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toxik_survivor

toxik_survivor

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toxik_survivor
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  • @jamally093 said:

    I was facing a Wraith on RPD he uncloaked and swung missing but then somehow swung again in a matter of a millisecond. So can he do a double swing or something after a uncloak because if I remember unrelenting can't reduce that quickly basically imagine a killer with mad grit on but not carrying a survivor.

    Also if you want video proof sorry I can't show it because I don't record every match I'm in.

    BRO SAME. I WAS ON ORMAND

  • @Dreamnomad said:

    Its been a thing for a while now where if you own an entire outfit, you can select the outfit and change into it with one click of the button instead of going to each part and individually putting a outfit on. But how come the full default outfit isn't an option? Maybe a person just wants to reset the whole outfit and start from scratch without having to go through all 3 appearance slots. Seems like an easy thing to implement and surely some players would like the option.

    Cause who wants an ugly ass outfit in the "full outfit select" tab

  • @RavenBirb said:

    People pay and play this game for years and what do i feel like i got? Recycled, Recycle, Recycle.

    When are they gonna implement changes that the players who pay and play actually would enjoy?

    New Trials? More Maps? Different Objectives. More Perks.

    I'm starting to think it's gonna be milked till it's done and then the devs will move on. They give us little top no information and act baffled on live streams when questions about new game modes and content get asked. It's been years can we finally get a useful voting pole for starts?

    FB post by them on the community votes, (No really you asked for it) NO we did not, you just gave us 3 only options. I think it's because they know already what the community wants to improve the game, the silence i don't get

    Idk man, the devs can't just do the things we ask for. There's a process for everything. U gotta think about the economic and production standpoint. This takes a long time. I'm not being a butt kisser towards the devs, but they do a pretty good job at keeping people entertained. People ask for extra game modes and such, we don't get them, and yet millions of people still play the game. Be in the devs shoes right now, on a business standpoint.

    Millions of people play your game and buy your new chapters. You don't add in new game modes and people still play your game, still making $$$. So then what's the point of producing free new game modes that will surely take a lot of time and money, plus increase the size of the game, and probably break alot of mechanics, set back mmr making matchmaking horrendous, and add way more glitches and problems. Why do that when you can avoid it and still make just as much money.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355960#Comment_3355960

    Over the long run, random map selection should give you a uniform distribution of maps. Every map should be equally likely.

    But when offerings come into it, that's not true. There are vastly more Eerie or Ormond offerings played than Badham or Haddonfield.

    I see your point. I guess I just haven't had the same experience with those map offerings. When I play the map offerings are still super common for some reason rn, but they are all very random maps. Like one match it's ormand, and then the next it's Midwitch then the next is haddonfield yk.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355528#Comment_3355528

    They're not very random, though. People have patterns, especially when they have specific builds.

    But then it's random to get someone that has a specific build that wants a specific map. It's hard to explain. Everything ends up to be the same. If you really think about it, getting a random map is the same as getting a map offering or a survivor with a set build for a specific map cause u never know when you will face someone like that. Kinda confusing sorry.

  • @irnbru said:

    I want to run around with a boombox and gain the killer's attention.

    In order to do that you have to buy robux, and then buy the boombox feature

  • @VonCrow said:

    Cameback to the game a few weeks ago. I used to be what is supposed to be high MMR I don't know if this happens in all MMRs.

    I just played 7 matches in a row with map offerings. 3 Ormonds, 2 Eerie of Crows, 2 Bandham.

    Is this something that we are supposed to do against this or I can only play killers that have Sacrifical Ward? Couldn't we have more Sacrificial Ward spawn on the bloodweb so I can play any killer that I wish?

    What's wrong with map offerings? If you think about it it's still a random map because you don't know someone will put down a map offering. I just don't see why you complain about it. It's not like everyone is putting down fkin Midwitch offerings every time, they are unpredictable map offerings which makes it the same as loading into a match with no map offerings, you just know that map earleir.

  • "Nerf this!" I saw Dva so I hope we are talking about overwatch now

  • Artical 7, clause 13 of the survival rulebook states "crouching rapidly up and down, otherwise known as tbagging, is a necessity for survivors to feel a sense of comfort and victory, it is also a mechanic that allows for the game to run properly. without it, dbd would have half the player base it has today and the survivor side of dbd would be heavily corrupted."

