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  • @stonedcandle said:

    Just sayin', if killers were oh so 'overpowered' the majority of people playing the game would be playing killer.

    *checks Twitch*

    Yep, nope it's majority survivors. The arguably easier role in the game.

    Why use twitch as a metric? Streamers are a tiny percent of the people playing, and playing survivor is more conducive to streaming. Why not use the BP bonus, which reliably goes to whichever role there are insufficient players for at any given time?

    image.png

    ...would you look at that, the bonus is currently on survivor, meaning there's disproportionately not enough survivor players.

    Now I personally wouldn't argue that this proves that the survivor experience is miserable, but at the very least I think the BP bonus, which is reflective of the general player base, is a better metric than looking at who's streaming on twitch.

  • I've said it before and I'll say it again - DBD is the only game I've ever played where there's a significant number of players who think that winning most of your games means you're bad. it's truly mind bending

  • Sometimes I watch variety streamers play DBD with their friends in a 4 person SWF. they invariably play worse than me and have a worse escape rate than I do, despite being, as I mentioned, a 4 person SWF - due to having probably less than 50 hours in the game. I would imagine such streamers would never be able to get a game due to lobby dodging, even though they're inexperienced, due to killer players assuming they're a seal team 6 gen squad or whatever.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674435#Comment_3674435

    No. I’m complaining to survivors of any skill level. I’m complaining about a double standard, where killers are expected to avoid certain strategies for the sake of survivor fun, but survivors aren’t expected to avoid certain strategies for the sake of killer fun.

    People don’t care that you personally think tunneling at 5 generators is unnecessary. That’s just an arbitrary one-sided rule. And it doesn’t matter if something is necessary or unnecessary either, because it’s part of the game.

    people complain all the gosh-darn time about survivor strategies they dislike on the forum. in fact, in my experience complaints about specific survivor play styles are more likely to garner positive attention than complaints about killer play styles. There is absolutely no double standard here

  • Invocation is extremely weak. It's going to need serious buffs to make it at all usable, as it stands 2 minutes of tome and perma-broken will never be worth 50 seconds less total gen work time. I said this in a DM with a friend about what I think could make it worth running:

    Screenshot_20240312_180831_Discord.jpg

    Strength in shadows is a mediocre self healing perk, but realistically self heal needs to be mediocre at best because otherwise it is Too Strong, so honestly I'm fine with it as it is EDIT: I've played it paired with Botany Knowledge a couple times now and the combo of the two is Actually Pretty Good(tm). The value from the combo is, by and large, worth the 2 perk slots and not any more than that.

    Wicked is also incredibly niche - I feel like its main use will be for people to be able to tell if the killer is coming back to hook in order to tunnel, so they know which direction to leave for optimal distance if they can't see the killer (indoor maps and LOS blockers); people won't really run it for the self unhook because it's really so unreliable

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673248#Comment_3673248

    Nah, only on first Hook. Was written in the PTB-Feedback Section (which I cannot link, since it is not available anymore).

    They also said that "Unhook attempts" will be succesful on Discord. And you dont get Unhook Attempts in second stage.

    Ah ok then. Yeah in that case its just a mediocre aura reading perk lol

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673191#Comment_3673191

    As I mentioned in my post, I am fine with the current Balancing. I just dont share the opinion that SoloQ is as horrible as you say it is. At least not because Killers are (sometimes) strong. If its horrible, its mostly not because the Killers had some changes to their advantage, but rather awfully bad teammates who let you die on your first hook or suicide themselve or just ignoring the objective at all.

    4 survivors are meant to challenge 1 killer. Of course, the "Team-Role" is handicaped when you dont act like a team. But this is not a reason to blame the developers for buffing some C-Tier-Killers like Clown, Pig or a B-Tier-Killer at best like Demogorgon.

    To help SoloQ-Survivors, the devs desperately need to implement some gimmicks which help soloq but not making SWF even more broken than a good SWF-Team against the average Killer-Character already is.

