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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Jungles23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225373#Comment_3225373

    I don't even blame you, it's such a BS perk. Wouldn't be surprised if next update BHVR makes it so survivors have perma expose effect and exit gates don't even open anymore lmao.

    Youve convinced me Im going to put franklins and noed in all my builds for the next month just to get some salty survivors.

  • @Rizzo said:

    The catch-up system was for characters that were level 50 and prestige 0, 1, or 2 as of the 6.1.0 patch, so my guess is that their Pyramid Head was the only character that had those parameters.

    Is there a reason why people who prestiged and burned tons of addons, items and offerings weren't compensated. I had over 25 characters that i prestiged pre patch losing tons of stuff to get the prestige 3 bump, when now I learn i could have not prestiged kept my stuff and still got the bonus anyways just by waiting. I mean for someone like me all you'd be giving away would be a couple free bloody cosmetics, so why wouldnt this 2nd catch up apply for people who prestiged right before the patch?

    Was the original prestige catch up just a test to see how much of the playerbase would be suceptible to FOMO tactics and this is a test to see how mad people get?

  • @GreenDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224114#Comment_3224114

    *Laughs in console, where the Gardena of joy is bright a.f as default

    ...*Realises that he's playing on console T_T

    (That aside, great comment you made)

    That only applies to old gen console, on next gen it is dark.

  • You said: It's a party game for the enjoyment of all without competition.

    To which my question:

    If that were the case then why eliminate players at all.

  • @Superbeasto1974 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224344#Comment_3224344

    It's a party game for the enjoyment of all without competition. You wouldn't go to a dinner party plotting to decimate all the guests at charades and brag loudly about it for the rest of the night. You wouldn't show up for Thanksgiving intending to body the entire family at UNO while shaming your cousins for how they played their cards. Unfortunately, some people do. Society generally regards them as blue ribbon a-holes, and they never get invited to any parties for the rest of their miserable lives. Ultimately, the object of those games is to HAVE FUN and not worry about who wins and who loses. Same thing here.

    If that were the case then why eliminate players at all.

  • @Superbeasto1974 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224296#Comment_3224296

    I can if that interpretation directly contributes to the toxicity of the community and makes enjoyment of the game difficult or impossible. Where do you think it comes from? All you ever hear when one of these joystick jockeys tries to defend their behavior is, "oH, yOu NeVeR wOuLd HaVe LaStEd In ThE mOdErN wArFaRe LoBbiEs." As if that makes it okay to continue the behavior elsewhere. They just migrated over here to spread their obnoxiousness, with their ooh-rah of "get gud."

    Let me give you a different perspective. You know what you won't find anywhere in Dead by Daylight? Leaderboards. No updates displaying the Best Killer Main and Survivor Main of the Week on our main menu screens. No list of the Top Ten Highest-Scoring Swfs. You know why?

    Because: It's. Not. A. Competition.

    If it wasnt competitive you would be playing against bots not people, and there is even a non cpetitve mode where you can play with your friends custom games. Not everyone who plays the game in a competitive manner is a toxic dirtbag either.

  • @elliahmironov said:

    Is that a feature?

    I believe that was intended.

  • @BainesTaylor said:

    https://forum.deadbydaylight.com/en/discussion/311674/matchmaking-is-garbage-on-killer

    Same with survivors tho, I constantly get paired with people who seem to have only played this game for maybe a month, and Ill be against a pretty high level killer, this game is just frustrating to play now.

    Please pay attention to the date on threads you post on, reviving old dead threads is kind of looked down upon, If its more than a few months old its better to just start a new discussion

  • @Superbeasto1974 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224144#Comment_3224144

    Part of the problem is that Dead by Daylight isn't meant to be a competitive game. It's a survival horror game. Survival horror has never been a competitive genre. People play survival horror for the same reason they watch slasher movies and read Stephen King books: for the thrills and the fun. All this competitive nonsense is carryover from a decade's worth of armchair G.I. Joes acting hard in CoD lobbies. That mentality has no place in this game.

