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  • They're not gonna add anything that might increase lobby dodging. Unless you count the latency indicator but I'd say that's different.

    I'm sure a lot of people wouldn't care that much and perhaps just let it influence their expectations, try to get in more chases if they feel they'll do best and in general adapt. But there would also be a lot of people that just dodge if they see any colours that aren't at least their own.

  • No. If it doesn't have restrictions (on both sides, obviously) it might just attract the worst kind of """sweaty""" players - the ones that do it specifically to make people angry. Why wouldn't they if casual mode has a higher chance of getting opponent(s) that aren't prepared to deal with it because they're doing something memey and wacky?

    But the entire mindset of blaming players for being "sweaty" for using stuff you dislike in game is a bad mindset in general.

  • I mean, I use the "Sharpen" filter which on its own pretty much makes it look like the textures in the game are higher quality and not too much more. But peronally I think super bright filters look ugly.

    And don't developers have to explicitly allow the nvidia filters for them to be usable? So this isn't BHVR begrudgingly accepting it for some reason in that case, but them making it so they can be used in the first place. So I'd say it's just about as legal as it gets.

  • Both. If I feel like playing survivor and the one person I like playing with is around, it's SWF. Otherwise it's solo.

  • I can know for sure I've encountered Scorpionz (many times actually), Tru3 and Ardetha a few times. EntityLeftHand once. And way back I ran into a certain very banned player once too.

    Back when I played more with people all over the world I also encountered Fungoose once.

    Beyond that, who knows. Not like I'd know if they were playing with an unknown alias at the time.

  • It's a good idea simply because unlike a lot of the other ideas (opt-out, mechanical nerfs and debuffs, pre game indicators) it actually has a non-zero probability of even being seriously considered by the developers of a modern multiplayer game for one whole second.

  • Even games that take leaving games in progress even more seriously than DBD (like the ones designed for full-on esports from the ground up) still have a way for people to leave. Might warn players that it will incur a penalty, but it's usually still there.

    Because sometimes people genuinely do have to go for unexpected reasons. And when situations like that arise, being expected to close the entire application or leaving yourself standing in-game AFK leaves a pretty weird impression.

  • Just play in whatever way I find the most enjoyable. I personally have the most fun while playing in ways many would consider "nice", but it has little to nothing to do with the opinion of anyone else. It's simply what I find the most enjoyable, and if that makes me an enjoyable opponent I guess that's a bonus? Don't see why it wouldn't be as I have no interest in "playing for salt" or any of that stuff.

  • Modes like that can certainly end up offering some sort of advantage. Even "censorship" can, I remember quite a few people used launch options to launch PUBG with the Korean censorship mode activated, which turned the blood effects blue instead of red which many found easier to see.

    But at the same time I wouldn't call any of that an actual arguement against colourblind modes in games. People can do wayyyy more "cheaty" stuff through things like Nvidia filters, reshade and so on if they really want to. And actual good colourblind modes are obviously fantastic to colourblind people.

  • I see no problem with it and unlike mechanical debuffs of any kind it seems like something there's at least a non-zero probability of actually happening, so that's a nice start.

  • No, you were smart. The person on the hook probably simply wanted to get off the hook so they might be the one to get the hatch instead, and the killer is just mad you didn't offer yourself up to them on a silver platter.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727645#Comment_1727645

    They definitely had it Blacklisted in EAC, and if EAC caught you using it and banned you, the devs would basically wash their hands of you and say "that's your problem, you were warned, but you did it anyway and got caught." Then the Dedicated servers came out and made it obsolete, just as you said, however, up until then there were still ways to bypass EAC and still use MLGA, but fortunately not everyone knew how to do that, so MLGA saw a major decrease in usage due to the Blacklisting. Which leads me to my point: BHVR themselves acknowledged the problem MLGA was causing their game and the community due to players blocking other players, and acted against it by having it Blacklisted in EAC. Yet here's a post asking the devs to basically reinstate the function of MLGA that got it Blacklisted, i.e. the ability to Block players, as an integrated part of the core game... Methinks the OP is "barking up the wrong tree."

