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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Mat_Sella said:

    Survivor - Survive

    Killer - Kill

    The survivor is surviving

    The killer is not killing

    1000% the killers fault.

    1000% incorrect.

    Survivor - escape

    Killer - stop survivors from escaping

    The survivor isnt trying to escape.

    The killer is preventing the escape.

    1000% survivors fault.

  • @BillsHere101 said:

    SWF destroys the balance of the game. You can easily see that in tournaments that survivors, no matter how good the killer is (even with nurse and meta perks), that SWF always win.

    Ban SWF. It was never intented for the game to be a 4 man group and coordinated party to dominate for so long.

    So your implying an experienced nurse with meta perks, would lose to a 4 man SWF of 100 hour casual players?

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298072#Comment_3298072

    So it's only considered a win if you kill all 4 survivors? Is 4k the only goal here? I can reason with it if it's an achievement or some sort of challenge to get but I would bet that most people here would agree on killing 3 survivors is a win. 4 is the icing on the cake. For survivors, to each their own on what they consider a victory. If I did most of the work and I escape, I would consider that a victory. If it's a close match and at least 2 escape, it's a win. If we get dominated and one person escapes, it's a loss.

    I can't get with your logic either. The ONLY thing that is in favor for the survivor in hatch, outside of offerings, is the rng of the hatch. Even with the offering, you can see if someone burned something for hatch spawn. The only other thing to help with hatch is key, which not very many people carry, or a perk which is a waste of a slot. Once hatch spawns, if it's not next to a survivor, favor goes to killer finding it because survivor has to both avoid the killer and find hatch. One scenario is rng to escape while your scenario is playing the match all over again but with a severe handicap. It's not even a role reversal or equal comparison.

    I dont believe I used the word winning at all in my post, however if you are trying to pip up for season rewards especially in gold/iridescent a 4k helps towards that more than 3k and is almost required for a double pip and even for a single pip sometimes depending on how the last survivor has been playing.

    As for my logic when it comes to EGC being 50/50, it starts with hatch spawn being 50/50 on spawning near the killer or survivor, if neither the killer has basically 1 choice which is find and close hatch, unless they are running an aura perk and know where the last survior is and can initiate chase because they are close.

    The survivor on the other hand can search for hatch, if they have been paying attention and know where doors are they can instead post up near a door and play for the door escape, which depending on rng the success odds can go either way, but most times as long as the doors aren't too close together its not too hard to escape through the door. There is also the rng of chests because you can find a key in a chest or have brought one and stashed it and stealthily follow the killers terror radius to find roughly where hatch is to unlock it.

    There are alot of total factors to EGC but if you average them all out with hatch and door it is a multitude of 50/50 RNG.

    As to this statement, "One scenario is rng to escape while your scenario is playing the match all over again but with a severe handicap. It's not even a role reversal or equal comparison."

    You are way off base. Calling it playing the whole match over again is completely false as all 5 gens are done and one or both doors are open depending on what you did prior to escaping, so right there things are definitely in favour of the survivors still winning with 3 out as when the killer downs 1 person everyone should be able to get out wthout too much issue, which is still a win right.

  • @LibidinousPsyche said:

    It's not fair to see others playing on a locked out Character. I'm not trying to get haters, but either open the survivors as a whole or get rid of all of them. I just don't think it's fair when I'd like to get Nancy wheeler but I'm not able to.. Again, I know I'll get hate from the ones who own her, but reverse it in a newer persons shoes and having a character locked out just because you BOUGHT and payed for a game later on. Thanks tc..

    Just cross your fingers and hope they get reinstated along with a Vecna chapter in the future.

  • @illumina said:

    Having a hatch in the game suggests that the last survivor alive will have a chance to escape. Slugging 1 of the last 2 survivors so that the killer can 4k takes away that mechanic so how it is playing as the game suggests? Bleed out timer can be extended for however long the killer decides. About to die? Pick up survivor. If they wiggle free, just down them again and pick them up. If you think the other survivor is working on a gen then just go kicking gens then back to downing the survivor. A match shouldn't be drawn out to that extent because a killer decides that they don't want a mechanic to trigger that was put in for the last survivor.

    The one issue with your statement regarding the bleedout timer is that there is a limit as to how much time is available. Even with max stacks of STBFL there is a 1.5 second cooldown before pick up so between 1 and 2 seconds of bleedout will happen with each down.

    So what that means is if the bleedout timer is mostly expended already the killer can only do it a few times at most and the other survivor can keep track of where the killer is and hide accordingly. If the killer does it early in the bleedout with wiggle outs and multiple downs it gives plenty of time to try and get the last 1 or 2 gens done.

    Hatch in itself is problematic, I will explain why. There are essentially 3 different outcomes in a match:

    1. Killer dominates

    2. Fairly close/even match

    3. Survivors dominate

    Ok so hatch is reasonably fair in scenario #2 it creates a chance for the last survivor to escape and I would consider it about a 50/50 for hatch or door overall in this scenario. As hatch spawn is rng, door spawn is rng on most maps and on the ones its predetermined I still say 50/50 because midwich/the game favors killer and lerys/rpd favours survivor, and overall it averages out.

    In scenario #3 there is no penalty whatsoever when survivors dominate a killer, there is a literal point in the game when the killer has 0 chance of winning and has to accept it. I will come back to this point.

