the map and when i need it, i will not have a chance escape or waste the killer time at all.

    So yeah, i feel like the game is unfortunately very luck based on solo queue at least, and as i try to improve as a survivor, i don't really have a chance to be creative with the perks, instead i feel forced to prioritize buying some characters over others just to have some perks that i can't really play without.

    I got rank 1 as Killer and Survivor, and i feel that as a Survivor i still have a lot to learn because of the randoness of solo queue. Sorry for the long post, i hate reading long posts as well.

    First rule: Know the area.

    If you start working on a gen in a Tile the frist thing to do is know your escape plan, take 5 seconds to look at all entry points and know ahead where you are going if the killer shows up at each entry point

    The same applies to a gen in the open except you have to look a little farther away before working on the gen then while working on the gen make sure you are looking around, and try to keep an eye on your escape routes this will help with spotting stealth killers and even with seeing pallets get used by teammates as well, if you on the outer edge it can be helpful to position your back to the wall so you only have to watch 3 sides.

    Open areas are meant to be dangerous, but the 3 killers you mention, if they can see you, you can see them so keep your head on a swivel and get that head start this is one of the best areas to make use of sprint burst

  • @Lord_Xylum said:

    We're excruciatingly tired of playing against her. By we, I mean the CLEAR MAJORITY.

    She doesn't play Dead by Daylight, she plays Nurse by Daylight, a game that favors her in all aspects.

    Her skill ceiling isn't as high as other Killers, and she's far too forgiving to be bad at. Being able to ignore all loops, AND cross maps with ease? Absolutely unfair and monstrously unfun to verse.

    I, like many others, groan in annoyance and boredom every single time we hear that stupid screech at the start.

    Nerf her, remove her, or rework her. I don't care which. We're tired of her getting near-effortless 3-4ks every single match.

    Or you know dont do that.

  • @Lanz said:

    I think the perk is fine as it is in a 4/3/2vs1 scenario but in a 1vs1, I think the location notification should be gone if the Killer closes the hatch.

    Sorry but if you get to the point that you have already lost essentially twice, to a 3 perk killer you really just dont deserve the escape and should have to work for it.

    Think of it this way if you get into a 1v1 with trapper when he closes hatch and he has traps on the exit gates so you cant open them without alerting him should his traps be disabled as well? What about demos portals or twins or that locker aura reading perk.

  • @SweetTerror said:

    For the last two matches the strategic alliance challenge in the haunted by daylight tome needs for you to perform a cooperative action for 90 seconds. Over the last two matches I have finished four generators with another survivor, and it hasn't budged pass 70, which is where it was at when I started the first of the two matches. Is it bugged or do I need to be healing other survivors?

    Switch to another challenge then select the one you want, works every time for me

  • @bm33 said:

    I'm more so distracted by the sound, have a hard time hearing skill checks when trying to do a gen in the area of a boon.

    Yep its also really bad when someoe uses the map add on that lets them drop a marker and they put it by a gen and I'm like ok thats a gen I'm not touching lol

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/352918/survivors-are-way-too-strong

    XD this is a hilarious post 😂

    Sounds like high mmr problems to me

    "You cant just pick clown or trapper and have some fun" yeah of course you cant if you keep on sweating every match, ur gonna get sweaty survivors, its how it works

    I would bet its more just an issue of the games horrible matchmaking and inability to create balanced matches because it throws mmr out the window in favor of reducing queue times

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247685#Comment_3247685

    if it removed chase music for killer, it would become way too OP. Footsteps would be almost permanent short distance wallhacks. Especially for people with good headset

    @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247706#Comment_3247706

    that is the point. i am equipping perk so i can hear survivors properly in the chase. Imagine hearing survivors, what a crazy OP perk. DBD 2022 where QOL perk is imbalanced.

    Maybe not remove chase music but cut it down to 50% and then give it some utility as anti stealth eliminating the quiet bonus of crouching and increasing the sounds/range of non rushed moving actions like vaulting or locker entry

  • @cyber88surfer said:

    I was playing this evening and when I played killer I got disconnected 3 times. 1 time := 30 sec penalty, 2 time = 4 min penalty and 3 time = 14 min penalty. I didn't disconnect purposely. What's going on? On PC, blue88jay1 captured on my VOD

    Well the game cant tell you didnt disconnect on purpose, so you were treated like anyone else.

  • @Blink0925 said:

    Yes I know this. I understand how the emblem system works. But if I as a survivor get tunneled out or camped or my team does so well the killer gets no hooks, why are we getting punished for that. And as killer if I end the game quickly because the survivors mess up why am I getting punished for that.

