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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Monlyth said:

    Even within the gaming community at large, Dead by Daylight stands out for how much I can rely on at least one player in every match to do something toxic. Easily on par with MOBAs.

    And I'm not talking about optimal strategies like tunneling, proxy camping, looping really well, running in the open to draw the Killer's attention, or "genrushing" (Whatever that means, honestly), I'm talking about things that serve no other purpose than to be hurtful to the other side. Hitting on hook, teabagging at exit gates, facecamping on the first down, toxic endgame chats, and so on.

    I cannot remember the last time I saw more than one Survivor escape without at least one of them taking the opportunity to teabag.

    And usually, when I point this out, I get told over and over that it's my fault for not growing a thicker skin. I get the distinct impression that toxicity is viewed as an endemic problem that we shouldn't do anything to address. That one of the worst things you can do in this community- worse than being a toxic player- is calling people out for it. Teabagging at the exit gates is rude, but making people feel bad for it? Now that's just unforgivable.

    What should we do about this? I guess BHVR could block Survivors from teabagging in front of the Killer, but more broadly, I think the community needs to take a tougher stance on toxic behavior. Is it really so hard to remember that there's a human being on the other side of every interaction in this game?

    I'm talking about things that serve no other purpose than to be hurtful to the other side. Hitting on hook, teabagging at exit gates, facecamping on the first down, toxic endgame chats, and so on.

    I will agree with most of what you said however in the highlighted section you went 3.5 for 4, facecamping first down while sometimes doesnt have a purpose other than toxicity, it can sometimes be a tactical descision with gameplay reasons, so doesnt quite fit the mold of the other 3 examples.

  • @Wewantjason said:

    I got it through luck sadly. I didn’t even know it was a challenge. I was just doing a Mikey game and they kept going in lockers giving me free hooks

    I asked after why they kept going in lockers and they said a bunch of toxic stuff about hating killers and that “we would rather die on purpose than give a killer their challenge” . Thing is I didn’t even know it was a challenge lmao I was just playing the game

    next match I kept the same build and got it just sheer luck. I don’t play for challenges so yeah idk man

    if your mmr is high all I can say is good luck. I didn’t even want it and the survivors lost on purpose just to prevent me from getting it because they were THAT ridiculously entitled

    if I think of something I’ll let you know.

    does it HAVE to be with tombstone or does the mori offering count? If so you could take a mori. Try double hooking a few people then tombstone 2-3 and last person can be grabbed from the locker, dropped, and use the mori offering on them

    if it works that way, idk

    The mori only counts if it comes from tombstone, ground moris do not count.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366162/will-it-ever-be-possible-to-spend-bloodpoints-on-the-opposite-side-of-the-side-we-are-queued-up-for

    uhh… you could just… spend the blood points on the killers? It’s universally banked. 2 million bp is shared between killer and survivor. Not sure what you mean, but all blood points can be spent on either.

    You cant spend blood points on killers while queued up as a survivor and vice versa, which is inconvenient and would be nice if that was addressed as a QOL adjustment.

  • @KateMain86 said:

    I've played this game long enough to know a hopeless situation when I see one. When there are 2 gens left to do, the 3rd survivor is on their 2nd hook and you're the last one who is on your death hook and injured then you're both probably not escaping. You can try, but I've never recovered from a situation like this where we both escaped. At this point most of the pallets are used and its much easier for the killer to find you since they know the hook is a hot spot and there is only 1 other survivor left to worry about. In my opinion the best thing to do in this situation is for the hooked survivor to give up so the last survivor has a fighting chance of escaping. I ALWAYS do this because I know were both not making it out of there. I have given up on hook to give the last survivor a chance at the hatch more times than I can remember. It just feels like the right thing to do. Struggling on the hook in situations like this just feels like I'm helping the killer and making it that much harder for the last survivor to escape.

    I've noticed that a lot of survivors lately have been struggling on hook in situations where it was impossible for them to escape. Some situations there will be 4 gens left to do and they will still struggle on hook knowing that even if the last survivor saves them there is no way they are both escaping. It almost feels like they are trying to make sure you don't escape also. Maybe they feel like if they don't get to escape then neither should you. Its very selfish and the crazy thing is I have actually had people call me selfish for even suggesting that giving up on hook was the better option in a situation where its impossible to win. Survivor players really need to stop being so irrational in these situations and read them better. There are times where you need to realize you're not all going to escape but you can at least give the last survivor a fighting chance.

    What do you think? Is it selfish to struggle on hook in a hopeless situation or is it better to give up so the last survivor doesn't have to evade the killer for a prolonged period of time?

    For me it depends on the teamate, if you have been a good teammate and have brought tangible value to the match, I will generally let go in favor of you getting hatch. However if you have been overtly useless for the most part, or especially if you did something specific like run the killer to my wiretapped gen to dump them on me or another teamate to save yourself when you werent even hooked yet, I will gladly struggle out of spite and hope the killer catches you.

  • @jamally093 said:

    The challenge requires you to rescue during the endgame here's the kicker...it's extremely difficult to even get to that point and there are so many things that can ruin it in one shot.