    In scenario #1 when the killer is dominating a match that should be 90% in their favour, turns into a rng fused 50/50 for the last survivor. This isnt really a fair system which is why you see killers slug for the 4k to avoid it, they are literally punished for playing well.

    Now lets go back to scenario #3, imagine in that scenario when you try to go out the gate there is a 50% chance all survivors would get teleported back into the map in an injured state and broken and you have to try and get out a second time with that single health state, I would bet you'd think that was pretty unfair having your victory snatched away from you.

  • @StarLost said:

    Unless someone has been blisteringly BM, spent the entire match hidden or AFK or otherwise were a deliberate detriment to their team, I'll generally give the last survivor hatch or gate. If there was a quitter, I may even give more survivors gate.

    However, this can often lead to either frustrating or hilarious situations like:

    • You find hatch. You try to lead that survivor to hatch, but they insist on running away. So you close hatch and let them get gate, only to realize by the end of the countdown that they went AFK in a locker.
    • Canadian standoffs (both players trying to be polite, with the survivor trying to be hooked and the killer trying to let them out).
    • You give them hatch or gate, only to be accused of 'deranking' in postgame?

    So - what do you do with the last survivor, assuming they tried?

    Survivors - do you prefer hatch, gate or just to die?

    Ok this is fun here are my rules and they change slightly based on where I am in my rank climb, if I'm in gold/iridescent and climbing I have no mercy, but for when I'm already Iri 1 or lower when its easier to pip and I dont think it will downgrade my pip score then these are my rules:

    1. If you have not been hooked in the match, you die. This is part of the emblem mostly, but also If your whole team is dead and you havent been hooked once I see you as a selfish player and show you no mercy.

    Rule 1 also applies if you've been toxic or pissed me off.

    2. Unless the gate is open I do not give gate, if it is open and rule 1 has not been broken, I will accept and offering of an Item or a crouch of submission and allow you to go.

    3. Finally, again provided rule 1 has not been broken, if you are the final survivor I will spin twice before picking you up and twice again once I pick you up, if you wiggle you die, if you submit and dont struggle I will carry you to hatch, i will also go in the opposite direction of the closest hook or stay wide of the hook as a secondary warning to try and show my intention.

    I basically will only show mercy when the survivor acknowledges that they are at my mercy.

  • @BabyCameron10 said:

    A Michael Myers with Judith’s Tombstone or the last survivor in a locker preventing themselves from being mori able?

    Both or neither take your pick of which you prefer.

    Most people blame the killer alone, because they can just grab and hook the survivor, however that is only correct in a vacuum of the other things in the match.

    Depending on the experience and knowledge level of the killer, going for the grab could lead to essentially giving the survivor hatch or a free shot at a door play and cost them the 4k.

    Before anyone asks I will give examples of this.

    1. The locker in question being in a hook deadzone.

    2. Survivor may have head on and hit with a stun and get away to hatch or also if they have low profile dissappear and set up at a door while the killer has to go find hatch for an easy escape.

    3. Survivor could have a key, which can be hard to see and not really something killers look for very much anymore, and if they do get off and manage to hide during the stun the killer has to close hatch or risk an escape and then the survivor can get out through hatch while killer is patrolling doors.

    Point is if the killer has the survivor pinned in a locker they can actually be justified in not going for the grab and waiting it out.

    Since neither one is progressing the game they are both holding each other hostage equally, and either one has the ability to try and end the game at any time.

    I will also say that if the hatch wasnt a thing in the game then it would be mostly on the killer because the probability of the survivor escaping through the door is much less likely unless the 2nd last kill happened during endgame and you are dealing with a 85%+ door, in which case it would go back to a 50/50 fault.

  • @SmolBlob said:

    There are many forms of sandbagging, but I think the following mechanic will be able to punish those that are spam-dropping pallets or spam-rushed vault/lockering for no reason. Numbers for decay/threshold to kick are placeholders.

    1. Every survivor has a unique counter invisible to all players.
    2. Dropping a pallet, rushed vaulting, or rushed lockering adds +1 point for that survivor, UNLESS the killer is within X meters of that specific survivor.
    3. Going 10s or so? without getting another point will remove 1 point.
    4. If the counter hits 5 or so?, the survivor is automatically kicked and given a penalty (eg, DC, temp ban on repeat offenses, etc).

    Since the counter is invisible, people cannot use this to detect whether killer is within X meters of them.

    There is no reason to be dropping 5 pallets within 30s of the last when killer is nowhere near you. Nor to spam vault/locker hop constantly. The decay allows for misclick/finicky action prompts (eg healing under a pallet), occasional meme strategies like dropping a pallet to get the killer’s attention off teammates and then resetting it with Any Means Necessary, or rushed vaulting to get somewhere quicker.

    So you want people to get kicked for spam vaulting to try and annoy a camping killer into leaving the hook?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295494#Comment_3295494

    0-stack version does not sound good to me. The perk should not have any effect or it should be lit up. Not both. Having hex working without being hex is... Not hex. Combine stacks 0 and 1 into single stack (choose whichever you want). Then it's good idea. Lullaby indeed needs buff as it is almost useless at current state

    I get where your coming from but based on the strength of hex perks in general, as in all of them are pretty weak, I think that them not lighting up until the killer gets 1 down/hook/effect, actually might be a good solution to a couple problems.

