kingcarl2012
kingcarl2012
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@xBlackrid said:
I get that players would find ways to crash games to avoid dc penalty, but just because they would try to do something, people who are innocent get to suffer for no reason and now I'm literally on a whole day ban because of it. PLEASE REMOVE IT, I BEG. If you don't try to make this game better for the players, I can guarantee you that you will lose your players and they will move forward to a way better game so please.
If you have managed to get that big of a dc penalty you need to take the time and fix the instability of your install and not blame the devs for your problems.
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@SmolBlob said:
Friendly reminder that BHVR has stated before the reason hatch exists is to prevent an endless hide-and-seek. Not for it to be a good chance of survival for the last survivor.
That may be the intent, but it isnt the actuality.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319065#Comment_3319065
It changes nothing because killers who slug for the 4k are doing so because it gives them up to 4 minutes where the last survivor has 0 chance of actual escape. The only play the survivor has is stealth, except in rare circumstances.
If 'fair' was the goal, hatch is random, and the killer has the advantage. The hatch already favors the killer because of faster movement speed, and the survivor has to traverse the map without being seen. That simply is not enough for an incredible number of killer players, which is why slugging for the 4k is so commonplace.
Killers don't want 'fair' chance at the door or the hatch and ANY chance at escape with two survivors left is too much.
Hatch is technically fair over time, resulting in a 50/50 chance at escape for survivors.
However that by definition isnt fair to killers who have killed 3 of 4 survivors, especially considering in a single game scenario it can spawn right next to the survivor guaranteeing a 100% chance of escape, that the killer cant counter.
Even if the killer does win the hatch 50/50 and closes hatch the survivor then gets another 50/50 shot at getting a door open.
In reality a killer should still hold a signifigant advantage in a 1v1 endgame scenario, personally I could live with it if it was more like a 25-33% chance of losing the last survivor, however as long as the current endgame exists as it stands now slugging for the 4k will as well because it punishes the killer for playing well.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318902#Comment_3318902
This is the exact same problem as the current hatch, since that's what happens when the hatch is closed.
Killers will continue to slug for the 4k to prevent the hatch or doors, so nothing will change.
I'd much rather allow the slugged survivor to give up on the ground. Give the killer hook stages, kill credit, whatever. That would be better than what we have now, and not nearly as game breaking as infinite unbreakable base kit like the devs were testing.
Not quite, slugging for the 4k would probably go down because instead of potentially having the 4th survivor get a guaranteed escape because the hatch spawns right next to them, it would create a fair strategic door battle.
I will admit that for that to be balanced door spawns would have to be adjusted with a min/max distance that would differ based on killer mobility, as an example doors for blight would be more spread than they would be for trapper, ut it would eliminate the garbage of killing the 3rd and having no chance to find the 4th.
I bave no issue with letting the slugged survivor leave, but it shouldnt affect the outcome of the match. So if they leave their body should stay slugged, and both remaining players are notified, and the match should progress to its normal conclusion, so it isnt used as a ploy to get hatch to spawn sooner.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318844#Comment_3318844
Hatch exists because the game only functions correctly if survivors have hope of escaping.
Without hope, some survivors would probably do stupid things like give up or disconnect until they just stop playing the game.
If when it got to the final survivor the doors were powered like what happens when hatch gets closed, they still have a chance to escape.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318638#Comment_3318638
You do realize the Hatch is there so the game can't be held hostage by either the Killer and Last Survivor right....
Not really, hatch is there to give the last survivor an undeserved higher chance of escaping. if it was just about making sure the game ends, then once it was down to the final survivor the doors would be powered and EGC would start instantly.
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@Shawny said:
I've wanted to talk about this for a while, but the forum verification system takes a while to go through.
Slugging for the 4K is a strategy used by the killer to smoke out the last survivor in the match by taking advantage of the bleed out timer of the other downed survivor or survivors (4 minutes long). In most cases 2 survivors are sacrificed and one is downed and left on the ground for 3.8 minutes while the killer either baits the survivor to come for the rescue or goes around the map looking for them. This has forever been a strategy used in dbd to confirm 4 kills, though unfortunately in unwinnable situations where you are unable to get a generator done against a really good killer due to a 3 generator set-up or lack of teammates left in the match, you are better off trying to find the hatch or go for an exit gate.
When you realize a game is unwinnable as survivor, doing generators and even going for the save sometimes is pointless, and grants no benefits other than getting you back to the lobby as soon as possible and however many blood points you gain from doing those actions (getting sacrificed because of your actions). Due to the lack of communication and difference of experience between players, when a survivor enters the dying state, is hooked, or has any other aura reading perk that allows them to see their teammates, the act of not doing generators or a "conspicuous action" is seen as throwing the game (wasting time) even though just by remaining in the game in the current state of the match is a waste of time in itself.
The problem with this is that either your teammate or the killer will make your attempts at an endgame escape/play impossible. In my case, I'm always playing solo queue so whenever we're at a really bad 3 gen against a killer who will frequently drop chase to patrol the other 3 generators, or have 1 or more teammates dead with 3 or more generators remaining, I no longer "participate in normal gameplay" as there's no benefit from touching a generator or going for the save (it will be an endless loop or hook standoff to confirm a kill).
When these conditions arise and it becomes a 2v1 and I'm not the survivor slugged on the floor, 1 of 2 things happen.
- The killer slugs the other survivor for 3.8 minutes looking for me (the remaining survivor) or camping the body. If I am located, I die, if not the killer goes back to the slugged survivor and hooks them (NORMAL GAMEPLAY).
- The killer slugs the survivor for 3.8 minutes until they are close to bleeding out, doing most of the things stated in Scenario 1, though instead of hooking the survivor, the killer will intentionally pick up the survivor and let them wiggle off their shoulder, signaling to the survivor that they want to team up. The recently slugged survivor will then, lead the killer to the remaining survivor since the entire time they were slugged on the ground they were given aura reading abilities to see the exact location of the other survivor. The killer then downs both survivors because they have both of them nearby.
In the 2 scenarios provided, #2 almost always occurs in my games.
To make teaming (cheating) less prevalent through slugging for the 4K, I have a few suggestions that might be able to stop this from happening.
- Turn off aura reading to the survivor that's in the dying state. I never really understood why they gained access to the auras of other survivors when it's up to the non-downed survivors to pick them up in the first place. If this is too much, then base it off of how many players are left in the match. When 2 survivors remain only the non-downed survivor can see the aura of the survivor in the dying state and not vice versa. Alternatively, you could add this ability to see auras while being downed into the perk tenacity, as it's a perk that makes you crawl faster so it would make sense for it to be a part of the perk since you crawl much faster giving the aura reading a purpose.