  • @HommeBizarre said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352345#Comment_3352345

    True

    When 3 gens popped in less than 2 minutes

    I'm sorry but someone has to go ASAP byt any means necessarry

    *Generator being completed sound effect

    *Another one

    *Another one

    F It Claudette is being hard tunneled

    *Claudette messages u

    "Get gud trash killer"

  • @Theme_Master said:

    Analysis of why tunnelling is favoured by some killers.

    So, I want to address the issue of tunnelling. While it doesn’t appear in everyone’s games, we certainly hear enough about it to know that it is negatively impacting a lot of people’s fun, which is very important for the health of DBD. For context, I started playing in June 2022, and have ~600 hours in the game (mainly killer). Hence, I am obviously no expert on DBD, yet I believe a thorough conceptual analysis of game mechanics, and how these mechanics are interpreted and understood by players is crucial to address the fun-degrading presence of tunnelling in DBD. I believe a more fun DBD for every player with reduced or very little tunnelling is possible and achievable.

    The TL; DR below will take you straight to my conclusion.

    Obvious points to get out of the way:

    1) I don’t know if I really need to mention this, but I actively avoid tunnelling in my killer games. This is not a criticism of players that choose to tunnel, rather an investigation into why some killer players tunnel in some of their games and why they believe they need to or should tunnel. Let’s investigate the issue, not lampoon players.

    2) Hook Camping is often closely related to, and often appears alongside tunnelling. For the sake of brevity and simplicity, this is an analysis only of tunnelling, with some mentions of camping.

    So that we are all on the same page, Definitions:

    -         Tunnelling: Prioritising chasing, downing and hooking one particular survivor over the other three. Usually understood to be a focused effort to eliminate one particular survivor from the match quickly. DBD forum browsing can reveal many comments from users highlighting a further observation that tunnelling often involves foregoing easy chases/hits/downs against the other three survivors, in favour of focusing all offense on the chosen survivor to be tunnelled.

    -         Player experience: Simply put, how much fun someone has while playing a trial in DBD. While this involves different paths for the killer player and the survivors, I assume here that both sides can and often do simultaneously have a good and fun experience playing a trial (match). It is widely reported by DBD players, forum posts, content creators, etc. that tunnelling negatively impacts the player experience of DBD.

    -         Objectives: (I acknowledge there is some difficulty when talking about objectives as ‘winning’ is not clearly defined in DBD.) Objectives are what players contest/control/secure/manipulate in order to influence the overall course of the trial and/or to try and ‘win’ or to achieve their own main goal.

     

    What are the Objectives in DBD?

    My analysis involves these assumptions:

    A) Survivors are the killer’s primary objective, and they chase, zone, hit, down, hook and mindgame/deceive survivors to influence the overall course of the trial and/or come closer to ‘winning.’

    B) Ranging in spectrum from lone wolf to self-sacrifice for the team, the Survivor’s goal is usually escapes, and they repair/contest/blast mine/control their primary objective—generators and the exit-gate switch—to influence the trial and achieve their goal/win. Unhooking or saving survivors can become a high priority objective, but ultimately the generators must be completed and the exit gate switch(es) must be opened for survivors to achieve their goal of escape/escapes.

    C) The hatch is understood to be a tiebreaker/game-ender mechanic that exists to avoid and curtail end of game stalling and frustration when too few Survivors are left in the trial.

    D) Generators and the exit gate switches are the secondary objectives for killers that they seek to contest/regress/protect/trap/vomit-infect/control/patrol to give them more time in, and control of the trial.

    E) All other objectives (hex totems, vaccines, Sadako tapes, Plague fountains, Franklin’s dropped items etc.) are considered to form a complex tertiary web whose priority has to be juggled with and considered against primary (and for killer primary + secondary) objectives throughout the game. For example, cleansing old Hex: Ruin doesn’t win you the game (i.e. open the exit gates), but not cleansing old Ruin may lead to you losing the game.

    DBD, being a competitive/adversarial game (N.B. not competitive in the e-sports sense),  is fun because players, in addition to and parallel with skill expression, get to contest and strategize around objectives. A trial has rich cooperative and confrontational player interaction, leading to a fun and engaging Player Experience.

    The problem of Tunnelling:

    With all of that established: why is Tunnelling a problem? Intuitively or through experience, it is not hard to understand that consistently being prioritised and chased by the killer without break or pause, and/or spending a lengthy amount of time on the hook when tunnelling is accompanied with hook camping is not fun and negatively impacts the player experience. This strips away the tunnelled (and perhaps hook camped) player’s ability to engage in the rich player interaction DBD has to offer, and blocks or impedes their participation in strategizing on the progress of the trial. Tunnelled players are even locked out of some of the core basic mechanics of DBD like healing or unhooking teammates if they are focused down and hooked back to back. Tunnelling creates an anti-fun experience for the survivor who is tunnelled, and it often flattens the strategic depth of the game for the other survivors, creating an anti-fun experience for the other survivors, as well as being vicariously anti-fun.

