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runningguy

runningguy

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  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041526#Comment_4041526

    When people are starving, you should advocate for giving them food, not for making the laws against stealing it harsher.

    See why i play the way i do?

    No I don't, and I never will. I'm the same in solo as I am in a party. Other people don't change me, and I'm not nearly as focused on winning as you are.

    you cant understand that someone that actually wants to win plays differently due to people that dont bother and give up? you said it yourself that you dont play much solo because you dont want useless team mates. you opt to play SWF more so other people are changing the way you play by making you avoid solo.

    If people are starving because they refuse to eat the food that is available because they want better food then yes i advocate to make stealing food harsher.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041520#Comment_4041520

    Everyone should be "able" to win, whatever that means. I'm really tired of this repetitive, performaitve argument we keep having. My stats are the same when I solo or party up. When my altruistic, team-minded ER is higher than you're self-centered rat one I'll let you know. You don't have much of an argument until then.

    you seem to be jumping the gun lol. im just curious on your take….the "try hards" get a bad rep due to being overly competitive and going for the win. should people that dont really try that hard be able to win matches? And if they dont win, are complaints appropriate?

    The reason i ask is because SWF that use call outs and try hard to win can be a dominant force to deal with but they are using everything they can to win. Casuals often say they dont use comms or try hard in SWF…even casual killers that say they meme around and want a relaxed game have said they get frustrated by the try hard players. Doesnt it make sense for the ones that try hard to actually win and the ones that dont really try that hard to lose?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041513#Comment_4041513

    Cool but they're still technically different. People say they see endless DCs. I do not. I see suicides. The suicides are the whole reason I think the DC penalties are stupid. People will always find a way to leave if that's what they want. It'd be much better to make the game less unenjoyable for what's cleary a huge amount of players than to push for more and more penalties, but all people every seem to want in this community is to compound misery.

    It is also the reason i think the go next penalty should be harsher to prevent people intentionally giving up in matches. This obviously cant be done while cheaters are running rampant. Clearly people are not having fun based on the DCing or in your matches the giving up…. yet they still start the next match and repeat the whole thing. It would be better if these people were stopped from joining matches so the ones that actually play the game could get team mates that do something. See why i play the way i do? with so many DCing, giving up, going next, is there any wonder why i decided to play selfishly, to play for me? so many times i have gone out of way to unhook someone resulting in myself being hooked instead only to find the player i just unhooked went afk or is trying to go next.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041294#Comment_4041294

    Because SWF comes in a lot of shapes and sizes and blanket nerfs don't make sense. There are far more people partying up for the sake of fun and socializing than there are psycho cordinated teams with clock callouts. The game would make no distinction between extremes, like those psycho teams and two people who added each other in-game from different platforms and have never been on comms. All this would do is make SWF players just as miserable as many soloqers. Communal misery is not a solution. Lifting soloq up is.

    You saying "survivors constantly ask for killer buffs" is super biased. I play both there. There are killers I absolutely want nerfed, and others I want buffed. Everyone should be an A-C killer. There should be nothing above or below that.

    should these fun, social SWFs be able to win? And if they dont win, is it ok to complain about it?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041498#Comment_4041498

    Not at all. What I've said many times is that I have lots of suicides but almost no DCs.

    pretty much the same thing to me, DC, give up, go next, afk, not bothering to even try and run from the killer. Its possible people have already used their 2 free DC in your matches so they have moved on to afk/go next until they get another 2 free DC

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041434#Comment_4041434

    I can't play more than a couple killer matches without people AFKing/sandbagging to go next, and it's always because they feel like the match is hopeless, like when I have 4 or 5 hooks with 5 gens up. There really needs to be something in this game to make a match feel worth playing even if a win is unobtainable.

    so you do see people go next, afk, DC, not bother….. bit of a U turn from what you said not so long ago

  • @TheTom20 said:

    Back in my day we improved an helped our team mates

    You thinking of a different game? Because that has never been dbd

  • you dont get 5min lock on the first crash. for that to happen you must have either crashed multiple times or you DC in previous matches. it gives a grace of 2 free DC every 20 matches. go 20 matches without DCing or no crashes and it gets reset so you have another 2 free DC. if you got the 5min lock you must have DC, game crashed or internet cut out atleast 2 times in the previous 20 matches.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040787#Comment_4040787

    Best thing we can do is like I said just stop playing Survivor once more and more people stop playing Survivor and express frustration on why they have stopped playing like camping tunneling and slugging and Killer queue times are back to 30 mins then they'll have to do something.