- This one is a bit oppressive to killers but, to reduce the bleed out timer of survivors depending on how many remain in the trial. when there's 4 survivors left its 4 minutes. when there are 2 survivors left it's 2 minutes. This would help fix this problem because it would discourage killers from leaving the slugged person on the ground for too long in the end when only few survivors remain, keeping the game "going". You could even further reduce the timer but I think the first part of this is healthier for the game.
Another thing to add with this is that the killer does not have to start the whole "teaming" thing. If a survivor had a bad game or they don't like/care about a specific survivor they will just crawl in the direction of where the remaining survivor is, weather that was their intent (toxicity) or not. This is why I really push for point 1 to happen, as slugging mid game is not commonplace as much as it is in the endgame. The downed survivor is so slow on the ground that it doesn't really make much sense for them to have info on where their teammates are (they should just crawl to a safe place so the non-downed teammates that can see their aura can get them up).
A lot of you may also criticize me for taking this stance as an "entitled survivor main" but you can't honestly tell me that when it's just you and another survivor remaining with at least 1 generator left, that there's a chance you both will get out (there isn't). Going for the rescue in those situations is only beneficial if you are going for grades or BPs, which is fine but the whole teaming thing deletes the hatch and exit gates as an option altogether.
Soo couple things,
1. Downed survivors need to see the rest of the team for multiple reasons:
Blindness exists.
Positioning yourself closer so a teammate can finish a gen.
Being able to see a teammate prepping a bodyblock/sabo so you know to wiggle.
Setting up a pallet/flashlight save.
Being able to get out from a pallet when someone is coming so they dont drop the pallet trying to pick you up.
Knockout, you need to get close enough to be seen.
Unbreakable, so you can see if someone is coming to get you so you dont use it if you dont need to.
Head on, so you can see what locker someone goes into to set up a stun.
There are plenty more as well but the main point here is, Just because you want to hide and try to get hatch isnt a good enough reason to take away a core gameplay element, and deprive the downed player from the ability to help themselves. It would also prevent the downed survivor from deliberately avoiding where you are and cause them to accidentally lead the killer to you as well.
2. Punishing the killer because of survivor actions is completely uneccesary and absolutely should not happen.
If you wanna punish those survivors record and report. If you wanna play the hide for hatch game then just get better at it, you can see the killer pick up the survivor and if they dont hook you can see that too and you know you need to move and change hiding places.
You can make all the excuses you want, but unless the killer is camping the slug, you have the option of helping your teammate, and if you choose not to for whatever reason your teammate may take offense to that because you arent treating them as a teammate, you are choosing to sacrifice them, therefore in a way you are teaming with the killer as well.
3. As long as hatch exists slugging for the 4k will as well as it gives the final survivor a much higher chance at escape than they deserve.
It is also an issue that the survival category is too dependant pointswise on the actual escape, if it filled more through other means and the escape itself was only worth 2k BP you would see alot less of these hatch standoffs because it wouldnt be worth the time it takes and a save would be worth almost as much as escaping.
Finally, Hatch is meant to be a last chance for the final survivor, playing for hatch before you are the last survivor for whatever reason is the issue creating this situation, which means its an issue you are creating for yourself. Take some accountability for your own descisions.
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@DreamerSteamer said:
So I was in a match vs a very sweaty blight a few weeks ago. Super strong addons and perks, all the good stuff. Within like 5mins we were down to 2 players at 5gens.
I already just wanted out of the game. The killer though wouldn't hook me, also didn't leave me on the ground to bleed out, and when I would try to do the objective to progress the game, they would immediatly down me and pick me up again, so that my bleedout timer wouldn't progress. Last person was hiding expertly btw and the killer just didn't wanna "risk" only getting a 3k.
This went on, until I decided to test how long this person would do this. I tab-ed out of the game and just started watching something on netflix. Only occasionally tab-ing in to see, if they finally decided to hook me. This took like 20mins until they eventually gave up, hooked me and the last person made it out through the gate.
It might be obvious, just still wanna ask, does this constitute griefing/ holding the game hostage?
PS of course when I had the audacity to say something about it in endgame chat, I got the usual, haha, omg it's just a game
I mean if you keep wiggling off and trying to do gens the killer will have to either slug you to bleedout or hook you or lose, so technically no.
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@HungrySnek said:
Thank you Bhvr
Again another idea where the Team behind it didn't thought about it for longer then probably 10 Minutes before they said "Let's do it"
My Prestige rank for my main survivor is now by 71 and well... It takes me much longer now to find rounds :D
I am in the lobby, waiting for the round to start but...weird...the killer left the lobby...so I wait again and the same thing happens again...and again...
It's not happening every time I play but it get's worse with time when I Prestige more. In the past when I played with other survivors who had a higher Prestige I had the same problem where the killer left.
And I can't even say to myself "Oh okay then I don't Prestige anymore" but that means I can't use my bloodpoints anymore since I'm forced to Prestige after level 50...
So I can just say again, thank you bhvr for another "Oh cool but useless and broken" mechanic in the game
You can always do a last second switch from a low prestige survivor
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@GenJockeyNance said:
How do we feel about map offerings? Personally I dislike map offerings of any kind, preferring to let the cards fall where they lie. Even as survivor I prefer my teammates don't burn map offerings - I find when there's a map offering to a survivor sided map, the killer plays in the most unfun way for survivors because why wouldn't they? When the killer burns a map offering to favor their build, survivors rage quit or go super super tryhard.
I think the Eyrie rework gives some hope as maybe in the future, the devs will look into the other maps that are heavily survivor sided. The maps size, the loops, etc makes me think map offerings just shouldn't exist or have offerings to not go certain maps I think would be much fairer for all players involved because as it stands, map offerings can influence how people play. Rather than just have fun, the Coldwind map offering for example, will make a killer likely camp or tunnel more.
Obviously if that's a person's natural playstyle anyway, it won't have any effect but those who swear no mercy with a map offering may play differently simply because there was a map offering so then the match is just unfun for everyone involved.
Should they be removed, reworked? Thoughts?
Im fine with them, but i also mostly use them just to play on lower RNG picked maps or to create my own randomness when the RNG sends me to coldwind/autohaven/badham 3 times in a row
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316925#Comment_3316925
Its funny that you use "progressing" first, but then switch to "playing" when it comes to the 3-Gen.
Playing is trying to progress the game they are interchangable terms in this context
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316925#Comment_3316925
We literally already have evidence saying that you're wrong. Refusing to chase or kill anyone while holding a 3-gen is against the rules.
What your implying and what that message says are 2 different things though.
That post says nothing about refusing to chase, only refusing to kill, As well using doctor and tier 3 madness to stall out the game with intent, and specifies that it would only incur punishment in extreme situations.