    1. Being tunneled out of the game

    2. The killer camps

    3. The person DCs

    4. People leave

    5. Everyone is on death hook

    6. The person goes down again meaning it wasn't a safe hook rescue

    7. The killer is AFK

    8. Matchmaking screwing you over

    9. Them just entering deep wound

    Yes the person you save entering deep wound ruins the challenge I thought a unsafe hook rescue was just hey don't have them end up on the ground again I had a match where I could've gotten it done. But nope the survivor was hit and entered Deep wound sorry it's not a safe hook rescue. Last minute hero shouldn't be a master challenge because of all the things can't ruin it in one go.

    The safe unhook score event doesnt occur until 10 sec after the unhook, so if they run out before the score event triggers it wont count, it has nothing to do with deep wounds.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348623#Comment_3348623

    You are missing that CoH's self-heal takes 21.3 seconds because the 50% heal speed boost does affect it. (Though also, the boon being up means he also already got 14 seconds of slowdown)

    There is a few issues with this assessment, first lets look at the 14 seconds of slowdown you get for the actual booning action, you need to look at that on a per heal basis. Each heal you get on a single boon increases its efficiency, so looking at self heals at 21 sec/heal plus 14 for the boon, that is 35 sec total, however if you get say 4 heals accross the team, that means that 1 booning action gets divided amongst each of those heals to 3.5 sec/heal, which brings that down to 25 sec total per heal.

    Futhermore looking at the slowdown gained by a self heal action of 21 seconds, you really dont actually get all of that as actual slowdown, unless you are getting a oneshot down.

    Looking at it more realistically, if you do the basic math without taking into account exhaustion perks extending the chase, using a basic M1 killer at 4.6 m/s, this can be calculated quite easily.

    Lets take a pretty favorable situation, survivor heals and is full heath instead of injured working on a gen, they take a hit at the gen that would have downed them if they were injured, the clock starts here.

    Survivor runs at 6m/sec for 2 sec and gains approx 10m of distance, at this point the killer gains at a rate of .6m/sec taking 16 seconds to catch up. Now obviously alot of other factors can affect this killer powers, looping, dead hard, dropping a pallet, individual mistakes. But at its base a 21 sec heal buying you 16 sec of extra chase time means that a self heal only actually buys on average about 5 seconds of actual slowdown, Against a good survivor at a decent tile it can easily actually be a net negative.

  • @versacefeng said:

    Do you not see the way people swoon over Huntress and Spirit? Sometimes Susie and Artist too.

    Hey you forgot about my Vommy Mommy.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344579#Comment_3344579

    I mean achievements being bugged. I was trying to get my Cripple Them All achievement done yesterday and it wasn't counting the traps.

    I know from getting that one myself that it only counts grabs from traps, it doesnt count if you smack them or they get out.

  • @thrawn3054 said:

    I was wondering about this. I think it extends beyond just adepts though.

    What do you mean, the only thing the merciless killer rating has to do with is adepts, maybe some tome challenges, otherwise the killer rating is completely meaningless.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343917#Comment_3343917

    they just want to hide in a locker probably while the other survivor is fighting for their life / avoid bbq on last hook or smth

    Probably, but just in case I thought I'd point out the obvious that is being missed, lol.

  • @Entitled_survivor said:

    I assure you with 1000000% confidence, No killer will run these two to deny someone the hatch,,, you are not owed the hatch as the last person just as the killer is not owed the 4 k

    I mean to be fair that isnt why I run it, but I do sometimes run that combo on trickster/huntress/dredge, and it is nice when it works out.

    @hoverboard_ttv said:

    Just a quality-of-life change that seems super necessary. With a combo like iron maiden and darkness revealed, the last person trying to go for the hatch has no chance to hide and try to find the hatch for themselves. Unlike barbecue and chili, where you can anticipate the aura read and choose between hiding in a locker or getting close to the hooked survivor, there is no real counter action to this perk once you're in the game. I'm not going to waste a perk slot for distortion if all I need it for is to hide from a killer who can secretly read my aura at any moment as the last person standing. This is especially frustrating when you have a survivor throwing pallets to deliberately alert the killer, rush to get sacrificed and throw the game. With Darkness Revealed, literally everyone dies due to one survivor.

    You do realize that there is another counter to that combo right?

    In case you don't, all you have to do is not be within 8m of a locker, if you do that neither perk affects you.

  • @YuisBootLicker said:

    This BT hit survivors get does absolutely nothing. I constantly game after game still get tunneled out of games, and then camped. I suggest a decisive strike or an some sort of additional deterrent to this absurdity. Its ruining the game, and its beyond fun.

    Are you getting downed in the spot your feet hit when you cme off the hook?

    I will answer for you no you are not, therefore BT is doing its job.

  • @adam1233467 said:

    I'm not here to cry about how spirit is a very strong and blah blah blah, I'm here to tell you that she has a very gamebreaking bug, that makes the sound of the phase not directional if you and spirit are between an object in the middle of the phase, this makes spirit uncounterable again, they tried to fix the Furin addon bug, and by the way, they broke her whole phase

    https://www.youtube.com/watch?v=keY74rDA56Q&t=21s

    I think you may need to review what gamebreaking actually means

  • @Iron_Cutlass said:

    Title (accidently hit enter which sent this post, so Im having to edit it).

    Everyone is pretty much overreacting over the Eruption nerf.

    Dont get me wrong, I hated Eruption, I think it got nerfed a bit too much, but like Ive seen several posts of "they will gut all of the Killer perks and we wont have anything in 2 weeks" or some dumb stuff... calm down... I think BHVR is pretty disconnected from their community but it's not that bad.