    So why does tunnelling occur?

    I argue that tunnelling occurs because of a combination of the actual state/distribution/accessibility of objectives, and some killer players’ understanding and perception of their control over objectives and their ability to secure objectives.

    Consider that Survivors are objectives that can rescue/unsecure each other, and we naturally understand that the killer’s pursuit of securing their objectives becomes much easier as more survivors are eliminated and less are active who could rescue each other. Now whilst that is obvious, I want to highlight that there is a tension in the game here; based both on the design and the balance of the game, there is a massive swing in momentum and control of the trial toward the killer upon the first elimination of a Survivor. A huge part of DBD is managing the balance of objectives, and managing this balance becomes much more difficult for Survivors when the first of their team is eliminated. Based on how the game is now, (from my imperfect understanding), this is a huge turning point in the game, and there will always be an attraction for the killer towards the shortest path to the first kill/elimination.

    There is nothing wrong with this attraction towards a swift elimination; we cannot try to shame someone for trying to win or influence the trial! Rather, it is the designers’/developers’ responsibility to ensure that this path to elimination is fun and involves strong player interaction, or more likely that this path is slowed and controlled through design and balance to reduce and contain its negative impacts on a fun player experience. There should be some mechanism(s) in place to counterbalance any negative impacts related to the allure of the killer pursuing a swift elimination.

    The second point here relates to the location/distribution of objectives, and the scenario where an unhooked survivor finds themselves in-chase again and at risk of being tunnelled. From the killer’s perspective, when an unhook happens, two of their primary objectives are in one place. When the killer surveys the map and the distribution of objectives, being present or close to an unhook is likely to seem to be a very strong play. This compounds with the point above, meaning tunnelling and then staying close to the hook make a very strong strategy. My conclusion is that the elements of game design and balance should provide mechanisms to inject fun into this situation, or more likely to counterbalance against the negative impacts of this strategy or provide alternate strong choices for killers.

    Whilst the game mechanically has these concrete incentives for tunnelling, we must also consider that the interpretations and understandings of killer players who choose to tunnel are not the same thing as these incentives. Many players, forum users, and content creators with vast experience do not believe tunnelling to be necessary or even to always be the strongest strategy. (I’m not saying there is a consensus, and skill range is a huge factor, with tunnelling being the go-to for comp play for example.) The question is then why would the killer give up their other options in order to tunnel and maybe even hook camp? Tunnelling is not a risk-free strategy; it can even be a game throwing choice at the wrong time or situation. If changes are made to DBD to reduce the frequency of tunnelling and its strength as a strategy, as they have been with base-kit BT and then its buff to duration for example, they still might not change anything if some killer players understand tunnelling to be either the strongest/safest/most reliable strategy.

    In the face of a large map where the killer doesn’t know the location of the survivors and feels that they have a tenuous control on the generators, focusing on one objective, hooking it and thus knowing exactly where it is, and exactly where another objective will come to, and then eliminating that first objective from the game may seem like the safest or strongest play.

    *** TL; DR ***

    My ultimate conclusion here is that the motivation for tunnelling occurs on a spectrum between a single-minded desire to win and a lack of confidence or certainty about the current state of the trial. Very rarely do I believe that a player will be at either edge of this spectrum, but rather somewhere in between. Not only does DBD need fair yet strong protections in place to limit or counterbalance blatant tunnelling that creates an anti-fun experience for survivors, but the game also needs to include meaningful incentives that provide alternatives to tunnelling as both a strong strategy and a safe strategy. I’m not experienced in game design, so I won’t be putting forward any suggestions, rather I’ll just outline what I think is the problem.

    It's not that deep bro. Some tunnel cause they are

    1. Tunneling u on purpose cause u good

    2. Doing it for a early death and an ez dub

    3. Doing it to come back later game cause gens popped quick

    Some don't do it because

    1. They want a merciless victory

    2. They simply play the game honorably

    3. They don't need to tunnel cause u suck

    4. Want the game to last long

  • @Noel_Vermillion said:

    I'm talking from the side of a killer main (I'm suuuuurre their are plenty of killers who RQ too but as survivor side is 4v1 theirs more RQ per game potential)

    I can't get through a single damn match at the moment without it being a 3v1 at some point due to survivors just losing the will to live or something leading the game to be MASSIVELY unbalanced in my favor

    I have not had a single FULL fair 4v1 killer game from start to finish in amost a weeeeeeek, If I am getting slaughtered with 2 gens left and 1 hook, game goes on, but the MOMENT i looks like I can make a come back DC DC DC DC DC DC DC DC or Stand still and point at hook.