    Even if they did implement a block player feature into DbD with a limit of 10, that would still cause a huge issue for the top % of high ranked players. Can you imagine a good red ranked Killer getting blocked by every survivor they play against on the dedicated server they play on? While its true each player would only have 10 slots to use, that's still 4 players per match blocking that killer, and eventually that would create an ousting environment wherein the best players can no longer play DbD, because every time they get a match, the players use up one of their slots to block them, and eventually that players queue times go way up because nobody will play with them. It's not their fault that players don't want to take up the challenge of playing against them, they worked hard to get as good as they are, but a block player function would reward them with what basically amounts to a "community chosen" ban from the game. That would be like if the top player in an esports game like Overwatch was kicked out "for being too good" which doesn't make any damn sense in any multiplayer platform. "Congratulations, you're one of the top 100 players in our leaderboards, enjoy your ban!" yeah... that sounds fun. /s

    While the "Intention" for having a Block player function may be to weed out the toxic, unsportsmanlike, and hacking/cheating players, the reality is that it wouldn't be used that way, and genuinely good players would end up suffering because of it. BHVR knew that when they blacklisted MLGA, so I don't really see the point of asking them to implement an "Avoid Player" function into their game as a feature.

    Alright cool, I genuinely either didn't know or forgot that it got "officially" blacklisted instead of being one of those "do what you want but if EAC decided to ban you for it, tough luck" sorta things. Thanks for clarifying.

    And for everything else I totally agree, if I made it seem like I wanted a blocklist that was not my intention. It's something that could work well if everyone somehow used it as intended, but people don't do that. People that are "too good" get blocked, and that's without getting into the wild definitions of "toxic" some people subscribe to. For every person that gets blocked for genuinely being as unpleasant as possible without getting banned for it, many others would get blocked for daring to use perks another player dislikes or something like that.

  • I know the feeling.

    No matter how strong or weak he used to be he was very unique, and I personally enjoyed playing him a whole lot. Current Freddy is fun to me as well but in a different and to me in a less unique and "weird" way I guess.

    Not saying he shouldn't have been changed or anything though.

  • @TWiXT said:

    This discussion is the exact reason why the devs blacklisted MLGA for PC players before the dedicated servers were established:

    "MLGA is a mod that shows you the pings of people in your game lobby. The idea is that if the ping is too high you have the chance to dodge that lobby in order to not get stuck in a laggy/ unfair game. It also has a feature that allows you to add players to a list and tag them as either "blocked" or "loved", so you can avoid certain people who play in a way you don't like."

    MLGA was being heavily abused by players blocking others and essentially rigging the game so that they would only play against players of lower skill than themselves. BHVR recognized how abusive the ability to block players was being, and rightfully Blacklisted MLGA in Easy Anti Cheat so that no one would be getting blocked anymore. This was back when DbD was still peer to peer connection, and MLGA only worked for that kind of game. However, despite its Blacklisted status in EAC, some players still figured out work arounds and were able to continue abusing it all the way up until the Dedicated servers were set up, which made MLGA useless.

    The bottom line: MLGA was a tool that allowed DbD players to do exactly what this post is talking about, and it was such a problem for the PC community that BHVR took measures to Blacklist it, and outright banned players for using it.

    OP, what you're asking for is essentially the same thing as MLGA, but integrated into the core of the game, by the developers who already Blacklisted that program because of the damage it was causing to the DbD community, and you think they are going to consider this suggestion? ... Good Luck.

    Did they ever blacklist it? I thought it was just in that "if you get banned, we won't help" greyzone limbo state for a long time and then turned obsolete by the transition to dedicated servers. Which is a good thing, as just like the log-driven "figure out who the killer is" stuff that was going on for a while the only way to stop it was to make it obsolete - people didn't need dedicated software to do any of that, they just streamlined the process.

    But yeah, I totally agree with your point though. While I'm sure a lot of people would use a block feature exclusively to block genuinely unpleasant people, it's been proven before in both DBD and other games that a very notable amount of players will use that sort of power to make things easier for themselves instead. Perhaps limited slots would discourage that sorta thing, but it would just reduce the problem and not eliminate it.

  • It's horror-themed, which outside of stuff like jumpscares, aesthetics and so on is probably the best a multiplayer game like DBD can hope for.

    Good luck maintaining any horror "beyond" that for the hundreds or thousands of hours people play this game.

  • No? If a survivor doesn't want to farm they can just do gens and leave ASAP.

    The real clowns are the ones that get mad at someone for doing exactly that, as farming is kinda inherently voluntary. A killer that doesn't want to do it can kill, a survivor that doesn't want to do it can leave as fast as possible.

    EDIT: Unless it's "forced" of course. Like a killer refusing to kill a survivor with basically no chance of escaping (last one left, hatch closed, that sorta thing) to get them points by refusing to kill them in any way and constantly downing them or whatever. But that counts as "forcing" the farming I'd imagine, which isn't allowed.

  • I just think "unlucky", try to figure out where I could have done something better and move on.