    It'll take more than 2 weeks but the fact that after changing PGTW to current progression and having seen its usage tank, because of weak it is now. To apply that to eruption giving it a double nerf way beyond what was needed based on the complaints and saying it had to do with how it affected solo and SWF differently, which they did nothing to actually change that specific fact, it is completely reasonable to be concerned as to what happens next.

    The thing of it is Eruption wasnt even that strong of a perk, it was annoying when you got incapacitated, but outside of a dedicated 3 gen strategy it wasnt even all that effective alot of the time. As a matter of fact it actually offered a potential benefit to take a chase/get a down outside the 3 gen because you could get the incapacited effect to buy you back that time, now most of the 3 gen builds will probably take Jolt which requires staying within your 3 gen even more, creating more complaints and potentially leading to that getting nerfed. The other potential situation for people who ran it and didnt hard 3 gen will be a return to PR/DMS which already got nerfed once, so it wouldnt surprise me to see that get nerfed down either.

    Thanatophobia is another good example they decided to buff it, then when it was too strong instead of fixing it in a way that would be decent, they nuked it to the ground. This is showing a pattern of at best questionable balancing decisions that makes players lose faith in the devs decision making process.

  • @Crowman said:

    Let's say a gen is 75% done.

    If you took 10% total progress, it would be 65% done.

    If you took 10% current progress, it would be 67.5% done (10% of 75 is 7.5).

    Personally, I think current % regression is healthier and easier to balance around since it means the killer gets less value out of gens that don't have much progress so it's harder for killers to stack regression to fully reset progress. I think a problem with the Eruption change is that unlike Pop which went from 20% total to 25% current, Eruption got no buff to compensate the change from total to current.

    Just a small correction on Pop, it went from 25% total progress to 20% current progress, so actually a double nerf with no compensation.

  • No cat from me unfortunately but good luck, Hasta la Vista.

  • @InsidiousSmartfaceLF said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341969#Comment_3341969

    I think a case could be made for an increase in popularity of Brutal Strength since pallet kicking may become more important with the Any Means Necessary buff. That being said gen kicking builds will no longer benefit from a strong Eruption so I predict that Pain Res+Dead Man's Switch will become more popular as it basically achieves the same effect.

    I'm sorry but the Any means neccesary buff is super irrelevant. While you are partially right and PR/DMS will probably become more popular, 3 gen strats arent going to go away. For people who wanna hold a 3 gen there are only a few perks that will slot into those builds.

    1. Brutal strength for faster kicking so you lose less time kicking gens.

    2. Jolt to get extra regression if you get a down.

    3. Lethal Pursuer to get more value from Nowhere to hide.

    People will be more frustrated and keep complaining about 3 gens more than PR/DMS, so most likely COB + Overcharge that will continue to be complained about and get nerfed next or possibly Jolt because that actually makes the most sense to compliment that build.

  • @Wexton said:

    So from what I understand about the eruption timeline is that, it used to be nearly useless, then it became a meta perk, survivors started complaining, and now it's nearly useless again.

    I'm not saying eruption shouldn't have been nerfed, it 100% should've been, but I didn't want it to become nearly useless. I think I need to stop putting so much faith into the balancing team.

    Correction it went from niche/barely usable, to super strong, to a complete waste of a perk slot.

  • @InsidiousSmartfaceLF said:

    Now that Eruption is basically going to be useless for the same reason why Pop is useless (because % of current progress regression is terrible) I predict that Pain Res will be the next regression perk that behavior nerfs.

    Ever since old Hex:Ruin the trend has always been nerfing whatever the meta killer regression perk is while the survivor meta perks are barely touched. Just leaving this here as a prediction.

    Gotta say its gonna be COB and Overcharge, because they will get complained about more as Brutal strength/Lethal Pursuer replaces Eruption in 3 gen bulds

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340732#Comment_3340732

    Im pretty sure current system makes you suicide lot more than if depip was be removed. Like you know your going to depip no matter what you do so why not just give up? Just this from my latest match after escaping. Trickster tunneled one player whole match and I went down while helping to get her out. All of us escaped in the end. Probably I will lose those 2 other pips soon but I don't care anymore.

    https://us.v-cdn.net/6030815/uploads/D6CRS1774909/screenshot-20230210-174551-gallery.jpg

    Currently there are several pip results.

    1. Definite depip

    2. Maybe depip/safety

    3. Safety pip

    4. Maybe safety/pip

    5. Pip

    6. Maybe pip/double

    7. Double pip

    Now while depip sucks, if you remove the first 2 options how long until that same logic that you just applied, applies to safety pips instead.

    If there is no penalty why finish out a match if your not gonna pip?

    Honestly that match should have been a safety pip and like I said in your last thread lowering the safety pip requirements is a better idea than scrapping them all together and under the conditions I suggested it would have been.

  • Accross the board, No, however in some cases yes, much like the DC penalty doesnt stop all DC's, but it does prevent some.

  • @HoodedWildKard @Deathstroke

    Still on this subject eh?

    So lets say they do get rid of depips, whats the solution for the huge spike in hook suicides that there is no punishment for?

  • @WNS_Rafau said:

    Is it possible to do? For ex. When i have Dead hard on 3 lvl with red colour purple on 2 and green on 1 lvl or something like that

    Doesnt it already do that? Purple for level 3, green for level 2, yellow for level 1.

