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  • @AngryFluffy said:

    This would totally be abused.

    However, my suggestion would be to make a block list, where you can block up to five people (don't know if this is even possible). But this way you could block five people you totally don't ever want to play with again. Due to the limited number it could not really get abused.

    Yeah, I agree with this.

    And endless block list would lead to the good old "waaah this person too good :(( i block them" stupidity, a limited amount of slots would encourage people to reserve it for the people they really don't want to play against. If people want to waste that slot on someone because they used a perk they don't like that's their decision, but then they can't complain when they run out of slots when they run into someone genuinely taking the game hostage that isn't banned yet for it.

  • If someone does that to you in my match they're going down and you're free to go until we run into eachother again in a more fair situation, same for people that try to rat out people that are hiding or that are in lockers.

    But at the same time I wouldn't mind if survivors (and killers perhaps) lost collision after remaining stationary or near stationary for a while. There's no situation where survivors would want to block eachother for 30+ seconds or something like that other than pure griefing, but I don't want bodyblocking removed as stuff like running around a loop with another survivor should be risky. And I also see no problem with bodyblocking to take hits from the killer. You trade a health state for whatever you're trying to do afterall.

    For killers all I'm really looking to prevent is legitimate hostage-taking, so it'd be a longer timer. Like trapping the last/all remaining survivor(s) before EGC then going afk to force them to DC. Waiting out Borrowed Time and other actions that actually contribute towards ending the match I don't mind. Disable it once EGC is activated as well, as at that point the game will end.

  • Play however you want.

    Just avoid being a hypocrite. The biggest scrubs in this game are the people that support them/"their side" playing in totally legal but "controversial" ways, but cry when their opponent(s) do the same in return.

  • It's slower and they also don't get to practice hitting great skillchecks as much, which is useful to be good at in many situations (like gens when Ruin isn't active, for example).

    When it comes to being able to touch a kicked gen for 0.000042 seconds mid-chase I feel it'd be fair and fitting if survivors had to work on the gen for the same amount of time it takes a killer to kick it to stop the regression. Just seems sort of fitting to me, and it would make mid-chase tapping a much dumber thing to do for sure.

  • There's a difference between genrushing and "genrushing". One is going all out with pimped out toolboxes and stuff, the other is simply following a simple rule anyone with room temperature IQ or higher will eventually discover: If I'm not doing something else, I should be on a generator.

    Depending on how well the killer does the latter might sometimes feel almost as fast as the former, but there's a big difference in intent here.

  • It's just a pointless buzzword like "tryhard" really.

    And that's a word I reserve for a combination of trying hard (which is fine) with the stereotypical extremely hostile/angry "if I lose you didn't win legitimately!" sort of "competitive" scrub mindset (being a rage goblin is not fine). Not just someone who uses strong stuff and plays to win.

    Most of the people like that are gigantic hypocrites anyway. If their opponents "tryhard" as well they'll often be the first to bring the word out in the first place. I've seen survivors with meta builds and instaheals call killers tryhards for running good addons, and I ran into an omegablink ebony mori nurse once that went off on someone for avoiding them via stealth, calling them a coward, noob and all of that.

    "Real" tryhards that expect the other players to try their best to win as well are just competitive players, which is fine. It's when you combine it with S-tier anger issues you've got a problem.

  • If you can save up 3 completed mori dailies that's basically an additional shrine perk and a little extra (180k) for when a new chapter/paragraph comes out.

    I tend to try to do this myself honestly as I basically have everyone leveled to the point I want them.

  • The difference between pallets and vaults is that you can break pallets.

    If a survivor vaults a pallet 3+ times they're either winning the mindgame the killer is playing with them, the killer is bloodlusting or they've gone full caveman mode and they're trying to play a safe pallet instead of kicking it because they've picked up a bad case of tunnelvision or something.

  • They're my own "rules" actually, rules that make me have the most fun with the game.

    I want to chase people. I want to outplay them and experience them outplaying me as well. I want the "Gotcha!" moments as well as the "Where the hell did you go? You just vanished, nice one" moments. I get that the most of that by playing a very hook-and-move-on way that naturally leads me away from camping or doing "pre-planned" tunneling like proxy camping and the like.

    But I don't follow this so blindly that I handicap myself. If I see two people clear as day near the hook I'll be staying there, and if a recently unhooked person runs into me they're going down and on the hook if I don't have to worry about DS.

    But don't get me wrong, I'm glad that my way of enjoying the game generally means my opponents have a good match as well. While I agree that no one is obligated to ensure other players have fun, a lot of people almost seem like they take some sort of pride in making others have as bad of a time as possible. While I believe people can play however they want I personally find that completely pathetic.