    If thats what it is for you, thats fine. For some however it is a competitive game and for others its just casual fun. You cant really judge how someone interperets the way the game is meant to be played.

  • @Grigerbest said:

    I found that really hilarious, coz usually I don't do any "body movement" when I'm playing, but with Dbd I noticed, that I subconsciously do that when I'm trying to make a really long lunge.

    There is no way, I'm the only one doing so. xD

    Sometimes but not always. Im really bad for leaning when im driving in a game though.

  • @General_Verdacht said:

    I had a strange occurance after a game against some russian players where the Level of my

    Killers and survivors where leveled up without my doing, then today i am banned, but the reason

    is "missuse of chat" or something. So is this a permanent Ban for something i have wrote in the chat?

    is it not permanent and if so, where can i see for how long it is?

    Could it be possible that my account got hacked and my stats where changed and whatever?

    I mean yes, i have written some things in chat, im clearly not a angel, but a permanent ban for a chatwindow that can be just closed, seem a bit strange on a account that payed about 250€ for the game.

    If someone knows, please let me know thank u

    Probably do up a support ticket to try and get details.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043135#Comment_3043135

    If they nerfed based on pick rates, when does the buff occur? Pick rate is zero now, it must need a buff!

    In another 6 years obviously

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223482#Comment_3223482

    I disagree with you. Only thing which should remain is depipping from dc:ing but other than that no point.

    I will start by pointing out that the real problem with depipping comes not from depipping, but from matchmaking, Survivor matchmaking in particular is really bad, and should be fixed.

    So now lets look at the pip system and what it does.

    Ok so not everyone checks the forumns the emblem system isnt really explained in the tutorial if they even check that out.

    What can you do to get players doing those things that are bad to change what they are doing? Scream at them in the post game chat, Im sure that will work well, unless they are crossplay right.

    So say your a new player you play a bunch of games and you notice the emblem changing numbers and colours, hey thats cool, so you highlight it and learn about the season rewards.

    Then you start paying attention to the emblem system in the post game screen, and you learn things like "oh if I didnt stay so close to that survivor on the hook, I might have got a +1/0 instead of a 0/-1." Or "Man I got my butt kicked, but playing it out at least I got a 0 instead of a -1" as a way to promote but not force healthier game play.

    Once you get to a certain point you realize "Hmm... if i wanna make that number keep going up and get better rewards I cant just keep hiding from the killer, and need help out my team more." Or "Hmm... I guess I need to do more than just force focus on 1 person while all the gens get done." Or "Gee... I downed and hooked everyone really fast and won, why didnt I score better?"

    It is a system to promote healthier gameplay, does it work all the time? Of course not, not everyone is gonna care about it, and some people are just going to play however they want.

    Why depip for a DC? There is already a penalty for doing that.

    Why shouldnt you depip for a hook suicide? There is no other penalty for that.

    I would suggest more of a reform of the safety pip system like, figure out something other than the current mmr for measuring skill, even if its a hidden value, and if the team skill has a large discrepancy then disable the depip, although ideally you wouldnt have the super discrepancies we have now, but that solution wouldnt hurt queue times which is why the matchmaking is soo borked to begin with.


    TLDR:

    Depips are not the problem matchmaking is.

    The emblem system including depips while not perfect promotes healthier gameplay.

    There should be reform to eliminate depips in certain situations

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223574#Comment_3223574

    The reduced the start slowdown speed significantly due to complaints of synergizing the two. Which one you like better isnt the point, they approached it as a position to secure DLC sales rather than break up what was considered an annoying synergy.

    No but there is a youtube video of them side by side and while COB does start faster, if you are trying to reduce a gen from 99 to 0 Overcharge is actually faster than COB.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223513#Comment_3223513

    That's pretty poor reasoning for everyone playing DbD to continue to lose pips. Those kind of players wouldn't be gaining pips in the first place and often times they are the ones that cost everyone else on the team to safety or depip too.

    DCing should 100% remain a depip situation but other than that there is no reason for losing pips

    I still disagree, there are lots of things that deserve a depip.