  • @Piruluk said:

    What I noticed that killer main streamers on EU, always playing survivors at a particular time, when there is incentives for survivors. If that happens, generally the MMR is quite good, and you will get balanced games, the killer is very likely to be around your skill levels, sure you might get weaker teammates from time to time, but the killer is almost always on your skill level. That makes the game very enjoyable for survivors, as it is you dont feel helpless.

    Now is interesting part, that when there are shortage of killers, the MMR becomes very bad for survivors. What ends up happening is that only the most hardcore, very comp driven killers are playing, typically with a great skill level, so a solo team is losing on spot if only there is even one weak player present. But even then sometimes the killer is just better than you. When there are too many survivors, queue will search about 20-30 seconds, the MMR limit is rapidly removed when goes over to 30 seconds, and you will get a game with any available killer no matter whats their skill level is. Now this isnt for sure, but your chances to get a hell like game is very very high.

    Essentially you can only play as solo when there is a demand for survivors on queue, because you are extremely likely to get a killer on your skill level.

    I would prefer to wait more instead getting , godlike killer players, who are destroying the soloQ team without any problems, quite often the difference is so big that its a small miracle to even finish a gen or two.

    So the MMR is a blessing, and its horrible to play when isnt working, because must provide very fast games.

    The only reason I would prefer more survivor nerfs even, if that would improve queue times so I can get balanced games as SoloQ survivors. Because when too many survivors the system is turned off

    It doesnt matter which side has the imbalance, it can happen both ways for either side.

    Ive had plenty of times when the incentive is 100% killer and I get matched against ridonkulous SWF groups and High skill solos I have no business being matched with, way more often than I get weaker squads.

    Best bet is to not play when its 100% on either side because MMR means nothing when people are waiting

  • I believe somewhere between 5 and 8 pm ET

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338551#Comment_3338551

    But it's not 60% of the -objective-, which is what you said in the post I quoted. The survivors' objective is to escape, not finish the gens. If all gens get done and all survivors die before they can power the gates and leave, that's still a win for the killer.

    And nothing of what you said has anything to do with what I said. Survivors slow down as the match progresses. That first chase will likely have three survivors working on gens, the second chase will likely have only one. That is major slowdown compared to the start. Loads of games get hung up on 2 or fewer gens left.

    It's absolutely astonishing to me that this is the case and people are actually wondering why the behaviors of camping, tunneling and slugging are so common.

    Sure, blame it on gen times, even though the initial increase from 80 to 90 seconds did nothing to decrease those.

    You do realize that you are arguing about 4%. I mean your technically right but if you add the 20 seconds to the total objective time then 3 gens isnt 60% it's 56% which is a pretty small amount to be so bullish on.

  • @FMG15 said:

    I see it almost every day. It's either "survivors op, killers can't win anymore" or "killers op, survivor is impossible now". And then they proceed to complain about a certain killer/perk/item/addon or the newest thing to complain about the HUD changes and try to spin it in a way to tell us that one side is too op now because of that one thing they complain about and that survivor/killer is impossible now. They never consider that the issue might be on them and always blame the others. They themselves are always the best in the matches they played, made no mistakes and should have easily won all of those matches if there wasn't that particular thing they put all their blame on. Then they proceed to show us things that don't really matter (like post game results or their playtime) to somehow give us the impression that what they are saying is a fact.

    And I don't want to act like there are not any problematic things on both sides I say that very often and clearly. But stop using these things as a scapegoat to hide your lack of skill anc competence in your matches. Is it really that hard to admit when you had a game where you made bad decisions and lost? Sometimes recording and then reviewing gameplay can really help to improve and maybe it can help people admitting when they made mistakes.

    Don't get me wrong here: giving your takes on whether something is unbalanced or not and giving solutions is important. But don't use it as an excuse to hide your own mistakes and then act as if one side is impossibe now.

    I find my issue to be with Matchmaking more than anything else. When the incentive is less than 100% to either side my matches are usually fair and I can pick out the individual mistakes or instances that shift the balance of the match. When the queues are more unbalanced and the matchmaking gets borked in favor of queue times I'll have those matches of stomps going either way.

  • @Weepeme said:

    Seriously I am so sick and tired of the SAME freaking killer constantly. At least 3 options to disable 3 killers, not much.

    There is literally only one way to do this that couldnt be abused, it wouldnt be a ban option it would simply be a system that makes you not see the same killer 2 games in a row. Currently this is gonna be tested with maps, if it works well It could be implemented with killers faced as well.

  • @Mr_K said:

    Think players that DC often should be put in the same lobbies.

    This is just the best solution, like the griefer lobbies in GTAV.

  • @M1_gamer said:

    Its pretty sad to see the state Freddy is currently in. He has one of not the most boring power in the entire game. Hes not really fun to play as. (love playing against him eventho its been so long since ive seen him.) hes IMO the most neglected character in the game. Wish my old main could get some love. A more interesting fun power, redesign and some cool cosmetics would be nice.

    How do you feel about his current state?

    There are several things I would like to see done with Freddy. Outside of the gameplay stuff, getting some Robert Englund voice lines would be amazing.

    1. Ability to have both snares and pallets at same time.

    2. He needs a full add on pass again.

    3. His teleport has 2 major issues, his best add on is the one that makes everyone start asleep, partly because his teleport charges sooo slow at the start of the match, so I would make his initial charge faster.