  • That's the entire game though.

    Some games it's 4 solos that are all doing their own meme build and it turns into a clownfest, other games it's a serious play-to-win squad.

    Some games it's a killer trying some gimmicky build they've thought about, some games it's an omegablink slug nurse with an ebony mori out for blood after a rough match.


    You never know what you're gonna get and that is an inherent part of an assymetrical game, especially one with item/addon rarities and game-impacting offerings.

  • I'm just gonna vote for pipping, as any other victory condition I might subscribe to isn't "objective" in any way and can vary depending on what I'm doing. If you pip, it usually means you did something, if we ignore stuff like doing the bare minimum then camping hatch or how silly emblems can be for killers in red ranks.

    I used to be a very everything-or-nothing player. If I didn't escape/4k, then I lost. For me personally it was quite simply not a healthy mindset for me to have, as I'd get really mad at stuff like hatch escapes and NOED, to the point where I could quickly lose all will to play after a handful of "bad games".

    Obviously I try to escape and kill everyone, but I'll also sacrifice myself to save someone else and usually refrain from slugging for 4k and such as I'd much rather just get into a new game ASAP. My personal opinion of course.

  • You pretty much have the usual go-to perk setup in mind there.

    Now just make a generous sacrifice to your preferred luck-related pagan deity to decrease the chances you get survivors perfectly content with sitting in a locker/dcing just to cuck you.

  • There's not a single reality where omegablink + ebony mori can be considered balanced assuming the killer player has room temperature IQ or higher.

    Base nurse is one thing, that is something entirely else.

  • Her power is still in its entirely own league with a similarly insane skill ceiling. Her skill floor (which was already relatively high) has certainly gone up by a lot though.

    The biggest challenge is not going crazy at hearing that cooldown "Ding!" constantly in every game you play her.

  • I don't know BHVR's policy on that, as technically it's not actually directly DBD-related. Sorta like if you get someone raging hardcore at you on your Steam comments, that's a Steam problem and not a DBD problem even if the comments directly reference DBD in a way no one can deny.

    It's obviously incredibly pathetic behavior but if they are genuinely talking mad trash and blatantly dislike bombing you then you could try reporting them on the site in question.

  • Nope.

    The only thing I can think of that could be bannable involving the basement in particular would be to somehow block all the remaining survivors in the basement (so they can't even trigger EGC to force an end to the game), but that's taking the game hostage and not basement related. And after the basement stairs change that's only possible on a select few maps anyway.

  • Trapping right on windows and pallets can always work, but it's expected and they are the most likely to be disarmed. You can 100% shut down the harvester tile and Haddonfield balconies (the ones without a door anyway!) with traps. The only way they can be disarmed is if someone steps in them. No matter how predictable it is trapping the shack window is useful, unless it's called out there will always be that "Is there a trap there?" uncertainty for the survivors, which can help you.

    Trapping in grass around a looping spot is less expected, but still relatively standard. Try to trap along the longest loop route on the given tile, as that's the one survivors will prefer to run if they know what they're doing, as well as actively push them into that route.

    Trapping the routes between tiles is often unexpected and can be surprisingly effective in some situations. Look for natural routes a survivor will take from area to area, in and outside of chase. These traps (as well as the "around loops" ones) can randomly catch survivors you're not chasing too more often than direct traps.

    All approaches have pros and cons, and you should honestly have a mix of different traps if you ask me, as a lot of trappers go all in on one method (usually direct pallet/vault trapping). I know it catches me off guard as survivor when I've seen exclusively pallet traps until then, and I suddenly step in a route trap.

    And oh, if you block someone in a corner and you have a trap, that's a down. Just shuffle until you can put one down and they'll instantly be caught in it 😈

  • The idea of "closing the gap" is usually mentioned in the same sentence as killer buffs to whoever needs them to keep up, and that's for a reason. The idea behind it is basically to increase the overall "powerlevel" of every player and balancing around that. I'm not going to pretend I know exactly how it'd work, but besides simple incentives (bp bonuses, less demanding emblems or whatever) and SWF indicators it's the only approach that seems even remotely realistic to me.

    Explicit restrictions or mechanical handicaps applied to SWF parties quite simply won't happen, so it's either exploring the alternatives or doing nothing.

  • I met a Dwight cult once. 3 of them default Dwight, the last one default besides the Dweard head cosmetic. They'd just get off the gen and stare at me as I approached, and slowly walk in a line from gen to gen. Good times honestly 😄

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/750862#Comment_750862

    The problem with this is it takes years to get done and that's just a time measurement for what's in game and doesn't figure in new releases along the way.

