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  • @NuclearBurrito said:

    It would be nice as a perk effect.

    Thrill of the Hunt anyone?

    What about the polar opposite... make TOTH make every totem appear to be a Hex Totem.

    Similar effect and we get to see the pretty totems way more ๐Ÿ˜„

  • Seconding the long range hatchets.

    Extend that to hitting or "hitting" people when they think they are safe in general, really. It can be long range hatchets, mindgaming someone so hard that they basically run into you, or even hearing someone step in an obscure trap you placed down more or less to pick up another one.

    And there's no denying that flashlight, pallet, head on and sabo saves are great as well. You were in the right place at the right time, and you also avoided screwing it up. Good job!

  • As said, at least add it to Small Game.

    That way you can at least know if that last totem you can't seem to find was broken by someone else or if it's still hiding somewhere on the map. When someone's using a perk for it I see no issue with it whatsoever.

  • I play whatever I feel like and if I play enough in a given month I end up at rank 1 eventually in my experience. You don't actually have to win/pip any more consistently than more than 50% of the time to get there with enough time invested anyway.

    Do I consistently stay there? Nah, I bounce all over the red ranks and go up and down, down and up. But that's fine as I would personally uninstall the game before a week had passed if I played for maximal consistency or consciously went out of my way to chase rank/pips.

    "Red Ranks" and rank 1 itself have a massive variance of skill. You'll find everything from genuinely incredible players to people that just sort of... ended up there through luck or who knows what, and everything inbetween.

  • They don't understand eachother though. More often than not someone who explicitly endorses "their side" disconnecting against spirit/on haddonfield will condemn "the other side" for doing it.

    Could be entertaining though ๐Ÿ˜„

  • Yeah, 4 one time use addons pumped into one gen makes it go pretty quick.

    Would've been way worse for the killer if they used them on seperate generators.

  • @JohnNorwich19623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/789232#Comment_789232

    Thanks for the tips and also is there any other way to get Protection scoring events

    You're supposed to get one if you get hit while near an injured survivor in general.

    Issue is that it's not very consistent and sometimes simply doesn't work. I've yet to have it not work if I get hit by bodyblocking a killer carrying someone. But you can try intercepting chases before the survivor goes down as well, even though this might make the killer chase you instead.

  • Sorry, but you seem to have entirely given in to negativity bias after a patch of rough games. Pallets haven't doubled and on the newer maps where there are a lot there's more unsafe ones, infinites barely exist if we go by the actual definition (Haddonfield BL infinite(s) for example) and no horror game in the world remains "scary" when people play it for 1000+ hours on the regular.

    I do fully agree something to extend the game would be great though, even if it'd involve changes to base game mechanics, maps, survivors and killers alike. More time to play per match would be good. Obviously direct nerfs/handicaps to SWF are out of the question, but considering you proposed incentivizing solo play it seems like you're aware of that.

  • Bring a decent medkit and aggressively look for chances to take a hit while the killer is carrying someone. With something like a medkit with 2/3 heals in it and a healing speed buff addon getting hurt is sort of a non-issue as long as you get some time to heal.

    Not only does it yield the most consistent protection score events, but it's also probably the safest option.

  • @Centrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/788671#Comment_788671

    Of course you dodged my other comments pointing out how it being a part of the game does not make it right.

    Sure! And if someone some day finds a way to become unkillable through a bug in game; well, they weren't cheating! It's in the game and it was their right to use it until it's removed. Same with Hook Suiciding to avoid DC punishments.

    I guess both are okay; it's in the game so it's within their rights to abuse it, even if it screws over their teammates. Because hook suiciding does screw over the 3 remaining players. Stop thinking it does not.

    It's genuinely disgusting how many players on this forum will use any excuse to avoid admitting the truth:

    If you hook suicide on first hook to avoid a Killer/Perk(s), then you are a horrible player & ruined the match for 4 other people.

    But sure; keep putting your fake salve on your conscience! Keep telling yourselves 'It's in the game, so it's not the same! (Hint: YES IT IS THE SAME! You are bailing on the match the first time you are hooked, leaving your teammates screwed & denying the Killer BP. THE SAME EXACT THING DISCONNECTING DOES!)

