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random1543

random1543

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  • @HoodedWildKard said:

    It would be interesting. Being able to play1v4 while queuing killer in the background for 2v8 might solve the queue time issue. Not a guarantee obviously, as it stands the queue times during 2v8 events would kill the game if it were made permanent.

    But IF the times are reasonable with 1v4 and background queuing it would be nice to have a more casual permanent playlist. Personally i think we'd do better with a casual playlist and a separate ranked playlist with prizes.

    I can see people not queueing survivor as much in 2v8 though if 1v4 queuing is available. Even a little bit of that would make killer queue times in 2v8 absolute insane.

    I think it does need to become permanent but would agree the queue times is what is holding it back from becoming so.

    Hope the system can be tested. eg. only allowing to que in 2v8 if you are doing play as you wait or playing in the game mode you queing for (ie people waiting for 1v4 only get into 1v4 survivor matches) to test what works best.

    So many casuals love the mode. I think 2v8 is the closest this game is going to ever get to a ranked vs casual game mode.

  • We need Killer bots in the game so it does not just end if a killer dcs but agree in regards that the double standard in the community when it comes to killer dc and survivor dc is extreme.

    I see it in content shorts. their was a killer dc on a survivor and everyone was just blaming the survivor for bulling the killer. meanwhile you see survivor dc clips and people in comments are complaining about the fact they dced.

    I've seen people want killer to be able to abandon when the gates open meanwhile complain about survivor abandon options.

    seen some killers who dc on maps they don't like which is basically the same as dcing on a killer you don't like but killer side does not get called out nearly as much for it .

  • @MechWarrior3 said:

    If you are seeing it almost every game (Which I am) then it is an issue.

    Are these matches having other gen perks in the match / Toolboxes that may contribute to your gen rushing.

    Every example I've seen people blame fast track being to strong the survivors also have other gen perks and toolboxes which would of done more of the heavy lifting

  • @YouShouldBeAshamed said:

    In some matches, not all but most, killers are able to down and/or hook survivors before a generator is even completed. I know I will get a lot of hate due to the population of killer mains that want everything in their favor, meanwhile survivors keep getting the shaft with every pass at updating/altering perks.

    The balance between killer power and perks needs a severe change. Killers should only be allowed 3 perks plus their power for starters. This would upset all the players that main killer but if we are being honest this would be the first step in the right direction to balance the gameplay. It is far too killer leaning.

    While survivors are mostly defenseless, no way to fight back, killers have as many perks PLUS their power which is extremely unfair and moreover unfun. I have played since 2017 and the game lacks the excitement it had back when the game first released. With the release of high mobility killers, ones that can pretty much be every at will there ought to be more of a cooldown on the use of the innate abilities garnered by each individual killer.

    If perhaps steps were taken to limit the number of perks a killer has access to, also increasing the time to complete generators would be a fair trade off. This would extend the gameplay, leveling the playing field by boosting the time to completion while also making each killer be far more decisive about their chosen builds.

    The game was once thrilling, nail biting, and there was a sense of skill expression. Now killers can hook from any angle near the hook, wiggle progress is seemingly an illusion as even with a full wiggle meter, survivors are getting hooked because the killer can start the hook action before they even reach the hook.

    Survivor hitboxes are the size of a short bus and while I completely dodge an attack, killers are whiffing and still getting rewarded with survivor damage states. If a killer has started the swinging action pallets cannot be thrown. I cannot even count how many times I have gone to throw a pallet and nothing happens and the killer gets a down. It has become unplayable and the game has so much potential but it is wasted catering to one side of the community.

    Devs, please try to remember, if there are no survivors, you do not have a game. I often think about uninstalling DBD because of the reckless decisions being made which ultimately are ruining the originality this game once possessed.

    There is no excuse for killers complaining that survivors are OP. They cannot expect to achieve a 4K every match and yet it is very easy to do, especially with the tactics being employed like proxy camping, gen patrolling, slugging, et cetera.

    While this is just my opinion, and I am aware that I will be down voted into oblivion, it just goes to show how much power you have given over to the killer community without considering the decline in participation that will occur if something isn't done to make the game engaging and exciting for the survivors again.

    Best regards

    Some of these changes would not help the overall health of the game.