    Personally I see no point in taking it out on the next opponent(s). The whole idea behind that leaves a sour taste in my mouth as well as it's so common to see people doing it say it's fine when they do it while at the same time seething if their opponent(s) do something similar in return. That kinda hypocrisy just makes me want to stay at least a billion lightyears away from that mindset 😄

  • Firstly, the most likely change for DS is a specialization towards being a "proper" anti-tunneling perk. This might include buffing its anti-tunneling abilities while combining it with deactivation conditions.

    And secondly, while 15 less seconds is a change it pretty much just turns the "59 second DS" into the "44 second DS". Doesn't actually stop a lot of the things people dislike about the perk.

  • I don't hate it by any means but there's so many other things I'd rather have on my pizza. Pineapple in general is one big "It's okay" to me, nothing more and nothing less which just makes it kinda boring.

  • Both the "slapping" and facecamping are both considered to be pretty rude/annoying actions, yes.

    Showing someone's profile on stream in a "negatively charged" way sounds like an absolutely terrible idea in every way though. Might not be active encouragement of harassment but all it takes is a single turbo-clown deciding it's time for some vigilante "justice" in their audience to make them look like an absolute dingus.

    There's several reasons many streamers try to hide the information of other players afterall. Often to not give trolls attention, but also to make it harder for clowns in their audience to go harassing people "for them".

  • Make the green key part of a new aura-specialized item class and give it its own higher-quality variants and a new model.

    I like bringing aura keys from time to time, and it'd be nice if they were visibly distinct from hatch-opening keys in the lobby so the killer doesn't have to worry about me vanishing into the hatch. Don't blame them at all, sorta gotta assume key = hatch opening key, just like it's fairly normal to automatically assume hidden killer offering = ebony mori.

  • Probably just someone with game dev experience that actively communicates with the community. Not very specific, but I actually wouldn't want people that might know a lot about the game but with little to no dev experience on the team at least.

    Can certainly be "consultants" and stuff though. As common as I'm sure they are for such ideas ScottJund and Otz do come to mind for such a role, as they seem to put above average amounts of thought into their ideas and look at the bigger picture a lot of the time.

  • I'm pretty bad when it comes to remembering (user)names but @Fibijean @Orion @Respectfulnancymain and @GoodBoyKaru do come to mind anyway.

  • Just ignore it, it's far more common than it should be that people jump to conclusions and assumptions. Declare the other person "not worth listening to" and you win afterall 🤡

    Just look at how the "lol I bet you don't play <role>" exchanges often go. Someone throws out the accusation, they're proven wrong and the first poster mysteriously disappears. Or people that defend their right to use strong stuff (which is completely right) but still babyrage when their opponent(s) dare to use their strong stuff (which is pathetic scrubbery).

  • If I'm not doing something else, I'll be on a generator. I like interacting with the killer + other survivors because you're right, doing gens isn't exactly thrilling gameplay. But they do need to be done, and I'm not gonna chase the killer around or not do a generator when I'm not needed for something else.

    I don't find it fun to go all "optimal" gens before friends and as a result don't do any of that though. But I do run Kindred 24/7 so I'm sorta immune to the "whole team goes for the save at the same time" thing, no point trying to run to the hook from the other side of the map when someone's already right next to it waiting for an opening to save.

  • I just assume they either genuinely say it or they're being polite.

    If someone wants to be a jerk the vast majority of the time they'll just say gg ez git gud instead of bothering with saying gg "ironically" or anything like that.

  • For survivor probably Iron Will at this point, it lets you get away with some truly wacky plays.

    For killer it's actually Save The Best For Last. Has nothing to do with its strength, it just feels so good to use as your recovery gets faster and faster. Bonus points if the animation it speeds up is just oddly satisfying or cool, like Clown for obvious reasons or something as simple as Trapper that just gets the job done smoothly.

  • I'm as excited as I've always been, but it's not really like glowing enthusiasm and never has been. Never been my "main" game or anything, but it has always been a game I enjoy playing and keep coming back to like a handful of others that I sorta play in a rotation. Play a lot for a few months, play less for a few, repeat.

    Kinda have to do it that way as I burn out on games quite easily no matter how much I like them if I play too much. Unless it's Team Fortress 2, that game cast a spell on me many years ago.

  • Don't overdose on blight serum kids 😄

    And I always just thought the "unknown effects" were the way the button used to activate the sprint might conflict with the usual power of many killers.

  • I couldn't main one side even if I tried, I constantly switch back and forth. Sometimes a few games of killer and then a few as survivor, sometimes weeks "maining" one and then weeks as the other. But I always bounce back and forth as I find both fun and I'm someone that's very well aware of the fact that if I didn't I'd probably burn out and take an extended break.