    I Have 1 hook at 2 to 3 gens and because I got 3 hooks before a the next gen can pop survivors abandon ship like it's unsalvageable. I'm playing super chill even opting to not even use my power AND literally ignoring someone I just hooked who grinding up on me like they wanna make out with me waaay aftee free BT has ended and for what? To get salt in my dms for not playing fun, using none meta and a Spirit with NO phase use, basic M1 4.4 chase only XD

    I am losing my mind over here

    I just wanna play a full fair match is that to much to ask DX aghhh!

    It's getting unbearable. Survivor throwing is getting out of hand, a match is not over untill It's over, STOP being so pessimistic....

    It takes 1 good chase and allll of that killer momentum is very hard to regain, have a little more patience and half these quit matches would have probably been a win for you

    It's not fun the for killer all this nonsense and it's not fair to your survivor team mates you quit EVERYONE loses both the survivors and the killer.

    The 3 survivor you ditched are just dead now and the killer ain't having a fun time just cleaning shop vs a significantly unbalanced and unearned advantage you juat gave them.

    Always been a thing bud. Dcing alot has always been happening. There will always be people that desire to quit in the middle of the game no matter the circumstances. The game can't do anything about that.

  • I'm all ears is a sexy perk on him

  • @LismJack said:

    Recently, I was thinking about a question when we began to treat the tunnel as a normal thing and have been used to facing it.

    No one likes tunnels. Even on the killer's side, this is just a boring tactic .

    So I have seen many other games of the same type like DBD and concluded a conclusion : the game mode need to add more of it .

    Over the years, the only goal of the survivors is to repair the generator and escape. All the balance changes are around this machine. For survivors, if the killer chooses the tunnel, the only things that survivors can do is gen rush .

    The problem is : if the survivors choose gen rush, it will lead to more hard tunnel to stop the gen flying . Then again, hard tunnel = gen rush , no matter how many times you add for repair the gen , this is the only things survivors can do currently .

    With so many events we played , they didn't add mode, yet still another repair gen —— do event things —— repair gen / escape .

    Since the HUD coming out , you can see what your teammates doing which just make it worst , nobody likes your teammates are hanging around and doing nothing when you being chased , then lead a situation that everyone doing gens if killer start to chase someone . Then killer start to realize he can't control the gen speed anymore because everyone know you are chasing their teammate and do gens without worry, so what is the best solution during this situation ? Tunneling . We are back again .

    This is like an endless cycle, but developers are still trying to add another firewood to make it burn brighter . This DLC is just a beginning .

    It's just a mechanic that comes with this type of genre of game (4 v 1 asymmetrical). There's always gonna be a chain and loop of events like this and there's really no avoiding it without unbalancing one side or the other. In the end it just comes down to the player irl and how they play the game. There's always gonna be a "code of honor" to online games, but to not follow it is that person's decision and if it allows them to do better than so be it. The fact is, tunneling and gen rushing will always be a mechanic in the game that will never be fully solved.

  • @Dwight_Fairfield said:

    https://us.v-cdn.net/6030815/uploads/6ZI0Z2BLJQFT/evilincarnate.jpg

    Just for context I recently got my hands on a PS5 last month. The PS5 version of the game is seen as a new game so you have to earn your achievements all over again. Its been a roller coaster so far but this one had me tearing my hair out.

    Any of you familiar with me here know I am a Mikey main on killer so my MMR is sky high on him. For the last week I've been trying daily to get this. A week of survivors jumping in lockers, killing themselves on first hook, dc'ing, or last person finding the hatch. I was starting to lose my sanity!

    When I first earned this on the PS4 back in the day, and by back in the day I mean back in 2017, Dbd was simpler times then as I don't remember struggling this hard to get it even though I know its an exceptionally hard achievement to get.

    As a Mikey main I just felt incomplete not having this. But my goodness was it an uphill battle. Even Michael was getting ticked off. I swear his mask breathing was intensifying!!!!