    First off the biggest problem with hex perks is them getting cleansed right away and getting no value for them, so it not lighting up right away helps with that.

    Eliminating great skill checks at 0 stacks is something I would actually give as a blanket to all hex perks that would have lit up at match start (so it wouldnt apply to the new knight perk, NOED, plaything or pentimento). This would give all hex perks a fairly non oppresive bit of slowdown that cant be countered in the early game that would affect higher MMR survivors more than new players, it would also serve as an immediate notice that a hex perk will be in play and make it so survivors know to remeber where totems are for when the actual hex kicks in.

    The extra failed skill check regression probably should get rolled into the 1 stack effect though.

    My hex rework idea is a work in progress Im hoping to post soon.

  • @LibidinousPsyche said:

    Ty, Yeah I kind of figured it was something like that as the urls were differ. ty

    You can also try using the search function on the site to find the title of the thread you found on google.

  • @MaTtRoSiTy said:

    I really feel like I just can't do it anymore while full gen control builds, particularly with Eruption, are the current killer meta.

    Match after match killers are bringing in 3-4 gen control perks and almost always Eruption and Eruption is making solo queue unplayable at this rate.

    Sadly I feel the only options are to either play easy mode and SWF or just drop survivor altogether and play killer. Anyone else feeling solo is being ruined by the Eruption meta?

    I have never been a fan of solo q, I have always felt if im gonna play solo, I'm gonna play killer so I don't have to deal with garbage teammates.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295674#Comment_3295674

    It's the same for Xbox and the PlayStations, they consider them different titles so no achievements/trophys transfer. We can still run the old gen version of the game where our progress still is, but who wishes to do that?

    Nope on Xbox its the same title and version its Just Playstation that does that.

  • @e6442630d9e7877f5188 said:

    Hex: Huntress Lullaby is a rarely used Perk for a reason. It is really weak in its current form. This rework aims to make it useful from the get-go and punish Survivors for ignoring its effects.

    -------------------------------------------------------------------------------------------------------

    Hex: Huntress Lullaby

    The following effects apply while healing or repairing:

    • Skill Checks do not emit a warning sound.
    • Great Skill Checks cannot be performed.

    Each time a Survivor is hooked, Hex: Huntress Lullaby grows in power, gaining 1 Token up to a maximum of 5 Tokens.

    For each Token Survivors receive an additional 1/2/3% regression penalty when missing a Skill Check while healing or repairing.

    The Hex effects persist as long as the related Hex Totem is standing.

    -------------------------------------------------------------------------------------------------------

    • Previously Hex: Huntress Lullaby would often get cleansed before it had any meaningful effect. Now the Skill Check warning is disabled from the beginning of the Trial. Additionally Great Skill Checks are disabled as a cherry on top.
    • The longer the Survivors take to cleanse the totem, the stronger Hex: Huntress Lullaby gets. This way they have time to adapt before the Perks effects take off.
    • At 5 Tokens Hex: Huntress Lullaby is at a combined 25% penalty for failed Skill Checks. This might seem like a lot. But Hex Perks should be strong, just look at Devour Hope.
    • This would open up a lot of synnergies with other Perks, such as Overcharge, Opression, Caulrophibia, Unnerving Presence or Merciless Storm to name a few.
    • Removing the ability to do Great Skill Checks serves as a direct counter to Perks like Hyperfocus and Med-Kit addons that rely on Great Skill Checks.

    There are currently 219 Perks available in Dead by Daylight, sadly only a handful are commonly used. Patch 6.1.0 was a huge step in the right direction and I hope there is more to come. Take this as my contribution on that front.

    : )

    25% is way too high, the regression itself is actually fine, although the removing of greats is a nice touch. I almost think it would be better to give it multiple effects one for each stack.

    Example:

    0 stacks. Eliminates great skill checks and 6% regression penalty kicks in.

    1 stack. Dull totem lights up and No progression bonus for succeeding skill checks.

    2 stacks. Skill check success zone reduces in size by %, and Skill check rotation speed increases by %

    3 stacks. 7 second aura read on failed skill check of person who failed skill check

    4 stacks. Failed skill checks loud noise notification becomes audible for everyone, when skill check is failed killer gains 5% movement speed for X seconds

    5 stacks. No audible warning for skill checks.

    Ive left some numbers blank and the order could be played with but you get the idea.

    While this perk is not very useful against high skill and experienced players, it is a bonafide noob stomper, and a plague for people with bad reflexes, and can be pretty rough on console players in general.

    Personally while not a noob by any stretch, I am on console, and have poor reflexes, and as it is once this thing hits 5 stacks I can't touch gens till its gone. Thats without even taking into account doctor and other stuff that makes skill checks more difficult.

  • @VoidFoxune said:

    Whenever you try to complete the box puzzle (emphasis on try) YOU LITERALLY CAN'T because the chains keep coming after you even after you've started the puzzle. It's literally impossible and it makes this killer unfair to play against as survivor now. Please fix this before I and many other people have aneurisms because I keep seeing so many Cenobites and that's probably because they KNOW that they can exploit this issue..

    You realize you can avoid this situation by solving the box before the chain hunt starts right?