    The other issue is his teleport gets weaker as he is losing the game, I would suggest that he be allowed to teleport to completed gens and when he does he should come out with an undetectable effect, nothing crazy like 4-5 seconds, this could be really cool for ambushing a gen from another gen, or ambushing at a boon near a completed gen.

    4. Sleep is somewhat lackluster. Alarm clocks should only give immunity to falling asleep over time, not when getting hit by Freddy. I also think he should get some base effects/add ons like the ones that doctor has for madness but for sleeping survivors, to still incentivize waking up.

  • @M1_gamer said:

    Favorites:

    Freddy, = its freddy but hes more boring now but chill

    Sadako = legit visual design, sfx,animations are just cool af

    Least:

    Hag = just to slow for my tastes.

    I Know its remake freddy and not the original but how awesome would it be if they brought in Robert Englund and recorded him some voice lines like Wesker/Pinhead.

    @HoodedWildKard said:

    Demo is my fave. Extremely blanced IMO and takes skill to play well, both in chase skill to hit shreds and planning skill to use portals effectively.

    My least favourite has to be blight. Cool idea but being on console I can't hit lethal rush to save my life. I end up just M1ing him. Since I got my adept blight I haven't touched him. I might muck about with him at some point to try and get the hang of him but unlikely.

    The Only things that made blight not make make my least list is even though I essentially have to play in structures like an M1 killer, I can make his power work in the open and on some of the more unsafe pallets. Plus any killer that has a power that cuts through pallets faster gets a thumbs up in my book.

  • Favorites, Demo, Wesker and Twins

    Least, probably Nurse and Trickster

    Demo is just so versatile and can adapt to so many different builds and strategies, and I also am just a huge fan of Stranger Things.

    Wesker plays similar to Demo as his lunge plays similar to shred so he was easy to pick up

    Twins is just unique and fun, they've been weakened by the healing meta that we are in but I still really enjoy them and again Victors pounce plays much like demos shred so it was easy to pick up.

    Nurse and Trickster both take a major hit for me because they are very ungainly and rough to control on console. Ive gotten a bit better with Trickster going for his achievement but Nurse may forever be out of reach unless they add Keyboard and mouse for console.

  • @shogoaluni said:

    I always play survivor so therefore I have no idea how it is to play killer so I wanted y'all's perspective on tunneling. If you do tunnel, why do you do it? I am not asking out of saltyness, I'm genuinely curious if it is such a needed game strategy. Do you always tunnel, or is there something a survivor does to influence it? If you do not tunnel, why don't you? What do you do instead of tunneling to still have a productive game? I want to understand what's going on inside killer mains minds so it will help me get less frustrated by getting tunneled out some games. I also want your perspective on this type of stuff since I never play killer, i have no idea how it feels to be on the other side so I don't think it's fair to judge until I get some knowledge from the other end.

    Every person you ask is gonna have their own different answer as you can see, so I will share mine with you.

    I am a 50/50 player, I play survivor and killer pretty evenly, my skill level as a killer is probably pretty average/ slightly below average. My playstyle favors aggression over slowdown/3gen tactics.

    I typically dont tunnel outside of certain conditions.

    1. If you do something to piss me off. I'm generally pretty chill so this is pretty rare because I've learned to identify the really cocky strong loopers and just refuse to chase them most of the time.

    2. If you deliberately use anti-tunnel perks against me when I am trying not to tunnel. If you bodyblock for the person who unhooks you with your BT or get involved with my chase just to hit me with DS, to me this means you want to be tunnelled and I will gladly oblige your request.

    3. If the game is moving too fast and I need to catch up, because I dont run heavy slowdown it is the only option to slowdown the game to a managable level. To be fair I actually balance this out in games I am winning with multiple hooks at 5 gens by slugging people on death hook once or twice instead of killing them until at least 1 or 2 gens get done.

  • @FengShuiExe said:

    So I know prestiging a character will cause grant the perks to all characters. And I have prestiged Demo, but I know his perks were added to the web normally. So does that mean I get nothing for prestiging him the first 3 times?

    I had him prestiged at the time of the update and it unlocked his perks at tier 1 on all characters, there is nothing for prestige 2 or 3, but you still get bloody cosmetics for prestige 4-6 and perk charms for prestige 7-9.

  • @Xernoton said:

    I've played this game for 2 years now and I was never really fond of slowdown. My survivor matches felt awful going against it and as a killer I've always enjoyed the chase more than anything and brought aura perks or gimmicky builds instead. These past few days however my win rate dropped dramatically. In the last 10 games I got exactly 7 kills with an average game time of 6 minutes. Did the survivors just play well? Can't tell. I didn't really have any interaction with them.

    The last game was a 4k that I managed to get because I decided to screw it all and instead of my usual builds bring CoB, Overcharge, Eruption and STBFL on Doctor and even that only worked out because I camped a 3 gen. The survivors didn't have fun and me neither because instead of chasing I had to prioritize gen kicking above all else just so I wouldn't lose against their preset loadout again. One green medkit with extra charges and Styptic Agent, 2 commodious toolboxes with extra charges and BNP and another yellow toolbox with extra charges, as well as Prove Thyself and a map offering for Ormond (at least it wasn't Garden of Pain). This isn't even special anymore. It's just the default mode now. I can't say I blame them though because you get so many of these.