There is a big difference between intentionally stalling the game in a 3 gen, and that ending up being the result of defending your 3 gen because everytime you get near the survivor runs to the hills expecting you to chase them.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316920#Comment_3316920
And technically speaking, I can body-block a Survivor in a corner at the beginning of the match. They'll still die to EGC and I'll still get banned for that even though the game is "progressing"
Clearly, there's nuance here
No because that is preventing that player from trying to progress the game, patrolling a 3 gen and not letting the survivors pull you away in a chase is not preventing anyone from trying to play the game, thats the nuance in that sitiuation.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316871#Comment_3316871
But at some point you HAVE to advance the game as Killer. If the Survivors are not holding it hostage by hiding, the Killer is holding it hostage by not trying to kill them.
Otherwise, we can start saying that Survivors can hide when there is a strong 3-Gen. In the end, their goal is to survive, and they will most likely die when they try to repair Gens in a 3-Gen.
But everyone knows that this would be a stupid way of thinking. But if the Killer is doing the same, it is completely justified, eh?
Technically speaking stalling the game to the limit kills the survivors, so it is progressing the game.
The doctor example was very specific because he can spam keep people in tier 3 madness so they cant do gens because they are incapacitated. Patrolling a 3 gen does not stop survivors from teying to do gens.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316779#Comment_3316779
Voices, volume etc. also make Survivors unique. And it is just fitting that a big guy like Jeff or Ash is louder than smaller characters.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316793#Comment_3316793
Yeah, but it would have been enough to change Iron Will in a way that it gives perma-Exhaustion. This would mean that you cannot have a very strong Stealth-Perk AND a strong Exhaustion-Perk. But the Double-Nerf made it useless. Even if you cut the Exhaustion-Part, Iron Will would not be used, because anything below 100% Noise Reduction is pointless.
But, as said before - Iron Will is one Perk which got nerfed too hard to remove it from the Meta. Nothing more.
People complain about Iron will not working while they are exhausted, if they wont run it with an exhaustion perk even though you still get value out of it most of the match, I can pretty much guarentee that 90% of people still wouldnt run your version.
Almost everyone overblows the 25% reduction, the perk is fine as it is, you still get plenty of value out it. Its just not OP anymore so it gets left by the wayside, its also less used because everyone just heals instead of staying injured anyways.
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https://forums.bhvr.com/dead-by-daylight/discussion/360865/are-there-any-perks-for-constantly-changing-the-obsession-could-anyone-list-me-a-few
Nemesis switches on stuns
Furtive chase switches on unhooking the obsession
Decisive Strike makes that survivor the obsession
For the people when used makes that survivor the obsession
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@lokii_l said:
I've been getting really bad intrusive thoughts about mistakes i made in the past
Months ago i teamed with my friends a couple times and would let one escape (at the time i didn't know it was teaming) and have most likely teamed without actually knowing it
I feel awful about it and want some form of relief or affirmation, be it in a temporary ban or nothing happening im just extremely stressed out
Any opinions or comments are appreciated
Technically playing as the killer you cant really work against your team as you have no team.
A survivor can turn against their team and team up with the killer to help kill their team, which is against the rules.
There arent really any rules against showing mercy to any survivor for any reason.
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@Dipper said:
I know that technically it should be included, but perks like Fogwise get completely useless when the killer has Fearmonger. You can't use that perk at all if the killer uses Fearmonger. other perks like Kindred are not rendered completely useless. I know the perk is a bit hardcore, seeing the killer after a great skillcheck, but nevertheless there should be a chance to use it nonetheless
Ok but only if distortion doesnt block seeing a survivors aura.
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@Mockingjay_S451 said:
The only thing you gain from your Grade is bloodpoints. Pipping should be a mechanic that is used to reward for more gameplay.
The fact that you can be de-pipped from a match which as a solo player, you have no control over who your teammates are, is not fair. You have no control over if the killer wants to slug a whole team at 5 gens. Heck, you can be in an Iri Grade, have a pretty okay game, ESCAPE and still depip. It’s ridiculous. Let’s not even get started on how you can face a Tombstone Myers who can Mori you very quickly without even having a single hook state.
I think that DCing should be the only reason for losing a pip.
Ok so no depips, lets say your a person who is trying to pip up, whats the incentive to keep trying in a match with a bad start?
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315902#Comment_3315902
Offerings for what? Prevent someone from using a type of build? Should I run a green offering just in case every game that is rare and you might not even get one after 5+ bloodwebs? Damn.
Well you cant change their build, but if it happens enough its worth complaining about then it happens enough to try and counter it, by either blocking theirs or using your own map offering.
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/Q6L28U27Z02I/image.png
Why?! Why you can pick a map where you know you can abuse not ideal hook spawns and then use your perks and teammates to prevent killer from hooking?! What a fun match.
Dont like it? There are offerings for that.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315082#Comment_3315082
Tthe very best SWFs are completely insane with how much they share.
The point is that when we go "down a tier" and look at good players on coms it still paints a grim picture for balance. You can see good players coordinating and gen rushing with coms on every major streamer's show. Those games usually are not the ones that become youtube videos. I can only recall Otz showing one video showing how he lost some of his win streaks. None of the killer streamers regularly makes a highlight reel of them getting stomped by SWF.
This becomes a "big deal" when we look at builds like : Unbreakable, Dead Hard, Borrowed time and DS. That was the "SWF" build. It only worked inside a SWF because you had zero perks to give you information. Almost every player I saw that tried using it as a solo had trouble making the build work both when I was playing survivor and playing against them as killer.
When playing in a SWF it becomes a huge advantage if you have people using perks that give information to the team. One player can have alert and see a killer breaking a wall and you automatically know who it is before a chase starts. That is a huge piece of information - which is probably why we lost killer specific hooks.
When I'm playing killer vs 4 randoms it means I can use a perk like Bamboozle four times with the element of surprise. Largely speaking that means four free hits. In a group with coms that usually means they wont even go to certain parts of the map to loop because I have that perk. To put this in perspective the only way I get that much information on a survivor before ever chasing them is when I open a Twitch stream and see the survivor selecting their perks.
The truth is that SWF is powerful because it gives you information that other players have to "waste" perks to obtain and that isn't fair to anyone playing alone (be they survivor or killer).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315389#Comment_3315389
-"Assuming the 4man SWF and 4 randoms are at the exact same skill level, sure the coordination grants an advantage. The amount of advantage is capped by the skill, knowledge, and amount of communication used."
Imagine a tournament that said let's have a "prize pool round" with mixed teams. You take player 1 from each team and make that a new team that does not discuss any perks or use coms during the game. You do the same with players 2-4 to make four new teams.
These players are tournament winning players who are now playing with complete strangers. You might end up with all four players normally being the person that runs deliverance. You might end up with one team of players whose job is to prioritize finishing generators.