    Stop being a clown. Stop defending toxic practices that actually RUIN matches for people.

    There's a difference between exploiting something that is clearly not working as intended and using something that's in the game and working as intended. Comparing the informed abuse of bugs/exploits to dying on the hook on purpose isn't fair at all.

    Dying on purpose on the hook is simply not struggling. When you don't struggle in phase 2, you die. And when you try to kobe in phase 1, you probably get yourself closer to death most of the time. It's how the game works and how it's currently supposed to work.

    Don't get me wrong, it's annoying when people just give up immediately. But as actual disconnections are still a problem it's without a doubt the lesser of two evils as at least hook suicides are within the mechanics of the game (consumes a hook, gives stacks + points, doesn't instantly open the hatch and so on).

  • I just die on the hook. I don't care if they "deserve" a shot at the hatch, I just want to get into another game as soon as possible.

    If anything a lot of the time people do come for me when I'd really prefer that they just played for hatch. Same goes for when I'm slugged, the killer is just hovering over me instead of actually trying to find the hatch, and they just suicide pick me up because they're utterly blinded by altruism.

  • It's within the mechanics of the game and something people can do thanks to how hook stages work. It's not instant like a DC and doesn't deny nearly as much as an actual DC does.

    Is it annoying? Yes, for both sides. But it's not something I would want any sort of automated system to attempt to detect beyond "if you do it in the first X minute(s) of the match, it counts as a DC/ragequit".

    Beyond that point it can be a genuine altruistic sacrifice that doesn't break the way the game is supposed to work. Like if someone's suiciding on hook to give someone hatch, the killer gets some actual warning in advance about it. Unless they completely rework hook stages and all perks that interact with the hook in any way there's no realistic way they even could get rid of it if you ask me.

  • Dedicated servers are still technically being tested if i remember correctly, but on the live servers. As in they're not "officially" implemented yet.

    The queue lockout punishments wll probably come when they put them in "for real".

  • If you have all the teachables and don't want to spend them on anything else you can also try to save up the shards to buy out the Shrine of Secrets immediately when you need it.

  • People that explicitly "play for salt", especially if they're seemingly proud about doing it.

    I just say gg and move on regardless but games where that mindset is involved are more likely than others to get annoying and boring, often for 4 out of 5 players if a single person is doing it.

  • They're using 2 perks to accomplish it and Deliverance is a perk that has to be activated before getting hooked, which can go wrong in more than one way. Others could beat you to unhooks, you could get hooked first and so on.

    That's like saying Enduring shouldn't reduce the stun time on stuns that proc Spirit Fury, or killers with mobility higher than some arbitrary measure shouldn't get aura reading from BBQ&Chili because it can be "too good" on them. Just because a combo has good synergy and can be strong doesn't mean it should be thrown out like that.

  • Actually being "toxic" as a person in some way, not just playing in an unpopular way or using stuff people dislike.

    Even stuff like hard camping or tbagging/other "chase me!" behavior can be tactically sound decisions. If you know the survivors will go for the save no matter what or you know that keeping the killer on you gives the survivors a better chance of winning overall, they're perfectly reasonable things to do. Just like running crazy strong stuff like ebony mori omegablink nurse or turbo "tryhard" 4man SWF with 4 instaheals isn't inherently toxic in any way, it's just using stuff that's in the game and not against the rules.

    But if your actual motivation for playing how you play is the very idea of making others angry or upset, then you're genuinely toxic. And there's a weird amount of people that seem borderline or blatantly proud about explicitly "playing for salt" - no matter what or how they play, those are the toxic ones.

  • I don't mind, more often than not they let me hit them on the way out which is some free bonus points. If you have a daily that might be annoying to get at times if you have bad luck like the Ghostface one or the spirit phase one if you're not that great at her it can save you from needing another match to finish it too.

    If for whatever reason someone doesn't want to go there they can just go get something to eat or drink and the survivors will be out by the time you get back thanks to EGC.