    indeed that is probably best, if people are not happy with it then it makes no sense to keep playing something they are not happy with. But isnt that pretty much what your saying killers did? killers were not happy with the changes so pretty much threatened to quit killer role and stop playing which would push the survivor q times up. If this is what it has come to then no matter what happens, one side walks….resulting in the death of dbd. make changes to prevent killers camping, tunneling and slugging and killers quit. dont make changes or make changes that dont really stop these things from happening and survivors quit.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040887#Comment_4040887

    they can't because it true they the same

    nice 17 down voted😑 gave you up vote.

    lol thank you, im used to the downvotes. comes with the territory of saying what needs to be said instead of saying what people want to hear.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041344#Comment_4041344

    Giving solo players additional information about their teams perks and a lesser kindred (no killer aura) or some other team info would dramatically improve the solo experience without providing any benefit swf doesn't already have. If those solo buffs effect kill rates we would then see buffs to the killer side to push the kill rates back to where bhvr wants them, those buffs could come in many forms with the most straightforward being additional gen time or regression buffs.

    i would be very surprised if they allow everyone to see eachothers perks.

    1. would increase lobby dodging worse than it already is. people dodge for crazy reasons like "oh its sable" or "oh its console player" do we really want to add another reason for people to lobby dodge?
    2. The devs have always said players can play as a team or selfishly which is why the match isnt scored as a team and why there are perks designed for solo players.
    3. knowing what perks people have could benefit griefers.
  • maps do have different percentages.

    https://www.deadbyqueue.com/ this shows the map percentage chances of all maps and also shows average q times.

  • @Nayaselay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040887#Comment_4040887

    I don’t explain because no explanation is needed. Your question is merely posed from the perspective of a killer. Your problem is that you pretend to know nothing at all.

    explanation is needed clearly. im actually survivor main these days and have been since they did myers rework. you are once again providing no explanation yet expect your argument to be valid? at least explain it if you can

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041239#Comment_4041239

    Myers was my third most played killer until his recent rework, which I'm not a fan of. I performed fine with him too. I guess a difference between us is that I don't think any particular perk is "required" to be able to play this game. Probably why I enjoy Chaos Shuffle so much. Perks keep the game feeling fresh and break the monotony, which helps maintain my interest, but I have no qualms about switching them up regularly. As I stated above.

    I've also been playing this game for 5 years. I'd like to think at this point my experience and developed game sense accounts for alot more than perks do.

    i dont think any perk is needed, i dont run slowdown perks. But i tunnel, which doesnt require perks… just basekit chase and smart play by going for the weak link, not over committing. Seems to work for me. But without slowdown perks and without tunneling, thats when i struggle.

    im in the mindset that people do what they need to do, as long as it is in the rules of the game then its fine. If people need slowdown perks thats fine, if people need to tunnel thats fine, if people need swf thats fine, if people need to gen rush thats fine. We do what works for us not what works for other people.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041225#Comment_4041225

    Depends on the killer I'm playing, though i switch up perks often out of boredom. I mostly just play Freddy and Pig these days.

    My current build for Freddy is Corrupt, Batteries Included, BBQ, and Zanshin (slept on for Freddy, though I find the auras can be overstimulating so I switch it up at times). I'm mostly chase focused. For Pig, currently Corrupt, THWACK, Brutal, and Plaything. I like to keep them busy.

    so as you openly say you work on slowing the game down in order to spread hooks and not tunnel with m1 killers… you killer choice and perks say they gens are too fast to spread hooks. Pig has built in game slowdown via the traps AND requires a slowdown perk. Freddy has teleport ability AND requires a slowdown perk.

    With this in mind, an m1 killer with no real built in slowdown and no real map traversal such as pyramid head, myers, trapper ghostface to name a few. it can actually be very much needed to tunnel unless they bring slowdown perks.

    While you are right, over committing and blindly chasing for too long is a bad move, tunneling the weak link can be more efficient than applying pressure. Not always but it can.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041217#Comment_4041217

    If you're having trouble early game then use an early game perk to help you out. Corrupt Intervention or Lethal Pursuer are both good. Once you get that first down, the pressure builds. Ideally, one on hook, next in chase, one going for unhook/heal, and only one on gens. Obviously it's never that perfect game by game, but it's how i've played for years now and i have great success in my games, even without playing high mobility killers.

    Spending too much time on one survivor (whether in chase or tunnelling) is a no go for me personally, as it costs me pressure by leaving the others unattended for too long. My focus is always on slowing the game down enough for me to always keep ahead (or pull ahead if I've had a rough start). Sometimes it doesn't work out for me (and that's absolutely fine) but majority of the time it does.

    out of curiosity what perks do you use?