    Lmao I kept the ps4 version of the game on PS5. I actually got that achievement first try in 2020 (very first time I used double pink add-ons with mikey) with an extreme bit of luck and I'm glad u can end up getting it. I was ready to rage and break my TV screen going into the achievement grind but I was so surprised I got it first try I may of creamed my pants a little. I'm mid mmr with most of my killers and ended up having to take everyone to the corner of the map with a locker deadzone. It was coaltower so it wasn't terrible cause that forest part of it is pretty dead with lockers

  • @darlazon said:

    I've been using Pig with Brutal Strength, Enduring, Spirit Fury, and Hubris, and have gotten really mediocre results. What do?

    @Steakdabait said:

    depends on the map, some maps have a lot of reusable with their windows while others become compete deadzones once pallets are used like the game

    Yeah really depends on map. I would say most of the time it's a little too time consuming and you can prob mind game half of the pallets and break the other half.

  • Grabs have been broken for years

  • @Legionair11111 said:

    So, first off, it is obvious that SOME characters *cough cough feng* gets WAY more attention as far as skin releases because the community is obsessed with her and it makes good easy revenue for the devs, but with killers, why are some killers so ignored as far as skins go?

    I get some characters may not seem as good revenue but the knight released with a LOT of skins compared to some killers who have been in the game for over 2 years and the devs had no idea how well his skins would sell?

    point im getting at is, when can we expect to see some fresh skins for older characters who have literally 3 skins like Pyramid head? Seems moreso like developers are focusing more on how to make MORE money and still not be able to make bloodwebs faster than releasing better content which is really sad.

    Thoughts?

    Aww I thought this post was about a new skin that involved spreaded cheeks☹

  • @Jay_K said:

    This is a question to the devs but any comments from the community to get this address would be great.

    So spawning issues in this game. Mainly Hatch, Survivor and Totem spawning, when will this be addressed.

    The big issues currently are:

    1. Suvivors spawning into the trial right next to a lit totem - This shouldn't ever be allowed to happen. There is surely enough room on each map to spawn survivors not within x distance from a lit totem. So many games i run a hex it goes within 16 - 20 seconds because a survivor literally spawns in and is instantly on the totem. All the while i'm watching them clense it with lethal persuer
    2. Hex totems spawning right out in the open - I get some spawns can be out in the open but why are majority of spawns in the open? Don't get me wrong some maps the totem spawns are in good spots but on any open map (farm, wreckers, macmillian) i often see multiple totems spawned in the open for all to see.
    3. The final spawning mechanic that seems just broken is the hatch spawning. Countless games i final hook the 3rd survivor and soon as they are out of the game hatch spawns and game ends because its spawned under a survivor. On the flip side it spawns right under the killer causing an instant closure of the hatch. Given that there is just 2 players left in the trial at this point (1 survivor and 1 killer) surely it can be programmed so that the hatch can't spawn within x distance of either killer or survivor. The end game hatch is already a broken thing as its purely RNG based but the current spawning mechanics make it even more ridiculous (Obviously this doesnt include games were a hatch offering is used)

    I'm sure others have had issues with spawning mechanics as both survivor and killer.

    I agree with 1 and 2, but I believe hatch spawning should be complete luck based. Overall the killer would generally find hatch quicker than survivor so I think it being random is fine. I mean how many times does hatch actually spawn under you (ether s or k).

  • I like how we are complaining about the grind now. But instead of the tradition grind we know of, the grind of spending currency. Lmao, it's hella tedious, but I'm grateful for the changes that made it that way

  • @Cyber_Atlas said:

    Everyone buying a game is free to play it in the way he/she prefers to (in the respect of everyone), and communities keep games alive, but what do you think of the trend that this game is having to become more a sport? With sport I mean that people see killers and run into them to show off their ability to "loop". I am not speaking of very organized teams that play with their resources and menage to escape chases brillantly.

    I have an imagination of this game growing and growing. Eventually with better graphics and more and more attentions for details. Eventually physics and sounds. There are so many things that can be done in this unique game, that for me is a 💯 of an videoludic experience. It doesn't have any competition. They can just add a shrunk battleship or primal cave with an alien in it, or a super cool castle with a vampire, infinite scenarios. The base idea of this game is truly magnificent. And for me it should focus on doing what it's best at, a way to enjoy loved horror killers and their scenarios.

    I don't want to go into details specifying how strong pallets are and so on. This game can truly dominate the next years if it plays its cards good! I would like to see if anyone is playing the game for this vibe or you are all about bringing killers around pallets and enjoy tbagging at the exit gates xd

    I would prefer real life dbd

  • @AnnoyingNarrator said:

    Just to be clear, I am not talking about the Nurse or Blight. The nurse in particular is way too strong.

    Rather, I want to focus on how the average non S-tier killer is currently like and how it needs some tweaks.