    DC - either side

    Early hook suicide

    4 man slug bleedout

    The teammate thats hides and plays for hatch from the start.

    Killers that try to facecamp survivors to death from first hook.

    It's actually more unfortunate that thise last 2 will sometimes safety pip.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223558#Comment_3223558

    Its my biggest complaint how they handled CoB/Overcharge: Nerf the free one to pretty much require the paid one. Was a pretty **** move.

    Ummm... Overcharge is actually better than COB.

  • @TheSubstitute said:

    All done! I just finished getting every perk, general and specific, on every Survivor and every Killer.

    I'm done just in time for Halloween as well. It feels good.

    Congrats Mate!

  • @aliensuperrstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223487#Comment_3223487

    No. If you were to contact the company about something wrong with the headphones, most refutable companies would either help you troubleshoot or help you get a repair or return. That’s basic customer service. It doesn’t matter where you get a product from, you should stand behind and support your product and consumer from all angles.

    Ok fine lets go with a much more specific example closer to what we are actually talking about.

    You have a headset you bought for using with your ps4, you get a ps5 but the headset you have isnt compatible with the ps5 because of something to do with the new systems software. Who do you get upset with?

    Its a Sony issue you would take it up with Sony not the maker of the headset.

    There isnt anything wrong with the headset as it still works on the machine that you purchased it for.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223482#Comment_3223482

    What good do they serve, though? Ignoring that ranks no longer measure skill, depips don't make an awful lot of sense for survivors. Killers are the only player on their team, and if they do well or badly - survivor strength obviously matters, but it comes down on their decisions. It's not like that for survivors. Their decisions are a factor, but: barring the case where a survivor was genuinely being useless, pips reflect how long you survived in the match, and how much stuff you had an opportunity to do, more than anything else. And that's not that under your control.

    On average, you're contributing 1/4 of the circumstances that lead to the team's success or collapse. Sure, there's exceptions where you loop the killer for ages and that carries, or you make a terrible play that starts the snowball, but it's quite common that the game falls apart with little direct input from you. You ever been in that situation where you're doing a gen and it looks like one person is being chased, they go down somewhere, and then two other people get injured and also go down right by them? Maybe the guy wiggles off and then goes down again ten seconds later? The game's fallen apart and it wasn't like you should have been doing anything else at the time. If your teammates throw with ill-conceived altruism plays, the game will end too early. If nobody else on your team can loop, you won't have enough time to heal between hooks and the game will fall apart. If your teammates are hiding, the killer will keep finding you and you'll die early. If your teammates don't know how to spam unhooks or are just idiot hook farmers, they'll get grabbed and turn isolated downs into snowballs. If it's a basement Bubba, you're dead as soon as you're caught and nobody has any ability to gain Altruism or Evader. If it's a Plague, Legion, or a Myers and some doofus keeps feeding them their power, they can steamroll you through no fault of your own. And if that Myers pulls T3 for the first time and picks you up by the throat, GG, that's a depip.

    Hell, I depipped once in a game I escaped because I was the second person to be hooked, everyone else slammed gens instead of getting me and 3 gens got done while I dangled, and by the time I got unhooked (1st hook to 10 seconds until death), there just wasn't enough left to do in the match to safety pip, even after doing two random dull totems in endgame.

    Getting rid of depips for teammate ragequits is a start, but it doesn't cover every case where your depip is not really your fault - which tends to be more often than not.

    Mostly for those teammates who do absolutely nothing all match but hide and play for hatch from the beginning, they get some gen progress and hide in a locker anytime they hear the terror radius, they dont go for unhooks they never take chase, essentially they dont play as art of the team and deserve every depip they get

  • @ElodieSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223461#Comment_3223461

    Doesn't really matter who's issue it is, slapping a paying customer in the face is bad business.

    Yes but putting the blame on behaviour when the issue is on the Sony side isnt really fair.

    It isnt behaviours fault that Sony has some system in place that makes the content unavailable, why should the game developer be held accountable for a store related issue.

    It would be like buying a headset at walmart and then getting mad at the headset maker about walmarts exchange policy.