    Before anyone says: "Skill issue." Maybe it is a skill issue. I can't tell. I had very few interactions with these survivors, so I don't even know. Maybe they were absolutely insane but from the few chases I had it didn't look like that.

    My question for you is: How has your experience over the last few days been? Did it feel more balanced? Were your matches as short as mine?

    Mine are a mixed bag, depending on the survivor efficiency and how good the first person I chase is. I too prefer aggression over slowdown, If I get a down fast enough I can usually keep up the pressure and have a decent game for the most part. But if the first hook takes too long, then I'm pretty much relegated to proxy camping for trades and hopefully a tunnel/major mistake to make the game managable, because base regression is just terrible.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337399#Comment_3337399

    The problem is the stalemate that occurs when the killer stops trying to down or kill survivors *for an extended period of time*.

    It's not that 'holding a 3 gen' is the problem. *Most* games, the 3 gen is an incredibly useful tool for the killer because survivors will inevitably make a mistake and go down. The gens in that scenario are the means to that end, even if it takes a couple minutes for that mistake to occur. But the gens aren't the main objective, the killing is.

    The difference is in holding a 3 gen for an 'extended time', like the 20 minute span where effectively nothing happened in the game. It is literally impossible for survivors to be trying to do those gens and never creating an opportunity for the killer to get a chance at a chase. The killer is just not doing it, and holding the gens instead of killing. That's the difference.

    And the rest of the game before the stalemate is completely irrelevant. I'm sure he had hooks and downs, but then *stopped* to do nothing but guard the gens. In the flip scenario, it's not like survivors hiding for half an hour is suddenly ok because they did 2 gens 45 minutes ago. The problem is when one side completely forgoes their objective for an extended period and the game isn't or can't progress.

    Couple things here,

    1. Survivors have 2 basic objectives, Do gens and power the gates, and escape. The only way to do the 2nd objective is to do the first, or have all your teammates die.

    2. Killers also have 2 objectives, Prevent survivors from escaping, and kill them. The killers objectives are not mutually exclusive, if the killer kills all survivors, they are prevented from escaping. If the killer prevents the doors from being opened the survivors die. Both of the killers objectives complete the other one.

    It is literally impossible for survivors to be trying to do those gens and never creating an opportunity for the killer to get a chance at a chase. The killer is just not doing it, and holding the gens instead of killing.

    A survivor choosing to run away is not an obligation to chase, killers drop chase all the time for all kinds of reasons, in this case it's because taking the chase would be detrimental to the killers objective of killing the maximum number of survivors.

    The killer isnt doing anything to stop the survivors from trying to do gens (Aside from the example of Doctor spam shocking everyone to keep them in tier 3 madness where they literally cannot try to do gens), the survivors are choosing not to do gens to preserve health/hook states, blaming the killer for not chasing you and therefore throwing the game is ludicrous because, and I will say this clearly, When the match timer ends the survivors are claimed by the entity and the killer wins.

    End of discussion.

  • @Chocolate_Cosmos said:

    I played yesterday 3 games with them and all 3 games had gamebreaking bugs. 2 games I were stuck and I almost was stuck as well in the third game if it magicaly unbuged itself. The Killer is unplayable, sadly. If Nurse was killswitched just because of some rare grap bug (grabing people after blinking isn't something that will happen every game and you can event prevent it when you know about it). While Twins just break themselfs every game almost by default, by just using their power in any way. Please fix ASAP :(

    While yes they do need to be fixed, they absolutely should not be killswitched Mostly because it is not a unilateral bug that affects all players, and is mostly related to individual system performance. The nurse bug was different in that it could be triggered at any time by anyoneand could technically happen in every game.

    https://m.youtube.com/watch?v=M8OFrMOP_dE

    Players who get affected by the issue can choose not to play them, while people who dont experience the issue can continue to play them normally.

    I am on console and started playing super heavy on twins when I heard about the bug a couple weeks ago, I've played 100+ twins matches over the last 2 weeks with no sign of any gamebreaking issues

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337126#Comment_3337126

    Sadly I'm capped for the season, but if you remind me later this month I'd be happy to record a video of my pipping, at gold ranks, off 2 kills.

    Never said you couldnt pip, just that you cant get gold devout emblem off 2 kills, so you cant double pip.

    You only need 13 emblem points to pip in Iridescent so if you get 3 Iridescent medals (12 points) you only only actually need 1 kill to pip.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336453#Comment_3336453

    Uh...

    Yeah, no idea what to say. Those emblems make no sense from what you're describing.

    9 hooks would be gold Devout.

    Gold kicks in at 8 points, that requires a 3k (2 points/kill) with 9 hooks (1 point) and all individual survivors hooked (1 point)

  • @rrrrrrrrrrrrrrrrrr said:

    wiretap is usually terrible without repressed but there are times i want to wiretap without blocking my gen for 30 seconds

    Use wiretap before repressed is charged?

  • @Mooks said:

    Nope, devs have explicitly stated that it isn’t considered taking the game hostage if the game will find a natural end eg EGC.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332848#Comment_3332848

    There is multiple places where it could theoretically happen, eg rooms in main on Dead Dawg, Crotus Prenn Asylum, though I guess the survivors need to kinda f up and/or killer needs to be sneaky

    I was thinking of that boxed area next to thew water tower structure where there is sometimes a totem on that one MacMillan map

  • @LooeDbD said:

    I seen a video of wesker walking and I wanted to try it, is the only way to do it is with a controller?