    - 3 perk power limit on killer is not healthy
    - In regards to power cooldown that could work with some of the top tiers but some killers such as unknown need to have shorter cooldowns
    - Getting hit at pallets could be ping issue in which case I agree needs server side validation is needed so person with better ping gets the advantage but when killers don't have bad ping I just continue to run the loop and if they do lunge into it and miss.

    I do agree with your sentiment at the end that suviours are not OP and killers should not be expecting to 4k every game but these changes.

    their are matches I have where not one gen gets done before the first hook, there are also matches where 3 gens are popping before the first down so now them matches they are going to be limited to 3 perks.

  • Honestly he does deserve the title of dash slop, as someone who rarely plays killer and when I do I play Billy he felt way to easy to use.

    It was really easy to get stalk, and the dash felt too powerful for how much effort I had to put into getting it.

    I think this could be addressed by

    - Longer stalk time requirements or looking at the stalk rate ad ons so myers isn't going into power instantly / loosing power only to get it again a few seconds later.

    - If longer stalk requirements are not wanted then having a cooldown after loosing power would be good so they cant just instantly go back into power


    Sadly since hes technically not in game anymore, any changes are gonna be highly unlikely

  • This a overreaction to a change that is good for the game. the majority of people are not going to do this and people will already sandbag people if they go into lockers for perks, Invocations users ive seen people lead killer to basement. seen the same thing happen to no miter users.

    These changes will have no meaningful impact in amount of people who sandbag.

  • @NotVerySuss said:

    idk man it doesn't make sense to me when I compare blight with the other 4.4 killers.. all of them have powers that are extremely oppressive during chases and can work around pallets..even god pallets.. yeah sure blights power also work on some tiles/loops but I don't think anyone would disagree that his power in not as reliable/strong as the other 4.4 killers.. unless they some give him compensative buffs I really don't think he will work at all..

    They said on the strean these are not then end of the changes and they could give him compensative buffs/ side grades depending on where he lies after these changes are implemented.

  • @I_CAME said:

    This isn't a one sided issue either. I sometimes literally cannot even get a match to start due to the absurd amount of dodging on both sides. It's extremely common for four or five people on both sides to dodge for whatever reason. It just delays the start of the match and is generally pretty annoying.

    I notice as survivor some lobbies will turn into lobby dodge simulator once the killer leaves the lobby, I dont know if killers do same if survivors leave. I personally leave the lobby if I notice a few killers load into lobby and leave because I know matchmaking is not going to be working properly in that match.

    We should move away from pre game lobby and have a "set up" lobby. can picks perks, items ad ons, coordinate with team. but if you leave you get a dc penalty . same if killer leaves the "set up" lobby. killers could get things like seeing map that its going to be.

  • @BongoBoys said:

    So Devs are adding Diminishing returns to modifier stacking but honestly I don't like it

    https://us.v-cdn.net/6030815/uploads/Q0Q5F1MCW3Y8/20260402-213854.jpg

    In the long run this implementation will hurt Killers the most way more then it will Survivors and not to mention ruin the Creativity of builds I do agree that some things like 4 slowdowns is miserable but I think that Devs should balance the perks themselves then ruin things as a whole

    thing im curious about is how it handles perks like ruin if other slow downs are also in play

    Will all slowdown just be classed as one thing so they all get diminishing returns off of each other or will they make the distinction between "instantly regresses' like pop and pain res are worded and "automatically regresses repair progress" and if they are the same Which value do you give the diminishing returns too as pop and ruin don't exactly have comparable values.

  • @cogsturning said:

    @BongoBoys

    Prety sure epair speed means survivors. Like resi and deja vu will conflict.

    From watching the stream it would include gen perks.

    They said things such as killer ad ons and items don't contribute to diminishing returns tho.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068728#Comment_4068728

    Yet they still have to wait and can only do so so many times before they can't really afford to. The other end gets time to make sure it doesn't happen again. In the end a dc is a dc, and while there might be better solutions, this one works out pretty well.

    As to your ideas:

    When one person in a swf has a timer the group can't ready up anyway. They all have to wait or the one who dipped has to leave. That's to make sure the whole group isn't punished with stacking penalties if one of the party has their Internet exploded.

    Wouldn't that just make harsher penalties? All for it but sounds like something you wouldn't want.

    the go next prevention stacks penalties onto your dc penalties

    This is fine to us. The rest of that sentence seems... like rambling so if we missed something in that we apologize.