    If I would have to say anything, first I would introduce the Perk-Loadout Informations into the Loading-Screen (when I had the knowhow of a game designer XD) like DBDMobile already has for years. Then, I would give some Quick-Message-Options like "I stay on the gen", "Ill go for the rescue" etc. - once again, DBDMobile is far better in this regards. These are just 2 minor changes which would help SoloQ a lot.

    I am not "blaming the developers for buffing [killers]."

    Your initial post brought up the killer buffs coming down the pipeline and compared them to mechanics that benefit survivors introduced over a far longer period of time, so I was pointing out how your contrasting of those two things failed to alleviate my complaints about the state of the game for solo survivors and in some ways demonstrated both the basis for those complaints and the actively damaging attitude a lot of people have towards any criticism of the state of the game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673138#Comment_3673138

    I dont know, I think the Healing Perk is worse than Self Care, because you will have to spend time to go into the Basement and go back from it. While with Self Care (which is already not good), you can heal anywhere you like. In the end you will not have much time saved and it is more risky (not only being in the Basement, but going to the Basement makes it more likely that you get seen).

    And the Unhook-Perk... I think it is too situational. The Basement is not really impactful anymore, even less with Scourge Hooks in every Build nowadays. So your first Hook will most likely be on a Scourge Hook and the Killer will not spend the extra time to get you into the Basement, even if no Scourge Hook is available. And on second Hook the Perk does not work anymore.

    From what I heard the perk allows self-unhook on the second hook if it's in the basement. Did they change that?

    That makes the perk slightly more valuable. Still not great, but better than useless. The aura reading is potentially super strong

  • @KaTo1337 said:

    What from this next update is pro-killer in general?

    • Huntress gets a few more hatchets
    • Clowns Bottles actually do something, for that, the One-Shot-Addon is nerfed (which is fine)
    • Pigs Aura-Reading of the Boxes gets removed for a bit of faster Crouching and a bit better Ambush. Will it pay out? We have to wait
    • anything else I missed? Oh yeah, Mangled-Statuseffect nerfed.

    What do killers have to face?

    • Basekit Borrowed Time 10sec + Haste
    • Hook Grabs are removed
    • a lot of Gen-Defense-Perks got nerfed over the last months, while Gen-Speed-Up Perks and Toolboxes are untouched or even better than before (Deja-Vu for example).
    • Anti-Facecamping-Mechanic for brainless gameplay in terms of rescue missions
    • even more Endurance-Effects

    Whats the future?

    • Deceisive-Strike Buff
    • Ultimate Weapon Nerf
    • Twins-Changes (I assume in the end its a nerf, but better QoL)

    I can easily continue about more things survivors got gifted for absolutely nothing, but lets be real: It doesnt care anyone. I can live with the current Survivor and with the current Killer in general. I think the game is balence-wise in its best position since I started playing in 2021, however: The Gap between Trash-Tier-Killers and good Killers is still too big. Funwise, I think after 4.000 hours its only natural that the excitement goes down a bit.

    So in the end I think you overdramatise a bit, which is fine if you feel that way, but in my opinion (and I play both roles more or less equally, I think the game is in a decent spot).

    This feels ridiculously cynical for a whole lot of reasons. First of all, to answer the question

    anything else I missed?

    • A new killer
    • Huntress also got faster windup, not just more hatches
    • Clown also got extra bottles, not just a buffed effect on his speed bottles
    • Demo got buffs to his shred cooldown (corresponding addon numbers tweaked to compensate)
    • Doctor got buffs to his range and detonation delay (corresponding addon numbers tweaked to compensate)
    • Hag got basically everything about her traps buffed (corresponding addon numbers tweaked to compensate)
    • Hag also got some of her worst addons reworked to be good instead of detrimental

    Meanwhile, most of the things that you complain about are QOL things that, without them, would make the game even more unplayable than it already is for solo survivors. The two ways I could interpret those points are either complaining that survivors have tools at their disposal, or saying they shouldn't feel that things are bad because those specific features exist.