  • @Lobos said:

    I'm beyond tired of losing pips because of this terrible matchmaking that puts weak survivors on my team that have no idea how to extend a chase or how to counter killer powers or even counter simple strategies like proxy camping.

    These weak players then rage DC over whatever they find "unfair" and the killer doesn't let up on the people that stay in game because they have to kill everyone or they feel insecure about themselves for whatever reason.

    Do you have any idea how difficult that makes reaching Iri 1 purely playing Solo Survivor without using an OP SWF?

    I'm tired of being robbed of BPs every month because I choose the solo path so I don't have to hear annoying people yelling, talking about random things not associated with the game, complaining, or bragging about their good plays over the comms.

    I will actually disagree on the whole idea of getting rid of depips.

    What i would agree with is getting rid of survivor depips for the remaining players in the case of a DC or if a player dies in the first 2 minutes to cover the case of a hook suicide.

  • @aliensuperrstar said:

    I love how no one from BHVR acknowledges the solution of giving in game currency. Like it’s a sin

    To be fair it is a Sony issue because I had no isssue with it on my xbox

  • @SilentShepherd said:

    I have almost 2,000,000 BP that I have saved over a month or more, and it's only because it takes forever to spend it so I avoid doing it.

    Is it just me, or does anyone else feel like the Bloodweb should be changed?

    I dunno I usually do 15-20 minutes at the end of the night makes going to sleep easier

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222971#Comment_3222971

    I'm main killer and I almost never got hit by DS, except for rare occasions when I did it on purpose, and also when I was a beginner and struggled to keep track of who I just hooked.

    The main reason I everr got DS's is when I could afford to eat it on purpose just to make sure it wouldn't ruin an end game hook, which isn't possible anymore.

    Yes, DS should be baseline AND 5 seconds, and the perk should add to this. (probably a second use and either a longer stun or a speed bonus after the stun).

    If you consider DS to be too strong, you're a tunneler. No more, no less, you're just a tunneler, and you deserve to get DS if you play like this. If you can't get 4 kills without tunneling, it's 100% a skill issue, and tunneling will never allow you to get any better at the game.

    And finally, no, no one ever "abused" DS. If a survivor plays agressively with DS, then just don't pick them up. They're going to be useless anyway. If you're not tunneling, that means for 60 seconds, instead of doing litterally 2/3 of a generator, they chose to instead take a hit and spend an additional 30 seconds on the ground.

    You want to play the game, right? Well, do you want the game to die? BEcause right now, the current state of DS is slowly killing the game. Killers are abusing how tunneling right now 100% guarantees a 4 kills. I rarely see good killers anymore because now one can be not good at the game, you just need to tunnel, and voilà, 4 kills, handed to you, no skill requires, doesn't need one good play. Just down someone, tunnel, free 4 kills. There is currently no counter to this.

    You're abusing a cheap game mechanic design flaw. It's not the DS users. It's you.

    So you would consider it tunnelling when you go after an unhooker and get them down get flashlight saved lose the person you drop and go after the flashlight person down them and get hit with DS, sorry no that isnt tunnelling that person should be fair game.

    And its totally tunneling when your going against 4 nearly/identical survivors that you can barely tell apart.

    I can agree with punishing intentional tunnelling its why i agree with the basekit BT, but there is plenty of unintentional/invited tunneling that shouldnt be punished with basekit DS.

    I would argue that if you cant use basekit BT to get to a structure that lets you take advantage of your DS then that is a skill issue.

    Old DS was the most used perk to abuse killers and took no skill to use, even more so than dead hard. It deserved every bit of nerf that it got, and more it should be disabled upon entering a locker, turning on a flashlight, or crouching directly adjacent to a gen/hook.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222758#Comment_3222758

    If a survivor plays agressively after being unhooked, they forfeit their right not to be chased.

    The game doesn't need to recognize it.

    With a baseline 5 seconds DS, I think the game would be much better right now.

    Then, give all survivors an increasing repair bonus speed if the killer camps for a log time. Problem solved.

    Are you literally asking for basekit DS, or a buff to 5 seconds?