  • @solarjin1 said:

    i usally play 60 matches precisely every month and lose slightly more than I win. (28-32 was my last month)

    buttttttt Recently i been finding it almost impossible to win without kinderd. What yall win rate in solo q on average??

    I dont play solo q, because if I'm playing by myself I'm just gonna play killer. My SWF rate is around 50/50 and if going down to 2 man or 3 man probably closer to 25-35% although probably higher if eliminating early DC or hook suicide.

    Matchmaking hates me and rarely gives me competent teammates.

  • @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295080#Comment_3295080

    Do gens, before he even can get tier 3? That one is pretty obvious. Or is this not a problem for me because I have over 5000 hours in the game? Those add-ons makes getting his tier 3 take a ridiculously long time against good survivors that deny him from building Evil. If he even does get tier 3, then loop him. I know shocking. Actually having an understanding of map layout, and chases has become even too difficult for the majority of survivor players now a days.

    Interesting theory because all games end with the survivors finishing gens and escaping right, and yeah there are all those infinite loops with no deadzones to speak of so you can always just loop him forever without making a mistake.

    Or since not everyone can play perfectly and resources are finite, the fact that you can plan far enough ahead to get into a locker or onto a gen to force a grab, instead of letting Myers outright kill you even though you may not have been hooked yet in the match, is poor play and an exploit.

  • @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295065#Comment_3295065

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295067#Comment_3295067

    Here's an idea. Learn how to actually play the game, and not get in lockers right infront of the Killer - and surprising I even have to say this - Don't do generators right infront of the Killer. Do you know how dumb you sound right now?

    Ok so Myers shows up in double iridescent infinite tier 3 kill mode, what is your suggested counterplay?

    Right now there are 2 options get killed or force a grab so he has to hook you. I'd love to hear your magical 3rd option

  • @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295031#Comment_3295031

    Most places Survivors can still make it back to a locker. Especially since the Dredge update. Coconut did a video on it.

    So what your idea is running those 2 addons should have no counter whatsoever, which then means you will get 2 kills and the last 2 dc and you still dont get the achievement.

    The counterplay of using a locker or hanging onto a gen to force a grab is the only thing keeping those add ons from being busted. I could maybe see it if the person was on death hook, but people going for that achievement rarely get that many hooks because of how long it takes to get to tier 3

  • @Deathlymusic_ said:

    So, a long time ago people used to be able to swap killers when waiting in queue, they used to be able to swap while in the lobby ready up screen as well. Obviously if you see 4 med kits and loaded up as hag, you swapped to plague to counter them. That was strong. But killer mains want to still be able to spend points on other characters, while in queue. I'm proposing that the devs make it so that the first killer you join the queue with is the killer you load into a lobby with but while waiting in queue you can swap killers and spend bp. It def would help with killer queue time boredness.

    This is long overdue.

  • @S1mmyy said:

    https://us.v-cdn.net/6030815/uploads/JVE2H8F8DJE0/image.png

    Ever since 5.3.0, hatch unlocks are now so insanely rare, and this challenge is all the more difficult to obtain because of it.

    Even worse is that there are 2 Jane challenges locked behind its completion, so even if you don't want to rework the challenge itself, at least modifying the layout of the challenge paths so that they can be accessed another way would be a great change.

    They are only insanely rare because no one brings keys, this challenge makes you bring keys, and really isnt hard to do.

    Step 1. Bring key and hatch offering. Easy

    Step 2. Stash key near where hatch should spawn. Easy again, prevents franklins from coming into play if the killer has it.

    Step 3. Survive to EGC. This is the Only hard part but isnt too difficult if you play safe.

    Step 4. Wait for killer to close hatch. Easy again

    Step 5. Use key and escape when killer goes to patrol doors. Easy again.

    You can also do a hach build with sole survivor, low profile, and other perks to help with that

  • @bunnyfengenthusiast said:

    MMR works only to segregate brand new players from "experienced" players that know what they're doing. Anything above that is very loose. It's either that, or you wait 30 minutes before every game to get matched with someone of your level. Honestly, only way to get better is to keep playing against good players.

    It doesnt even work for that, and it gets thrown out the window in favour of queue times.

  • @HugTechLover said:

    Do y’all get tunneled, camped, hit on hook more than usual when you have “TTV” in your name? It usually doesn’t bother me but it’s exceptionally bad tonight. Last 7-8 games have been instant tunnel vision on me. Hit on hook, the whole 9. 😂 You other “TTV’ers” experiencing this?

    I dont have TTV in my name. However when I see a TTV I always play harder and sweatier against them.

  • @Vampirox said:

    there is no point in getting into a snowman as survivor

    you guys keep saying oh comp derp derp Im a dumb killer

    but most of us are solo q players, only swf mess around with the snowman

    there is no reward in hoping into a snowman until endgame to escape with it for more BP

    Not entirely true, ive had survivors break line of sight and use them tactically like lockers, or set them up so you can sneak to them and hide when the killer shows up at your gen.

  • @TotemSeeker91 said:

    Am I just blind? It's not at the bottom of this layout of the forum like the last one, I'm on mobile

    Notifications are in the profile window click your picture top right and a window opens and the bell is in there

  • @darkshadows8326 said:

    Add the effect that when resurgence activates the health recovered from it can't be lost unless by health state loss.

