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  • @DBD_Pinhead said:

    It's absolute trash. I purposely de-rank because it's total BS outside of 2 or 3 killers at best. Same with purple ranks because you only go up with cheating red rank SWF that brings in a low rank for easy matches in about half your games. You want to learn a new killer and you have to wait until rank reset because you get gen rushed and teabagged all day.

    Just so you know, that "bring in a low rank to mess with matchmaking" thing doesn't work anymore. It matches off the highest rank in the party. If you're rank 7 or something and their spread is 2-3-14-17 or something that just means they brought low ranks into higher ranks, not the other way around.

    Matchmaking accepts players that are within +/- 6 ranks of eachother so you can easily get red ranks in your purple rank matches even while matchmaking is working as intended. If you're rank 7 everyone between rank 1 and rank 13 is technically considered an eligible match for you.

  • All sorts of different people do this to be honest.

    It's nothing new. Just classic scrub behavior - someone goes "all out" and then cries when their opponent(s) do the same because then they didn't "win the right way" πŸ˜„

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/902955#Comment_902955

    https://forum.deadbydaylight.com/en/discussion/comment/903470#Comment_903470

    I'd say this is the real problem here. What it takes to get a pip, or even black pip at red ranks is nonsense for killer. I really miss the old killer victory cube sometimes.

    https://forum.deadbydaylight.com/en/discussion/comment/903500#Comment_903500

    Both of which are legitimate tactics with legitimate counters in the form of perks.

    I'd sorta like trying the old victory cube or something like it again to be honest.

    Would be fairly different as a lot of the things that existed while it was a thing like more pallets, pallet vaccuum and more consistently open god windows just to mention a few are either gone or improved a lot since then. For red ranks at least it'd probably be less frustrating for players that care about rank and pips, and it avoids weirdness like killers being punished in Chaser emblem score for using instadown abilities/perks πŸ˜„

  • I'd love that, or at least make it wider than it is if the original numbers would lead to crazy clipping.

    Make it allow killers to see better in dark parts of the map too or something for some flavor, it is called "Shadowborn" afterall πŸ˜„

  • Upvote but also posting because it's not just as simple as that.

    I just want more time for everyone to play the game per match on average. And I'm also heavily against straight up longer generator completion times as holding M1 for longer is just boring and uninteresting, I'd much rather keep it just like it is and wait if that means some sort of bigger objective overhaul (the fabled "secondary objective" idea).

  • I feel a core problem is that a surprising amount of people seem to have convinced themselves that balancing works like a zero-sum game.

    People genuinely act like you have to take 2 BalanceTokens from side A and give them to side B to buff them. Just look at the almost automated whataboutism that arrives in threads about certain subjects very quickly. Moris and keys, gen speeds and tunneling. People act like it's impossible to discuss something without going "BUT WHAT ABOUT..." or "DON'T TOUCH X BEFORE YOU TOUCH Y, OR ELSE!" and it derails and makes threads constant repeats.

    But honestly I wish posts that genuinely try to use "lol ur a <role> main" as an actual arguement should just be instantly classified as shitposting or trolling. Absolutely worthless garbage posts.

  • Ebony Mori should certainly be changed. Not sure how, but it's way too powerful especially for an offering and it doesn't matter that it's "ultra rare".

    And I guess it's absolutely impossible to discuss moris or keys without instant and almost automated whataboutism. Balancing isn't a zero-sum process lmao.

  • @kengee said:

    https://forum.deadbydaylight.com/en/discussion/comment/899797#Comment_899797

    yeah so thats why a ######### kid like you who can't read in report section that Body Blocking is one of content to be report, making all this community unhealthy.

    Maybe you don't care, but there are some people care. You don't care yet you leave some ######### comment here.

    Read, look for information, your brain is not an accessory right? Your parents gave it to you so you can think before you speak.

    Thanks

    Body blocking to take the game hostage or grief (as in survivors blocking eachother in corners) is bannable.

    Body blocking to take hits for another survivor or blocking someone in a corner to chainsaw them is not bannable.