    To the first, "Oh no, you can't knock the guy down who just got unhooked before they even get a chance to start running, how sad that they get to play the game, that must be very insulting to you personally" would be the performatively condescending way of getting the point across - if you're complaining about having to contend with those things ("here's what killers have to face" makes it seem like your focus is that killers are so challenged by these mechanics) it comes across as being upset that these mechanics that basically just give free wins to anyone not facing top players in a 4-man swf can no longer give free wins.

    To the second possibility, "It could be even worse" is a terrible counterargument. Kidnapping someone and putting them in your basement is terrible, and saying "but I'm feeding you when I could be starving you to death so you have it great" does not refute the fact that kidnapping and locking someone in your basement is wrong (going with the horror movie analogy here).

    There's also the double standard you've set up. When talking about benefits killers get, you almost exclusively talk about things that are coming out only in the next patch. When talking about stuff survivors have, you bring up things that have been accumulating for the last year and a half. If you need to go back 18 months to make the list of survivor QOL stuff seem comparable to the things killers get in just one patch, you're kind of accidentally proving the opposite point.

    The fact is, solo survivor feels miserable to play, and a lot of people are saying it. Aside from more niche creators I follow that are saying it, Ay*** is saying it, even icon of the Killer community *** is saying it (names censored to comply with forum rules, but you can probably figure out who i mean). The fact that survivors are allowed to run 4 perks now because they don't have to run BT to give their teammate more than a 0% chance to run away does not make everything they've said invalid.

  • @xltechno said:

    It can't be helped because there is a discrepancy between the game balance that a beginner feels and the game balance that comes from the experience of a non-novice. What we need is beginner mode, not buffs or nerfs. And when it comes to these kinds of topics, the only thing that is always talked about is the novice survivor.

    They want to get a player satisfaction survey that is new. Not a satisfaction survey for only new players.

    [New] [player satisfaction survey] instead of [new player] [satisfaction survey]

  • Basically any killer that feels like there is room to outplay on either side, and for those outplays to be meaningful.

    When I started I liked playing against nurses because at my level nurse players weren't very good. Even if they were decent I quickly learned some basic mindgames that worked against both bad and mediocre nurses and only ever failed against the stronger nurse players. Avoiding a blink attack with a mind game would allow me to buy several extra seconds to try to make it to a different tile, so it felt impactful. When nurses manged to outplay me in those situations, it felt like I was actually being outplayed, not just being handed to the killer on a silver platter, and that was fair. Other killers that fit into this category are Blight, Billy, Bubba, and Wesker, to name a few.

    Now that I'm a stronger player, I only really see super-powerful nurse players who know every mind game, so that charm has worn off somewhat. I dislike killers whose power feels like a "get a free hit on an x second cooldown" button, which would describe top-level nurses that know your every move, but also recent killers like Chucky, Alien, Skull Merchant, Knight... really the most recent year or so's worth of killers all feel like they are meant to give killers guaranteed hits once their power is available, and if they fail that it feels like the opposing player messed up rather than skilled play on my part. (although I admit, Knight and Alien have grown on me, so maybe it's more just oversaturation of those killers, and maybe Chucky won't feel as annoying a few months down the line)

  • I think it's fine. I would hate to have yet another mechanic that requires game sense and quick thinking to pull off, to be removed from the game.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670213#Comment_3670213

    ...But my argument was about it being a buff. Not whether it's stronger than a BNP. The fact that it works like a BNP makes it stronger than its previous version.

    yeah i guess my point was only tangentially related in that we both mentioned the same addon but there wasn't much else there, my bad

    my point still stands though, just not directly related to yours

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670847#Comment_3670847

    While i get your point, #1 isn't as profound as you think it is. Base regression is 1/4th the rate at which survivors progress a gen. So lets say you hit a near complete gen with pain res and a survivor never touches it, it will still take that gen 270 seconds to fully regress. There is a reason every killer runs tons of gen defense, and thats because the "basekit" gen defense numbers are so pitiful you might as well ignore them completely.

    On the one hand, yes you are right that base progression is much more powerful than base regression. On the other hand that's an entirely different conversation than the one comparing tunneling survivors to "tunneling gens".