    Absolutely not, healing is already super overpowered, which is why they had to make hemorrhage regress partial healing progress. If a killer is bringing an add on/perk to counter partial heals why shouldn't they get the benefit of that?

    Now that provision with a time limit, say 15 or 20 seconds then sure maybe I can see that, but to say you get to keep your heal at 50% potentially for the whole match, would be pretty ridiculous.

  • Agreed but the escalation to that 1 week should be faster than it is now.

    @Lovez600 said:

    The DC penalty should be removed, and the player leaving should be replaced with an ai.

    A DC penalty encourages toxic behavior. Players are going out of their way to be as toxic as possible to force a DC. Then they message "enjoy the ban" or something much worse. The DC penalty is a bad idea.

    This is a hilarious take, I hope you are just being sarcastic and dont actually believe that, but on the off chance you are serious. Why is it that anytime the DC penalty is disabled DC'S skyrocket? That alone proves the dc penalty is effective and needs to be in the game, and actually is too lenient, and that a harsher penalty may lead to even less DCs

  • @KateMain86 said:

    This is just too much. A single killer perk all but guarantees the killer wins the match and the survivors have no way of knowing the killer has this perk until the exit gates are blocked. No Way Out is an extremely unfair perk to activate against the last survivor. If you're the last survivor and go for the door with the killer having this perk your chances of getting seen by the killer before you have time to get far enough away are very high. Now that the hatch is a last survivor thing only, going for the hatch is now extremely risky. For players who try to go for the door instead when they are last, No Way Out will likely get you found. A killer perk should not be so powerful that it basically becomes a 2nd power for the killer. This perk makes sense against a team, but 1v1 it is completely unfair. To give a notification AND block the gates for a token buffed duration feels like its just letting the killers win at the end. This perk needs to change for 1v1 situations.

    If this situation is common enough that you feel the need to complain about it, maybe you should consider preparing for it instead.

    If it isnt so common, and you think there is no point in countering it then just take the L and move on.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292383#Comment_3292383

    Ok so killer letting a survivor free reign for half the game and the survivor standing in front of hooked teammates refusing to help them but gesturing doesn't strike you as co-operation but only as selfish playstyle? And killer even willingly ignoring that survivor AND at the end giving them hatch AND at the end admitting they let him free for most of the game for that reason?

    You are right I guess, the only way to say for sure if they were co-operating is if I see their signed contract, I'm too stupid to understand what happened in the game.

    I'm not saying it wasnt douchey but there is no requrement to work as a team, they didnt even spam unhook or teabag you on the hook. Look you can be upset about it, and i agree it sucks, you could maybe classify it as griefing, but it definitely isnt working with the killer.

    Now if you had video of them using bond or some other aura perk to lead the killer to elodie to get the killer to kill them that would be another story, but nothing in the 2 videos you posted shows any evidence of dwight working with the killer, just a streamer being a douche.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292244#Comment_3292244

    Ok so how do you explain him not unhooking me and staying on my face for a while? What meme-ing? Only one person is memeing, no one else agreed to that? I thought farming while the rest of the team doesn't want to join is reportable but somehow getting your teammates killed because you refuse to save them is meme-ing? Jesus, what am i even reading here.

    I hope you're consistent with survivors "meme-ing" vs a killer with boil over and sabo squad.

    TECHNICALLY There is no rule against being selfish and letting your teammates die, there is a difference between that and working with the killer to get your teammates killed. The game description even says work as a team or on your own to survive.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3288823#Comment_3288823

    but hopping in the locker doesn't actually even prevent him from killing you, it just prevents him from getting the achievement. lol

    It prevents him from killing you outright by forcing him to hook you, if your not on death hook

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289844#Comment_3289844

    Iron Maiden's Exposed effect can be cheap at the times it's used and the whole perk itself needs an overhaul to be good for Killers to run, but that isn't my issue. My issue is the fact it buffs a core mechanic of the game to a point of being integral to two of its Killers. In fact, I don't like the fact it buffs all locker speeds in general when that should be a base feature of the Perk.

    I've even made an alteration in another thread about how I want Iron Maiden to be altered to better suit a healthier state of the game. That's how much of an issue I have about its design.

    Yeah i saw your suggestion, thats why I asked it seems like you dont want anyone running the perk at all because your suggestion made it completely irrelevant to the point that no one would ever run it.

    The base reload speed on huntress/trickster isnt bad to begin with.

    Most times your reloading as huntress its after a down, not in chase so its by no means necessary to run, and there are wayyy better options on her.

    Its slightly more on trickster because its alot harder to track ammo and you need alot more hits to get a down.

    As for changing the exposed to oblivious, that is such a huge nerf to the perk. At the very least with exposed, you can run the perk and eliminte lockers as a hiding spot, which any killer can make use of, be ause being exposed is actually dangerous.

    Oblivious is a minor inconvenience at best unless you combine it with a map offering to an indoor map, there is a reason the recommended strategy against plaything/pentimento is just to not cleanse and be oblivious.

    Another common user of Iron maiden is Doctor because people use lockers to dodge his static blast, and Doctor is also the most used killer for terror radius builds because no killer can have a bigger terror radius. Oblivious nullifies the terror radius making it less effective for him in those builds as well.

    Its also already super easy for survivors to avoid all you have to do is once you know about it stay out of lockers and your good, there is literally nothing to complain about with this perk.