  • I can't describe it through text that well but the time you should start blinding is around when the killer hoists the survivor to their shoulder. As said you can't interrupt animations with a stun, so you need the blind to finish right as the killer regains control of their character.

    To get a feel for the timing you could try finding a recent youtube video/stream clip that included a flashlight save and try to get a basic feel for it. It doesn't have to be millisecond perfect as the killer can't look away truly instantly, but if the killer is quick to react it certainly requires precise timing.

    https://youtu.be/Rs8dgxby27g?t=56

    Here's a video showing an example. It should start playing right at an example of a save, and there's even slow motion right afterwards.

    Of course, in an actual match actually being in position to get the save might be harder than the actual save itself, but good luck πŸ˜„

  • @Esheon said:

    https://forum.deadbydaylight.com/en/discussion/comment/899355#Comment_899355

    Gods no. Shelter Woods was horrific with a New Moon Bouquet, and could you imagine Sanctum of Wrath made even darker? I had old Lightborn on Shelter Woods with a New Moon once, and I literally couldn't see ANYTHING.

    I honestly can't think of anything that was removed that I actually want back. I mean, vacuum pallets were fun as survivor, but SO broken. I definitely wouldn't want old mori back either, and NONE of the Hag changes should EVER be reverted.

    I think some of the changes need some tweaks, for sure. I think the Styptic should give the full 15 seconds of BT instead of just 8, as one example.

    I mean I'd be fine with it if only the moonlight offerings that made the map brighter existed as well. Because I used them all the time even as survivor just because a lot of maps looked nice with brighter lightning πŸ˜„. So if no New Moon Bouqet, that's still fine with me.

  • @Blueberry said:

    The Moon Bouquets I really liked as you could create new game play. They were only abused by Blendettes, but that's an entirely different problem that still needs fixing.

    +1 to this, all the moonlight offerings actually.

    Haddonfield just looked aesthetically amazing with Brightest moonlight for example. If they were still in the game and supported by all the new maps I wonder how many of the newer maps would look with different levels of lightning.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/899325#Comment_899325

    To be honest, even 6 Ranks is too much. A Rank 2 Survivor vs a Rank 8 Killer (which is almost Green Ranks) is not fair at all (same the other way around of course, also not fair).

    Let alone that this Hard Cap is not working every time.

    Yeah, it doesn't always work and deciding what the actual range should be is potentially balancing on a fine line between match quality and potentially incredibly bad queue times, especially in low-pop regions, at sparsely populated ranks and during more unusual hours. It doesn't really have any obvious solution besides letting players themselves toggle between quick match and "quality match" or whatever someone wants to call it.

  • Yeah blaming it on SWF when it's like that is just sorta silly. Anything +/- more than 6 ranks is either matchmaking itself getting drunk or a SWF party dragging a lower ranked player along to a higher rank.

  • Sometimes it's harder than it might seem to figure out what's causing a bug, and in cases like the MoM changes and the changes to original Legion they wanted to know what they wanted to do before they actually do something about it.

    The more recent DW changes between the PTB and now weren't really rushed either if you ask me. It was related to something they clearly don't want to ever allow back into the game ("moonwalking" the DW timer) and it was also caught on the PTB. They had time to find a solution, and they landed on one that not only makes sure Legion can't do it, it also prevents similar situations related to Freddy and stealth killers in general.

    Stuff like vaccuum pallets, instablinds, instaheals, facecamping and so on weren't really bugs if you ask me. They were things that ended up being changed for the better.

  • Go for it, ignore "cosplay elitists" or whatever you want to call the people that yell at others for cosplaying characters of another gender/weight/whatever.

    It's meant to be fun, so if you're having fun you're doing it right πŸ™‚

  • Same reason killers lobby dodge 4x toolboxes or whatever, they don't want to play against it.

    Doesn't justify it as there's a difference between disconnecting from a match that has started and dodging a lobby, but it's basically the same mindset and not any "deeper" than that most of the time.

  • @rd_dex said:

    Kinda not related but I have played like 30-40 survivor matches since the update and didn't face a single Spirit, looks like just a thought of a nerf turns off players from playing a killer.