    In the end a dc is a dc, and while there might be better solutions, this one works out pretty well.

    Yes and it should be punished imedeitely upon the infraction. Not potentially days or weeks later. the system is not working well if it not doing anything more then the previous system for chronic dcers and punishes people who genuinely put down the game and stop playing.

    My ideas where just pointing out their are way better solutions then this system that only punishes the wrong people. I honestly wouldnt care if dc pentlties where harsher if it was not punishing people who genuinely take time away from the game. My issue is not with having a penalty its that the current "click ready to get your punishment" punishes people who genuinely put the game down rather then going next over and over and chronic Dcers.

  • @MDRSan said:

    My issue with the current way the system works is that it incentivizes the wrong behavior for people who are legitimately having connection issues.

    Say someone has their internet flake out during a match. They figure it's a fluke and the next few matches go fine until their 8th match and boom - another outage. They haven't gone their requisite 20 matches for that first DC to be forgiven so now they have a 5 minute penalty. How do they get rid of that penalty? By trying to queue up again knowing full well their internet has been spotty. If it was just time based then people who were having legitimate connection issues and make the correct decision to just quit trying for the moment would be rewarded by not having to deal with a penalty for something that isn't something they're intentionally doing.

    That said, I do think they have reasonable buffers built in that they don't necessarily tell us about for obvious reasons - I've had a couple times where my connection was being flakey for an evening and I don't remember seeing a penalty.

    Yeah that's another issue the current system has since it encourages clicking ready to avoid penalties next time you play, people who are having hardware or internet issues are also encouraged to click ready again rather then leave the game and do something else.

    subconsciously that is making some people think "maybe I should play another its only 5 mins" and that also applies to people who are not having fun with the game, they just continue to play rather then taking a break.

    I do think the old time based system was better. maybe a mixture of both.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068570#Comment_4068570

    Sure you should take time away from the game if you're in a bad headspace, but maybe when the match is over. If you were that mad to DC once, you probably should have left before the second match even started. That would be the "adult" choice.

    I can understand that point of view "you should of left after first dc" my issue is having to click ready does nothing to address the people who do go next / dc all the time. theoretically you could have years away from the game, come back and have a dc penalty.

    I said in previous comment but if people came back and continued to dc they would have even higher penalties rather then being warned not to dc like what currently happens.

  • @Crowman said:

    People having the rare internet hiccups is not a reason we need to make the dc penalty lighter. You lose internet for a bit, you wait for it to be stable, then you wait 5 minutes after attempting to queue up. Really not a big deal.

    Meanwhile the only way the system would be an annoyance for you if if you constantly disconnect from matches. In which case good riddance.

    So we need to have lighter dc penalties because of people with bad internet, meanwhile people who are not having fun with the game and step away for days are punished.

    Based on all the responses Ill just afk next time i want to take a break from the game and not having fun as barely anyone seems to care when people have valid complaints about who having to click ready punishes, who it doesn't and what it is incentivizing.

    The only thing clicking ready is punishing is people who take time away from the game when it is unenjoyable rather then punish people who are legitimately chronic dcers

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068722#Comment_4068722

    Both are forced to wait are they not? Seems like its affecting both as those ones who ruin matches still have to wait. Meanwhile once those whos internet died return their penatly makes sure to say "hey its working"…or it crashes during said penalty in which case more time to see to the issue. Not really sure you can count the 5 days as you actually stopped playing.

    Now don't know if this has changed but the last ive heard was that the penalty goes off your last 20 matches. Serial quitters would be getting longer than 5-15 anyways. Once or twice dying internet is will only get a mild inconvenience.

    It does not effect serial quitters anymore then old sytem where you didnt click ready button as those people are the ones that continue to play when they disconnect, along with serial quitters will just let their penalties get to 5-15 mins then start giving up.

    It is a mild inconvenience but my point in making post is that inconvenience is put on players that In my opinion the dc pently should not be targeting to punish more. If you take a longer period away from the game you should not be punished when you come back for disconnecting.

    There are better systems that could be put in place to address the serial quitters rather then having the click ready system which does nothing to them and punishes players for putting down the game rather then trying to ready up again.