    Either way the answer should be no, you already have survivors weaponizing the basekit borrowed time, blocking for the unhooker instead of using it to escape like its intended.

    DS doesnt deserve a buff or to be basekit because before its nerf it was abused all the time by survivors, instead of being used in its actual anti tunnel design.

  • @General_Verdacht said:

    i had a lot of killers Leveled to 3 but not all,

    and when i did start the game today everyone had different Levels, i was about to level my nurse from level 1 to level 2 and now she is Level 3 and a lot of other Killers are Level 5 is this some bug i didnt do anything.

    https://us.v-cdn.net/6030815/uploads/CM89QVVT7XYT/dead-by-daylight-screenshot-2022-10-09-09-37-00-16.png

    My surviovors, those few i played also all gained levels:

    https://us.v-cdn.net/6030815/uploads/3BG5KZFQM56O/dead-by-daylight-screenshot-2022-10-09-09-39-01-20.png

    the survivors where all on level 3. I played a match as huntress before this started and everything was fine. my survivors where some epic store users and some russians, could it be possible they hacked my profile so i get banned or something?

    Any character that was level 50 when 6.1 patch dropped was given 2 extra prestige levels

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222640#Comment_3222640

    Because you lack the skill to correct. Why take away that aspect which requires skill?

    Aim takes skill, timing takes skill, try learning those instead of relying on a gimmick. They took that stuff away from deathslinger and Pyramid head, why should flashlights be any different.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222505#Comment_3222505

    You lying if you trying to say you never missed or had to correct.

    Not saying i never missed but i am saying i never had to correct with a fairly high success rate

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222160#Comment_3222160

    On PS4/5 it was 100, BHVR is very weird when determining what to do on each platform.

    It was originally 100 sony is super strict on changing trophies, they only allow it if its 100% impossible.

  • @ScreamForMe said:

    Thank you very much for your reply. My friends and I have suspended purchases, before we immediately bought everything at once as it came out. At the moment I don't have the last 4 trophy DLCs and some of the cosmetics, my friends have even more. The problem is that we grew up on the horrors of the 70-90s and we really want to get platinum in this great game. I am currently platinum in Friday the 13th the Game, Dead Nation, with plans to play Predator: Hunting Grounds, Evil Dead: The Game and Killer Klowns from Outer Space: The Game.

    I hope the developers will see my message and give an answer. Of course, we hope that they will hear us and make a mode for people with disabilities, where you can get trophies with friends. At the same time, you can not give any rewards for this mode, only trophies, we will buy the rest for real money.

    About two weeks ago, I bought trophy dls and decided to play, this is the experience I got:

    For the survivors - the game began, the killer clown immediately ran in, knocked me down and hung me on a hook, after that he threw non-stop flasks with some kind of pink gas under me. When they took me off, the clown ran after me and hung me on the hook again, also continuing to throw gas flasks under me. After taking me off the hook again, everything happened again, only I died after the third hanging on the hook. :(

    For a maniac - I'm at the lowest level in the leaderboard, and I found some professions from the top of the leaderboard. As a result, they mocked me the whole game - they shone a flashlight in my face, constantly squatted, at the end they stood near the exit, pointed with a finger, squatted and shone a flashlight. I have a disability, ignorance of the attacks of the new maniac, poor knowledge of the map, no necessary perks. :(

    I really want to play and get trophies, but so far it looks unattainable for me, to my great regret. :(((

    Can you give some examples of ones your having trouble with? Members of the community might be able to offer tips on good ways to complete them.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222561#Comment_3222561

    EXACTLY!!! Something has to change, DS was just fine as it was before. The perk was used to prevent tunneling and to punish severy a unfair game style that gave a huge advantage for one side (killers). From that perspective, if a survivor got unhooked and straight chased by a killer, the unhooked survivor would 1 vs 1 with a huge disadvantage, being injured and closer to death on hook than anyone else. The elimination of one survivor to pressure the other 3 survivors is the idea behind of tunneling. In support to that, it is a fact that with only 3 survivors remaning with 3 - 5 gens to be done, the game will slow down in a huge way, specially with 10 seconds added to all gens in the match + the overstack of slowdown perks like Call of the Brine + Overcharge + Pain Resonance + Eruption (that makes survivors incapacitated for 25 seconds). As a result, killers can have the control over the match easily, unless they really mess up with something.