    You might be able to do it if you can rebind all your keyboard keys and movement onto like a flight sim joystick if you have one, I remember watching ohtofu play one armed with everything bound onto his mouse. Mouse and flightstick would be an interesting way to play

  • @TigerSnake said:

    Literally just shorten the duration and replace Incapacitation with something else. Anything after that like limiting it to one gen only or increasing the cooldown is straight up overkill and would make the perk completely unusable, and in all honesty, just limiting it to one gen at a time or increasing the cooldown without changing the Incapacitation would be enough to make it not worth it, at least for me. If you seriously think the perk needs more changes than just what I mentioned, you’re just salty over the amount of times you’ve gotten wrecked in solo que and don’t realize that any good slowdown perks are enough to beat solo que survivors.

    Raise base regression 3% and remove 12 sec from incapacitated done.

  • @Toaster427 said:

    Killer immediately went to a 3 Gen on the map, the 3 gens were extremely close to each other. His build was setup for it and he's a speedy killer so getting any progress on the gens was basically hopeless.

    We pop the 4 gens that we could, he wasn't chasing anyone and not once left the area at all.

    we attempted at first to try and all rotate gens while he smacked us off, but we were unable to make any progress at all, call of brine just ate it all up, and eruption would knock us right off soon as he knocked someone down every time.

    Eventually we are all death hooked and things are looking impossible at this point.

    Literally the only way we were ever going to be able to get the last gen done was to get him to leave the area in chase, but he refused to engage in a chase with us, the second we even got 10 feet away from the gen he'd break chase and go right back to protecting his gens.

    at one point we were all just standing outside of the general area of the gens, in plain sight motioning him to chase one of us, he refused.

    this went on for like 15 minutes, was just a standoff between the killer and us.

    eventually we are completely over it and just want to get to the next match, this killer wasn't ever going to chase us and we had zero chance to get a gen done. we just all went over to him and let him hook us one by one until we were dead.

    in post game chat he said he's submitting a report and accused us of holding the match hostage....excuse me what? apparently we are obligated to let him kill us immediately if a 3 gen situation occurs like this?

    he could have chased us and abandoned the 3 gen at any time and the match would have ended naturally, both parties are refusing to let the other win, isn't this more of a standoff?

    I could understand this if we all were just hiding in lockers the entire time and he was searching for us, but we were literally standing in plain sight, he just refused to chase...

    I doubt any action will be taken for it because its basically a stubborness stand off. However to those criticizing and blaming the killer there are 2 important points,

    1. The killer is not stopping you from trying to do gens, you are choosing not to do gens and preserving your health states, the killer isnt obligated to chase you cross map when you run away and lose the match because,

    2. When the match reaches the end of game timer after 1 hour all survivors in the trial are automatically claimed by the entity, which is technically a win for the killer.

    @Bwsted said:

    Both sides have an obligation to try to progress the game. 3 genning is fine. ONLY holding the 3 gen is not. The killer's objective is to kill, not saving the gens forever.

    See this:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/521124/#Comment_521124

    This example is flawed because a doctor keeping everyone in tier 3 actually does prevent the survivors from trying to do gens, which is what makes it different from a standard 3 gen scenario.

    Disclaimer: I play both sides 50/50, and personally do not use 3 gen builds because I find them boring, I am simply just bringing calm knowledge to the discussion. Think of me as a Vulcan I have no emotional stake in this.

  • @RaSavage42 said:

    Other then fixing the symptoms why not fix the real reason for it....

    Increase the base Gen regression... and change the regression perks if they are to much

    That does nothing in terms of the people who tunnel just for the sake of tunneling, but may reduce some of the tactical tunneling. There is also the issue of the matchmaking being unbalanced, so unless you do it on a scale based on MMR disparity and actually create a proper MMR system its gonna be tough to balance out.

    To be clear I am not disagreeing with you, but that is still only a partial solution.

    @kill4escape4win said:

    As a killer I do not tunnel, as a survivor, like so many I do get tunneled, it's a strategy yes but it's very very unfun and boring, it makes you want to slap the killer IRL for it, it would feel good but we can't do that, so why not slap them in game for doing it?

    Survivors have 10 seconds of 10% haste and endurance, but it's not enough to gain distance and escape from the killer if they WANT you, especially some killers that are very good at camping like pyramid head which will hit 2 survivors at once and take away the endurance and remove the possibility of using dead hard.

    This makes the survivor unable to do pretty much anything especially against killers that have a range ability and ignores pallets or walls.

    I have ideas that would punish extreme tunnelers without affecting regular gameplay and not punish killers that actually play the game and goes for others.

    Please note that not all of them should be added, they are suggestions on what could be done to help this issue.

    ideas:

    1. Survivors have no scratch marks, grunts of pain and pools of blood for 20 seconds after being unhooked.
    2. Unhooked survivor recovers 200% faster if downed within 20 seconds of being unhooked and can get back up themselves.
    3. Unhooked survivors get 1 minute of basekit decisive strike which is stackable with the perk (making it a 6 seconds stun)
    4. Follow up to n.3, if the killer still tunnels the survivor and gets them again after the second hook, they have 2 minutes of DS and will be 6 seconds again, of course it won't work in the end game.
    5. Survivor wiggling free from the killer by any means if tunneled recover from exhaustion.
    6. Survivors no longer have collision when they have endurance from the unhook so they cannot force to take a hit and hit the killer with DS.