After the first round they see what perks everyone else is using then you give them a 15 minute strategy period to rework their new teams. From that point on they can use voice coms. You would expect that if you did this over and over and over again with different players that the round 1 with no coms would always be worse than round 2 with coms and planning.
The only nerf I am asking for and have been asking for quite a long itme is : No Character, Item, Perk or Offering repeats. That combined with the new info changes to the hud would go a long way to make SWF not be 100% better than playing solo.
I refuse to play against teams that use 4x offerings to sabotage my hook distances or use 4x luck offerings. I refuse to play maps like The Game unless I have a killer (Nemesis/Blight/Nurse/etc) or addons that negate the use of pallets.
I play every game with the intent to tunnel one person out because the game is not winnable if I don't and there is an efficient SWF in my lobby.
I would love to see nerfs to SWF as well as Nurse/Blight. Nerf the three most broken things and everything else gets better by proxy.
So first off the build you refer to BT, DS, DH, Unbreakable was the meta not because it was good for swf, but because it was 4 strong perks, it worked no matter what.
Second in your reply to me you specifically reinforced exactly what I said, assuming the same skill level (comp squads) in comms vs no comms, comms will have an advantage and since you picked comp squads it'll make a signifigant difference. If you take 4 randoms from those teams and they dont have comms, they will still have drastically better results than an average SWF.
Finally, your suggestion on repeats to intitute would need to apply to everyone not just SWF, and it wont happen because people should be able to play with the character/perks they wanna use. The only way to do that would be to have a class system and always have things restricted into certain classes.
only the medic class can bring medkits, COH and other healing perks,
only the gen mechanic can bring a toolbox, PT or other gen perks,
only the looper can bring a flashlight, dh, and other chase perks.
Only the utility can bring map/key, windows and other aura perks.
It would get very stale very quickly.
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@Alcuin said:
Would that be a good buff to both Survivor and Killer? Killer FOV is pretty bad as is Survivor walking speed. These two perks being made basekit or just percentage buffs would make both roles feel much smoother, I think. In addition, they kind of counter each other.
Survivor walking speed is fine, you can already move faster by running.
Having shadowborn opens up more angle to be blinded from so not great either.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/360725/the-truth-about-swf
-"Swfs really arent that bad. Its not really that unfair of an advantage that it needs a nerf."
Why are we lying about the strength of SWF?
People in a team using voice coms play better than 4 random players with no communication. You will find no players who play alone and get hundreds of win streaks in a row. You will find SWF teams who escape for hundreds of games in a row.
I would argue that to be only partly correct.
Assuming the 4man SWF and 4 randoms are at the exact same skill level, sure the coordination grants an advantage. The amount of advantage is capped by the skill, knowledge, and amount of communication used.
Your winstreak example really only applies to high MMR high skill groups, which has nothing to do with an average SWF
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@Seraphor said:
It's still far, far better than the old adept.
Currently, not only do you have to get a 4K, but you have to get 12 hooks, and you have to make sure you get plenty of hits, and the survivors don't heal to much, and you use your power correctly/incorrectly depending on the killer, because some killer powers work against your rating...
Now all you have to do is get a 4K. Sometimes that doesn't even require slugging, sometimes the 4th survivor is just there.
Your numbers are a little off on the current merciless requirements, you only need minimum 9 hooks and if you had iridescent on the other 3 emblems you could afford to let the 3rd get hatch and still get it.
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@LibidinousPsyche said:
So, I play with a few characters which I don't need much to use. My points and rituals and ect ect. I just bank my points because until I can get a new character "which takes wayyyyy toooo long to get these shards, unless you pay :\" I have no need to use them. Well I've noticed after 2 mil it was still going up some, but then this week I just stopped looking at points. All this time it was capped at 2.1 mil and noticed it should be higher. I go hoover over the points and it said it caps at 2mil. I'm still sorta new to this game, and it's a noob mistake I suppose, but they should never cap your earned points. I mean why would they even want to? You earned them, if you choose to save them until you can unlock a character to use them on. Anyways I'm an idiot for not knowing how cheesy and frugal this game can be. It would be nice to get them back, but I'm sure it was at east 900k or more, but I'm not even going to bother asking support because I'm sure they will say like all games "theirs nothing we can do". Oh well, live and learn..
Think about how bad it used to be when the cap was 1 mil.
A good strategy if you wanna bank extra points is to do tome chalenges and only claim the ones that you need to that unlock more challenges, and then you can have a bunch of finished challenges that you can claim when you need a bunch of bp at once.
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@JohanChimney said:
I think DBD should finally change the pip system of the survivor side, now when killer pips will be "fixed" as 4k equals +2 and 3k equals +1 etc.. I think you should only de-pip when you have for example below 10k BP per game which equals you've DC'd, not done anything but hiding, or killed yourself on hook as the first thing you basically do. Especially when the pip-system has not been a factor in matchmaking for quite some time, it's only there to rank up to get more BP at the 13th. And it has not changed in years, you still de-pip if you get chased and tunneled from the game, even if the team gets all the gens done meanwhile. There should be more incentive for survivors to not quit the game as at least in half of the games someone does, and if the pips matter to someone, then there is one incentive not to do so.
They never actually said they were changing the pip system only that they were associating the merciless/ruthless/brutal killer titles with the number of kills
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@Zerotoxiks said:
Is there any known way to unlock this?
or does anyone know when it will be obtainable again?
Most likely during an upcoming event either anniversary or Halloween
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I love it when I play twins and someone starts working on a gen next to me because they think I'm running around as victor.
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@notclaudette said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312597#Comment_3312597
sorry, typo. meant just the items mb. since addons are the killer equivalent, just thought it'd be a nice change
Technically the killers power is the equivalent since both that and Items are modified by add ons
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@NekoGamerX said:
glad there more see it my way I mean safely pipping don't mind but depipping after so many games been trying get all of gold for a week was 1 pip away then bad game bad game BAD GAME one right after the other.
While I will agree that the requirements for safety pipping could stand to be adjusted, my suggestion would be using bronze safety pip values for bronze/silver and silver safety pip values for gold/iridescent, and adding a minimum saftey pip for when a DC occurs.
Persnally I dont think getting rid of depips altogether is the right idea. Currently the only punishment there is for the person who gets hooked first and dies as fast as possible on hook is the depip.
Lets say you are in a killer match, I can often tell a few minutes in roughly how its going to go. Now if you know your going to lose (0k less than 4 hooks) and not pip or depip because the survivors are much better than you, what is the incentive to continue trying in the match? Sure there is BP but that is gonna be minimal anyways, If you are trying to pip up your best option is to get out of the match as fast as possible by not interacting with the survivors so they finish gens and you can get to the next game faster.
The same logic applies on the survivor side as well. All that removing the depip would do is increase AFKs and hook suicides by people trying to pip up especially as you get closer to rank reset.