    Same reason I always seek out different things in other games I play. Can be as simple as playing radically different game modes or having binges where I "tryhard" in ranked modes before sticking to more casual ones for a while, keeps things interesting.

  • I mean, I agree but as a more general rule. No matter who does it, that sort of player shaming inspired by grievances with parts of the game is just plain silly.

    But that's not a survivor or killer thing. It's a gamer thing, or more specifically a scrub thing. Because that's what it is, when someone can't seperate their dislike of something in the game from the player they're just a whiny scrub.

  • Urban Evasion, but it's not automatic. Even yesterday I saw a survivor bamboozle the killer and pull a Houdini from a chase at the perfect moment with it + Iron Will, but when you go down and you see someone crouch walking in the middle of No Man's Land before taking a close look at a rock somewhere it's pretty demotivating.

    Same thing with Bamboozle. But just because it frustrates me when people seem to not really think about what they can do with it and just auto vault every window even when it defeats the purpose of the perk. Mostly on TL window tiles, instead of blocking one and then getting a hit on the other/forcing the survivor to leave it they just keep running it the way that gives free vaults, vaulting every time.

  • They've mentioned some sort of "early game collapse" sorta thing that slows the game down at the start of the match. Who knows how it'll be implemented, but something is being worked on.

    Because I highly doubt they'll drastically change the base repair time/speed. And if they do it'll certainly not be a 50% increase, it'd probably be far more incremental than that. Gotta remember that on top of the base change, it'd also have an impact on the strength of every slowdown and speedup modifier in the game.

    And for maps, yeah. That's something I'm always interested to see changes to, no matter if it's the size, tile layout or something else.

  • Sorta inevitable when you pick the solo role in a 1vX assymetrical game. You can't interact with the killer all the time as survivor, even if they try to force it the killer can just ignore them if they want. The killer is for fairly obvious reasons involved in every chase, search and whatever else.

    And to me that's honestly one of the things I like the most about playing killer, constant action and interaction. I don't get mad or frustrated it's just exciting to finish doing one thing and immediately throwing myself into something else that involves player interaction, which is kinda the point of multiplayer games.

  • How would the game or Easy Anti Cheat know that someone is cheating that fast? Unless they're using really crusty old cheats that get insta-detected you probably have to report them to get them banned.

    Sure, there's some things the game could probably try to detect as "anomalies". Like people moving faster than the theoretically achievable top speed in the game. But I've seen approaches like that lead to false positives in other games when people lag, where them warping around a bit is seen as them "speedhacking" as it makes it seem like they move really fast for a moment.

  • Most ascended killer complaint I've seen was a Spirit that slugged the penultimate survivor, which in itself is whatever. I thought they would look for me or the hatch, but instead they just hovered within a 5-10 meter radius of the immobile slug for the 3 minutes and 59 seconds before hooking them, which gave me all the time in the world to find the hatch, hop in a locker for a moment as they hooked the survivor and escape. They called me a coward, an "antimate", as well as accusing me of taking the game hostage.

    From a survivor it's still the same one I've shared a few times before. Not long after Leatherface came out, and my excellent perk build consisted of something like BBQ 1, Unrelenting 1 and NOED 1 as I didn't have anything else. Less about them chewing me out for "using instadown perk on instadown killer" which is pretty tame all things considered, more about how they "knew powerful people" and I could "say byebye to my account". Needless to say I'm still waiting for my clearly well-deserved consequences.

  • Saying all sorts of vile garbage in post-game chat. I don't really care about all the ways people can say "lol ur bad" but you know what I mean, people that seemingly can't keep the slurs and overly personal attacks under control.

    Going into a match with the explicit intent of making people mad, even placing it before actually trying to win. Big bonus points if someone does this and then cries while pretending to be an innocent victim when their opponent(s) troll them back and come out on top.


    ... And that's pretty much it.

  • Survivors shouldn't see killer profiles because they might learn that certain killers mostly or even exclusively play one particular killer. And while it's worse for some killers than others, some can get really countered by specific perks, items, maps and more.

    Personally I don't believe anyone should be able to click on and go to survivor profiles either, be it killers or other survivors. You can already see all the relevant information like who they're playing and if they're bringing an item, as well as the pre-game chat (if you're a fellow survivor) if they say something.

  • Dark Devotion is always a fun time for me, both as the user and being on the recieving end.

    Always nice to see another survivor going on the hook have Kindred, and shoutout to the We'll Make It gamers as well.