    All this will be removed if the survivor do any actions at all or take a protection hit (2 protection hits if hit when they have endurance).

    This would EXTREMELY punish tunneling behavior and force killers to go for other survivors instead of going constantly to the unhooked one, if they still want so badly to get that survivor, this will give plenty of time for the other survivors to work on gens and possibly save the tunneled survivor with a clutch end game play.

    Part of the issue is there are different types of tunneling that are not all equally problematic.

    Tunneling at 5 gens, kinda problematic.

    Tunneling at 2 gens with a bad gen spread/little to no slowdown and 0 kills, kinda justified borderline neccessary.

    As to your suggestions themselves:

    1. I have suggested this before, this has little downside and would just help the unhoooked person try to hide with no offensive potential I would also disable loud noise notifications to allow for quiet vaults and locker entry for those 10 sec to help stealth.

    2. Honestly not a fan of this one, no issue with the buff to recovery speed but slugging the person off the hook is often used as a sorry didnt mean to tunnel gesture, or to bait the person who ran away from their unhook instead of protecting the person, it is literally the least tunnelly option when you down the unhooked person.

    A better option IMO along this line would be a buff to wiggle speed/intensity if downed within 20 seconds that decreases the more you recover. So lets say a 20% buff as you recover to 20% it would go to 15%, 40% would go to 10%, 60% would go to 5% and at 80% it would go to 0%. This would make it harder to tunnel without actually affecting the people who are actually trying to be nice.

    3/4. This one is a hard no for me, if people wanna run DS then fine, but there is no way it should be basekit. Good survivors will always find a way to use it offensively, I will cover that a bit more in your deactivation condition suggestion.

    5. Way to easy to abuse by sabo squads including dead hard in their builds, wouldnt be opposed to item #1 applying to a wiggle out if within 60 seconds of being unhooked though that wouldn't be too terrible.

    6. No collision for 10 sec is too long but for 2 or 3 seconds just so if the killer is right there at the unhook it gives you a bit of a buffer and makes it easier for the killer to go for the unhooker.

    The issue with the deactivation being a protection hit is terrible, if the unhooker is healthy you cant take a protection hit, you could make it if you take a hit while survivor is within X number of meters but it still may be deactivated by teammates either unintentionally or on purpose to sandbag.

    The real solution is not the stick but the carrot.

    Ever since basekit BT the unhooker rarely takes aggro for the person off the hook, taking a protection hit needs to be encouraged more, if the choice is between an injured unhooker and a 2 hit with BT person off the hook, there will be more incentive to go for the unhooker.

    Something along the lines of after taking a protection hit within X seconds of an unhook that person gains a buff to vault speed and all medium vaults become fast vaults for X seconds.

    A temporary negative buff to the unhooked like a 10% repair speed penalty for 60 seconds after being unhooked

    A temporary boost for the killer for base regression and faster break actions after an unhook or a basekit Aura read on all but the unhooked survivor.

  • @Smoe said:

    For some reason all the forum text appears in french when you're logged on the forum, yet reverts back to english when logged out.

    I haven't seen anyone else mention it, so i'm not sure if it's just me or not.

    I'm looking at it on mobile and at the very bottom I have a language change option

    Screenshot_20230204_114011_Chrome.jpg


    I hit the french button and it kept me in french until I hit the English button again.

  • @FengShuiExe said:

    So honestly I don't really mind if survivors can track the activities of their teammates, it can make some matches more coherent. I just see it as a toned down basekit Bond.

    But I do think the blindness status effect should disable that part of the HUD for its duration. The new survivor update has perfectly paved the way for blindness to have an actual use, if the tracker was blocked due to blindness, it would have weight as a status effect. I mean I don't know how much use you can really get out of blindness sometimes. But it seems to be the weakest of status effects.

    Considering how weak/niche blindess as a staus effect is, this would be a well deserved buff that makes alot of sense.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336333#Comment_3336333

    They did gen rush me at beginning but 3 genned themself. The match overall however lasted around 20 mins. Letting the last 2 go just probably took points away from gatekeeper and malicilous category.

    https://us.v-cdn.net/6030815/uploads/TTS5E8L7CLW2/screenshot-20230204-134647-gallery.jpg

    https://us.v-cdn.net/6030815/uploads/ZENYQP810NWL/screenshot-20230204-134725-gallery.jpg

    For gatekeeper you need 35 points for Iridescent medal

    You get 10 points if the gates stay closed.

    You get 1 point/min for each gen that still needs to be completed for the first 9 min.

    So for that one letting the gates get open definitely cost you a bit, but so did getting genrushed.

    Ive gone back to running corrupt intervention while I'm pipping and make sure I dont down anyone and just try to keep everyone injured for the first 2 min. Lets me keep the game at 5 gens usually for the first 3 min at least, pretty much guarenteeing me 14-15 points then for the next 6 minutes I only need 20 points only 10 if I keep the gates closed.

  • @coley_219 said:

    @kingcarl2012 thanks for this...some of them are working but some others are not. Would you mind looking at an example here? There were some survivor ones that also would not allow me to click on the next challenge even though I completed the one before it but it is too late for me to clip that.

    https://youtu.be/579-kjPBfIQ

    Ok so for bloody good down in the bottom left in order to unlock it you would either need to complete and claim scrap yard or if you claim the one to the left of it you could then you could complete and bank that one.

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