    A debuff to the party commensurate with the number in group is a quick fix that doesn't require anything else.

    It's totally true that it'll take ages to see lots of buffs like that and map changes, yeah.

    It's just that debuffs/nerfs specifically targetting parties can be circumvented by people queue-sniping eachother as "solos", just like people did before SWF was added. It's easily circumvented by any group that is rank-wise and geographically close to eachother.

    And there's no real way to prevent this behavior outside of making lobby dodging punishable, which would arguably hurt killers more. Just because they're not SWF, 4 solo survivors you know are highly competent all bringing pimped out toolboxes and one of them burning a Haddonfield offering every time you play against them doesn't sound like a good time, for example.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/749760#Comment_749760

    What kind of buff could you offer the killer? This rhetoric is obtuse.

    Doesn't have to explicitly be direct buffs to killers, but things like more map reworks and second objectives would alone go a long way to give killers more time to work with. And for many of the weaker killers there's plenty of good, simple ideas that would help them a fair bit. Like Leatherface moving faster while revving his chainsaw up, Trapper starting with some level of bag addon, placement speed addon and perhaps make traps harder to escape from as base kit, doc getting more shock range in base kit, that sort of thing. There's good ideas floating around for killers like Legion that I've forgotten at the moment too. And I mean this in general, not only vs SWF.

    @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/749524#Comment_749524

    And then every killer turns it off, leaving swf with astronomical wait times.

    Honestly surprised there hasn't been any of the usual responses to this statement in this thread where someone quotes you and goes "Good :)" while completely missing the fact that their own wait times would go up as well 😄

  • Mechanical changes don't work. People can just lobby dodge to get eachother as "solos" like they did before SWF was added, and I highly doubt that making lobby dodging punishable to stop that would be something people would want.

    Incentivize playing with them (think BP bonuses and such) and/or try to close the gap and buff killers that need it.

  • Styptic is pretty much a classic instaheal though? If you're gonna get hit just use it and the killer either hits you and puts you in DW or waits 15 seconds, which lets you get to another tile/building.

    And the syringe sounds cool too. Can even use it in a surprising way by popping it out of LOS and then suddenly healing to full 8 seconds later in the chase, or just pop it on someone you unhook to basically give them Second Wind level 4.

  • I'll happily send both hatch-opening keys and ebony moris to the shadow realm together, honestly. While making the yellow mori baseline just for fun.

    @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/748447#Comment_748447

    "its not like in BRs you dance and dab on someones deathcam"

    That's a weird way to spell team fortress 2...😂

    Hey now, you don't dab in the killcams in TF2. You do however laugh, conga, square dance, wave, salute... 😄

  • Against top-of-the-top SWF squads? Yeah, probably to some extent at least. But anyone that claims that's a majority of games are either straight up lying, utterly blinded by negativity bias or playing in a low-pop region where they fight the same small set of survivors repeatedly (or getting streamsniped hardcore I guess)

    Against the actual majority of red ranks? Not at all, you can do fine with all killers most likely. Win some and lose some of course, but that should be expected.


    If anything the clear and reasonably objective definitions of a win (pip and 4k) are both things that for different reasons can be difficult to achieve against high ranks at times. 4k because of hatch/EGC mechanics, pip because killer pipping in red ranks is honestly ridiculous (especially for killers that have powers that mess with the Chaser emblem like instadown killers and Trapper) with how people can play solid matches and still safety or even depip when they clearly and decisively won the match.

    And I am not saying "killers just want 4K xD", I'm simply saying it's a reasonable thing to view as a complete victory. Just like a pip is the game telling you that you did what it expected of you and advanced your rank - it's objective and clear cut in theory.

  • If you've used Inner Strength you know that the syringe is still totally viable to use for in-chase heals. You can't just use it to erase a mistake instantly, but if you use it after dropping a pallet or vaulting a window you'll often be able to stay alive until the 8 seconds are up.

    And if you want a "classic" chase instaheal you an use styptic to apply BT to yourself.

    The primary use of the syringe - instantly picking someone off the ground, often right after the killer downed them - was straight up stupid and I won't miss it at all.

  • As in use while playing as Clown? I'm not someone who has played a ton of Clown but he does have to run after survivors to hit them with m1, so he benefits from many of the same perks a killer like Trapper or Wraith would benefit from. Ruin, Pop Goes The Weasel, Enduring, Save The Best For Last, other slowdown perks and so on.

    He does have a little synergy with Brutal Strength though, as often he can throw a bottle at the survivor before breaking the pallet to slow them down and reduce how far they can run while he does it if they wait to see if he breaks it or not.