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@Unimatrix00 said:
Argh, another match and another hider for the whole match until hatch and they escape through an exit gate, after I closed hatch. This is starting to get frustrating.
If you just sit on hatch the exit gate doesn't get powered, and you can maybe catch them while they look for hatch.
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@steamed_hamzzz said:
It’s outdated, boring and un-counterable without multiple Unbreakables, I’d rather the option to just instantly bleed out instead waiting on the ground for 4 minutes
Solution: when there’s only 2 survivors remaining the survivor that’s been slugged for half the maximum duration should have the option to just give up and instantly bleed out
Only if an afk husk remains (both players notified) and hatch doesn't spawn until the full remaining bleedout timer expires
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@DashMonsta008XV said:
Like I personally don't want nothing free but why would they add that to other platforms but not lower the number for skilled huntress, how unfair is that
I prefer to escape the normal way, it's only happened three times and the only ones that ,I suspect that are DC survivor mains playing killer there's no reason for a killer to DC as host we still receive points and pips and may even get the high caliber survivor
Sony wouldnt let them change the requirements for trophies which is why skilled huntress stayed at 100.
Sony only allows changes when a trophy becomes 100% unattainable
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306886#Comment_3306886
Not gonna try and turn this into a big list so:
- Basekit BT is great against the lower tiers of killers, practically non-existant for higher tier killers
- those are perks, I was talking basekit mechanics
- Oh yes sure, let me try not being unhooked by a teammate who I have 0 control over.
- I mean, at least chasing off survivors off gens is different from patrolling gens, some killers cant, but a lot of killers can. This point assumes point 3 was solid
- assumes point 3 was solid
- assumes point 3 was solid
- I would only discount this because you're looking at the POV of the non-hooked survivor, I'll agree with trying to go down under pallets or in the open if you have a buddy with a flashlight.
- Not really possible if they(or you) are being tunneled, if you are capable of fully healing a teammate/being healed, the killer was pre-occupied with someone else and thus wasnt tunneling
- While a good tactic against a killer refusing to hook anyone else, it does counteract point 11, as that are not possible with this in mind
- Then the killer wasnt tunneling, irrelevant
- Since you brought it up in 2, let me bring in: Pain Resonance, DMS, Overcharge, Call of Brine, Eruption, Gift of Pain, Thanatophobia(mainly plague and legion), Corrupt Intervention, Dead Lock, NOED. Generators being 90 seconds a piece while someone who is being tunneled has been on the hook for less than 60 seconds. Dead Lock and NOED alone make it possible to camp someone out and still get a second kill. Someone who tunnels tends to spend less time than a camper due to reduced animation speeds. Not even talking about survivors needing coordination to do so.
So, out of all points, point 1 is kinda valid, but only against lower tier killers, and point 7 is kinda valid if a pallet is in reach. 11 doesnt matter because of comms and killer perks, 2 is literally a perk. There needs to be a BASEKIT option that deters killers from tunneling, and there isnt really any. A survivor team who is perkless and itemless cant do anything against a tunnel without comms, while a killer who is perkless and addonless can prevent survivors rushing gens.
And its really easy to add in a basekit DS that is balanced: Disable it after 2 gens have been finished and only have 1 charge(since if 2 people get tunneled before 2 gens are gone, you're doomed to lose anyway). BAM, no real way to abuse it.
You dont even know why DS was nerfed to 3 seconds, do you? Because it wasnt due to it being unbalanced. It was because of people using DS and Head-On together. You could jump in a locker, stun the killer, jump in the locker again, stun the killer with Head-On before they had a chance to step aside, then jump in the locker again and have a friend ready with a flashlight save to stun the killer again. This is why flashlightsaves in lockers are now impossible, and why DS has been reduced in time to no longer have Synergy with Head-On(as 5 seconds to charge Head-On is simply too long). DS with 5 seconds and conspicious actions was literally just an anti-tunneling perk. If they tricked you later on, then they didnt to anything for X seconds, meaning you basically had a 3v1 for that entire duration, just so 1 survivor could stun you for 5 seconds. That is a LOT of wasted time for the survivor, only a mild annoyance for the killer. Let alone that there is nothing wrong with using something as an offense either. Pain Resonance and DMS are meant to be defensive perks, yet you only see them being used offensively too. DS before conspicious actions was a bit unbalanced, sure, but even then, you could just eat it and get rid of it. It was only really busted in tournament level squads, and lets be honest, do you win more often against those squads? I doubt that. With your logic of nerfing, Calm Spirit and Self-Care were OP perks.
First off you cant really bame the killer for the mistakes your teammates make, while you dont have control over your teammates actions, you do have the ability to control who you are matched with, if you choose to solo q you are choosing to risk having poor teammates who make bad unhook descisions.
If basekit BT is so useless then why was it a meta perk before 6.1 the extra 4 seconds would have been irrelevant if you were getting hit off hook anyways
If you really wanna get technical the only reason DS got extended to 5 seconds was because of an unintended occurance when enduring reduced the 3 second stun time and they never followed through with reducing it back when enduring got fixed.
I'd very much like to hear how pain Resonance/DMS is being used offensively to down/injure survivors, thats kind of impossible based on how those perks function
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309026#Comment_3309026
I’m honestly not sure how it would do that. In fact I’m almost positive it would do the opposite.
For one thing: running away as a strategy should always be valid, but never preferred.
currently the game assumes that killers can catch up by using bloodlust. But all a player has to do to avoid that is perform a chase interruption or convince a killer to break a pallet. I’ve provided the wiki’s explanation of bloodlust’s current model. Even just walking around a pallet loop will rob the killer of the potential for that assumed speed increase.
So if anything the always “w” strat is already in effect because in theory the killer shouldnt stop chasing you if it wants to build bloodlust.
Whereas with my model there’s nothing to lose by waiting. Nothing to lose by breaking pallets. And the speed will be irrelevant to how long a chase persists outside of perks and abilities. So as a survivor always using W will grant you a swift death after w set amount of time. Because regardless of which killer (excluding nurse) the movement speed will always be in the killers favor. As base movement is 4.0 for survivors and 4.4-4.6 for most killers.
That’s before we even acknowledge the fact that the new bloodlust model could be utilized to increase movement speed per stun. Or there could be perks that increase movement speed (such as pwyf)
And I’m also confused as to why dropping pallets would benefit players. Particularly survivors. And especially not outside of a chase? All that would do is allow the killer to break the pallets and you return back to being too slow to outrun the killer. Causing you to have to rely exclusively on exhaustion perks to prevent yourself from getting caught.
The main point of the pallet stun is to grant oneself extra time by disabling the killer’s vision and movement. If you throw it early you’re giving up that whole point for a simple vault - which can just be walked around and most killers will just break it for the free points in brutality.
Maybe you’re confused or you believe there to be more to it? Please elaborate.