    Almost the same here, she's certainly a lot more rare than before and the spirits I did face were really good ones, not the ones that do well normally and then fail to get a single down if all the survivors have Iron Will or whatever.

    As said, a lot of people just hear the word "nerf" and immediately think that means whatever got nerfed is completely useless it seems.

    I just hope they give her a cool unique vaulting animation as the default-ish one she has now looks so awkward on her πŸ˜„

  • @thesuicidefox said:

    I would really like this.

    • You have to play with/against a player to put them on your AVOID list.
    • You can have a maximum of 3 players on your AVOID list at any time.
    • A player has to be on your AVOID list for at least 48 hours (2 days) before they can be removed.
    • A player will stay on your AVOID list for 96 hours (4 days) before being automatically removed.

    Yeah this is pretty much what I'd like to try in DBD at least. The limited slots makes it so people can't just avoid-and-forget everyone that's better than them (and people would want to save them for truly obnoxious players), and the limited time means that someone doing a daily/challenge that someone found "annoying" doesn't make them end up blocked permanently.

    @altruistic said:

    Just play Killer and inspect everyone’s profile, you can dodge anyone you want to!

    And don't forget, if they have a private profile they're clearly up to no good! Not like there's a bunch of reasons to have a Steam profile with a degree of privacy higher than all public afterall, DBD is the only game that exists and Steam doesn't have profile-crawling scammer bots or anything /s

  • I can't imagine people that don't already do the cringy "play for salt" thing will change how they play in any way. If people really don't want to deal with stuff they can just die on hook or go straight up afk anyway, not to mention it'll probably be rare enough that if someone encounters a particularly nasty player they can afford to take the first-time DC penalty depending on what duration it starts at.

  • I personally see him in what feels like between 1/3 and 1/4 games, rank 1-2 and they're mostly red rank players too.

    On consoles I've heard he's a mess to play with performance issues and such though, so I'd imagine he's extra rare there.

  • That's an user issue, not a self care issue. Whenever I decide to use it I generally bring a medkit to benefit from the efficiency bonus it gives, but it still gives me a backup solution if I'm out of medkit + can't get someone else to heal me and I need to get ready to tank a hit for whatever reason. As someone who regularly does suicidal endgame BT saves where I sacrifice myself so someone else can live there's certainly times where I wish I had it, as unlike every other healing method it has no conditions that must be met before it can be used/limited uses.

    The "issue" is when people feel they have to use it ASAP whenever they can. Self heal before finishing that gen at 80% and then the killer comes and hits it with PGTW, run away after being unhooked to heal in a corner and get found with scratches + NC. But in the end people can decide how they want to play, and unless you're in a 4man SWF where everyone has similar mindsets you always "risk" someone doing something you dislike.

  • For challenges revolving around the endgame, really.

    It's not about me thinking it's bad, OP, fair or unfair - I quite simply like to have 4 perks that help me throughout the game before the end of the match. Same reason I don't really run Adrenaline, Hope and perks like that as survivor often even if they aren't bad perks.

  • I'd imagine any form of disconnect will be punished unless they can conclusively tell the difference between someone doing it through the menu or pulling the plug/killing it in task manager/closing the app/whatever else.

    I'm just curious if it will apply to crashing/closing the game on the offering/loading screen as well to stop people from dodging offerings.

  • And also, if you get one of those messed up lobbies with rank spread like 1-8-14-15 that's not something people can intentionally abuse in any way anymore. You could have 1-20-20-20 and matchmaking will try to matchmake based on the highest rank (rank 1), but as we all know sometimes matchmaking simply gets horribly drunk and you get really messed up matches.

    Solo, killer, SWF - no matter what I play sometimes the rank spread ends up going crazy no matter the party size and rank distribution of the survivors in the lobby.

  • Firstly, try to avoid being the first person to get chased/hooked. If the killer truly is planning to tunnel from the start, that's the player most likely to be on the recieving end. Work on a less critical generator, hide if you hear the killer instead of starting a chase, that sort of thing. Sometimes you just get found first no matter what, but a lot of the time you can work to avoid it.