    As survivor I tend to wait as well if I'm at the gate. I might be healing up to be ready to potentially bodyblock for someone or just offering up some free hits, but if the killer doesn't show themselves I tend to leave pretty quickly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/779443#Comment_779443

    Remember when this was said about killers hitting hooked survivors?

    Now what did they do about that. They removed it.

    Equal opportunity

    That actually benefits killers though, as it makes it harder for survivors to bait the killer into hitting the person on the hook and then saving them during the recovery time of the hit. With BT it could punish killers trying to actually hit the unhooker to trade survivors on the hook, and make them end up with no survivors on the ground after a bad unhook. Hitting an "object" as opposed to a hooked survivor = less time spent recovering from the attack.

    @MemberBerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/782312#Comment_782312

    That's like seeing a kid with severe body injuries who got beaten near-death and saying "well it's your fault for not avoiding them". Stop trying to justify horrible human behavior.

    Could you please not compare actual physical assault to players taunting eachother in a video game?

  • To have fun, which it does a good job at providing.

  • @GuardianoftheCrystal said:

    https://forum.deadbydaylight.com/en/discussion/comment/782138#Comment_782138

    Well then how do you explain the recent debuff of the Nurse? Survivors whined about ti so much devs finally did something about it, we'll see a Nerf for Spirit here pretty soon mark my words. They don't want to piss off the Survivors because the Survivors is the main player base of this game. Piss off the survivors lose half the base of your game.

    Because having something in your game that is in a top tier entirely of its own is generally something developers of multiplayer games want to avoid? They mentioned addon changes long ago by now, and the "problem" addons that were mostly complained about (omegablink, 3 or 4 blink no downsides combos) reduced the skill requirement of the killer that's supposed to be the "hard but rewarding to master" killer of the game. I'll happily admit I personally would be totally fine if they didn't touch her base kit, but her power is still in a tier of its own, albeit harder to use. And the "Ding!" as she gets her blinks back need to go or nurse players are going to go crazy at hearing it all the time ๐Ÿ˜„

    Similar things could be said about (soon to be old) instaheals and old BNPs, instablind combos and all the old iterations of Decisive Strike. No amount of artificial "rarity" or ""difficult" skillchecks" could justify the power they offered.

    There's things that need work for sure, like reworking maps, buffing weak perks/killers, adjusting strong perks/killers, potentially keys and moris, but they can't do them all at once or we'd probably be twiddling our thumbs for a year or something waiting for a big megapatch, which isn't their content release philosophy at all.

  • Yeah if you genuinely believe the devs intentionally cater to "entitled survivor mains" you're probably better off quitting, as in that case you'll most likely see "crimes" where there are none no matter what they do that can be considered reasonable.

  • First one is for using NOED on a killer with an instadown... Leatherface. My perks in that game? BBQ 2 and NOED 1. They also "knew powerful people" and i could "kiss my acc goodbye :)". Still waiting for that one.

    Second one is a killer that said I had "godmode" when all that happened was unhook protection. How can someone that goes for the unhooked person every unhook not know unhook protection exists?

  • I think the community isn't close to as bad as it's often stated to be. People just have wildly different definitions of what's "toxic" and the like, as well as people diving head first into negativity bias by claiming that bad things are way more common than they actually are.

    Is it all sunshine and rainbows? Of course not. But it's really not the cesspool of radioactive waste that just glancing over places like the forums could make someone believe if they take everything as gospel without questioning it.


    Worst thing when it comes to places to discuss the game are people that just stick their fingers in their ears and exhibit a "my side good your side bad" attitude though, and it can be more common than it should be (aka more than 0 people do this).

    Stuff like flashlight clicking and tbagging are taunts, but they're not doing gens even though it can be annoying. Stuff like instaheals is in the game (and getting changed), blaming a player for using them is silly. Stuff like camping/tunneling are strategies that can backfire and again in the game.

  • Whatever I feel like playing.

    Having a bad game and then going all ultra """tryhard""" against people that most likely weren't even involved in the previous game makes little to no sense to me personally.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/776964#Comment_776964

    Connect to the device.