    We can talk about how killer regression isn't enough to keep up with survivor progression - which is good, if killer natural regression was faster than survivors can keep up with that's obviously a balance problem. Certainly we could also point out that at theit most [edit: sweaty] survivors may be able to progress gens too fast to give killers anything resembling a chance. Those are all valid points- I just don't think they're particularly relevant to the point of comparing sacrifices to gens complete

  • Bans aren't always immediate. They could have detected you exploiting several days, weeks or even months before the ban was applied, and waited for a while before banning you.

    Also, the forums are not meant for discussing bans, so prepare to have this thread deleted.

  • quick, 2-question, true-or-false pop quiz for killer players - this may seem a bit rude by means of sarcasm and condescention, but I promise there's a point to it

    1) True or False: If a survivor leaves a gen uncompleted, a killer is able to revert all the progress that survivor has done until it's back at 0% progress

    2) True or False: If a killer leaves a survivor only partly sacrificed, a survivor is able to reverse all the hook state progress they've taken until they're back at 0 hook states.

    Obviously, I don't need to tell you the answer to these two questions, they are rhetorical. I ask them to make the point that as long as survivors have no way of "locking in" gen progress the same way killers can "lock in" hook states (through their own actions - I'm not counting the anti 3-gen mechanic because that depends on the killer playing into your plan of getting the generator regression-blocked), tunneling a survivor and "tunneling a generator" will never be comparable.

  • I've played plenty of games where 2 gens popped around when I get first hook, but even with spreading pressure and not tunneling I was able to get a 10-11 hook 3k with only 1 more gen popping. I think a lot of people think assume that 2 gens done at first hook == "I have to tunnel to win" and therefore only ever try that strat so they have little to no point of reference

    That, or I'm just good at forcing map resources and that leads to fast subsequent downs whereas less experienced killer players are having 2-gen first downs without getting most of the good pallets out of the way. Maybe both!

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670192#Comment_3670192

    I was responding to someone who asked why people keep calling it a buff. So, I was laying out why it's a buff.

    And I think the perk is still nigh unplayable, which is why I was explaining why simply using the BNP analogy falls short for me

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670161#Comment_3670161

    Sure?

    None of that changes that going from regressable charges to a BNP effect is absolutely a buff, idk what this has to do with anything here.

    I'm just saying it's still mega bad

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670051#Comment_3670051

    Consider how strong a Brand New Part addon is. Apply that to every generator.

    That's why this is a buff, permanently reducing the number of charges a gen needs before completion both shortens the repair time and makes regression comparatively weaker. You can think of it as making a generator incapable of being regressed down further than ten charges. Permanent charge reduction is way stronger than those charges being added normally, even when the number is lower.

    The permanent Broken is a big tradeoff, and one I'd personally like to see adjusted, but up to two minutes in the basement for BNPs on every gen on the map isn't a joke. It'll be situational and dependent on some factors, as well as being massively more viable with at least one friend on comms versus complete solo queue, but it's definitely a buff from where it was.

    90% of the reason that BNP is so good is because you can apply it instantly.

    Imagine if, in order to use a BNP, you first had to find a chest, open it, and then rummage through it again in order to use the BNP - essentially 2 full chest searches in order to use your BNP, and it simply sits as dead weight in your hands until you do that.

    That version of BNP would still be more efficient than this perk, even before the fact that the killer can now realize where you are and that you'll be broken for the rest of the game

  • The broken-all-trial part and the fact it's now practically speaking 50 seconds worth of progress you benefit from, for 2 minutes of survivor time, makes the perk still extremely underwhelming, even if that 50 seconds now can't be reverted. It'll likely be even less than that, because ideally your teammates will be doing gens while you invoke, so there will likely be a gen or more done by the time the invocation finishes.

    I'm torn between running it to make the point, and not running it because it's a dead perk slot and I don't want to ruin the game for pub teammates.