  • @killer_hugs said:

    survivor abandons are not counted as escapes rather they simply aren't counted at all by the official stat tracker; this inflates your overall escape rate. currently i have a survivor with a 76% escape rate because of this on a survivor that i've played over 1600 matches with. just abandon frequently and it won't count your bad games = high escape rate. (this makes me laugh anytime someone cites their high escape rate here as if it means something - it does not.)

    indeed this is correct. A common misconception is abandon counts as wins on the tracker but they do not. The count as void…non existant….blank result on the tracker. This does effect the escape rate by voiding the matches where someone is about to die, but it does not count it as escape. So in previous matches section of the tracker, it basically shows what matches are lost, won and voided.

  • @PriestessPoppy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040391#Comment_4040391

    I love this comment, because you could have such an high escape rate literally for any reason, being very passive, being more self cenetred, you need to see the match escape rate not yours. "I don't have anything that others dont have" as if there are no players with less expirience than you getting put against the same killers you get because mmr sucks?

    1. i dont need to see the match escape results because it is not strictly a team game. The team is not scored together, escape rates are not based on team escapes, mmr gains/loss is not team based. Even BP is scored individually. The sooner people understand this the sooner their escape rate will increase and they will stop complaining about these "impossible" tunneling situations and OP killers. I would like to add, you really dont want the game to consider it a "team win or loss". Griefers already ruin the game for people but currently there is a way for an individual to win with griefers on the team. Make it a team win/loss and the impact of just 1 griefer costing the match for all 3 survivors would sky rocket.
    2. Its true i dont have anything others dont have, i started out the game as a new player just like everyone else. i also went through a learning curve and losing a lot of matches. I put time and effort in, i get better, i learn, i win more. Everyone can do this.
  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041040#Comment_4041040

    If you watch the Otz video I linked, it shows that when 4 people abandon in the same match, that it counts as 1 DC and 3 escapes. So if you test it by abandoning yourself, that may count your match as a DC, thus blank. But many of your "escapes" may still be abandons if other people abandoned in the same match. It also means that for killers, their kill rates will be much lower on the killers that are most deadly because they make the most survivors abandon. Regardless, the stat tracker seems wildly inaccurate when compared to official dev stats that use an internal system to monitor.

    The video doesnt show survivor point of view, it only shows what the killer can see which is different from what the survivors see. if it showed the survivors view it would show blank for each individual survivor, not escape. Also part of the reason for the killer stats showing wrongly is because otz abandoned and did not kill the bots. If killer wants the kills they need to remain in the match and kill the bots.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041008#Comment_4041008

    abandons in the stat tracker have been counting as escapes…the stat tracker is a joke.

    Otzdarva made a video testing this…

    Otz finds a major flaw with the Abandon system : r/deadbydaylight

    i just double checked and when i abandon the stats tracker shows a blank result, no escape, no sacrificed just blank. They dont contribute to the escapes/deaths they are void but if someone abandons it shows blank. So someone can abandon and have it not show as a death or escape. so from what i can see on my stats tracker is the escapes are actual escapes but the blank ones are the void matches where i abandon.

    Screenshot 2025-12-29 120253.png
  • @vol4r said:

    Being effiecient on gens doesn't really mean it's a gen rush.

    It's mostly not enough pressure from the killer side - what can survivor do when nobody is on hook/injured/slugged?
    All they have to do are the gens

    technically they could do totems but i agree gens are the objective so survivors should be doing them. if killer doesnt pressure enough thats on the killer, it would be weird if killers said "ok 3 gens have popped, slow it down, do totems instead while i chase people"

    Likewise, killing is the killers objective so if people cant loop and go down fast making tunneling effective then thats on the survivors. its just as weird when survivors say "ok you hooked me once, go for someone else while i do a gen"

  • @Zuiphrode said:

    That's because survs hate mobility killers despite the fact that ghoul is weaker than blight. His ingame reputation is far from the real thing

    blight cant attack through vaults, blight cant vault pallets, blight cant auto lock on to a survivor from half way across the map. i played a ghoul earlier and the free hits they can get is insane. its not mobility killers that cause people to DC its just ghoul and ghoul 2.0 (krasue).

  • @vol4r said:

    I've played as a ghoul yesterday and 2 people instantly DCed and other 2 just stood still. Just because it was a ghoul.