    Get audio from the device.

    Measure power around 3KHz in the spectrum.

    There are other methods too.

    Pointless, if people wanted to they could just use Discord or other applications on their phones. I don't even know if devs can put restrictions like this in place on console.

  • If you're not baiting, please find another game to play for your own good. Banning for straight up racism or death threats/encouragement is one thing, banning for any other "toxic" taunts is too subjective to be a good idea as people don't agree where the "line" should be drawn at all.

    Either chase them out or just go afk and get a cup of coffee or something, EGC makes sure they've left by the time you get back.

  • If someone ever reaches the point where they're genuinely about to send someone a rage message or post one on someone's Steam profile they seriously need a break. I'm not gonna tell people to be emotionless robots and never get angry but if people can't even resist doing that they seriously need to take a break.

    Especially if it's red-hot weapons grade anger like the examples in this thread.

  • It's just the younger and hipper version of "tryhard", both pointless buzzwords.

    Sure, I won't deny I roll my eyes if I go against an ebony mori omegablink nurse hardcore proxy camp tunneling, but whatever. It's in the game, and blaming the player for it is completely pointless. I don't like the term "sweaty" at all and reserve tryhard for the specific type of person that combines an intense desire to win with the absolute worst kind of competitive mindset, the hostile and angry one that gives the very word "competitive" a negative meaning to some people, as that's what I initially thought tryhard actually referred to.

  • Because they can and unless they go over the line they probably won't get punished for it.

    Personally I don't think they should as long as it stays within the realm of "regular trash talk". I'm by no means one of those "LMAO you can't deal with the BANTER ๐Ÿ˜‚" sorts of people, but drawing the line gets a lot more subjective when you don't have a line as simple to understand as "don't encourage people to hurt themsleves or call them straight up harsh slurs?" it gets a lot more subjective, and you'll never truly please everyone.

    Some people genuinely do believe calling people garbage players and telling others to uninstall should be part of any competitive game, while others are hurt by even the most constructive criticism. Meanwhile the vast majority of people can agree that encouraging various degrees of self harm or spamming racial slurs is something that's best to ... gently eject people from the game for.

  • Billy can be looped. If they're a good Billy you gotta watch out for curves and fake-revvs and the like, but he has to actually interact with pallets and vaults.

    There's no denying that when he snowballs, he can snowball hard though. Do your best to force him to m1 you, and never give him an obvious slugging opportunity by letting him see you right as he downs another survivor or something like that. He's strong but he can't circumvent the mechanics of the game or anything.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/86013/camping-hooks

    But it's fun to message people when you get camped and send them silly things like "There were no smores. 1/10 camping trip."

    I play on ps4 and most people who camp have messages turned off but the ones who have them on usually get more mad than anything when you send them silly stuff like that, it's weird.

    People on ps4 are sometimes weird though, I had a guy get mad at me for using perks on the doctor that didn't belong to him.

    If they get mad at silly comments like that they were probably "playing for salt" and they hoped for an angry message wishing them harm or something, not a fun and silly message like that ๐Ÿ˜„

  • If people actually use the information solo players informing eachother they have perks like BT, DS, Deliverance, Unbreakable and Adrenaline would alone hav ethe potential to massively increase efficiency in situations related to said perks.

    The few times I've tried it it quickly becomes clear people either didn't care or forgot though.

  • I totally agree that some of the challenges are pretty silly.

    But at the same time that's nothing new with battlpass-like systems. There's always some exceedingly hard ones. I'd honestly rather take super specific and tricky ones over "do 1000 generators :)" which wouldn't surprise me at all as a finishing challenge if certain other dev studios were making the Rift. You don't have to finish every challenge.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/770274#Comment_770274

    So it isn't fair to say those survivor perks are toxic but the perks related to killers that buff certain strategy are toxic ?

    Your sentence made my IQ drop a little.

    Also, please refrain from using kindergarden insults like "rage goblin" when first I'm not even mad and two at least go for something better we're all adults no ? ;)

    I did not mean to direct what I said at you and I apologize if I made it seem that way, it was not intentional whatsoever.