    While I agree that if you get hard camped there should be a condition that leads to a safety pip.

    As to your other 2 questions we have to look at the game from the perspective of fun. What makes a fun match for all players?

    Your first example of the survivors dominating the killer, well obviously it isnt gonna be a fun match for the killer, and situationally under the right circumstances it can be fun for the survivors. But more often than not it really isnt, if the killer gets run by 1 person for 5 gens 1 player probably had fun, but i would argue without downs or hooks the match is generally going to be pretty unfufilling.

    The same applies to the killer side, if you completely dominate and down all 4 survivors and 1 hook all of them dead at 4 or 5 gens left, who had fun in that match? The survivors obviously wont have had fun, and again the victory for the killer i would argue again is gonna be fairly unfufilling and probably not all that fun.

    Now there is a bigger problem in the games awful matchmaking that creates alot of these issues, however the pip system works in a way that allows the players to recognize that matchmaking made a mistake and if they so choose decide to play in a way to create a more balanced and fun match, most people don't but if you want to pip sometimes you have to.

    So as an example I as killer get matched up with a bunch of potato survivors, as I realize this I will play a more fair 12 hook style game, whereas if i am against players around my skill I will play a little more sweaty and competitive, and if I realize I am completely outmatched and the survivors dont realize or care about the fun level of the game, I AFK at the gate wait for them to finish the last couple gens and open the door for them to leave and refuse to interact with them at all.

    I use the same logic when I am the survivor, if I realize they are a noob/unskilled killer i will usually try to throw them a hook state before the gens get done, if the matchmaking made a competitive match I really dont have to do anything special, and if the matchmaking really messed up and my teammates are potatoes or the killer is way above my skill level and doesnt care/ realize and wants to end the game at 5 gens in under 5 mins I do my part to get out of an unwinnable scenario and help them with their goal.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249584#Comment_3249584

    In other games that I've seen, licensed stuff are only skins or outfits, no practical in gameplay. DBD is literally the first game, when I see a licensed stuff being used in a practical way.

    https://forum.deadbydaylight.com/en/discussion/comment/3249593#Comment_3249593

    Let's see... I played very long ago 2014 or even less - Archage, WOT (World of tanks) and MMO (I completely forgot the name pardon me)...

    In Archage you have to pay real money to be able to craft armor and weapons.

    In WOT you have to pay real money to obtain some tanks and different types of bullets, which you can't otherwise.

    And in MMO (I forgot the name), you have pay real money to buy armor and weapon sets from the in game store, and they were not just cosmetics.

    Do I really don't know what "Pay to win" means? Ehh.... Not to mention the Blizzards.

    https://forum.deadbydaylight.com/en/discussion/comment/3249595#Comment_3249595

    I agree, it keeps the game at the highest population, but why so many in the last year? I'll repeat 3 licensed and only 1 free character in 2022.

    Why don't they make 1 licensed and 1 free character one after another? It will not be so forcefull imo.

    The funniest thing about this argument is it can be debunked with one game series... Mortal Kombat/Injustice. It is literally a game you pay to buy comes with a roster of fighters, and then they release DLC which costs extra not only bringing in additional characters licenced from outside their game, but you also have to pay for extra characters that they hold the licence to, like when they put MK characters in Injustice and vice versa, or when they add additional DC characters into Injustice.

    There is a development cost involved in creating content, and you have been spoiled by the fact that there is an in game way to unlock content instead of having to buy it outright.

    There is zero requirement to buy any licensed characters for perks or otherwise to allow you to have good chance at winning.

  • @Flopiyutiop said:

    The perk should have a hard skillcheck tied to the incapacitated part. Where, when a survivor is downed all previously kicked gens regress 10% and all survivors currently repairing get a difficult skillcheck. If they fail, they get the incapacitated status.

    Like so, their is a counterplay for solo players by succeeding to land the skillcheck. What do you think ?

    Not a bad idea

  • @OgReaperOfDeath said:

    They need to make it if the last survivor is alive and you pull them out of locker than it is an instant Mori. I keep running into players that hide in the locker and don't allow me to proc the achievement. I also think gens should take longer on bigger maps. It is not fair that I reach T3 Myers and I'm down to two gens with 4 players still alive.

    You just have to pull them out and take them away from where the lockers are so you can get them before they get back to one.

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249552#Comment_3249552

    Does that even work for the achievement?