  • @Batusalen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289240#Comment_3289240

    A 2.5% progression lost is nothing, and the problem is the fact that a survivor needs less of a second to stop the regression, not the amount of progress loss itself.

    It can really add up if they keep trying to stop the regression you can take 10% off in a very short time if they keep tapping it.

  • @Clockwork_Enigma said:

    Developers, I'm going to be using the same logic applied from your thoughts on BBQ to Iron Maiden. With BBQ, you didn't want Killers to be forced to run a perk almost all the time just for its effect being so beneficial to them (BBQ with all Killers granted bonus BP back then).

    So why is it that you didn't do the same to Iron Maiden and reload speeds for Huntress and Trickster? They may be the only two Killers in the game right now that require lockers to reload, but Iron Maiden is basically a must-have Perk for them and their add-ons that affect reload speed are also musts when not using them.

    So, hear me out on this:

    • Change: Iron Maiden no longer affects the reload speed from Lockers.
    • Buff: Killers who need to reload from Lockers will now reload 50% faster than before.
    • Huntress - Deerskin Gloves: Grants Hunting Hatchets the ability to ricochet from the environment once. Shows the trajectory angle of a Hatchet Throw while charging.
    • Trickster - Melodious Murder: Reduces the time to exit the throw state by -0.5 seconds.
      • The add-on changes compensate for the removal of all reload speed altering items.

    If you want to make some good changes to Killers again, this would be a really good start.

    So why do you not want anyone to use Iron Maiden? Super tired of being exposed when you try to hide in a locker?

  • @Tzeff_NL_YOUTUBE_0 said:

    How is this possible???

    Short explaination on my match scoreboard - https://www.youtube.com/watch?v=tpsy5fhefZs

    You should definitely check the link above to learn about the emblem system to rank up, but I will break down the one you questioned in your video.

    Specifically with regards to the devout emblem you need 100 points to get an iridescent emblem, 80 for gold, 40 for silver and 10 for bronze.

    To score points for that emblem specifically,

    You get 20 points for each survivor that you sacrifice/kill, but not bleed out, totalling 80 possible points

    You get 10 points for having at least 9 hooks

    You get 10 points for having hooked each survivor once

    According to the emblem when you highlighted it,

    You got 10 points for hooking each survivor once, and thats it because you had 0 kills and not enough total hooks.

  • @Unimatrix00 said:

    Hey all,

    I've noticed a few times that I have managed to kill all the survivors in a match but only get one pip. I thought we were supposed to get double-pipped if we killed all four.

    Thanks

    Nope pips are based on emblems and the emblems required depend on what your current grade is.

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


  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287713#Comment_3287713

    people from group 2, may well camp more if they a, don't see anyone (meaning they know everyone is close instead of on a gen) b, see that they will not make it to that gen because multiple survivors are already on it and it's far c, see nobody is working on gens. It's hard to tell if BBQ basekit will make them camp less or more. I would guess it will overall be a bit less, but I am far from sure of it.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287713#Comment_3287713

    Of the three type of campers you describe you have:

    Type 1 will continue to camp and tunnel.

    Type 2 will mostly be unaffected by BBQ and still use tunnel/camp as it still is the most effective way to win. Do you know what killers are most likely to use that info strategically and get value of no camping? Nurses, blights, spirits. The strongest killers currently in dbd that really dont need more buffs to their kit.

    And for type 3, you could have more killers inclined to go for chases, but the problem is that it still relies on the killer to actually abandon camping on its own decision.

    I dont want to sound like that guy that tells others how to play, but killers dont really need to be constantly pinpointed the survivors' location to try to chase them. They already are shown the locations of gens, so unless the survs are doing some sneaky gimmick plays you are most likely to find them near gens.

    So you have a buff that does not affect 1 type, will mostly not affect another type, will buff the killers that least need it and the only types that it affects it still relies on them.

    Let me ask you, What do you think the ratio of the 3 types of campers are?

    Obviously there is no data to go off of here, and it would differ based on high vs mid/low MMR. I would say this is a fair breakdown, but I would love to hear if you think I am way off base.

    Mid /low High

    Type 1 15% 15%

    Type 2 20% 50%

    Type 3 65% 35%


    Speaking directly on the type 2's I find it interesting you both suggest that giving them info would make them potentially camp more. I really dont understand how you can have that assumption, they are already camping most of the time because its the most effective thing to do.

    If thats the case and they get no info because everyone is close and they were gonna camp anyways then no change. If they get info that everyone is too far away and theres no point in leaving, again no change because they were gonna camp anyways. The 3rd option is they get info that they can act on and lets say they do half the time because of the potential for an advantage.

    Obviously the only thing i can do to be fair is assume all 3 of these outcomes have the same chance of happening, so what this boils down to is essentially in type 2's you may be able to eliminate half of 1/3rd of camping scenarios or about 16%.

    I think it would actually be higher because i think that the 3rd option has probably a 50% of happening instead of all 3 being equal which would change that 16% to 25%.

    So effectively that boils down to getting rid of 8% of camping at high MMR and like 4%ish at mid/low based on the half of 1/3rd statistic.

    As to the type 3's because its not about the effectiveness of camping and instead about a lack of options, if you give them that info 50% of them easy are going to chase it.