    Will he be ever changed? People do refure to play against him.

    been saying this for a while. no one wants to v ghoul. people either DC, go next or put no effort into the match at all then abandon at the first opportunity

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040794#Comment_4040794

    To be fair I know of several SWF's that have gotten way past 20 wins in a row…So guaranteed? No, that is false.

    i believe just recently my escape streak as soloq was atleast 30 escapes in a row. i wasnt keeping track but i saw on the recent played matches on the stats tracker that every single match was an escape (gate or hatch). abandoning matches gives a blank result so there was 0 abandons and all 30 showing escape.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040978#Comment_4040978

    I think it is reasonable and valid to end the game early if it is clearly unwinnable like in some of the scenarios you mentioned. Even as killer there are games where i abandoned when there were 4 survivors simply because they got outclassed and kept going down with no realistic escape chance. I got the abandon option and chose it and I dont think theres anything wrong with abandoning in such cases.

    I mean this reminds me of the forfeit option in league of legends. At a certain level of play, you cannot turn a game around it is already decided.

    personally i think the abandon should be available for unwinnable situations but the point is that these situations are winnable. very difficult yes, but not impossible. As long as 1 player is standing there is a way to recover the slug and there is a way to do gens.

    If we are going to use abandon option because we feel like its unwinnable even if there is a chance then i think killer should get abandon option when survivors are at the gates or if they dont have a single hook when 1 gen remains. The killer can feel its a hopeless match and no chance of winning. 2 people slugged and 2 survivors hiding in the corner of the map hoping for the hatch could be considered the same unwinnable situation because the 2 survivors hiding are not helping the slugs… should we allow abandoning for half the team even if the other half is still alive and could potentially help them? Where does the line get drawn? give all players the option the end the match whenever they want?

    Like i already mentioned, a survivor that cant loop a blight or struggles v a myers can feel there is little to no hope of escaping but i dont think people should be able to abandon just because they feel they cant win. It just sets a precedent of people giving up instead of trying. The line needs to be drawn somewhere or people will use this mentality to justify ending a match they consider a loss when there is a chance of winning.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040972#Comment_4040972

    no im trying to understand your way of thinking. like i said your reasoning for the slug abandoning is because there is no hope when 2 v 1 and 1 is slugged…correct?

    Yes

    Using this mindset, if the 3rd survivor is not slugged they are hooked then they can abandon too. pretty much 3rd survivor downed = instant abandon. last survivor being last survivor player can also abandon. thats half the team instantly able to abandon when the match is still going on and can be won.

    The match cannot be won with 2 survivors unless maybe there is one gen left with progress. even then it's an overwhelmingly unlikely chance one escapes via gate. The only gameplay left here realistically is just the hatch. When you are slugged as the second last survivor alive ,you are just waiting there to die so the other survivor can try for hatch. If you get revived it's likely death for both of you. The bot with no emotions should sit there while the other two play hide and seek. If the last survivor also has an abandon option the player can choose to stay for hatch luck or leave, i don't see anything wrong with it. The hatch is luck based anyway.

    dont survivors have enough abandon options available? adding yet another way to leave the match penalty free would further add to the go next issue where people intentionally try to trigger the abandon option instead of helping team mates

    This is not a go next option this is more like end the match early option. A go next is already available by offering luck or using slippery meat. If someone wants to go next from the beginning of the game they are free to do so alraedy with existing options. The addition of such an abandon condition is highly unlikely to be abused for "go next" considering that this requires 2 survivors being already dead. That's not a go next, that's basically the game played out already.

    i would argue there is more chance the 3rd survivor can escape via hatch than the one left alive. if the killer slugs 3rd they will look for the 4th which means the 3rd can crawl to a hatch spawn location. 4th survivor wont have that option if they are downed, they will be straight on hook.

    Hatch isnt that luck based, there are offerings. also there are usually only 3 possible spawn points for the hatch so its 1/3 chance of getting the hatch the second it spawns if you crawl to one of the locations.

    All that aside….it is possible to do gens and heal the slug. failing to do so is on the players ability.

    Go next has expanded to other ways of going next such as abandon. its no longer just suicide on hook, it is now intentionally get downed when the rest of the team are struggling instead of helping which not only avoids the DC penalty but it avoids the go next prevention system. If someone doesnt want to play a match they will use whatever means they can to end it as fast as possible without penalty. your suggestion of ending the match early when there are still options available is adding to the very concept of the go next mentality…. cant loop a blight due to skill issues? end the match early. cant do gens alone with 1 slug? end the match early. 2 survivors left, 5 gens remaining? doesnt look like thats getting done….abandon, end the game early.