    If you're being tunneled and want tools to help you, the obvious choice is stuff like Decisive + Unbreakable. Don't care about people crying about crutch perks, it's a strong combo that exists to be used. This approach makes you as "expensive" as possible to tunnel to death time-wise which buys the other survivors time.

    While it can be tricky the best way to stop tunneling in its tracks is to lose the killer. Even just Iron Will alone can make this a lot more achievable. It's risky of course, and don't just crouch in a corner where the only outcomes are "lose the killer" and "go down", have an escape route in mind if the killer gets back on you if possible, even if you don't lose them this can buy you valuable distance and time if you pull it off.

    If someone else is being hardcore tunneled honestly just work on gens. Same concept as someone being hard camped, sucks for them but a lot of the time the best you can do is attempt to get gens done. You can try to do stuff like bodyblock, flashlight save and so on if you want and the killer + "victim" happens to be near you during their chase, but don't chase them around the map, but even then I'd probably just stay on a gen.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/891119#Comment_891119

    Pretty much, yeah.

    They act as if people private their profiles for the pure sake of playing SWF in DBD. When in reality, not only is it the default Steam configuration, but when it's done manually, it's because their info is really none of anyone's business. Complaining that players private their profiles is like complaining that you don't have their online banking password.

    Agreed on all fronts.

    Not to mention any level of public profile can often increase the amount of scammers (both manual and automated bots) that find you and add you to try their luck, it's not even exclusively about the privacy level of your inventory in particular. Even if you know their tricks I'd much rather let someone be paranoid over me potentially being in SWF or whatever than have to deal with more of that sort of trash πŸ˜„

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/891075#Comment_891075

    Do you know for sure they are SWF all the time?

    I solo most of the time, and killers blame SWF I'd say more than 60% of the time when they lose. Even if everyone has private profiles and shows no signs of actually being in an SWF.

    I think sometimes they just try and justify when they do poorly. I'm not saying SWF isn't powerful - but sometimes you just lose.

    Private profiles themselves seem to be viewed as a SWF indicator by a lot of people. Even though I'm pretty sure some degree of privacy is the default setting for Steam profiles ever since they introduced the Public/Friends Only/Private system for various profile elements.

  • Don't see what they would do about it, if people make invalid reports I'd imagine they're just discarded. Not sure if extreme levels of false reporting would get someone punished but that's a thing in a lot of games with report systems.

    People throw words like "exploit", "toxic", "infinite" and more around so frequently that they rapidly lose all meaning anyway.

  • Agreed.

    By all means discuss stuff like keys, mori, NOED or whatever else, but way too often it degrades into "i WOULD have gotten that kill if not..." or "i WOULD have escaped if not...". It's possible to discuss "controversial" game elements without resorting to that sort of arguementation πŸ˜„

  • The goal wasn't to mess with killers preventing the activation of Borrowed Time/Deep Wounds, but preventing them from having the survivor go down in a predetermined amount of time because of the DW timer going down while they're in pursuit.

    It does that, even to killers like Freddy and Wraith who can hit the survivor and then remove their terror radius + end the chase status if they so desire.

  • I hope Legion just gets a full rework so they're no longer attached at the hip to the DW mechanic, but this is good.

    The OG Legion "You'll be down in a predetermined amount of time" stuff should never make its way back in game in my opinion, no matter if it's attached to perks. This way of changing it even eliminated the way Freddy could trigger BT on someone and just wait for them to go down due to the oblivious status effect.

  • I mean I agree, that perk sounds like a cool one that encourages using map knowledge for mindgames and such, sort of like how I'm All Ears can shine in the right situations.

    There was already a comment about meta perks in the thread but I feel they want to avoid adding more perks with widespread generalist appeal. Personally I'm a fan of it as I prefer perk systems in games to be more about specializing in specific ways as opposed to "you do thing faster/better" and "you can now do new thing by pressing the button".

  • Blaming players for simply using stuff that's in the game is silly in my opinion. Broken loops, mori tunneling, whatever else - it's annoying but it's in the game and it's scrubby to expect others to not do something "to be nice" when it's not breaking any rules or is an exploit. And by exploit I mean stuff like the wake up and sprint burst exploits when they were around, not stuff like the "harvester tech".