    There is a fun psychological experiment you can do to test this theory, got to a place with a lot of people, I like a mall food court, randomly shout out "OMG look over there!", more than half of them are going to look, once they see nothing is there, they will think your nuts afterwords, but they will look, these are your type 3 people.

    So lets even drop that lower lets say conservatively instead of 50% we put that at 33%, thats a 21% drop at mid/low and another 11% at high MMR.

    So in total that makes a 25% total drop in camping at mid/low MMR and a 19% drop in high MMR.

    As to balancing it strength wise there are things you can do. I've already suggested a scream bubble instead of an actual aura read, you could also disable it once certain conditions are met, like once a survivor dies it could disable like ruin, promoting more of a 12 hook game, you could also disable it once a certain number of gens are done say 3 gens, once you only have to patrol 4 gens you dont really need it anymore. You could even disable it once your MMR reaches a certain point, which would keep it out of the hands of the stronger killers, or have certain really strong add ons disable it like speed/recharge nurse or alc ring blight or whatever people at high MMR complain about.

    It will also have other beneficial effects like slugging may go down as they get more value from hooks, since people will start trying to use lockers to dodge it, Iron maiden would actually have a use outside trickster and huntress ( I guess you could make a case for doctor, artist, and dredge)

    Now I'm sure you both have your own ideas on ways to reduce camping as an alternative I would very much be interested in hearing them.

  • @ElodieSimp said:

    Unpopular opinion as a survivor main but Shattered Hope should be basekit for Killers.

    How would you do hex perks that spawn partway into the match like plaything or NOED?

  • Because matchmakimg im this game can be absolutely terrible.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287656#Comment_3287656

    But your reasoning lies in a sort of agreement from killers not to camp or tunnel by giving them incentives, and that is something i cant agree to happen.

    A basekit BBQ does not solve the core issue that camping and tunneling should not be the most effective way to win, and precisely because these two are the most effective way to win, no buff is going to change their usage.

    Why would you not camp if you have an early down? Why would you not tunnel the first survivor you see?

    You have very little consecuences for comitting fully to them and BBQ will not make any difference if there is no rule to strictly punish them.

    Your missing the point there is no agreement and thise things aren't against the rules.

    As to the why's you ask, there are essentially 3 types of campers.

    1. People who camp to be douches, can't do anything about these.

    2. People who camp because its the most effective thing to do, these ones are 50/50.

    3. People who camp because they dont have a better option, these ones would be the most changed by having more info.

    Type number 1, they will camp no matter what they dont care about winning all they care about is the kill, you wont change them so lets just ignore them.

    Lets look at type 2, this player is all about the win, the meta they will do what is most effective at all times. With a basekit BBQ they would use that info strategically and depending what they see, they may see strategic value in not camping and having a place to apply guaranteed pressure, especially if they think they can secure a chase and possibly a down/hook somewhere else before the unhook can happen.

    Now for type 3, these players get that hook and they proxy camp the area, not to be a douche, not because its effective, but because while they dont where anyone is, they know someone is going to come to that hook, these players would often much rather be chasing someone but not knowing where to go they lie in wait for prey to come to them.

    These players dont care about whats effective they just don't wanna waste their time going halfway across the map looking for people, finding nothing and then going back to the hook after the unhook happens. These players with the knowledge of where someone is, will gladly go find and chase that person, and with that they arent camping and tunnelling.

    You will never get rid of camping and tunneling completely, you can make all the rules and punishments you want but at the end of the day human beings are flawed. The state of California averages almost 3000 car thefts every day, just as one example of how effective punishment can be, or if you prefer just take a look at how effective the dc penalty is at preventing dc's.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287601#Comment_3287601

    Camping and tunneling will never decrease as long as it is not punished, no matter how many buffs killer could receive.

    See this is poor reasoning IMO, i can agree it will never be eliminated, but you really think there would be 0 decrease if killers had a little more info after a hook.

    I mean the chain of causation is pretty clear

    Killers got buffed, and BBQ got nerfed

    BBQ usage dropped, camping increased to the point that they had to basekit borrowed time, which essentially punishes camping, as your suggestion is, and how much effect did that have on camping, I would say pretty minimal based on forum complaints.

    BBQ on its own as it is now is a pretty weak perk only actually worth giving up a perk slot on a handful of killers.

    Alot of killer players who arent super skilled dont feel they can afford to run info perks because they arent as impactful as slowdown, chase or anti healing perks.

    The core issue is, why leave the area of the hook when you know someone has to come there, and you dont know where anyone else is? Lets say this accounts for 25% of camping (not counting endgame), and lets be honest against a decent nurse or Blight your probably losing lets say 80% of your games regardless, although according to the forums its more like 98% especially with strong addons.

    So if you look at the equation as a whole eliminating 25% of the camping in the game completely (again not counting endgame), vs giving a small boost to the 20% of nurse/blight games you were gonna have a real shot in, is a pretty fair trade.

    Not to mention the assumed boost in kill rate that you are suggesting may actually lead to nerfs for those killers because we know kill rates are the most relevant statistic used in terms of balancing.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287590#Comment_3287590

    A scream bubble would still be enough for a killer like blight, that could get there in seconds. Or a double recharge nurse.