Currently you gain bloodlust over time in a chase and only lose it if you drop chase, land an attack or break a pallet.
This means the longer a chase goes the more likely you are to get a hit in eventually.
Pre-dropping a pallet refers to dropping a pallet in chase before the killer enters the zone of a stun to prevent a hit.
There are essentially 3 different strength levels of pallets.
God pallets: These pallets almost exclusively cannot be played around and have to be broken or the survivor can loop indefinitely or completely block an area. Killers cannot use mindgames or bloodlust to get a hit here. Classic example is Shack pallet, but also several on the game and a few other maps or the top of the stairs on RPD.
Safe pallets: These are generally on stronger tiles and either require a very good mindgame, a survivor mistake or the pallet to be broken to get a hit. Blooodlust can help but usually the loop is too long for it to be effective until the higher tiers and even then is difficult.
Unsafe pallets: These are on shorter loops and filler tiles, a killer can usually get around these with bloodlust or simple mindgames and generally give very little distance when leaving the loop. When the killer stands at the edge of the loop the killer can get a hit at the pallet in the time the vault animation takes or can pass around the loop if the survivor leaves without giving up much distance unless the survivor lands a stun.
A stun will always gain more time than pre-dropping but at god/safe pallets predropping will still usually gain a lot of distance when the killer breaks/goes around the pallet. At an unsafe pallet predropping is usually not very helpful as the killer can usually walk around the pallet in the same or less time as the break animation, the survivor gains little distance and if the killer has bloodlust can often get a hit in between loops. Also if a survivor gets greedy or mistimes the drop going for the stun can be the reason they get hit.
If the killer does not gain bloodlust during a chase then a survivor can theoretically run to a pallet, start looping, predrop the pallet and get to the next loop often without losing a health state and lead to extremely long/indefinite chases especially on standard mobility killers.
As to losing bloodlust, while getting a hit or breaking a pallet will cause you to to bloodlust, bloodlust itself makes it very difficult to lose it in the other ways. If you walk instead of run for 5 seconds this will generally result in getting hit at all but the safest pallets, It is also much harder to break line of sight for 8 seconds.
If you only gain bloodlust by getting stunned this would encourage more predropping as stuns would boost killers in addition to being riskier than predropping, and reduce/eliminate the killers ability to get hits in between loops of god/safe pallets, and trying to regain distance on a survivor using lithe, balanced landing, or a 99'd sprint burst would be terrible.
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That is way too overpowered mostly based on the range but other than that I kinda like it. Maybe instead make it 10m but from him and from his zombies, to give it both close and long range utility.
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@wydyadoit said:
Many of these changes will require an open mind as to balance. Thank you for reading.
#Chase mechanic rework.
Personally, I think chases should have a defined mechanic rather than the current dynamic system of variables. Currently chases are defined by "spotting" a survivor in a way that the game can recognize as initiating a chase. During the chase a player can activate "bloodlust" to gain extra speed. The chase is ended when the killer has "lost sight of a survivor".
https://deadbydaylight.fandom.com/wiki/Chase
https://us.v-cdn.net/6030815/uploads/ZOIPXH8ZT8VA/fbf57efe-e947-43cb-8028-871fcf7be802.jpeg
These specific values are too indeterminate to provide responsive and accurate gameplay. As such I believe a more succinct set of values should be required. To that end I suggest that a chase begins at first successful attack. Once the hit has connected the killer will have "discovered" the survivor and the chase will begin. During the chase the killer will no longer gain blood lust. Instead the killer will gain all the advantages of "chase perks" until the "chase timer" expires. Upon which the chase will end.
Perks that could affect this new chase sequence would be variations to the already chase based abilities such as "play with your food" and new abilities to provide benefits during the chase timer. Such as an extended chase timer, enhanced aura reading, decreased chase timer, various adjustments to movement speed or actions, and much more.
Killers would be rewarded a successful chase by putting a survivor into a dying state. Because at that point the killer would need to tend to the dying player. Chasing is about downing players in order to sacrifice them. You're not trying to waste time. The faster you kill all 4 survivors the better. The point system could still be based on duration of chase, but with a more consistent bell curve since all chases would be intentially initiated and have a finite length.
Survivors on the other hand would have only the goal of lasting the entire chase. As the point of a survivor engaging in a chase is to waste the killer's time. A Survivor would be awarded a successful chase if they manage to last until the chase timer runs out. With points being awarded based on the duration and average.
Hiding is a byproduct of managing to survive a chase, but shouldn't be a variable that determines the end of a chase. Because there's such a thing as hiding in plain sight and playing mind games. Neither of these can be quantified by the "end chase" requirements of the current system.
#Bloodlust mechanic rework
The next thing to address is the new application of bloodlust. My opinion for bloodlust is that it should be turned into a graduated meter that fills based on how many times the killer is stunned. This would represent the frustration of a killer becoming constantly stunned and getting more powerful.
The thematic properties of bloodlust are currently not realized as a killer tends to be forced into breaking pallets due to the map design and survivor advantage at certain wall segments. Rather than chasing providing bloodlust - which makes zero thematic sense; that would be tunnel vision 🤷🏻♂️ - i think the idea of being more angry coincides with the idea of bloodlust. And in turn the player who is experiencing bloodlust as well can safely enact poetic justice on their cocky survivor opponents by building up bloodlust over time and then losing it all upon killing a survivor.
Perks like "beast of prey" would become more situational, but actually useful as they'd have a real place in the meta. For example instead of providing the hidden red stain only during extended chases it would instead provide permanent red stain removal until the huntress has killed a player upon reaching a certain tier of bloodlust. Perhaps either 5 levels of bloodlust with 1 stun = 1 level or 3 levels with 2 stuns = 1 level.
Depending on necessity bloodlust could be tied to the ability to destroy the breakable walls, perform moris, and provide increased movement speed during the chase segments based on level of bloodlust. I find this potentially controversial, but somewhat appealing as it would be similar to a meter in a fighting game.
I feel this change to the chase dynamic would improve player to player interactions and the overall feel of the game. I also thing this would open up a couple of extra avenues for future and current mechanical improvements and add-ons.
Currently this is how bloodlust works:
https://deadbydaylight.fandom.com/wiki/Bloodlust
https://us.v-cdn.net/6030815/uploads/2ITZ8Y99P669/374c97c8-2a65-4964-8bc3-4f950b7539b2.jpeg
https://us.v-cdn.net/6030815/uploads/UANJNGYM3W39/dbce6ae9-2fc5-4703-8e3e-616c6fefc10a.jpeg
Personally, I think my variation is better. But feel free to comment below with your own opinions and suggestions.
The biggest problem with your bloodlust suggestion is it heavily rewards predropping pallets and hold W gameplay
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@HugTheHag said:
Actual perk matchmaking would be so good.