    Gotta disagree before DS wasnt an antitunnell perk it was a weapon.

    I cant even begin to count the number of times i got hit with an undeserved DS, between downing and having the unhooker wiggle out with a DS bodyblock or flashlight save, or faking working on a gen, or just not being able to tell which meg was the one that came off the hook.

    No the DS nerf was well deserved because the perk was abused. Now it is an anti tunnel perk, if you cant get to a structure off the hook with the basekit borrowed time that is a skill issue and poor planning on where you went down.

  • 16652877800182816039564595005849.jpg

    Its a thing right now for me

  • @Sava18 said:

    I'm on NA and see it more than survivor for the last 2 weeks now.

    Im on NA and i usually see it every night

  • A person who hits flashlights on their first try and doesnt need to click multiple times at a killer to get a blind

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221555#Comment_3221555

    3 clicks for second would be fine and if they get flaslight save because of it they deserve it flaslight saves are one of hardest things in the game.

    Nope sorry if you need 2 extra readjustments you dont deserve the blind. Any more than 2/second is unnecessary.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221578#Comment_3221578

    I mean, the problem isn't that the flashlight is now unusable. It's still usable.

    The problem is to nerf the worst item in the game, however small the nerf might be.

    What nerf? You aim, turn flashlight on, adjust as needed, and get blind. If you miss, then you miss, and aim better next time.

  • @CoDismylife said:

    Nearly 1 full second is to long Cooldown, it removes adjustments but also you can click to fake a direction and attempt a spin.

    The only issue were Macros with 100 clicks per second.

    Make it so the max clicks are 10 per second. That's realistic for a human with fast fingers

    If what your saying is actually true the most you would need is 2 clicks per second, frankly im glad that the spam clicking will be gone, if you cant get the blind on the first shine you dont deserve the blind.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221211#Comment_3221211

    I'm sorry this still doesn't make any sense. Why would a character who was originally P3, that jumped to P9 and has since been leveled up to P12 gain an additional 2 prestige levels?

    Because you get 2 extra prestige levels for being level 50, meanwhile people like me who thought they had to get prestige 1 to end up prestige 3 and lost a bunch of stuff for that prestige boost get nothing because we prestiged instead of holding out.

  • @Jarky said:

    Hello DBD community.

    I wanted to get the thoughts and feedback of players regarding the ol' "Depip", especially now that Ranks have been reworked into Grades. For those unaware, if you don't fulfil a certain amount of emblems in a match, you will be given a 'depip' or a -1 to your current grade pips.

    When ranks were used for matchmaking, this somewhat made more sense. If you did badly in a match, you would go down and be matched with lower ranked players. Now that this system is solely used for Grades and therefore bloodpoint rewards each month, I was wondering if this depipping design was still necessary.

    In my opinion, whilst it's not a common or even likely scenario to depip, it is still possible and can sometimes make a bad match feel even worse. For example, if you are a survivor who's been caught first and camped to death, you can depip. If you're practicing a new killer and you've had some bad RNG, or only have a single perk, you could depip. This can add salt to a wound, and whilst you can no longer dip below a grade once you've achieved it, it's still a sting to be 1 pip away from Gold 1 and then see yourself be 2 pips away.

    I've considered that the depipping system encourages players to make sure they're trying each match and making sure they're trying to win, and whilst this may be true, I wonder if the benefits of that outweigh the negatives of the scenarios above (i.e. being camped to death), as these players would now just safety pip if such a system existed.

    Likewise, depipping could solely be reserved for those who disconnect as an added incentive not to.

    Regardless, I wanted to see people's thoughts on whether depipping through normal gameplay should still be a thing or if removing this and making safety pipping the lowest you can get is a more beneficial system in the end. Both sides have negatives/positives.