    All I meant is that using stuff that's in the game isn't toxic (and that goes for stuff on both sides). Toxicity is about behavior, not the things people bring into a match, while people that rage in chat delve into bad behavior territory.

  • Honestly the button presses for wiggling are much better than struggling. I'd much rather "wiggle" on the hook than mashing one button all the time.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/96788/why-is-the-killer-community-so-toxic-and-so-coddled-by-the-devs

    Wait wait wait...the *killers* are toxic ?

    Survivors have; insta-heal, BT, DS, DH, Lithe, SB, MoM, Spinechill and even an aura reading perk for finding the hatch! You guys have insane unbreakable loops, pallets respawning every 30s/60s, etc.

    Who's toxic again ? Clearly you have not been a red rank killer who isn't Hillbilly.

    To be fair that has nothing to do with "toxicity", or shouldn't anyway.

    Using strong stuff be it perks, items, addons, strategies and so on isn't toxic, but being an unpleasant jerk is pretty "toxic". If it's in the game and working as intended it's fair game, but there's never any reason to be a rage goblin in post game chat or anything like that.

  • To some extent the implementation of Undetectable to more stealth killers will help, but it's obviously a potentially annoying perk to go against as other killers too (especially trap killers).

    I certainly wouldn't mind seeing it reworked in some way. I won't pretend I have any good ideas on how to do so. I would like to see the intended risk/reward aspect to be kept though as it fits the perk thematically.

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/769669#Comment_769669

    Yeah thatโ€™s what I do, I donโ€™t face camp unless somebody is really ticking me off. I do the thing called proxy camp if itโ€™s a SWF, but the ones Iโ€™ve been getting lately were teabagging me so I thought โ€œwhy not punish them?โ€ And thatโ€™s what I did, but other than that if I ever camp itโ€™s proxy. A bit closer proximity if generators are powered, but not face camp.

    If tbagging gets to you that badly the least you should do is disable postgame chat and never look back. If on console then that's unlucky I guess, as I doubt you'll be able to fully ignore rage goblins if tbagging gets such a reaction out of you.

    More often than not people that tbag want you to focus them.

  • @HellCatJane said:

    The emblem system for higher ranks, kind of makes this necessary sadly.

    tenacity and unbreakable makes this more "fun". And being able to choose to bleed out faster to save you time, is a nice idea. Maybe being near a hook gives you the option lol idk.

    Let them crawl to a hook and hook themselves! Not really, but would be amusing ๐Ÿ˜„

    I would like some sort of husk system though. Would be much better than people disconnecting in that circumstance as it would actually be within the scope of the game and not a side effect of how disconnections work in relation to the hatch.

  • Honestly if you absolutely have to do it that sort of way you should try to do it in a 4man SWF. At least then they're either doing it too or they know you're gonna do it.

    Can still be lame for the killer, but at least you cut down on the amount of people you screw over as much as possible.

  • Probably legitimately mindless camping as not only is it boring, it also sort of frustrates me to see the killer basically throw the match like that. I'm talking like 5 gens up and they 10 meter radius hard camp someone to death even after 3 gens pop in unison and it's obvious the survivors are doing gens.

    At least it's mostly inexperienced killers and "trolls" that do it, as it's pretty obviously not the best of ideas.

  • But every killer tilts the match more in their favor for every incapacitated or dead survivor though. Survivors are at their strongest when 3 are on gens and 1 is being chased, and get weaker from there.

    And there's probably also the fact it could be argued such a system would reward tunneling and/or camping depending on the implementation. Obviously it's perfectly legal to do either, but I feel the devs wouldn't really want to encourage it directly like that like old Dying Light could do.

  • At that point you don't exactly have any other objectives than the survivors themselves, so if anything you probably should stick around. I tend to leave just enough room so they can trade places with eachother on the hook as it gives me more points of all kinds which at that point I appreciate more than a single kill.

  • @Boss said:

    How about making it one of those gameplay-changing Add-ons?

    Y'know, how Hag becomes a wall-builder with Scarred Hand, Shape becoming spoop-master with Scratched Mirror, etc. etc.