    Actual Power vs Feeling Powerful

    The first thing that needs to be addressed is the difference between feeling powerful and having actual power. You can feel powerful but lack any actual power, and you can feel powerless but actually have plenty of it.

    For example, Nemesis feels powerful to play. You punch survivors, break pallets instantly, and even have minons to do your bidding. However, Nemesis is actually quite weaker than his initial appearance. He is not bad, but he feels way stronger than he actually is.

    On the other hand, the camping m1 killer is basically the opposite. You feel increably weak, having to just look at someone instead of chasing and actually doing something. You are also doing one of the hardest to counter things in the game.

    You can win a game but feel terrible, or lose a game but feel amazing. It all ties back to the idea of feeling like you are powerful in the killer role.

    The Problem

    Survivors have a weird problem, one that completely hamstrings their side; communication. Anyone who played Solo Q can usually recount a time where one person poor decision led to the entire team dying. For me, the worst is when you know something that the other person doesn't, a real classic horror experience. "Don't go for the save Dwight! He has Lightborn!" or something along those lines.

    If you give them perfect communication, god help the killer. The sheer amount of stuff that survivors are communicating can throw at you is just straight up stupid. If you have the audacity not playing a top killer or your main, prepare for a painful game. Body blocking, lighting fast healing, and always having your location known are just some of the 'fun' things that killers can look forward to.

    In other words, survivors are either blind or all seeing, weak or all-powerful.

    We also have some perks, with a particular perk being a constant nightmare for killers even after its rework. Dead Hard. This perk is such a terrible idea in a game like DBD. While it is better than its old version, it still creates another 'fun' feature of the game, the DH cliff. The DH cliff is what separates the high tiers from the mid tiers, the wheat from chaff. A killer that can deal with DH will be significantly better by a large margin than one that can't.

    If you wonder why you only see certain killers, this is a key party of that. Why would play a killer when a hard-won hit is lost because they pressed E? This is made worse by how easy it is to cheat with dead hard, automating the process of pressing e for you. While there are other perks like it, those tend to require communication which loops back around to the first problem.

    How do we make Killers feel powerful?

    Non-Hook Grabs

    Grabs are terrible in this game. It feels like grabs more often lead to a missed hit than a successful grab which so, so very stupid. The reason fixing grabs would be a good first step is that while grabs don't happen often, they feel so dang good to pull off. Even if the survivor is already injured, nothing makes you feel more an unstoppable force than grabbing someone by the throat.

    By contrast, hook grabs are a terrible game of chicken that involves both sides waiting for the other to press m1. I don't think I need to explain why this is stupid.

    Shoving Survivors

    Body blocking is a weird thing that I dislike heavily. While I think body blocking when a killer is carrying someone is fine, the fact that my slasher who can break a heavy wood pallet in seconds can shove a small Korean girl aside is dumb.

    My solution is to let killers shove survivors. Get too close? Get out of the way. It could still slow down the killer, but I think that the satisfaction of shoving a survivor to the side would more than make up for a few seconds of chasing.

    Shortcuts

    DBD is a game that can be a little to predictable at times. If you are in a corner of the map and your teammate is being chased by the killer on the other side of the map. To counter this strength of communication, my idea would be a series of shortcuts that a killer can take to change their position away from the seeing eyes of the survivor. This idea would have to be map specific and require a bunch of testing, but I do think that it opens up more room for making maps that are fun for both sides.

    Where are all the buffs?

    Have you ever heard the tale of the Twins? It is a story that BHVR is unlikely to tell you. Once upon a time, there was a killer that was one from two, a bond between from siblings that was turned into a weapon. They were unstoppable, powerful, and not fun. Despite being capable of winning games with ease, they did so in a way that was slow and boring, prone to endless slugging and camping.

    Slowly but steadily, the twins were chipped away at. It may have been their addons, a new perk, or even a new bug, but in time the once powerful twins were brought to a pathetic state, being easily defeated by even a team of uncoordinated Solo Q players. But legend says that if you head out to the French Countryside, you can hear a whisper in the wind...

    buff toy sowrd plz

    In all seriousness, the reason why I tried to avoid buffs is because killers are in a pretty good state when it comes to balance, just not feel. Outside of a certain medical assistant and a Scottish man with a ring, most killers don't need a buff in numbers, but more so QoL. The Twins are the best example of this, they aren't weak, but you would not know that by playing them. The Twins feel awful to play even if you are dominating with them.