    Would that be better or worse than the current proxy camp meta?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287563#Comment_3287563

    First of all, although you must not balance a game around the top 5% players, you cant also choose to ignore the effect that a certain perk made basekit would have on the strongest killers. Perks like Awakened Awareness have been nerfed purely because of nurse.

    The same would go to your buff. Even in basekit BBQ would not mean a lot to a trapper or a ghostface, it is a serious buff for killers like blight and nurse that can snowball the entire team very quickly.

    And the issue of Borrowed time being basekit. It was never meant to be a "buff" for survivors. It was meant to fix a flaw in game design that was a survivor being downed the second he was unhooked. This situation should have never been in the game to begin with, as the hooked survivor had 0 chance to escape and this would force every team to waste a perk slot to play normally.

    Basekit borrowed time is a direct result of the increase in camping which was a direct result of the drop in usage of BBQ because it was never a very strong perk by itself.

    @kingcarl2012 said:

    Its kind of funny to see the disagreement. As the usage of BBQ dropped without the BP bonus, people have complained more than ever about camping and tunnelling.

    Now I'm not saying this would 100% fix it but If it were to become basekit i bet you would start seeing a drop as killers would actually have somewhere to go after hooking someone.

    It wouldnt even have to be the actual aura read you could do it as a scream bubble like spies from the shadows, it could just show the exact position of survivors more than 32m away when you hook, with no indication of what they are doing or where they are going.

    I will just quote rather than retype my post but take a look at my suggestion in the final paragraph, I think that would prevent it from being overpowered on the stronger killers.

  • Its kind of funny to see the disagreement. As the usage of BBQ dropped without the BP bonus, people have complained more than ever about camping and tunnelling.

    Now I'm not saying this would 100% fix it but If it were to become basekit i bet you would start seeing a drop as killers would actually have somewhere to go after hooking someone.

    It wouldnt even have to be the actual aura read you could do it as a scream bubble like spies from the shadows, it could just show the exact position of survivors more than 32m away when you hook, with no indication of what they are doing or where they are going.

  • @The_BiggCheeze said:

    With all these predatory changes that have been made to monetization in the game, it’s starting to look less like a $20 game and more like a free game that you have to spend $20 on just to play.

    Skins that have been in the shop for OVER A YEAR suddenly becoming timed exclusives for no reason, even with 99% of the community being against it. I mean ######### you literally went back ON YOUR OWN WORDS saying that exclusives would no longer be a thing, and yet here you are making more. What a ######### disgrace.

    Are you developing Dead by Daylight, or a $20 Fortnite?

    I mean its been in gamepass for like 4 years at this point, so it already kinda is.

  • @Tsukah said:

    @Pulsar had a really good suggestion

    Here's what he said:

    "More evidence to move forward with my idea for a bot system, it'd make everyone happy."

    "Turn off DC penalties. Have a bot replace the player who DC'd. Survivors aren't completely screwed over, people aren't held in games that they don't want to be in and Killers aren't screwed out of BP. Everybody's happy. Except for toxic people who try to get people to DC."

    I can agree with replacing the person who DC's with a bot, but definitely dont remove the DC penalty.

    If i wanna play agianst bots, i will do it in customs. If i have to play against a bot because someone DCs for the sake of fairness, ok Fine that makes sense.

    However all that getting rid if the dc penalty will do is increase the rate of dc's, we have seen it everytime the dc penalty gets disabled.

    A better idea would be a reward system where after a certain number of completed games, lets say 15 games, you receive a dc token allowing you to bypass the dc penalty 1 time. These tokens would have to be hidden, so they dont get abused.

  • @BillsHere101 said:

    healing animations look so silly. self healing looks like hes ripping their shirt or survivors healing eachother looks like they're giving them a massage. who thought that survivors had jesus for hands?

    https://m.youtube.com/watch?v=-1ItQDiBx-A

    No they are perfect as is.

  • And people actually want voice chat in the game lol

    @Gizer said:

    why? just tell me why? btw I'm just new played last Nov

    https://us.v-cdn.net/6030815/uploads/2FS1S39DYCDC/tt2.jpg

    Do yourself a favour and disable the endgame chat that is all its there for.

  • @Alcuin said:

    I like DBD, but nearly every session there's a new thing that seems broken and imbalanced. I was playing Daily Ritual tier up/break pallet, gen for Tome Myers and a (I'm guessing) 3-man SWF brought Blastmine and Flashbang. After the gens were done (there was a map offering for Ormond), I downed a Feng while she was unhooking and I was in Tier 3. I know the Dwight was around the hook.

    I did a 180 before picking her up then pivoted toward the hook. I didn't see a "Hook Survivor" prompt; probably the Dwight was body-blocking. Two seconds passed without being able to do anything and then the Flashbang saved her. Is this a "tech"? Is it guaranteed to lead to a save?

    Guarenteed, no. Effective yes.

  • @nicnc82 said:

    The streamer Coconuts recently posted a video with a devs nite about exploiting and tried to say going into lockers against a tombstone Myers is bannable. My husband even claims he's right. However, in August, I saw @Mandy say it was NOT bannable nor an exploit. Can a dev please confirm if this is still true?

    Absolutely not there is nothing stopping myers from grabbing the person in the locker, and there is nothing stopping the survivor from getting out of the locker. So unless you are gonna ban both for not progressing the game, then you cant really ban either one.

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