    I feel your pain OP, it is made more difficult by players exploiting a system that should not exist. You should be able to mori someone right inside the locker. Imagine the cool animation they could add of you stabbing the survivor against the wall of the locker.

    If they did that there would he zero counterplay to tombstone, if you get found your dead, then what you would have is the same thing as old iri head huntress and people would dc as soon as they found out you have it and you wouldnt get a chance at the achievement anyways.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248102#Comment_3248102

    And if you down them again and slug, you're essentially keeping them hostage.

    Again not really, Im not saying its not a lame move to do, but the game will end. It'll start a new chase everytime you wiggle off you'll get distance and they cant do that with more than 1 person at a time so everyone else would bleedout and youd get a shot at hatch, and egc would start.

  • @HellDescent said:

    The only way slugging is bannable is if killer picks you up after downing you only to pause your bleed out timer. Basically if he does that over and over it's considered griefing. A good example would be is when you have 2 people left at 5 gens and he just does that to prolong the game.

    Not really because if they do that enough you will wiggle off the shoulder anyways

  • @Bot_Salvo88 said:

    Update: I just got it now! It only took me 4 days 😥

    https://us.v-cdn.net/6030815/uploads/V1FPWIW8V19C/immagine-2022-10-29-140212230.png

    I swear that I found a team of 3 very clueless survivors that all went down in the same place. As the killer was picking up the first one, i healed the other 2 on the ground. Killer was Ghostface on Midwich.

    For anyone having trouble with this, You want to go to springwood, if you can duo and get basement at shack perfect, otherwise you need a little RNG.

    The build is No Mither, Flip Flop, Boil Over, and the 4th is optional but I go unbreakable for faster recovery. Your gonna get bled out but you'll be able to pick yourself up in basement indefinitely because they wont be able to hook you.

  • @Nos37 said:

    The chains should not interrupt actions that reset: Solving the Lament, Blessing totems, Cleansing totems, Cleansing Hexes, Unhooking

    Try solving the box before the chain hunt starts

  • @Bot_Salvo88 said:

    I've noticed a trend recently. A lot of survivors are saving another hooked survivor 5 or so seconds after the hook action happens. Why would you do that? Yes, there's basekit borrowed time, but does that give you permission to farm another teammate? Useless to say that I will of course go for the unhooked person. It would be stupid to let that person go, heal and do gens. Don't unhook right behind me and call "tunnel" in end game chat, please😐️

    I had a matchh last night where a clown was hard guarding his totem so we guessed devour, never got it cleansed, but he got almost no stacks because we would unhook quick before he got distance, lol

  • @ProfessorDunwich said:

    Whenever I play Killer, I go against high level players, often SWF. Playing SoloQ gets me potatoes. What gives? I'm starting to think this is intentional to please SWF aka Cosmetic Whales.

    This crap is way too common

  • @LylakLavender said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245645#Comment_3245645

    Ah got it. So better chance of kobe lol not worth the BP

    Pretty much unless you swf and everyone does it, then it can be kinda worth it, but still not really because all 4 people playing the purple only ups it by 12% so a 16% total chance to unhook per attempt

  • @LylakLavender said:

    Just curious if the luck offerings actually do something. Anytime I have used them I don't see anything different. Does it work better with certain perks or what?

    It only increases your chances to self unhook

  • @Gamall said:

    I have encountered this problem for the 1st killer challenge of level 1: transfer 15 energy of void units and then for the survivor challenge tome: stun the killer in any way in order to collect 6 energy of void units

    I know that the stun the killer one can be tricky because in order for it to count you cant be at the full 15 and the killer has to have energy to steal.

    Other than that I know i had issues in the first tome and they went away after a restart and started counting.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242769#Comment_3242769

    how do you justify paying the same price for less features???

    Simple I dont buy them unless i actually like and want them, they are just skins after all.

    I'm just pointing out that in the case of those 2 skins the difference is the license which factors into the price, as far as I can see all the "legendary" skins are just alternate licensed characters.

  • @Darkest_Night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242752#Comment_3242752

    OK, I know this is bad, but I would LOVE for Victor to be thrown like a football at survivors. This would make him infinitely more useful and fun

    The old fastball special for X-Men fans

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242424#Comment_3242424

    Pinhead mains be like "yeah just abandon gens to waste time with my stupid gimmick every 30 seconds dude, it's well designed I swear"

    Well it takes 90 seconds for chain hunt to charge ( so if one person goes for the box right away that should be a gen or 2 done) and if you solve it before the chain hunt starts it takes 45 seconds before the box spawns, 30 second if he teleports.