    IMO they need to increase the number of charges back up to 15. Alternatively, or additionally, they should add a feature where for every gen that was completed before the invocation finished, an additional few charges are removed on the remaining gens, so you don't feel forced into invoking early.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669596#Comment_3669596

    I got it. Anyway, let's get back to the subject. What did you think of the original content of this thread?

    I already mentioned it. if a whole lot of people are complaining about something, i think "this is actually a problem" is a more likely solution than "without seeing these individual people's gameplay, i will assume they all need to improve on these specific things"

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669590#Comment_3669590

    In that case, let's leave that content to another thread. What did you think about the beginning of the thread?

    i was trying to make the point that I was not complaining about the specific thing you'd brought up - I guess I was trying to make the point "am I allowed to have my specific opinion or is that one also problematic?"

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669580#Comment_3669580

    That doesn't make sense. If the survivors weren't at fault, the tunnel wouldn't kill a survivor in 5 gens, so why is everyone criticizing it? about it.

    I never said anything about eliminating someone at 5 gens, I just said tunneling in general

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669565#Comment_3669565

    I know what you mean. So why is everyone making such a fuss about tunneling 5gen? People who follow what is written at the beginning of this article will never fall into such a situation unless it is an accident. And the content written is by no means advanced, but rather just the basics.

    If every agree you, almost everyone is failing to even follow the basics.

    I win 90% of my games without tunneling, so I think tunneling is not necessary to win.

    Also, I find it really boring to tunnel, and I find it really boring to play survivor in a game where someone who isn't me is being tunneled. The reason I complain about tunneling is because 80% of the time it means the game is going to be incredibly boring.

  • One thing I've learned is that if one person is complaining about something, it's probably because they're a whiner, but if a whole lot of people are complaining about that thing, there's probably a problem that needs addressing.

    Certainly there are some people who could benefit from your specific advice, but it feels almost disrespectfully reductive to act as if there couldn't possibly be some truth to those complaints.

    It's also worth noting that the main complaint I've had for a while is that it feels like some Killer players think the goal of the game isn't to sacrifice the survivor's characters, but to make the people playing those survivors as miserable as possible. This post honestly reinforces that perception. I know a lot of people on this forum would take poorly to a thread where someone said "sometimes your first down costs 2 gens? Get better at chasing and stop whining lol," and they'd be right to be annoyed at that.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668870#Comment_3668870

    But then I could just ignore skillchecks by letting go the moment I hear the sound effect warning.

    If you've got reflexes good enough to cancel skill checks like that, you've got reflexes good enough to hit great skill checks consistently, which provides strictly more value than not having to deal with them

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667776#Comment_3667776

    It's true that my English is bad. If the expression is incorrect, please feel free to point it out.

    There is something hidden behind the average. Although this is just a comparison between top players, I don't want people to forget the fact that there are survivors who are working hard to increase their survival rate even in the midst of a terrible soloQ life.

    My guess is that some of the top 5% of survivors have a survival rate of 50% or higher. This is simply because the number of people who fall exactly at the average value is the largest number of all people, and in reality there is very often a wide distribution from top to bottom. It might be easier to understand if you imagine a 2d6 die roll. Only 1/6 of the total falls under 7.

    I think the problem is that when you said "advanced survivors" you meant "some survivors who are good at the game," which is a normal thing to say, but, most people who play DBD would think that "advanced survivors" means "all of the survivors at the top of the in-game ranking system."

    The way you wrote it was fine, but because of where you posted it and because of how other people on this website use those words, it seemed like you were talking about something else.

    I think you're pretty good at normal english. The problem is just that some communities have slang (words that they use different from "normal english") and I expected you to use the slang instead of the normal english word.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667743#Comment_3667743

    As I have pointed out several times, this is an "average" between the top players. If that's not the case, then there shouldn't be a killer player in the world who boasts a 90% kill rate. Right?

    Let's study statistics.

    I don't mean this to be rude, is English not your first language? You keep using words in a way that makes me think you learned English in school, not as a native speaker.