    Examples of better systems to address actual serial quitters

    - stacking penalties for swfs so the culture of SWF mass dc is gone because they would all get 4 stack penalty, and if one dcs you give the other a timer too so people would be more likely to call friends out on it

    - increasing match reset requirement

    - Go next prevention started being utilized by killers rather then trying to leave them alive. the go next prevention stacks penalties onto your dc penalties but almost every time someone is trying to go next killer just slugs and as survivor you go heal them and they just stand their or go run to killer again.




  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068720#Comment_4068720

    Actually it affects both.

    If you rage quit via power button or if your internet dies, the system can't tell the difference. Both parties have to hit the button to start the timer. The serial quiters have to wait to wreck more matches while the ones whos internet legitimatly died can make sure that it won't happen again.

    It doesnt effect both tho.

    People who continue to ruin matches are already going to be readying up as soon as their penalty is gone. meanwhile people who have internet issues or genuinely put the game down technically get a longer penalties (time spent away from game until you click the ready button)

    I technically had a 5 day 5 min matchmaking ban because I stopped playing because the game was unfun and didn't try to click ready again. compared serial quitters who would of just got a 5 min or 15 min penalty.

  • @Memesis said:

    Serves you right. Don't rage quit. If you rage quit enough to incur a penalty, you deserve to actually be punished with it.

    Not my point. give me the penalty as soon as I make the infraction. not days potentially weeks later. it does nothing to effect people who you want it too and it effects people who actually take time away from the game (as the devs have told us too if game is unfun) rather then continuing to play and ruin more matches.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068586#Comment_4068586

    May not remember what they done to get the penalty.

    Ok, BHVR should add a big flashy banner saying why they are looking at a penalty timer. Solved.

    Nah we should have limits aka if someone hasn't played in a week no pently its been to long if its really that big of a deal to people that other people click ready (which it shouldn't be a big deal but ok)

    Wanting to punish someone for something they did in a game weeks ago is just a stupid mentality that does not help the "go next" issues and match ruin issues. It just makes you feel good someone has to click ready and has ZERO effect on people who ruin matches

    I could go ruin matches right now and clicking ready would have ZERO effect on me being able too.

  • @Mr_K said:

    Counterproductive to circumventing the penalty.

    There are players that will DC their last game and continue the next day like they didn't just ruin a match for four other people. Nothing is forcing players to take the penalty immediately, you can drop the game for awhile and come back, but you will need to wait before starting a new match when you do. That is to remind you to not DC and play the current match out THEN quit the game.

    Nothing is forcing players to take the penalty immediately,

    And I think it should force the player to take as soon as they make the dc, what is the point otherwise. I cant think of any other game that does this just delays the pently indefinitely

     That is to remind you to not DC and play the current match out THEN quit the game

    And for the casual players who may of taken weeks away from the game only to be hit with a penalty may not even remember dcing and not understand why it is their, there is not indication why it is their like "You are penalized because you dced on 24/12/2025 and now must serve your sentence"

    The only thing it is punishing is people who are doing the correct thing if game is frustrating you and stop playing it, rather then trying to ready up again to play more and does nothing to actually address people who do ruin matches. these are not people who are taking days away they play all the time so clicking ready does nothing to address people to constantly ruin matches.



    Edit : just wanting to add not having to click ready would punish people even more if they continue to dc after coming back. DCs are based on matches played so if someone dcs again after coming back they will be hit with even bigger timeouts rather then being reminded when they come back like "hey you have a penalty be careful"

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068556#Comment_4068556

    Ok so it’s that you have to click the button to START the timer. You don’t have to keep the game open once it has started.

    It is easy to do but its not healthy design.

    If someone is not having fun in the game and just leaves they will get hit with a penalty next time they play even when they where the adult and left the game and went and played something else for a few days (lets say to go play civ 5 as devs have suggested in the past) They will still have to serve their penalty

    Compare to people who just dc and continue to play. they just dc up until there penalties get to high then they start to just go next. having to click ready does not effect them at all they cant even spectate to mitigate the penalty time anymore

    needing to click ready only punishes people who it shouldn't.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465835/the-judgement-gameplay

    It looks like it'll be pretty fun to play, but just by the looks of it it'll be pretty miserable to play against. I hope I'm wrong tho

    NOOO that sounds like a ghoul 😫

  • As a soloq survivor I gave up on the event first day I tried it.

    came back today and normal que is much better then event que.