    And if someone manages to use Diversion in a way that bamboozles me or I see someone trick the killer with it I immediately feel an overwhelming sense of pure respect and admiration 😄

  • This is just one of the bugs that you gotta scratch your head and wonder how it became a thing in the first place 🤔

    EDIT: And I don't mean that in some "haha devs bad" sorta way. It's just oddly specific and something must have broken in a particularly wacky way.

  • People shouldn't be banned for simply finding an exploit (which sorta requires them "abusing" it at least once unless they find it via datamining or something).

    But if you ask me stuff that's broken in a way the devs deem potentially too damaging to the gameplay experience should simply be disabled until fixed. No idea if that's feasible as whatever's broken might be involved in achievements and/or archive challenges though.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688756#Comment_1688756

    ^ this.

    You cant keep Ivory Moris like this, the only "good" thing about them is that they are kinda rare compared to Ebony Moris, which are the most common Moris. Removing 25% of the enemy team early is basically a win.

    Also, to add - Devs said that Key and Mori Changes might not come in the same Patch. So we will see the Forum burn if one of it is changed and the other thing later. :>

    Not sure if it's an unpopular opinion or what, but even if they are announced to be changed in the same patch they should honestly just disable them until the change goes through. Might be unfeasible as there's achievements and archive challenges that either require or heavily incentivize their use.

    The complaints were bad enough when people panic/FOMO-burned their stash of stuff like instaheals, prayer beads and other things that got changed. I don't think any of that even gets close to a world where people try their best to use up their supply of keys and moris in the 2 weeks or so between final announcement of the change and implementation.

  • Because there's no punishment for "disconnecting" during the offering/loading screen.

    I don't really have an opinion one way or another about it. I'd much rather have a match never happen at all than have someone DC once it has started.

  • Depends on the players, but that goes for any match in just about any game afterall.

    While I personally don't care I'd have nothing at all against post-match party indicators of some sort. Don't think pre-game ones are a way to go, but I highly doubt they'd ever be implemented without direct lobby dodging disincentivization included anyway.

  • Thanks for the heads up, that'll bring me right up close to 1m points. A good time to push Felix to P3 😎

  • If someone bodyblocks you that's already a free hit right there. It's a game mechanic and protection hits are a thing that both reward points and interact with several perks in the game, doesn't really matter if it "makes sense" or not. Doesn't make any less sense than the killer being unable to just close their eyes when a flashlight hits them.

  • @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685845#Comment_1685845

    And yet in Amung Us the majority of the player base just shut the hell up for the sake of the good game, why the hell ppl can't do It in DBD? When I play with my friends we usually screw eachother and never call out killers (except when they're playing really scummy like camping or tunneling, and I mean REAL tunneling as "I'll drop this chase just to down the person that got unhooked in the other side of the map"). Everyone of our group play both sides, and not 20/80 but 50/50, so everyone knows how comms f. up killers.

    Because in among us voice chat used like that doesn't just give an advantage, it makes the match completely pointless to play with just 3 words. "Red is impostor", "Red killed me" and the whole point of playing a mafia/werewolf type game like that is instantly gone. There's nothing even close to that impactful possible in DBD, the closest I can think of is calling out a hex totem or something and even that doesn't even get close. The entire goal of the game isn't to figure out the information that a dead player could instantly give you in under a second.

    As a result far more people will simply choose to not be that guy. This is quite unique for games in that type of genre, as it was the same sorta thing when I played Town of Salem. I can't really imagine any other genre having even a tiny fraction of its population deciding that sharing information like that is too much.

  • They're both just things players can do in a match that aren't inherently bad. Sure, both can be used to "troll" but that's more intent-based, like a killer hard camping someone at 5 gens with "lol lets make them angry!" as the primary reason, or a survivor recognizing a killer is less experienced than them running back into the map to loop at the end of the match while being as annoying as possible while doing so.

    Just because something wasn't intended doesn't mean it's bad either. Lots of mechanics in games started out as developer oversights or straight up glitches/bugs, and while some get fixed others are embraced by the community and the developers. If the devs really hated looping they could (re)design maps and change how the game works to disincentivize it, but considering how maps and tile design take things like "tile safety" into account it's more of an embraced emergent game mechanic more similar to stuff like bunnyhopping, explosive jumping and other now-famous mechanics in some games.

    And personally I totally understand why. It's very clear player interaction and assuming it's not a braindead hold-W-until-the-pallet-drops/window-blocks tile it's fun to try to outplay eachother during looping. And that's a map/tile design issue more than some sort of core game mechanic issue.

  • I don't mind them existing or anything but it's pretty clear their design is the same as it was when survivors could recover exhaustion mid-chase. Right now even low-"quality" ones with durations of like 30 seconds are basically the same as high-quality ones that last for 90 seconds or something.

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