    I ask because the way you said your initial post, it's written like you wanted to imply that the average escape rate for all survivors above some skill level is 60%. If english isn't your main language, i could totally understand you not knowing that you accidentally implied something you didn't mean.

    Anyway, I want to make sure I understand what you're saying. Are you saying the much simpler point that there are some survivors out there, somewhere, who have a 60% escape rate?

  • @xltechno said:

    Even in such an environment, advanced survivors boast a 60% escape rate.

    For those who don't, it might be a good idea to take a moment to think about why they are different.

    By the way, these survivors all agree that tunnels and camps are tactics, and while it's true that they may not be fun for survivors sometimes, but counterattacks are possible.

    This is incorrect. The stats that BHVR published 2 weeks before you made this post, show that advanced survivors have between a 39% and a 48% escape rate, depending on their party size. Those numbers are less than the 60% you claim.

  • A lot of people are theorizing the change is going to be a strict buff, but I'm thinking it might be a bit of a rework / sidegrade, just based on how BHVR has liked changing effects (furtive chase, for instance)

  • Several months ago I saw someone mention that of 7 games they played where they brought a green ward when someone else brought a map offering, all 7 ended up going to the offered map despite the green ward, which seems like phenomenal bad luck.

    Honestly I think it might be worth double checking to make sure the code is working as intended, and to announce either "it wasn't working as intended" or "sorry you just got really unlucky"

  • @Snowbawlzzz said:

    How is this the most unbearable meta ever when tunneling has always been possible? we don't even have camping anymore. Did you play VS old camper Twins?

    From what I can tell, I think OP is saying that tunneling is the most prevalent it's ever been, and that's what they're complaining about.

    Put another way, you are correct that tunneling has always been possible, but OP is arguing that killers have never taken advantage of that possibility as much as they do now.

  • I wouldn't say nerfed, so much as completely reworked. Right now, it's either completely useless or just plain annoying. Often it's paradoxically both.

    I'd love to see it reworked to be something like Break Out but for yourself instead of the other survivor - if there's another survivor nearby, you wiggle slightly faster. Possibly, it could give you a burst of wiggle progress if another survivor takes a protection hit (though the amount of progress would have to be relatively low otherwise it would be completely busted, particularly in SWF)

  • I've been enjoying Killer moreso than Survivor. Not entirely sure what's changed, maybe I've just gotten burned out of playing survivor (i played about 80-90% survivor for the last year)

  • It's a "warning" from the anti 3 gen mechanic. Those spikes show up after damaging the gen 3 times, and get bigger every time you damage it until you hit the max at 8. They mentioned it in the patch notes but clearly didn't emphasize it enough because multiple people have been confused by it

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638215#Comment_3638215

    First of all, Grim Embrace will not help you with 2-3 gens popping before you get to hook a single person. It only activates after hooking. Basekit Corrupt Intervention would. Second, it sucks having to rely on a perk to be able to control gens. That's just a bad design.

    Good point, they should remove all gen regression, slowdown and blocking perks so killers no longer are forced into using them

  • Why would someone lie to get a killer they weren't struggling against, nerfed? I agree he's fine as is and people calling for nerfs are misguided, but what's the logic in that?

  • lmao no enjoy your freedom

    the state of the game sucks rn, nobody on the survivor side wants to complete the objective and killers seem to think their objective is to see how much they can make gen progress go down

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639018#Comment_3639018

    No dude, we aren't getting "confused" as we can still clearly kick those gens when that pops up. We are having standard non 3 gen games locking up gens just like we said it was happening in the ptb but had our feedback completely ignored. This is freaking ridiculous. Getting tired of being penalized because of a small handful of bad players who'd just camp. This was supposed to only affect those people, not be yet another stress point to add to an already long list of things to stress and worry about across all killers. It's especially brutal on already weak m1 killers who are forced to stay centralized in a map who likely use surge, and many survivor groups love to only focus on certain gens.

    This just flat out sucks.

    This isn't about you bestie it's about other people who demonstrably have been thrown off by the gfx

    @HexHuntressThighs said:

    I always record my Huntress matches and noticed i kicked a gen only 4 times and it got blocked. I had 4 aura read perks/ no gen regression. Why did it get blocked? Do missed skill checks count?