    Yeah I'd love to see maps with "problem loops" get a makeover and personally I'd also like to see moris and keys changed, but until they do get changed it's a complete waste of time to flip at players for using it when it's in the game.

    To me the only things that I'd describe as "toxic" is harassment post-game, and especially if people take their salt further and start going for people's steam profiles or private messages on consoles, as well as going into games with the specific goal of making people angry over everything else.

  • Trickle down balance sort of requires a more widespread competitive culture in the given game, which DBD lacks.

    It's also a game with a lot of things to keep in mind while balancing. Like the whole 1v1 / 1v4 aspect, leaning "too far" in either direction can be a bad thing. Original Legion was balanced from a data-driven 1v4 standpoint because Legion wasn't always that good at killing all the survivors while playing the moonwalking/franks mixtape singleplayer game, but basically took the entire 1v1 aspect of the game and threw it in the trash. A lot of perks and items are balanced from a 1v1 viewpoint but get more powerful in a very non-linear way when stacked by several survivors.

    To even attempt to go for a hardcore trickle down balancing approach the devs would basically have to declare a "correct way to play the game" and balance around that. Balance around SWF or SWF-tier information and communication and players that play solo or don't want to communicate with others get left behind, balance around solo and you run into the impossibility of actually doing anything about SWF advantages. DBD is a game people play in all sorts of ways. Solo and SWF, aggressive and "immersed", altruistic and egoistic, defensive killer play or constantly getting into new chases, and all the different playstyles different killers specialize in. And while someone's playstyle might attract criticism from those that enjoy a different one, they're all valid and not "incorrect" ways to play the game.

  • I think some people think it'll deny the survivors the 5000 escape BP, and while I'm not entirely sure I think certain methods (force-closing the game) have or still do exactly that on consoles or something? In that situation it's just petty baby behavior like a survivor disconnecting to cuck a killer out of a BBQ stack.

    Sometimes I see people play normally and then DC at the end and I guess they're "good guy" deranking. It's still lame, but if someone absolutely has to do that stuff I'd much rather they actually play out matches normally and then disconnect as opposed to just loading in and DCing/suiciding/afking in a corner as wraith.

  • Yeah, there's certain things in the rules that might leave a little bit too much to people's imaginations. Bodyblocking is one as it seems like every week there's a thread about how someone reported survivors for taking hits for eachother.

    Other rules that could need more specific wording include the entire idea behind holding the game hostage (I've seen it described as "bodyblocking someone in a corner for an extended period of time" for example, which might make some think waiting out BT or something is against the rules) and especially the "Targeting specific users repeatedly in order to ruin their game experience" rule. What does "repeatedly" mean? What does "targeting" mean? Might make people feel justified in reporting someone for tunneling them two games in a row or something.

    So good to hear they're thinking about clarifying rules πŸ˜„

  • A lot of the time you can make it so if they run there there's nothing actually useful for them to do, try to keep gens up that force them away from that kind of structure. Even if they keep running there if you can get a single hit in on them that means they gotta play more conservatively or get healed before the next time, or risk going down before they can reach it which buys you time. Even if they have sprint burst or other exhaustion perks and that allows them to make it, those perks have the exhaustion cooldown. If they want to play a war of attrition, make them come to you.

    And it's not "abuse", while I totally agree there's maps that could use reworks because of silly main structures and the like it's in the game and it makes no sense to blame players for using resource in the game in an attempt to win, basically no different to complaining about a killer that camps when it's the correct play to do so in that situation (which a lot of people do, but that doesn't make it any more right of them to do so).

  • Yeah I don't see why moris are still a channeled action. I don't think I've ever actually cancelled a mori once starting to channel it for any actual "tactical" reason, and I've never seen another killer do so either.

    And it's not like the ability to hit a survivor on a hook which was actually involved in the whole "unhook tech" thing survivors could do, the ability to cancel a mori and mori spamming in particular has no purpose other than griefing.