    Also, I don't want to screw over survivors. As much as I hate them as a killer main, I also would like to have the bloodpoint bonus for once. Therefore, it makes sense for me to make playing survivor actually fun. The removal of hook grabs is a worthy sacrifice for blood points.

    In conclusion, give Nemesis his rocket launcher, each member of the legion an AK, and Dredge the pool inflatable cosmetic. I am not sure how the last one helps, but I am sure it will improve the game.

    Tbh gear head needs a major buff. Then killers will feel powerful.

  • @Pulsar said:

    But is it fun?

    Only when both sides decide to allow it to be fun which is....not often.

    I would say toxic vs toxic is fun. And thats mostly the games you would get. Personally as a survivor main I'm only toxic when killer is toxic, not necessarily healthy gameplay but it makes the game more sweaty and meaningful. Then when I get killed at the end I curb stomp my ps5 😃. Very fun experimce imo

  • For everyone that talked about fake window vaulting that's just a complete bug that's patched. Never was a tech or exploit, just a bug. Ytubers name it as a "tech" but it was just a bug in the system. It was no where near realistic

  • @GoodBoyKaru said:

    Gotta say I love you admitting that the Blight flicks + hug tech should be fixed but CJs, 360s, and window techs should all stay. A funny little line between sides there.

    Honestly something should only be fixed as a priority if it is fully unintended, grants a substantial advantage, has very little counterplay, and is unsupported by the devs.

    I'm not saying all killer techs should go. The blight tech was a clear exploit. It's different when a killer has a power that can be used. Survivors do not have a special ability, therefore making techs for them a needed thing to be more engaging and fun. I support most killer techs, just not the blight one. He was already cracked before tech

  • No it's cause they a nurse main and would be sad that she wouldn't be able to utilize your bloodlust comment

  • @AcelynnBen said:

    ngl i play a lot of killer and honestly i never vault

    vaulting for killers is the most useless thing, mainly because it doesn't give you anything you can't even close the gap with it, yes can be made better with perks but ain't talking about those

    (and nobody is gonna run the same damn vaulting build 6000 times so for the love hell don't say things like well u are looking at superior anatomy or bamboozle IK THEY EXIST but again perks aren't suppose to be a core thing they are suppose to spice the gameplay)

    how about making it so the more bloodlust the killer has the faster the vaulting speed, this could make those jungle gyms and even some dumb loops in maps really dangerous, this will not be a buff to high tier killer but mostly low tier, like ghosty and piggy, etc

    but of course it shouldn't stack with perks, or maybe it should

    Bamboozled says differently

  • @[Deleted User] said:

    if its an exploit, it needs to go..

    But no techs are an exploit right?

  • @squbax said:

    Tbf if as window tech you are refering to that flashlight bug, that needs to go as if there is no LOS that has no counterplay whatsoever, the others are fine and yeah they are skillfull in their own way.

    For WT I just mean it generally. No item should help that

  • @zHypnotism said:

    Just wondering in what situations slugging is justified from other people point of view.

    This is the situation:

    I played some killers i hadnt really touched before today and got matched up with a "bully squad" swf of 3 flashlights and a toolbox. The person i hooked really unluckily walked into me again afterwards during my nightfall (and they were injured) so I relatively quickly got a person who would be dead on hook.

    I then got to play a little gen patroling back and forth where i would kick gens with call of brines and try to get a quick hit but not commit to too many chases as the gens were near the houses with very difficult loops. I then got a free hit on the person dead on hook and commited to the chase since they were injured and dead on hook so i figured it was worth to commit to, and naturally when i downed him i got swarmed by flashlighting teammates. So i didnt pick them up immediately and got another hit on someone trying to flashlight saveand then picked up the dead on hook person, got body blocked and got 2 more hits (one of which was a down). As soon i dropped the dead on hook survivor, I didnt pick up the downed person but went for the other flashlight survivor around as the guy dead on hook ran off.

    I did that because I knew the survs wouldnt let me alone and pick up anyone. This repeated multiple times troughout the game as they were sweating for flashlight saves whenever someone was near dead on hook or they just happened to be around when i got a down.

    Got called out and insulted for slugging at the end of the match - but what else is a killer supposed to do to deal with flashlights? Are survivors crybabies that want me to voluntarily be part of their flashlight montage or am I overlooking some way to dodge all kinds of flashlight saving that is supposed to be done instead of slugging and going for the flashlighting survs...

    Whenever you want. The survivor rulebook is very biased. Don't follow it and follow your own playstyle

  • @YOURFRIEND said:

    Not unless you have video evidence and a signed affidavit from the offender stating that they were trying to cause you a bad time.