    This was the very concern many people had with the abandon option, it set a dangerous precedent of people giving up instead of trying and now we are seeing exactly that and even people asking for more ways to abandon instead of trying.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040960#Comment_4040960

    I dont understand what you are trying to say. Sincerely it seems like you are trying to start a worthless fight

    I did not say what you said btw.

    no im trying to understand your way of thinking. like i said your reasoning for the slug abandoning is because there is no hope when 2 v 1 and 1 is slugged…correct?

    Using this mindset, if the 3rd survivor is not slugged they are hooked then they can abandon too. pretty much 3rd survivor downed = instant abandon. last survivor being last survivor player can also abandon. thats half the team instantly able to abandon when the match is still going on and can be won.

    dont survivors have enough abandon options available? adding yet another way to leave the match penalty free would further add to the go next issue where people intentionally try to trigger the abandon option instead of helping team mates. Not only that, but the abandon option was designed to help people get out of a match that was hopeless (all players slugged because there is no one to recover eachother) so they didnt have to wait 4min. if people can abandon when downed, or hooked and there is someone still able to recover people then where does it end? 3 players left 2 are slugged? too risky to try recovering to let the 2 slugs abandon?

  • well your basis for abandoning is that there is very little anyone can do because the slug cant revive themselves and healing is too risky. so when someone is on hook and the killer is camping making it too risky to unhook then your saying they should be able to abandon based on what you have said.

    There is actually more chance of winning as a slug than someone on the hook because a slug can crawl to a hatch spawn location, something a hooked survivor cant do so being able to abandon when slugged should apply to being hooked too?

  • @[Deleted User] said:

    There is basically no chance of winning left when there are 2 survivors and one is downed. The game just goes on for longer than it should and eventually the killer probably gets the kill or one of the survivor gets the hatch by luck. This is fine and dandy for the killer and alive survivor, but the downed survivor should have the option to slug. #1 Because if the alive survivor goes for the revive it's very risky and can result in a 2 down so it's not worth it. #2 This leads to the slugged survivor waiting out his death timer so that the hatch can spawn.

    By letting the slugged survivor abandon, a bot will serve the purpose of doing nothing and the player can move onto his next game while the other 2 players still play a game of hide and seek. Also, survivor queues are far too long since killer apparently sucks to play, so it'll be even better for the survivor to get into the queue faster.

    so just abandon when on hook too?

  • @Amanova said:

    Because only sweaty killer mains left - all I see is p100 killers - that already tells you a lot about their playtime

    nothing wrong with being "sweaty" or having a large playtime. "sweaty" shows effort and playtime shows endurance and practice.

  • @marcelelo320 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040912#Comment_4040912

    The core of the survivor gameplay is team.

    You must do things with the team. Healing, unhooking, picking up.

    So to determain what survivors supose to do we must take what they need to do for each other and main objectiwe.

    And other things are side objectiwes that can be beneficial or detremental for the team.

    So we must focuse to make what survivors supose to do not abuseable.

    The same applays to the killer.

    Protect the generators and sacrofice the survivors.

    We cannot give reconpensations for bad plays for bouth sides.

    not necessarily, you dont have to heal, you dont have to unhook or pick people up. you can escape via hatch without doing any of these things. or you can do gens and not help the other players.

    if im doing gens and my team mates are looping the killer, i can do gens on my own. my stealth playstyle means i can do gens and dont always need to loop the killer so i can hide then get back to doing gens on my own which means i dont get hooked as much and also means i dont need my team to heal me or unhook me or do gens.

    There is a big difference between being a team game where the team is 1 unit and scored as 1 unit v a game where it may or may not be beneficial to help the team. For example, if there is a good looper that can keep the killer off my back while i do gens, yes it can be helpful to show a bit of teamwork to unhook them. if they are awful and you know that player will go down in 10 seconds of being chased then no, its best to do gens and leave them.

    When all gens are done, gate is open, you can play as a team to help others escape with you but you dont need to, you can just walk out and leave them behind. Its about playstyle, teamplay is a choice but not essential.

  • @marcelelo320 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040898#Comment_4040898

    Ok

    Most of them are not valid reasons to DC and should be punishable by denying character progress on next game or lock the player from starting.

    The "because I" reason is one of the bigest problem in dbd. The game is team based and you can't change it without breaking it. So meaking it "I wanna to leave and i can" leaves your team on disadwantage and makes other expirience wors. Meaking it one survivor can do anything and don't need others to progress the game makes him a powerhouse.

    i agree, but without an actual working penalty system that stops people doing it this will never end. im not sure how they can do an actual working system to prevent people DCing when there are issues like cheaters running rampant. People would complain about getting punished when DCing v a cheating holding the match hostage.