  • while we at it lets bring back some more old features /s

    -No blood lust
    - no window blocking / infinites
    - permanent sabo
    - clicky click flashlight
    - Mori after the first hook
    - no base kit borrowed time

  • @Galafure said:

    You are right. But sadly you just have to look at this forums page. Click the home button and you get an error message. They have put so little effort into their own "official" page, why would it be coded better elsewhere. I am not being rude, but how can you expect a decade old game to be better when they gave up on their home page.

    I get what you are saying but the dc penalty never had the requirement to click ready to get the penalty until last year, surely it cant be that hard to remove its not like its something that is baked into the code from the start.

  • @Trex_Crazy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068193#Comment_4068193

    Ok, so if it was a nerf then the power would still work properly, the problem is that the power is is not working properly. If you want it so I don't auto hit you if you're too close and have a deathwish thats fine, I will manually smack you then. The problem is that it doesn't work, survivors can completely negate your power by running through you and just vaulting over, it isn't a nerf it is a a bug at that point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068227#Comment_4068227

    Basically what they said, you want to nerf the ghoul? alright fine, but make sure it actually works properly.

    (Secondly, it isn't a free hit especially since they keep changing the "stickyness" (personally Im not attached to if it has stickyness or not I'd just like them to decide on a value, even if its 0, and not change it every couple weeks) sometimes you will get hit because of bad circumstances but the same could be said for many killers, you can play around it. Play the ghoul or watch someone play them and you'll learn their weaknesses. though this doesn't really pertain to the main subject. )

    The only way It can be fixed is just remove the whole vaulting mechanic at this point his kit is already strong enough.

    His power is like this because they tried to fix a bug that didn't need to be fixed a month after they said that bug was the counterplay people didn't understand.

    you should really try Dissolution on ghoul if pallet vaulting is causing you to feel like hes worse then legion

  • @Trex_Crazy said:

    So I hadn't played ghoul in awhile and was playing them today and had to go read the patch notes. Why, to reiterate, why in gods name does the ghoul no longer indur survivors after a power vault. Survivors can literally just run through you and vault back over the pallet, though not windows it seems, before you can even attack. so you end up just wasting your own time at that point. Wesker injures survivors after his power vault, and legion doesn't because they dont have a cooldown after vaulting before they can hit. Which means the ghoul is just a worse legion. The power becomes useless if someone is in deepwound, you're just another m1 killer. This is insane. I cannot believe someone was dumb enough to greenlight that idea. I know theres a lot of salt because learning counterplay is hard and difficult, while complaining that its broken is a lot easier. Put the auto injure if they're close back, and if god forbid killers have anything nice at least let me be able to smack the survivor for trying.

    Ghoul is not worse then legion.

    He still has hyper mobility and a free injury state (legion hit is not free survivors have counterplay to it even if its harder to do)

    Ghoul gets one part of his overtuned kit nerfed and we acting like the killer is worse the legion

  • @hermitkermit said:

    I am all for a comm wheel. It would do nothing for SWF but plenty for Solo. Wouldn’t mind more emotes either.

    Yess comm wheel is long overdue, if people really don't want to use it they don't have to but should be a option for those of us who would love it in soloq

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068016#Comment_4068016

    What exactly is the difference between solo and swf that the dev can actually tackle?

    adding Comm wheel like dbd mobile had with pre made messages if worried about toxicity

    another one from dbd mobile, seeing each other perks in lobby so that solos with game knowledge can see "oh he has well make it/ deli ill let him save" "let me save I have STB" and would allow solos to more coordinate build with team if they wish.

    You will never have SWF and Solo on the exact same level but that's not a reason to bridge the gap where we can instead of letting the gap get bigger and bigger.

    changes like these have no downside balance wise in the game at worst it will do nothing, at best It would bridge the gap more and evolve how solo survivors play the game over time.

  • Ill answer with one thing from both sides

    For Killer
    -- Top tiers / not different perk strengths

    I feel like having strong Top Tiers causes perks to be weaker just because x can use them, this can be fixed by addressing top tiers so stronger perks can be made or having weaker/stronger perks based on what killer you are playing. Perk Strengths could also apply to survivor side as we could have more powerful induvial perks that loose value when stacked but its harder to do for the survivor side because of my next issue

    For Survivors
    - Not wanting to bring Soloq closer to SWF

    Devs seem to not want to add Soloq benefits such as seeing each other perks and comm wheel call outs, by not doing this the game will just continue to be harder to nerf aspects on the survivor side as the solq - SWF gap is not bridged. last Soloq Bridge we got was the hud years ago. edit: correction the anti camp addition to the hud was last one before that it was the HUD


  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067916#Comment_4067916

    its worse than usual you literally cant even see perks now, if that's what is causing it and not a bug it's literally every match and that's concerning

    seems to be a separate issue but swear every time I verse a hacker that's blatant, I cant access the end game screen to report them properly since ages ago.