    For playing against him he's again a pretty standard killer. So whatever perks you feel work for you basically, he doesn't really have any big perk-based weaknesses or counterplay that other m1 killers don't share with him.

  • Just play as if he has spirit fury.

  • Offerings shouldn't really have too much of an impact on the match in my opinion. More or less chests is fine, offerings that mess with hook placement need to be kept from being too impactful, and mechanically significant offerings like Ebony Moris simply shouldn't do what they do at all. So the only pink survivor offering I can think of would be a jacked up 200% party streamer or something like that. Even map offerings shouldn't be 100% guaranteed (unless conflicting ones are involved) either if you ask me.

    "Rarity" is a pointless variable for balance unless there's a cap on how many you can save up. I could play 80+ games of iri hatchet + ebony mori Huntress in a row if I wanted, and I know that's baby numbers compared to some people out there.

  • Because just like simply saying "camper tunneler -.-" saying "swf -.-" automatically invalidates the loss to some people. Much more convenient than actually using even a slight amount of brainpower to analyze their own gameplay, you know?

  • Because they're "rare", like other things such as keys and instaheals.

    At this point I almost feel like there should be a hard cap on how many ultra rares (and maybe other rarities) you can have collected at once. Make them an actually limited resource along with stuff like instaheals and hatch-opening keys and see what happens.

  • Hard to tell when you don't explain what you mean by "tryhard". To some people it's ascended 5000 hour turboloopers, to others it's people that dare bring an item that's green or better. To me it's more about people that tilt/trash talk too easily and act like they're playing for a million dollars than their gameplay on its own, for example.

    There's people with varying levels of "serious" in all ranks. And that includes everything from playstyle to perk/item loadouts.

  • I mean it's a competitive game, people play against eachother and one side winning means the other side is losing. But more and more people seem to associate the word "competitive" with the esports-based balancing philosophy that you see in many other games like Overwatch, CSGO and more.

    DBD is not like that, and never will be. Ranks are a matchmaking variable and nothing else as far as the game is concerned. It might not be perfect, but usually it at least tries to prevent extreme edge cases like rank 1 vs rank 20 and the like, which is a good thing by itself.

  • @TAG said:

    How often does that actually work, out of curiosity?

    As already said if they have adrenaline they can't really run away in time.

    If they don't have it then it can backfire though, as depending on hooks it might let them wiggle/other survivors bodyblock to let them wiggle, or even get flashlight saved.

    I personally see no problems with it's only available to the killer when the last gen is finished while they're picking up/carrying a survivor anyway. Any before or after that and it won't be possible, it's just a neat little trick 😄

  • If you're gonna call it cheating despite it being explicitly stated to not be cheating you might wanna just find another game to play. That's just a recipe for pointless and unproductive frustration about something that will never be changed in a way that satisfies you.

  • Just hide all offerings that aren't BP offerings.

    "Dodging" on the offering screen is probably going to be counted as a DC when the timeout punishment system is implemented anyway, so not like it changes much other than making things more surprising. No more "wahhhh a mori :(" or "wahhh a map offering I don't like :((".

    Sure people could still DC in match but that will also actually make it way more inconvenient to play if done a lot as they'd get escalating timeouts.

  • I mean, they already have a downside. 3 hatchets at most, if the player goes for medium-range shots or further they can quickly miss, and if they insist on breathing down the survivor's neck or exclusively go for pallet wind-ups they can be looped real hard.

    I don't even use the addon as I like going for silly hatchets that are unlikely to hit, but the addon certainly has a clear downside. I do completely understand that it can be a pretty anti-fun addons to go against though, and as I don't use it I personally wouldn't have too much of an opinion on it if it was changed.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/734141#Comment_734141

    The problem is that any slight change could be very detrimental to her base kit. She already has two blinks, neither of which go far. So what are they going to change? Charge time would make it even easier to counter her. Fatigue, while it wouldn’t hurt as much as range or charge, is already at a decent level. I can’t think of a minor change that wouldn’t really hurt her.

    I mean it'll be weird, especially muscle memory wise if it's some sort of blink-mechanical change (charge rate, range, movement speed in blink or anything else) but the very nature of her power means that as long as it is actually a slight alteration and not approaching "rework" territory, she'll still be #1 by default.

    I genuinely have no clue what they have in mind, which is why personally I'll just wait and see. And Nurse is my 2nd or 3rd most played killer, so I'll have my own share of muscle memory to tweak if they change something like that 😄

  • I mean I do that when playing solo at times too, it's an altruistic sacrifice that's perfectly within the boundaries of the game (unlike people that DC to give hatch instantly).