    As for the game being team based…you are correct to a certain point but it is not strictly a team game. Survivors are not scored as a team, the win/loss criteria is not team based, people have individual goals such as challenges to stun the killer 3 times or cleanse 5 totems or escape via hatch so they dont always have a team goal. Thats actually why the game is a mess. If we make it so team play isnt needed to win for soloq where there are 4 individuals with little team play then when SWF play with team play and unite with 1 common goal then it tips the scales.

    Likewise if we treat the game as team game and buff killers so they can stand against the teams with good team work and comms then the solo players get steamrolled because they lack the team work needed to stand against the killers.

  • There are so many reasons people DC.

    1. Because they can, very small penalty system making it easier for people to DC on a whim.
    2. killer they dont like. can be any killer, name 1 killer and someone has DC at the start because they find the killer boring… Myers, wraith, trapper.
    3. map they dont like. they used to DC in loading screen when they saw someone bringing an offering they didnt like. They see hawkins map offering….DC in loading screen. since offerings have been nerfed this has been less but people still DC when they get a random map they dont like.
    4. Tunneling. Some people cant counter tunneling so instead of practicing they just give up and DC.
    5. team mate they are in swf with has died so they DC to join the friend and look for another match together.
    6. genuine connection issues
    7. pure rage. someone could have had a run of bad games then the instant they are downed the rage boils over and they DC.
    8. going for challenges, stuns, blinds. if the killer has lightborn and a team has gone full flashlight build, i have seen them DC over this because they cant do what they intended to do in the match so they look for another one.
    9. the strangest reason i have seen and had confirmed by the player was they dont like the players skin/clothes and they would have left the lobby before the match started but they didnt know because they were on the toilet.
  • @Nayaselay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040806#Comment_4040806

    Everything needs an explanation, which shows someone’s thinking is too rigid.

    Tunnel forces survivors to immediately lose the gaming experience, and there is certainly more than one affected in a single match.

    Only an extreme killer obsessed with a 4-kill streak, like you, would forget the essence of the game and mercilessly take down every survivor.

    So you provide no explanation at all. gen rushing also forces killers to lose the gaming experience.

    I think you have forgotten what the point to the game is. i will remind you. Survivors need to try to escape, killer need to try to eliminate the other players from the match before they escape. This is the essence of the game but people like you seem to want the ability to gen rush and escape fast while denying the killer the ability to kill fast.

    So i ask again, can you provide an actual explanation why rushing the objective for killer is not comparable to rushing the objective for survivor? is the only difference between the 2 being you only play survivor?

  • @Nayaselay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039888#Comment_4039888

    Killer players for tunneling , is not equivalent to survivors for rushing gens ———— the former is far worse than the latter.

    care to explain the difference?

    Both are efficient ways to win.

    Both have a direct connection to speed…fast gens v fast kills.

    Both apparently boring.

    Both lead to the match being over quick which effects the potential fun someone can have in such a short match.

    Both require very little skill.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040762#Comment_4040762

    This ######### is just beyond way too much effort and nearly impossible since.

    Who's gonna do the middle gens?. Doesnt work in soloq and most swfs dont have the knowledge to listen and care to do so.

    If you dont, you will be 3 genned and if that happens, stealthing doesnt matter anymore and you can have fun battling a 3 gen for 15-30 mins, just to lose.

    You know what worked?, just using a perk and genrush.

    Cant have that anymore because for some reason its not a skill issue for the killer to find you, but turn into to survivors ratting...even though im doing the objective and stalling the next chase, not wasting resources for the other person to be chased.

    i always bring deja vu so i break the 3 gens while remaining undetected. Granted, some times the killer will assume im hiding all match just because they havnt seen me… But they are unaware that it was me doing all the gens and possibly healing or unhooking without being seen, not just hiding in the corner doing nothing.

  • @BongoBoys said:

    The answer is they aren't going to they scrapped it and I doubt they'll revisit it even if they tried to it'll just be the same outcome Killers will riot and pretend it's the end of DBD and get any change scrapped.

    The only way we can get Devs to listen is to just show were sick of how miserable playing Survivor is and just stop playing.

    indeed, so with that in mind, what is the best solution?

  • @Anniehere said:

    They can change the condition of gaining a token to either healing or repairing for a certain amount of time.
    I want to believe that there is a much more worthwhile perk than Distortion in the works. Otherwise I don't know what the plan is.

    while that would push people to do gens and actually try to do the objective, generally the survivor player base wants "interaction" with the kiiler. They want chases. Atleast currently, distortion helps stealth play and encourages players to interact with the killer to get more use from the perk.