  • @Rokku_Rorru said:

    As the title says, fix it.

    Its been like that for ages, hackers can manipulate the end game screen so its impossible to make a in game report.

  • I've noticed this too happening every so often recently, I don't know if the OCE servers are getting full or something but when everyone is at that ping is just so janky.

  • Oooh love stat tracking here are mine so far! according to last 15 games that where not in the special map que.

    Dead Dawg - 3
    Toba Landing - 3
    Ormand Lake Mine - 1
    Ormand resort - 1
    Badham Preschool - 1
    Family Residence - 1
    Mothers Dwelling - 1
    Forgotten Ruin - 1
    Tricksters Delusion - 1
    Gas Haven - 1
    Temple Of Purgation - 1

    ill update when I have a bigger data set.

  • @Wezqu said:

    No dodging would be way more this has been suggested several times and it would make some perks not be able to be used as people would just dodge the lobby and not play. It should never be a thing in the lobby.

    What if they are shown during the loading screen and you can hover over them as you are loading into the match to read what they do.

  • When the Ghoul has a higher pick rate then sable 😬 We getting spoiled tho, stats again so soon.

    Shout out to ace mains who have the highest escape rate and the 10 Quintin mains they used for data to get him to second! 😂

    Also shout out to ghoul again, for maintaining such a high pick rate while being able to maintain a over 60% kill rate. very middle of the road I would say! /s

  • I don't understand how its so hard to not make the gens spawn so close together the killer can just stand in one spot to pressure them all.

    Its been years and dead dog still has the one in the corner where killer can just stand on top of gallows and pressure three sometimes 4 gens.

    DND map has the rancid one down stairs where the killer can legit guard the only two entry points to the area by standing in one spot

    good luck breaking theses sorts of 3 gens against a lot of killers and even more so against mobility and ranged killers who are properly playing gen defense, its the most boring, dragged out thing if you decide to try and break it.

  • @Rokku_Rorru said:

    The new stats prove they need changes lol actually really sick of them

    Pick rate is 8.1% at high MMR with a 63% killrate along with being the most hated killer in the game.

    but its okay hes middle of the road! /s

  • @Rokku_Rorru said:

    The walking dead map is the one I want gone atm

    I want a full rework of it, The walking dead map is so pathetic especially when you compare to what they did with trickster map.

    I honestly believe its just a test map they slapped the main building tile in and called it at day because they couldn't get main building to spawn as a tile on other maps which they where trying to do originally

  • @FoxGhoul said:

    honestly I would recommend to anyone to uninstall/quit dbd and I would actively advise people not to pick up this game if they wanted to play killer. The devs flat out refuse to listen to any killer feedback and insist on only catering to survivors. The game is in a horrible spot for killer and isn't fun anymore and it's all because of the devs poor balancing choices, like if anyone wanted to start a petition to get the balance team replaced I would sign it so fast. At this point I still like the concept of the game but I absolutely despise the devs that make it.

    -Fog vial nefs (they just got restored to usable)
    - Anti tunneling and slugging scrapped
    - Pallet density drama
    - anti camp radius nerf
    -Buffs to slowdown and new slowdown to counter pre running
    - Medkit nerfs, (purple ad on is still worse then a brown ad on)

    But no, the Devs apparently don't listen to the killer side even if action prove otherwise

  • It can make the last few generators unstoppable for a killer who spreads hooks.

    Only If all 4 Survivors are running it at that point its the power of 4 perks, but do you have example matches where you being punished for hooking survivors due to fast track is the thing that lost you the game? or was there other perks and items that could of caused the rushing on last few gens. edit: I ask because I have not seen this outside of custom clips, 4 man just denying a gen.

    If its one or two people spreading hooks is still better because you do not gain stacks when you are hooked and the person with FastTrack is being chased or on a hook or healing someone rather then using their stacks,

    if you just tunnel you give everyone else uninterrupted gen time the ultimate gen perk and if you slug they may have perks like unbreakable instead of fast track to begin with.