    Btw, in case you don't know me: Hi. I like making ideas without necessarily wanting them, so do note that, if you don't like this idea for whatever reason, it doesn't mean that i say this should absolutely be in the game, it's just for the fun of making ideas.

    Iridescent Head

    A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    • Thrown Hunting Hatchets warp back to her belt once they hit something.
    • Sets maximum carried Hunting Hatchets amount to 1.
    • Trumps all other Add-ons.

    I really like this idea actually. If not for iri heads it could be a second ultra rare for her.

    Simply not having to reload is a pretty strong bonus by itself even if it takes the hatchet a moment to return to you after throwing it.

  • Survivors can die while killers can not. Killers also generally get more BP, as they will get to play the entire match no matter what happens.

    I feel no one is supposed to be able to run the same items/addons 24/7, as that would go entirely against the rarity part of the addons balancing philosophy. Also turns stronger (and often rarer) addons into something you're more likely to keep, as they might be stronger than lower-quality addons. Obviously this completely falls apart when you take long-time players into account as there's no limit to how many "rare" things you can save up, but that's just an inherent weakness of using a rarity system for balance.

    Besides, outside of pimped out toolboxes the strongest survivor thing (instaheals) already get consumed on use, and keys require addons that can be consumed to be kept on death/hatch escape.

  • There's nothing wrong with it (as in it being against any rules and such), but at least in my eyes it's boring to all 5 players in the match.

    The "victim" just... dies. DS and BT can save a match from a team vs killer perspective, but from a 1 survivor vs killer perspective all it does is prolong the inevitable if the killer really wants them. I won't get into which perspective the game should be balanced around as that's an entirely different topic, but from a personal and subjective standpoint it's perfectly understandable that this is viewed as boring and unfun.

    The other survivors hold M1 if they want to punish it effectively. There's a reason even survivors often want secondary/a more fleshed out objective, because generators aren't the most exciting thing on the planet.

    And if it's punished properly the killer just stands around with little interaction if they camp, and can walk away with few kills and points if they're hardcore tunneling and the survivors make sure to make it take as long as possible (do gens then save before stage transition with BT). I obviously can't speak for everyone but that's not very entertaining at all. Go all out with mori + hardcore proxy camp tunneling and the counter is basically the same as camping - just do gens, as saving them will probably make them die quicker than if they're left on the hook.


    People saying something is boring or unfun isn't inherently some sort of statement on the balance or legality of camping and tunneling. It's just a pretty commonly shared opinion. People that report people or threaten people for camping/tunneling are brain rot morons, I 100% agree with that as both are explicitly legal strategies.

  • My question is why it's relevant in the first place.

    Lets be real, just like when a survivor goes "why tunnel?" a killer that asks "swf?" is often not actually interested in your answer. Quite often it's followed up by some sort of whining or hostility.

    And a private profile doesn't automatically mean SWF. Myself I keep all parts of my profile on friends only because otherwise I get scammers/scammer bots trying to get my TF2 items, and I'm not gonna needlessly deal with that just so someone can look at my friends list to rationalize their loss to themselves. If someone asks and I'm playing SWF both me and the person I sometimes play with usually just say yes anyway to be honest.

  • @Ryuhi said:

    splinters were a neat idea in concept, but they're absolutely awful as offerings.

    They should at least let you play as the killer with a decent build. Going into a game at high ranks with a naked killer isn't a very effective way to get you to want to buy them tbqh.

    I still have no idea why they don't give you the 3 perks that belong to that killer.

    It just makes so much sense to me that way yet it's not how it works ๐Ÿ˜„

  • Yeah, I can't imagine myself playing the same killer (or survivor for that matter) all the time.

    Don't get me wrong I love to play Huntress, but I also like playing Trapper, Billy, Nurse, Hag, Ghostface and more.

    And while I have some survivors that are P3 all perks, it's fun to play as the level 40 ones I have where I gotta make the best of whatever I got. On top of the fact I just want to look at a different survivor than my Ace at times ๐Ÿ˜„

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