Matching meta against meta and relaxed builds against each other.
Would probably be too much to be actually doable, but I can always dream.
It wouldnt even have to go that far, if every perk had an assigned strength value you could then factor that into MMR calculations.
It could apply to everything killer, perks, addons, items, offerings, SWF, and then certain things would multiply together.
Lets take COB, Overcharge, Eruption, Jolt,
Lets say each one has a value on their own of +100 to MMR rank so they would be +400, but then because of how they synergise you would add another +200 synergy factor.
You already have a set MMR with each killer so you lets say you play nurse and your base MMR is 1400, that build would put you to 2000, lets add on double range so +6m we will add another 150 and +4 will add 100 plus a synergy of 100, lets throw in a midwich offering of +100 for a killer sided map.
So now that nurse with a MMR of 1400, goes all the way up to being matched at 2450 due to the strength of their build.
Other things could even lower your MMR, say the base MMR assumes a brown yellow Item with no add ons, so no item would be -100, or no addons on a killer would be -200, No Mither -200, No exhaustion perk -100, party bottles on clown -100.
It would take some time to put together better values as this is just a quick and dirty example, and something would have to be done changing the MMR soft caps and things but it is totally doable.
There may be some weird stuff with switching builds, but that can be handled by only allowing the total MMR value of a build to drop to not gain an advantage.
So say lightborn is a +50 perk if that match loads and there are 4 flashlight Nurse would be able to drop jolt for lightborn, but if they had lightborn and there were no flashlights they wouldnt be able to swap in jolt because jolt has a higher MMR value, so instead they could switch to another +50 or lower perk like deerstalker.
Another thing you could do is alter the value of perks on a per killer basis, like giving certain Aura perks (BBQ and Chili) a higher value on nurse/blight than they would on trapper.
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@TOFFU said:
FOG OF WISE SWF= ALL STEALTH KILLER DEAD
This statement right here makes you lose all credibility.
Fogwise = Aura reading
Stealth killer = Undetectable
Undectable blocks Aura reading
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@Rulebreaker said:
Essentially the title. Admittedly its abit of a rant but we are also curious. For us we will own up to it if asked but since we're rarely asked its kinda a moot point.
Just had a game with someone who decided to play like an [beep] (hard tunneling and slugging the last one for the full bleed out. On that note, we can add one to the "never got hooked and died counter"). At the end they said "blame the last survivors" and nothing else. Got us thinking about all the times where players play like [beep] and blaming others for their actions and wondering if anyone even admits when they play like that.
I usually will if someone says something, and i actually did what they say.
Most of mine are getting crap from survivors, for tunneling or camping, and then explaining to them what actually happened.
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@Seraphor said:
Yes you should still unlock the bloody cosmetics at 4/5/6. I have them and I never prestiged anyone before the prestige changes.
You won't get the perks at 1/2/3 or the perk charms at 7/8/9 though.
@SnuffMyBoon said:
I have recently come across a physical version of dead by daylight: nightmare edition and have been recently leveling up the demogorgon. I am wondering that upon reaching p4, p5, p6 i will still receive its bloody prestige cosmetics.
Thanks
I'm not 100% sure because Im not logged in right now, but I believe you do still get the perk charms, I seem to remember receiving them on Demogorgon, and they are listed on the wiki as a reward.
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@natakus3n said:
I'm in a very peculiar situation and I figured I'd ask the community to maybe to find a work around. My ex-wife and I use to play DbD a lot together on my console and most of the progress and purchases were made on my main account. Which unfortunately is linked to my windows account and attached to all my stuff. I'm hoping someone knows of a way to let her utilize the progress and purchases, if possible, without completely giving her my Xbox account. I still use my account regularly and don't want to lose any of my games/progresses and also don't want to be kicking each other off while we simultaneously try to use my account. Any help would be appreciated. Thank you for your time.
Sincerely,
Nat
The only way to share the in game progress is to share an account as far as I know.
Xbox does have a feature that can be used for sharing purchases across 2 different consoles.
If you set their console set as your home/primary console, they will have access to all content you have purchased on that account on their console using any profile on that console. Allowing them to create and use their own profile to access your purchased content on that console.
You will still have access to all your content while logged into your profile and connected to xbox live on any console.
This feature was mostly for family sharing within the same house, which I will assume is what you are doing.
So this would allow both of you to play at the same on different profiles and both of you would have access to all things purchased through x box live, however anything purchased in game with shards/bloodpoints would have to be re-earned.
There is one other side effect where if you are not connected to xbox live and not on your home/primary console, you may not have access to your purchased content but that has nothing to do with dbd beause you need to be online anyways but is something to keep in mind for other games.
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@HugTechLover said:
I’d be down.
One comment though… somebody who isn’t good at blight is not going to be made good or carried by his addons.. just gotta point that out. 😂
Same goes for nurse
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@JediWithASniper said:
Super simple change to devour hope.
The totem is not lit until two tokens are acquired. Then the icon stays lit until the totem is cleansed.
I could agree with it not lighting until it gets its first token, but I think all hexes shouldnt light until they actually come into effect.
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@WashYourHands said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307458#Comment_3307458
I forgot about Plaything... BUT! By the time 4 different survivors are hooked, does it make sense to set up a boon on the 5th totem? By the time 4 different survivors are hooked, would there be a boon blessed already? Potentially making only 1 Plaything trigger if all survivors blessed a boon?
I mean getting a boon down for healing after people start getting hooked is common.
The most comon time to find and snuff a boon is when you down someone healing at one right before you go to hook them
As long as 1 plaything totem gets cleansed you can get it to proc on all 5 totems completely eliminating boons from the game
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307747#Comment_3307747
So, what you're missing here is that the scenario you're describing for killer - the game is very very nearly over and it's passed the point where you can make any plays - is the point where killers can concede, by opening the exit gates. You seem to be trying to draw a comparison between a game that is functionally over because no more agency can be expressed by the player, and a game that is still very much in progress because the player has plenty of agency left. The game for killer is not over until survivors are standing in the exit gates, excepting for Blood Warden plays, kind of. For survivor, the game is not over until everyone is either dead or downed, excepting for scenarios where the downed survivors have a way of picking themselves back up. When those conditions are met, then and only then can you say the match is over, not when a few generators are done and you had some bad chases, and not when the killer has a decisive lead and got someone sacrificed at three gens remaining.
And, again, I was against the bleedout timer hastening. I don't think waiting four minutes is a deal huge enough to warrant a concede option, and I definitely don't think waiting on a hook is bad at all, I legitimately don't know where you got that idea from. Though, despite not actually being in favour of the bleedout timer reduction, I do want to point out that... yeah, waiting a set amount of time can be fine in one instance and not fine in another instance if the time you have to wait doubles between examples. That's not really a great argument.