    Not only that but currently it means survivors can use stealth but also still have to practice at looping and chases which is apparently a key part of the game.

  • @Ricardo170373 said:

    Aura, aura, aura, aura, aura, how i am supposed to hide? every single killer every time know wherer u are because the killers have a lot os aura reading perks. Honestly why distortion was nerfed? just 1 perk for a decent counter to aura reading. Im tired

    my entire playstyle is based on stealth. i have never and still dont use distortion and i am still able to use stealth effectively.

    tips for stealth:

    1. dont just hide avoiding the objective….you run the risk of crows and not only that but the killer and survivors seem to not like it, they will spot it and you could end up being targeted.
    2. do gens but pay attention to the map and WALK away from the gen if the killer is heading to you. a lot of people run and scratch marks are a dead give away or stay on the gen until the killer breathing down their neck.
    3. When in chase, dont tbag the killer after every pallet drop or stand there like a lemon…. turn corners and mix up the walk and run to spread the scratch marks out. its amazing how easy it is to confuse a killer doing this.
    4. know the killers aura perks and how they achieve an aura reading. This will help you avoid being detected when its triggered. A good example of this is no where to hide. keep your distance from the gen by walking away at the right time so your aura isnt picked up.
    5. knowing how the aura perks works also helps with avoiding lethal. Assume at the start of the match your aura is already read by the killer, you can now use that to mislead the killer into thinking your heading in 1 direction but after 4 seconds change direction.
    6. while there are a good few aura perks available to the killer, most killers actually use slow down perks and use other perks to show them where people are such as pain res that trigger a loud noise or killer instinct which gives an indicator of where you are but not an exact aura read. This helps you to find an obscure place to hide or walk to so when the killer comes looking they know someone is around there but dont know exactly where. looking for you for too long can cost the killer gens so they wont look too long before heading somewhere else.

    many matches i am often last survivor remaining or i escape due to being harder to find than the other people. Stealth isnt a 1 job fix all way of playing though. It will not work all the time but if you combine good stealth play with good looping you will do well in your matches.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040747#Comment_4040747

    Yep, that’s exactly it. A different thing that could be done is blight and the others should lose less MMR per loss. So they will need more losses before dropping out of the high level.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040749#Comment_4040749

    I dont think blight should get nerfed. But the current state of the game if the devs want appease the average then it is either nerf these killers or solve the mmr system.

    ye that wont work because people will simply not play. i wouldnt play killer if i know that im going to play against sweat lords before i even know how to use the killers power. Although it would be nice to treat SWF the same as top tier killers because SWF is the equivalent of top tier for survivors so if people are in SWF then they should also only play against top tier killers. not sure that will go down well with dbd playerbase

  • @[Deleted User] said:

    Simple as the title. This game has a lot more average solo q survivors as per the stats than it does 4 man comps. Therefore I think killer needs a nerf. Specifically the higher tier killers such as twins, dracula, krasue, blight, NOT nurse, and ghoul.

    Does it mean that comp swfs will 3-4 escape almost every game? Yes, because their only realistic threats are most of the time just these guys. The other killers do not have as much skill expression in their power and so are weaker and just incapable. Swfs laugh whenever they see these low tier killers and enjoy the freebie. But this is a good trade off because it pleases the most players rather than the top minimal percentage.

    I am a killer main and sometimes soloq player, i want a fair chance at winning the game. I dont want to have an automatic loss from the start just because the killer is good and playing an a+ tier killer. Likewise, i dont want to absolutely demolish the majority of my matches on such killers and only have to use my brain occasionally.

    This fact is why i think many killer main streamers impose self restrictions such as perkless or whatever. Because they know they're just going to play against a noob team for most thier matches. These types of streaks only measure how many unbalanced matches you get in a row tbh. This is just coinflip gameplay at this point.

    Alternatively, you can fix your game's horrible matchmaking and put the higher tier killers where they belong with the sweaty compers. Then i presume that we will see like 50% kill rates and double digit winstreaks max (dont take numbers too seriously, you get the point). Let's see if the blight winstreak goes past 10 even on the best player, if he keeps playing against 4 tryhard comps every game.

    Furthermore, one thing to do with this proposed mmr system is to NOT allow these higher tier killers to drop down too far in MMR. It should be almost like a separate queue for them. Killers like blight should NOT be allowed to play against soloq teams period. If the blight player is bad, he can keep losing and losing until he eventually gets good at the killer then starts getting balanced results. He should not obliterate for most games and lose only few when the matchmaking actually functions.