    Personally I think the depip still serves a purpose although there could be situations where it could be disabled, and on the survivor side the requirements for safety pip could probably be lowered in general.

    So right from the get go, a DC should be a depip for either side. I also still want it in the game for those survivors who hook suicide on first hook.

    I know that for me personally on the killer side when i get matched well outside my skill level I can often tell pretty early. If im still climbing to iri, I will play that match with the idea of needing to safety pip, that same match once i hit iri 1 i will say screw it and afk on the gate and wait for gens to be done so i can slam the gate open and get out of the match as fast as possible.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220731#Comment_3220731

    And I've seen people spam rotary system pings to troll. Toxicity will always be present with any function, game play, messaging, the ability to crouch.

    Like i said im not saying dont add it. Im just saying its not going to be the fix all solution that many people seem think it will be because it will only help a partial portion of the playerbase. Whereas status icons showing what teammates are doing would be more universally useful.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219929#Comment_3219929

    Every game with VC has that issue. But a lot of people would also use it to help team mates. And mute buttons are easy to use if someone is toxic.

    It would be fine if they add it but it would be less universally useful than a status icon/ping system because some people wont use it, and other people will troll/grief popl who dont use it.

    I can recall many times playing pubg squads being friendly fired out of the game for not joining in on voice chat.

  • @Lima24927 said:

    i just played against a ttv streamer playing nurse, it was an open map with shack and basemet on the center, i dont kniw the name but a small map, he started chasing a kate, got 1 hook on her, and wheneve lwe saved her he proceeded to only focus her, even with 5 gens up, he killed her and started to tunnel me, hit me as soon as i was saved from hook, and didnt down me because i had basekit BT..

    what do you all think about tunneling ? have you been tunneled before ?

    It depends on the situation, in the one you describe yeah it kinda sucks.

    However on the flipside, if the killer is losing then its completely reasonable.

    One thing I have noticed with the basekit borrowed time is unsafe unhooks happen more frequently, and unhookers are more willing to leave you after an unhook instead of taking agro and the killer is often better off chasing the off the hook person, or just has to pick 1 of 2 sets of scratch marks and just keeps finding the same person.

    The matchmaking is also a garbled mess you can have one game full of potatoes and the next you get seal team 6 and since you dont know whatblevel your playing at until mid match, often tunnelling out 1 happens before you figure out what your actually up against.

    And of course there are people who dont care and get joy out of ruining the game for other people but there isnt really a way to differentiate between them and the other ones

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218447#Comment_3218447

    Would anyone say a football team played really well if they scored zero touchdowns and lost?

    Depends if they lost 21-6 but out yarded the other team 400-200 why not, its called sportsmanship.

  • @MrMori said:

    How about making it so hitting on hook reveals the killers aura similarly to kindred, until you've moved 8m away from the survivor?

    Then the other survivors could easily respond accordingly without the need for comms, and it would punish BM. Would help in solo q if the strongest looper gets caught and camped + BMed, the weaker links could do gens more efficiently and safely.

    Sure but survivor auras get shown for 8 seconds if they crouch more than once per second

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216349#Comment_3216349

    And what makes you think that all those outcomes are equally likely? I highly doubt that. 60% kill rate means, out of 100 survivors, 60 get killed, and that is more than a 2k. It also mean the average escape rate is only 40%, which is not every second game, which an average of 2k would suggest.

    Also i think the extreme event 0k/4k are not equally propable in this matchmaking, since they mostly happen if one group is outskilled, however, at nearly equal skill one weak link in survivors can derail the whole match, making a 4k way more likley than a 0k.

    That is probably true the actual number of both 0k and 4k are probably lower and shift more towards the 1k and 3k side just like swf will shade on the lower kill end and solo will slide to the higher kill end but still if the majority of games end in that 1k-3k zone that is still gonna be a pretty fair balance probably still averaging around 2k whereas at a 53% rate you would average less than 2k.