Finally, giving up on hook shouldn't be possible. I believe in my stance that this game doesn't need options to end the match early without penalty, and that extends to the ones that currently exist- the only one I'm fine with is the ability to open the exit gate as killer, and that's really more a necessity to avoid games being taken hostage than it is a true concede option.
That's not hypocrisy. If two people are left and one or both are being slugged, that match is over.Direct quote you made in this thread.
Now you are right if both are being slugged and the killer has no intention of picking up either one up and no get up perks in play.
However that's only one of many scenarios that can arise from this particular situation, and can only be confirmed if those players are in chat or both have already used an unbreakable during the match.
Where the issue actually arises is in the double standard, that survivors get a concede option whenever they want when they are on hook, and killers don't get any at all.
If they completely got rid of the ability to let yourself go on hook, I would gladly say fine no concede option for killers, but as they devs have stated they believe that agency should be available, I believe it should be on both sides. Even if on the killer side it was locked behind strict conditions, even if it was only available when the killer opens the gates after gens are done and can proceed to walk out only saving the 2 min of the end game collapse.
If you can honestly say that you have NEVER given up on hook, for ANY reason. Including to get hatch to spawn for a teammate.
I admit it'll be hard for me to believe, but I will take you at face value and believe you and respect your opinion as I hope you can understand mine whether you agree with it or not.
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@kngv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307705#Comment_3307705
Thanks for your response, I have to say the truth that I dont. I only have one friend who plays dbd, so thats not quite possible. I still may try the bots, thx. But in the end.. I dont think it really solves the problem. Yes I might get better, but I will still play against people who are much superior. I ve just tried one more killer game, I had two hooks and the survivors has 4500 hours, 3500 hours and two private profiles.. I just cannot compete againts that, I have no idea how to conter these guys.
What were the incentives sitting at when you were playing, when the incentives are 100% to either side MMR matters less as the game just wants to fill matches as soon as possible to minimize queue times.
I find especially when its 100% on the killer side and I play killer I tend to get alot of terrible matchmaking.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307683#Comment_3307683
Do you notice it before or after the match?
Always after but when I have had a few rough games, and the incentives are 100% on either side I know the matchmaking is skewed for queue times over fairness.
When that happens I will hesitate to take any P30+ survivors over the randomness of lower prestige levels, and I'm also looking more at items and cosmetics as well at that point. My highest survivor is 10 and killer is 9 as a reference.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307689#Comment_3307689
That's further proof that the game is not over, though? We've all had obnoxious games against annoying survivors, but that still doesn't really make a concede option necessary for the vast majority of scenarios. That happens pretty darn rarely, it's not a scourge of the game that needs swiftly addressing, it's a rare annoyance. It's even more rare for a team to consciously refuse to do the last generator, that's happened to me maybe once or twice? Besides, the longer they're in the match, the more opportunities you have to start hooking them.
I would also like to point out that, as evidenced in the lines you quoted up there, I was against the bleed out faster idea. I don't really think it's necessary, even if I see why someone might want one. I was specifically responding to someone getting sarcastic and hostile at the mere idea of it being discussed, which you'll notice was not the tone of my response here- I engaged with the idea on its level and just disagreed with it.
And, yeah, sure, you have to wait two minutes. It's two minutes. You can wait two minutes to concede a match, that seems like a fair tradeoff to me; you don't want to finish the match properly, so you start a timer to end it a little early. I also dislike survivors teabagging at the exit gates, but you can go break pallets or walls, or farm with your power, or yes- go hit them out, that's not equivalent to needing to alt tab and wait.
You may not have given it 2 thumbs up of approval, however you clearly validate and can see it as an option for survivors. Who not to mention can already do this at any point in the match while they are on hook.
You have no issue with the killer having to wait 2 minutes for the survivors to leave, but you can acknowledge that 4 minutes can be a problem for survivors the only difference is 2 minutes which you have implied isnt a big deal. This also means that a survivor having to be on hook for 2 minutes also shouldn't be an issue if the last survivor is running around or hiding for hatch.
Your stance seems to be (And feel free to correct me if Im wrong) that for the killer the game isnt over until all survivors are dead or escaped.
By this logic the game for survivors isnt over until they are dead or escaped.
But when 2 people are left and 1 is slugged you acknowledge that the match is over without even taking into account the game situation and how many gens are left.
Yet you deny that a killer can make that same assessment even when stipulating a situation where most of the gens have been completed and the survivors have a very high chance of escape, without also considering a large part of a killers ability to make a comeback is the killer believing they can make a comeback, and the more demoralized the killer is the less likely that is to happen.
I think that there are some contradictions in that stance that if you look at objectively, you can see where I see an issue with that.
As a parallel when it comes to giving up on hook, I disagree with it when someone does it on the first hook of the match, I can understand it when they are getting tunneled out and are the first two hooks of the match, and I really have no issue with it when the killer has 6+ hooks and your on death hook and there are still 4-5 gens left or when someone has already been tunneled out and no body is doing gens and there are still 4-5 gens left.
I can stipulate that alot of these issues arise from problems in the matchmaking, However short of creating a very strict SBMM system that would most likely create crazy issues with queue times, I dont really see that happening.
While you are correct that the examples I put forth are some of my more extreme experiences, being stuck in a match for 5+ minutes after giving up is a fairly common occurance.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307680#Comment_3307680
...That's not hypocrisy. If two people are left and one or both are being slugged, that match is over. When people have been talking about killers conceding, it is never when the match is actually over, it's just when the other team has gained a lead. The equivalent would be people wanting to bleed out early just because one person has been sacrificed, or because they've seen their teammates self-caring in a corner and think the match is unwinnable because of it.
Killers actually have a method of conceding when the game is nearly over, in a sense. Opening the exit gate to trigger an early EGC can hasten a game along towards its end and it has the same conditions as any fair concede button that gets added, so in that vein, isn't this discussion somewhat moot?
Except for the fact that survivors can decide to do 4 gens and then hold the killer in the game bullying them for as long as they want and their skills allow, which can be a long time depending on the difference in skill level.
I've had a few different SWF groups hold me for over 30 min, sure I get hits and even some downs, but 0 hooks and the only reason I got out of those games before the match timer finished was because I gave up and they finally ended the match because I stopped engaging with them.
Not too mention even if the killer opens the gate they cant leave they are still stuck for 2 min while survivors tbag at the gate, and dont give me that "oh just hit them out" line, unless your also gonna tell the survivors to "just alt tab and watch a video or something"
Either the match isnt over until its over, or people can determine when a match has hit a point where continuing the match is less valueable than moving on. Its one or the other, cant be both, they are diametrically opposed options.
Edit: It could also apply to the 2 man hatch standoff hide and seek game, plenty of times I will give this up as well, because its super boring as well.