  • I just had a look at my last few matches and FastTrack is not making the matches any faster

    image.png

    This match Mikaela and Yui had Fast track, the Match still went on for over 10 mins and the killer got a good amount of BP, its not like the match was rushed so hard the killer got nothing.

    image.png

    Here is another one, Leon had fast track in this one, The killer won this one, still got good amount of points and game went on for long time.

    image.png

    Now here is one where the match went fast, the killer didn't break 30k, but no fast track build. rick is running prove thy self deja vu and better together and I have a commodious and Deja vu

    image.png

    Another one where the gens where bumrushed but the one gen perks are me and yui with deja vu. I had commodious and Felix had a normal toolbox no ad ons.

    Do you have example matches where fast track is in play? because I honestly feel like people are blaming fast track when other perks and items are the cause of the gen rushing. I saw a thread the other day with someone blaming fast track when it was more likely it was hyperfocus stakeout from what they described.

  • And where is the Regression nerfs on the killer side?

    Oh wait they have been buffed. (ruin, POP)

    This is as balanced as a seesaw with a giant rock on one side and a feather on the other.

  • I would rather Fast track is left as it is, It does not need changes.

    I just find it funny Fast track is the perk we are all now concerned about "punishing good gameplay" and not punishing the bad gameplay after the community screamed themselves out of the anti tunneling and slugging updated which would of punished this bad gameplay we are now concerned about punishing

  • Imagine it being the other way around. The Killer having a Perk that every time the Survivors complete a generator one random Survivor get's a hookstate. The forum would burn here.

    A hookstate is not comparable to what a one stack of fast track does, but there are perks that effect the survivors for doing the objective all tho they are not game breaking just like fast track isn't

    Some perks that punish the survivors for trying to do their objective

    Dragons Grip - Punishes the Survivors for stopping regression on the kicked generator by making them exposed and one shot for 60 seconds with 4 seconds aura reading

    Curel Limits - Whenever a generator is completed all windows are blocked for surviours for 30secs, a negative effect for doing gens

    Machine Learning - When a compromised gen is competed you gain 8% haste and undetectable for 60s, punishing gens getting done

    Terminus - When the last generator is completed, Survivors are unable to heal until the gates have been open for 45s, punishing them for doing gens rather then healing first.

    Deadlock - Blocks the next most progressed generator for 25s after a generator is completed (25 seconds is more then what 3 people with one stack of fast track from a hook is going to do to a gen)

    Rancor - Punishes one survivor for finishing the gens with exposed and mori no matter the hook state that they can not get rid of.


    Fast track is fine as it is.






  • Would love this, the black background as you load in is just boring at this point.

    Would be cool if they had a fortnite sort of thing where you could change the loading screen and lobby music.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066140#Comment_4066140

    Ok, I exaggerated the time a bit. I’m just saying it was short game… probably should’ve just started with that if I’m being honest.

    This is the issue with the community.

    People are just complaining about fast track because content creators told them. 😫

  • @Lorelei_Albrecht_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065954#Comment_4065954

    When I queue for survivor matches if I hit the point where I'm not feeling it anymore? I CLOSE the game! Yeah I kinda check out if 3 gens pop in the first two minutes but, You know what i do I play friendly I make sure the people in my lobby still have a good time. It's not that hard to realize that in a multi player game you're not the only person who matters

    I dont have a good time when the killer just gives up because i looped him too hard.

    I dont have a good time when the killer just gives up because they dont like the map.

    my whole point is its a both side issue and if you want to punish one side you need to also punish the other which I doubt people advocating for harsher dc and bans would want to do to killers.

  • This mentality happens about the same on BOTH Sides on average, if you mostly play killer role I can understand not seeing that.

    I've seen killers give up because there first chase was too long and gens poped, or because the chase was long and someone got a save.

    I have also seen killers who will just give up as soon as we load into a map they don't like, swing at gens to get you do them and then open the gate, should we also punish them with bans and harsher punishments as suggested in this thread for survivors.

  • I would be fine with more killer abandon options only when they add killer bots so the match does not end

    Bot does not have to be good, it does not have to use power, it just has to stop the game from just ending abruptly.

    There is no double standard, if there was still no survivor bots survivors would also have very limit abandon options if any at all

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