  • One thing I will say after seeing other people's feedback, maybe they should add a little glowing number that tracks how many times you damage that specific gen; a fee people seem to be confused by the VFX and thought the spikes that pop up after 3 damage events were the gen being full blocked

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638505#Comment_3638505

    Absolutely. It was a problem on a small amount of killers. Nerf them, not EVERY killer - especially already weak m1 killers. M1 killers CANNOT AFFORD to run off to the far corners of the world to defend gens very far from all the rest. They, per BHVR's design, MUST stay among the centralized gen areas and can't chase too far away since many m1 killers can't end chases fast. This means they are far more likely to hit central gens as opposed to spreading regression equally across all gens like BHVR claimed would happen. No, BHVR, an m1 killer is not going to run all the way over to that corner where a single gen is while 4 gens are close to each other on the opposite side of the map.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638511#Comment_3638511

    If you were going out of your way, you need only kick a gen about 2 or 3 times to get it to perma block. Just using eruption alone only allows 4. Throw in another regression, and you have it perma blocked in no time. You're always reminding BHVR to disregard everyone's feedback that doesn't like the system because they are "obviously" 3 gen campers who never do chases. This simply isn't true.

    No, I'm reminding them to be cognizant of the fact that at least some of the feedback is coming from a place of being upset that BHVR thinks their play style is a problem. that does not preclude that some people may have legitimate criticism of the system.

    Maybe the fact I was downing survivors fast enough that they couldn't restore progress on the gens I was focusing is why the gens didn't block, and if I struggled more it would have given more time to get through the 8 events. Maybe the fact they prioritized getting head traps off instead of gens contributed to that. I'm just saying my experience

  • all my games ended without gens getting blocked, even the ones where i was actively going out of my way to try to get them to block. definitely could make the argument to reduce the number of regression events, but i think it's fair to leave them as they are

    once again, a reminder to BHVR that some of the feedback is gonna be from the people that this update was meant to counter, so take it with a grain of salt

  • i'm not sure exactly what happened here, let me take a guess at it.

    -you dropped the pallet as the billy was swinging

    -he hit you and got stunned at the same time

    -you vaulted over the pallet

    -he was able to hit you as you were vaulting over the pallet

    was that how things went down? if so, that sounds like he was using the perk Enduring, which lets killers recover from stuns much faster than normal.

  • People cheated before MMR was a thing

  • @VomitMommy said:

    That's basically ban killer system with extra steps... if I get it right

    how do you mean?

    ...do you think when I said "you choose the killers you are willing to play" I meant "...willing to play against"?

    No, I meant "you choose a list of killers you're willing to play AS, if you get randomly assigned the role of killer."

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636279#Comment_3636279

    Yep. 5 years in DBD, over 9k hours, over 14k posts and finally someone wants to settle this with a Thread.

    i for one am truly shocked nobody's thought of making a thread about this until just now

  • There's a glitch where he can summon all his guards at the same time

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635410#Comment_3635410

    ... you know we are talking about a game right?

    and that griefing is only described and punishable by breaking the game rules right?

    and that "social contract" is not objective by any standard, right?

    right?

    wikipedia seems to think a griefer is someone who deliberately irritates someone in a video game but doesn't seem to think breaking in-game rules is part of the definition. maybe you should go edit wikipedia to specify that they have to be breaking the game rules to be considered one

    A griefer or bad-faith player is a player in a multiplayer video game who deliberately and intentionally irritates and harasses and annoys other players within the game (trolling), by using aspects of the game in unintended ways in order to destroy something another player made or built, or stealing something, such as items or loot, when that is not the primary objective.[1] A griefer derives pleasure primarily, or exclusively, from the act of annoying other users, and as such, is a particular nuisance in online gaming communities.

    unless you're willing to acknowledge there are multiple contexts where the word is applicable, "breaking the anti-griefing rules" is not the only commonly accepted definition of griefing.

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