    Then another 90 seconds before chain hunt starts, so with one solve before chain hunt starts you buy yourself 210-225 seconds with no chain hunt. Thats 2 gens per person not in chase, and basically a win if the one person can actually hold the killer that long.

    The logic is actually pretty strong in favor of doing the box, obviously it ends up being not as efficient in solo q, and doesnt take into account pinhead finding box first or addons changing the numbers a little bit.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199549#Comment_3199549

    Or they could just make it so if it's a legendary skin like Baba Yaga, it should have the same changes and be an actual legendary skin, Mordeo is the same price and just changes her outfit. There's a lot of skins like this in the store and its ass

    Well looking specifically at the huntress the main difference between the baba yaga skin and the mordeo skin is the mordeo is a licensed skin which is why it is legendary

  • @BearMerchant said:

    https://us.v-cdn.net/6030815/uploads/NCAC06NBQT4U/deadbydaylight-win64-shipping-l025fkzi2h.png

    Not only do you have to stun the killer, you have to get away and deposit the energy in the rift. If you get downed, you lose the energy. If you're at cap in that match and stun the killer after, it doesn't contribute to the challenge either.

    This means that you actually want to avoid doing gens, because doing gens will bring you to cap, which means you can't deposit any energy you get from stunning the killer. Also, as far as I can tell, you get no void energy from perks like Head On or Decisive Strike, yet the challenge doesn't indicate that at all. Feel free to correct me if I'm wrong about this one.

    EDIT: I've been informed it's not the perks, it's that the killer has to have energy to steal. I was stunning killers that had no energy to give, which is just another convoluted layer to an already difficult challenge.

    The only way to reliably keep your energy after stunning the killer is to stun them an additional 2 times in the same chase, so that even if you lose 3 void energy you'll be able to deposit the rest you earned. This means you have to camp pallets and drop them instantly instead of looping.

    So to recap, to get this challenge done, you are incentivized to:

    1) Avoid doing your main objective

    2) Avoid interacting with event objects (the pumpkins)

    3) Camp and waste pallets in the early game when it's most important to conserve resources, because the longer you go on in the match the closer you get to energy cap.

    The challenge failed to indicate any of this — and yeah, you can figure this stuff out after a few matches, but the lack of instruction on it felt incredibly confusing and frustrating. I would stun the killer twice and think I was done only to realize that it didn't count, and this happened multiple times. It's especially frustrating in solo queue where communication is next to impossible. Please never do anything like this again, it took way too long to finish.

    I had no trouble with it, it was pretty simple.

    Step 1. have 6 energy

    Step 2. Get downed in a corner while using breakdown killer steals 3

    Step 3. Get hooked in said corner

    Step 4. Get unhooked unsafely by a teammate

    Step 5. Get tunnelled and downed in same corner killer steals 3 again.

    Step 6. Wiggle out when they try to get you to the next nearest hook stealing 3 back

    And repeat.

  • @Roaroftime said:

    They really need to stop chains attacking you whilst opening the box, I was halfway through opening it and I got interrupted by one and I find it impossible to open? Is this a bug or just another way to unbalance the game for survivors?

    Just solve the box before the chainhunt starts problem solved

  • That is also removing the more insta teleporting out of the equation, Hag, Freddy, Sadako, Dredge, and Pinhead obviously can move faster with their teleports depending on far they go.

    Edit: did not know dredge had a set teleport speed 38 m/sec

  • @Hyses said:

    Hey, i don't know if anyone noticed before... but i just found out something very interesting.

    According to deadbydaylight.fandom The Nurse has a blink speed of 13.33 m/s

    The Mastermind has a Bound Movement Speed according to fandom (eventually, at 100% animation completion) of 14 m/s.

    So. Technically. Wesker is faster than Nurse blinking. And thus the new "fastest" killer in the entities realm.

    or is there someone even faster?

    Demogorgons shred is 18.4 m/s and moves at 20 m/s through his portals.

  • @Fac_attack said:

    Was slugged as the last survivor, either because he was mad I looped him all game or because he just is a sad person in general. He dropped me right next to the hook for further insult.

    Either way, the devs don't seem to give a crap. Why aren't there common sense tools in place to stop this garbage? This is basic stuff.

    It depends if they dropped you at the hook and went and closed hatch or did other stuff for bloodpoints it isnt really griefing because there is a bug right now where the final hook doesnt count for pipping anyways.

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