  • I mean I'm by no means denying that there's plenty of terms that are horribly misused (camping, tunneling, genrush, even toxicity) but it's meant to just refer to excessive tunnelvision.

    While it's rarer than sometimes claimed "true tunneling" does exist. That's when you get ascended gameplay like killers spending 10 seconds squeezing past/getting around a bodyblocker early game instead of hitting them out of the way, huntresses out of hatchets getting run around for 5 gens instead of reloading, that sort of thing.

  • I don't really care about the clicking as either role, but having someone just following the killer around with Empathy/Bond all game going for flashlight saves (and failing) is pretty annoying as a survivor πŸ˜„

    If someone that's good at chases spam clicks and the killer decides to chase them that can genuinely be a good play. Annoying to a lot of players for sure, but it's not against any rules and if they're really dedicated the best possible thing a killer can do is just ignore them and treat them as their personal cheerleader following them around and not doing gens anyway.

  • While it's pretty pointless I'd like to see the average lifetime of different Hex totems πŸ˜„

    No clue if that's even tracked or trackable, but I like silly statistics.

  • Don't worry too much about it as a new player. Focus on learning where pallets and vaulting spots are located on different maps more than trying to jump straight to optimally milking pallets as much as possible.

    Try to avoid "camping" pallets as a start (running to a pallet and waiting for the killer to catch up to stun them), if you have distance between you and the killer you can try running even just 1 time around the loop or even straight up running to the next tile instead, make the killer actually have to catch up to you to get a chance to swing at you.

    The rest will come with time. It's great you play customs with your friends, it's a great place to learn maps and practice chases. If they play in the way where they try to loop pallets as much as possible before dropping them like many experienced survivors do, try playing killer against them and see how they play. You can learn a lot about this sort of thing by trying to catch people that are already doing it πŸ˜„

    But all in all don't worry too much about it as a new player. It's much more important to have a solid grasp of the maps and their layouts before trying to use their individual parts as well as possible.

  • If you think looping, bodyblocking or anything else you mentioned is "unsportsmanlike behavior" you should probably just find another game to play.

    No better than a survivor whining "reported for camping!!" in chat after a game. It's in the game, deal with it or quit.

  • I don't know what else to say than how you should use the self-moderation tools in place (hiding chat, blocking communication channels) though. Besides the fact that stuff like actual death threats is reportable both in-game and on any respectable platform if it goes outside the game (Steam, PS, Xbox, no clue how Switch works).

    Trashy behavior that doesn't actually break any rules is quite simply going to happen in any game that allows any form of communication. I'd prefer if it wasn't the case, but that's just how it is. Trying to restrict anything beyond the obvious like death threats, straight up racism and so on quickly gets very subjective when someone has to decide where to draw the line.

  • Instablinds don't exist (unless several survivors shine their flashlights at the same time) and it's not "bullying" to use an item in the game.

  • Shouldn't be what it currently is, no offering should have such an impact on the match.

    Same goes for map offerings and arguably even the ones that mess with hook distribution (can't remember if they stack to be fair)

  • Some people just DC if the game doesn't start in a favorable way.

    First to go down? DC. Ruin blows up early? DC.

    There's nothing to defend or explain, it's just scrub behavior.

  • @Stompa said:

    people also like to dc to inflate some kill to escape ratios when they really want to get something nerved, since there was no punishment for it over the years it kinda became part of the community

    Well if people did that according to what Peanits said in another thread they were wasting their time.

    Matches with disconnects in them are straight up not counted in their statistics.

  • Don't feel like a bad person, the game put you there and you used what was available to you to win.

    But yes, I hope the BL change makes it less BS, and I'd love to see the entire map reworked as it's just kinda boring as both killer and survivor to me.

  • Because they're either not having fun or they're mad about something.

    Doesn't justify it, but it isn't any deeper than that in the vast majority of situations, basically the only exception is disconnecting to give someone hatch instantly. All the "yeah I dc'd, but I got a bad map..." and "yeah I dc'd, but the killer did this thing..." are just pointless justifications, if someone absolutely has to DC it's honestly better if they just do it and get it over with.

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