    Rant over, tldr game's a coinflip simulator

    so you want blights to only play v SWF teams? so a player that has never played blight before goes against SWF and loses match after match….instead of dropping to MMR that matches that players skill you want them to remain going against these teams losing match after match until they improve? im wondering how many people would actually give up playing long before they get good enough to start actually winning.

  • @Junylar said:

    The whole HEX mechanic is essentially an anti-soloQ mechanic, because SWFs can crack the totems in seconds, since if one survivor saw a totem while in chase - the whole team saw it, which isn't the case in soloQ. NOED also gets cleansed in seconds after activating, because SWFs memorize all dull totems they encounter and coordinate to check the spots after the last gen, instantly spotting if any became lit, which is just impossible in soloQ. So the whole HEX thing should be overhauled to work more consistently for both soloQ and SWF.

    and yet some say SWF doesnt provide meaningful advantages lol. maybe they could change it so totems randomly move around the map at random intervals?

  • looks like an issue with ghoul not with tunneling.

  • it has, 2 v 1 does exist in my games too. im just better at stealth than most. probably because they like chases and loops better. its nice to have the art of appearing like im working as part of the team but secretly im plotting to leave them behind while i walk out the gate or hatch. people avoiding the objective and hiding for hatch is often easily noticed by the team and killer. what i do is far more difficult to spot, play as team, do gens when i leave them on hook it really does surprise them because they didnt see it coming

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040564#Comment_4040564

    Put all the rats in matches together (and make me the killer).

    interesting that you say rats like people are hiding in the corner all match avoiding the objective. big difference between a rat and a stealthy player. i do my objective, im just good at not being seen while i do it.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040562#Comment_4040562

    3 others failed. If those 3 others start gunning for hatch, you could be looking down the barrel of a 25% ER.

    if 3 others escape via the gate how is that a fail? thats my point. 3 out, im last one left but inured. killer will most likely be watching the gates. thats where hatch can be the better option. its saved my butt many times, even when the killer is tunneling me ignoring 3 others…they escape, im looping killer near the shack and hatch spawns, i escape.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040551#Comment_4040551

    I haven't had much time to play lately but my last 4 survivor matches were solo. I survived all, and they were all 3 or 4 outs. I play it occasionally, when I have something time-based I need to do. And I played it plenty before that. It hasn't changed drastically in the last 4 months since I mostly stopped. And I never became selfish or stopped recognizing a 3k as a loss for survivors, regardless of hatch.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040540#Comment_4040540

    So you are using the abandon feature?

    i use it very little but yes i use it occasionally. i always see the hatch as an option even when slugged so unlike most people that instantly abandon the second all are downed, i actually crawl to a hatch location instead. plenty of times i have escaped doing that where others would abandon

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040552#Comment_4040552

    Getting hatch only works because 3 others fail. So be careful what you wish for.

    not always. if im injured and killer is near the gate when they are open its wise to go for hatch instead

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040537#Comment_4040537

    I'm going to level with you here. Nobody cares how often you get hatch and it only makes people disregard anything you have to say.

    then they cant complain when they lose as and get 43% escape rate lol its as simple as that.

    "i dont escape enough, i want to escape more than i currently do"

    ok say if you play this way you can do gens more, get hatch more, escape more…..

    "i dont want the hatch, i wont play like you"

    fair enough, deal with the low escape rate then

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040453#Comment_4040453

    I've played plenty of soloq. I still do lots of duoing, so half my team is usually randoms. They don't DC that much. There are five people in a match. It might not be the killer's actions that make your teammates DC.

    You don't care that much but you talk about DCs endlessly so you do care, or at least it's a talking point you enjoy using. When people DC in a match matters. If they're on death hook after being tunneled and they DC right when they're downed out of frustration, it doesn't really change the outcome, does it? But you can still use it as pure data to manipulate an argument.

    My 30-day KR has been sitting at 70-85% for the last few months. If I'm winning most of my matches, often with 4 or 5 gens up, wouldn't those be logical matches to DC, if any? What are all these other killers doing that's causing this supposed epidemic that I don't see in either role?

    it does change the outcome because someone could get a potential save. going down isnt the end as much as many survivor like to think it is. people dont need to DC when they go down even when they are on death hook but they still do. Like i said, play as solo and get lumped with 3 randoms, you will soon discover what people are referring to. untill then your playing a game where half your team is swf every match because your in a duo

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