  • You do realize that 60% is actually a fair kill rate. There are 5 states of endgame 0k, 1k, 2k, 3k, 4k

    So when you break that down,

    20% 0k

    20% 1k

    20% 2k

    20% 3k

    20% 4k

    So what that means is a 60% kill rate is actually a 2k average which is very balanced.

  • @Codyislucky said:

    I don't have a ton of time to play the game, but have been playing since launch. I had very recently before the update, finally unlocked all the killers teachable perks and most of the survivors. Unfortunately, they did this update. Now all those perks are re-locked and I need to pour tons more BP into the characters to unlock them again so I can get them on new characters.

    This happened because I stopped putting BP into characters once I unlocked their perks at level 40, which BHVR has decided means I don't get those perks anymore.

    Its just a visual bug if you unlocked the teachables you will have them unlocked at tier 1 on all characters unless you already leveled them in the bloodweb, the perk icon display on the character screen doesnt change until you prestige because its updated for the new system,

  • To all those complaining about 61% your looking at the percentages wrong.

    There are 5 endgame states

    0K, 1K, 2K, 3K, 4K

    A 60% kill rate means

    20% 0k

    20% 1k

    20% 2k

    20% 3k

    20% 4k

    Which means guess what we are currently 1% over a 2k average instead of 7% below a 2k average.

    The game is actually more balanced now than before.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214636#Comment_3214636

    "Clearly you are not a killer main" - That's right. But that does not mean I don't play killer. And I know there are unfair things toward killer (e.g. hello to 2 lockers next to each other with 2 people with flashlight).

    "Killer mains are quitting because they too noticed how hard it is to play" - Yeah. Killers don't want to play the game. That's why I have almost nonstop 100% survivor incentives. It's because survivors want to play the game but there are no killers to play it. Also most of the killers camp and tunnel which catapults them into MMR range where they can't catch a single survivor. But that's on most killers, because they use cheap tactics. So of course they will meet people who are capable of denying them this tactics from some point (by e.g. never giving them single hook) - and suddenly, the game is again too survivor sided and all maps are survivor sided and everything is stacked against them and all this. Well I don't camp and tunnel and I don't win all games. But I win more then I loose - which is not the case when I play survivor (and no, I also don't genrush. Exactly for the same reason why I don't camp/tunnel).

    "Oh wow, they nerfed Dead Hard poor you" - Well. I am not DH user and wasn't using the perk. It relies too much on killer's ping (making it never activate even if I used it at correct time). And it's not rare that I get someone 2000KM away from me, because BHVR decided it's bad idea to provide separate server for russians. What I am complaining about is +10s on gens (and no compensation on hooks - in 6.1 you could facecamp 2 people to death before all gens were done and then still have whole endgame to get another kill for free effortless win), +10% hit recovery (this one is huge and the biggest problem IMO with conjunction to all the survivor timers having 0 change), -10% survivor speed after hit, +10% pallets, every 2 weeks missing pallet from some map, silent buff to nurse (stuns are now worse then her missing M1), stronger survivor maps getting rework but midwitch is fine the way it is (I am just waiting until they change it - add some hooks and otherwise leave it alone). Also I don't know why they buffed bloodlust timing.

    And this is just on top of my head from last few patches. And I don't even count healthy stuff like buffing legion and ghostface or removing infinites. And yet all I can read is like it's too much nerf to killers all the time. The official numbers stated from balanced 49% to imbalanced 61%. And killer mains still have the audacity to say that the game has become too much survivor sided. Yeah buffing killers so that survivors die in more then 3 out of 5 games is definitely survivor buffs. Wake up please.

    To answer your question regarding bloodlust, mostly because the hold w strat was both ridiculous and boring.

  • I find it funny because the bp incentive is on survivor 90% of the time, so they need survivors but it always seems to give killer dailies.

    The easiest fix would be to tie the probability of dailies into the incentive system

    As an example, when you log in it generates a daily based on the incentive. It can also base it off the incentive when you refresh

    100-50% survivor =100% survivor daily

    50%-0% survivor = 50% survivor daily

    0%-50% killer = 25% survivor daily

    50%-100% killer = 0% survivor daily

    Helping solve 2 problems at once.

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