    I do agree that killer pipping should be adjusted in the high ranks though, when the game itself is set up to basically make a 3k a victory and a 4k a "complete" victory with mechanics like the hatch and EGC it's a bit rough to place such emphasis on kills.


    Also there's no such thing as "they did not deserve the hatch escape". What they did leading up to it is utterly irrelevant (as long as nothing like DCing for hatch happens), if they get into the hatch then they got the hatch. The mindset of people deserving/not deserving is nothing but a one-way ticket to frustration.

  • Regardless of how "deep" some people seem to believe it is, it's what it has always been: a taunt.

    It's up to you if you're going to get taunted by it like a MMORPG mob or not. Sometimes it'll work because the player doing it is genuinely too garbage to back their taunt up, sometimes it'll cost you greatly to chase the person that's begging to be chased.


    EDIT: No clue why the whole post is bold, I didn't format it that way. But whatever 😄

  • I would honestly be very surprised if any "slight base kit adjustments" to Nurse are anything else than very slight. Not sure what it could be, but it seems like the focus is heavily placed on her add-ons. And from what they've shown all we know is that it seems omegablink is gone, her weird and underused greens and purples are getting some changes, and some rarities are getting swapped around.

    For +blink addons I'd imagine they're probably to eliminate the "no downsides" 3/4 blink loadouts, or perhaps making some level of +blink an ultra-rare (as then they wouldn't have to change the 3 blink grab achievement!)

    For the basekit stuff? Guess there's no real way to know what they have in mind. Gonna have to tell the doomsday prophets that act like she's getting a 20 second blink cooldown or something to chill and wait until we know more though, I don't see them ever straight up gutting Nurse 😄

  • Ace because I like his cosmetic options.

  • @ahandfulofrain said:

    How could anything be more unfun and frustrating than playing against 4 people on comms? I could care less about rank or 'winning' but games against SWF (which are most) are so agonizingly boring/unfun that it makes me want to just uninstall the game. But ya know... the good ol' devs just want to keep pandering to the survbots, even though it's already incredibly easy to face a killer. I can't wait until I finally give up on this game.

    P.S. before anyone asks, I don't dodge because I actually want to play, not wait in a lobby for 20 minutes :)

    "survbots" 🤔

    So what would make the situation better for you in particular? SWF indicator? Buffs for solo + killers that need it to lessen the gap? BP bonus for facing them? Something else? Because if you're a hardline "remove SWF/block VOIP apps" kinda guy then you're probably better off finding another game, as neither will ever happen.

  • I'd keep playing Huntress I guess.

  • Unless they completely redesign her power or give her crippling nerfs like cooldown bars or crazy fatigue her power will still be in a completely different league than any other power in the game.

    She'll be fine. And the add-ons they have given a sneak peak at so far makes it seem like they're gutting omegablink, changing rarities around and changing her weird green/purple ones that rarely see use. I'm curious to see what they come up with to be honest.

  • Don't quote me on it but I swear I've seen that if the killer makes it blatantly obvious they have no intention of actually trying to catch the survivors ever then it can fall under taking the game hostage? Think a 20 meter beam doc just walking around shocking 3 gens that are close to eachother and doing absolutely nothing else no matter what, never interacting with survivors in other ways than shocking them.

    But from what the original post says the killer did chase, just didn't blindly chase a parsec away from the generators. It's why you should always make sure to knock out a gen from potential 3-gen clusters as early as possible, as once you get in such a situation (especially when it's 2v1) it can be very hard to finish a generator. At that point you basically either try your best and accept it can take forever, surrender to the killer or search chests + look for the hatch in case you find a key that can open it.

  • @Tucking_Friggered said:

    It's likely due to a sanity check that says if game isn't filled by X time then fill it with whatever is available. But then it's also only a few levels difference between 3 and 9 so there is that too.

    Not sure if it goes all out "anything goes" at any point, but I'm pretty sure it's confirmed that the longer you search, the wider the "acceptable rank pool" becomes.

    And yeah, rank 3 and rank 9 isn't that bad, as even red ranks has a wide variety of skill in it. Looking for a game would be hell in less populated regions if matchmaking was really strict.

  • If someone is hard camping early (as in straight up catch someone with 5 gens left and just stay right there even after 3 gens pop around them) they are probably deranking or "playing for salt" in one way or another. Or they're a new killer that doesn't know it's not a winning strategy, as before you learn more about the game camping people to death religiously seems like the right play based on the information the tutorial and such gives you.

    While people can do whatever that isn't against the rules I do believe playing specifically to make people angry is pretty pathetic no matter who does it, but the best thing you can do is just move on.

  • The game sorta needs more survivors in each rank than killers to function properly with reasonable queue times though, considering it's 4v1.

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