    You forgot about the lawyer and insurance claims

  • @itsquiet27 said:

    I play in a region with 90 to 95% of troll players who ruin the match as survivor and I always get pissed off at them and report them for playing the way they do. I don't want to name the region I play on but I hope these reports actually mean something cuz these players are WAY to misbehaved and they love to throw games

    No, you can not get banned for doing this. As long as you are not hacking or glitching you will not get banned for anything

  • @Bot_Salvo88 said:

    I bought 1100 Auric Cells a couple of weeks ago to get the rift. I paid 1000 Auric Cells to get the rift, so i was with 100 left. I'm at level 69 (nice) of the rift and I collected all the Auric Cells available. The max I have right now is 1075.

    https://us.v-cdn.net/6030815/uploads/1GPOG3I8X9G2/immagine-2022-10-27-141006585.png

    I didn't buy anything at all in the store. I don't even think that there are things that cost 25 Auric Cells. Am I missing something? I should be at 1100 again.

    Has dbd added tax to auric cells now

  • @Aven_Fallen said:

    Eh. This was bound to happen. Demo will become even more rare in the future because players who have him might stop playing at some point and there is no way to obtain Demo anymore.

    So you will run into more and more Survivors who have never seen him before and will assume the wildest things.

    Daddy demo is just too smexy for these people

  • @Arbmos1998 said:

    With the current Tome as well as the Haunted by Daylight Event Tome happening at the same time I figured now is the good time to go for all the BP and Rift Fragments but after completing every challenge in Tome 1, 19 Challenges Total, 9 Regular Challenges worth 3 Rift Fragments Each, 9 Challenges worth 5 Rift Fragments each then the Epilogue worth 10 Rift Fragments. 82 Fragments Total 8 Rift Pass Reward Tiers.

    Then you have the Haunted by Daylight Tome. 13 regular Challenges worth 3 Rift Fragments each, 1 Challenge worth 5 Rift Fragments then the Epilogue worth 10 Rift Fragments. 54 Fragments Total 5 Rift Pass Reward Tiers.

    So by completely everything so far what's out that only gets you 13 Rift Pass Tiers, then of course you have extra for playing matches but even then now after finishing everything so far I am only currently at Tier 21/85, It just seems like very low reward for completing everything so far and just comes across as a very unnecessary grind especially when you can only have 1 Challenge selected at a time and most of them require multiple matches played to even achieve.

    When it comes to Battle Passes I am currently progressing in Overwatch, Fortnite and DBD. Overwatch I am currently Tier 46, game has been out just under 2 weeks and that's only by completely near 2 weeks worth of Daily Challenges, you are rewarded for 3 at most worth 3000XP each, and near 2 weeks worth of Weekly Challenges 11 per week worth 5000XP each. 10,000XP is 1 Battle Pass Tier.

    Fortnite I am currently Tier 106 Week 4 into the season and that's by playing both the PvP and PvE, PvE I use just for a VBuck daily's and PvP I go for the Daily, Weekly Challenges which I have completed all so far and the Milestone Challenges I just progress out throughout matches.

    To me personally I believe the DBD Rift could potentially be just a bit too grindy with very little reward for how much you complete, completing a total of 33 challenges just to level you up 13 tiers just seems incredibly low. Yeah cool there are currently a few Rift Fragment daily's just by logging in but that doesn't always happen every Rift so I think BHVR should look into reducing the grind even if it means creating more Challenges worth 5 or more Rift Fragments. With how this time they have done the extra Tier 71-85 bonus skins maybe they could do extra bonus Challenges that could even be more difficult than current Challenges we get currently but as long as they aren't boring grindy challenges which basically just say "play our game". Or even just make it a select lot of challenges are unlocked at a time so you can complete multiple at once.

    For example:

    Bless 1 Totem as Mikaela Reid

    Unlock 2 Chests using Clairvoyance

    Finish repairing 2 Esoteric Generators

    Earn 50,000 Bloodpoints

    You could easily smash all these out in 1 match especially with the Event offerings giving a lot more BP per match, imagine if you could. That in itself would create less grind. I don't see a logical reason in only being able to do 1 challenge at a time, what other Battle Pass does this?

    No, prob one of the easier ones cause the game isn't free

  • @Lycidas said:

    Yes please

    No more hold to buy nodes

    Option to buy multiple nodes with one click

    Option to automatically buy the whole bloodweb by clicking a button, even if it means buying random stuff

    There should be something in the middle of each bloodweb like the old prestige icons where in the middle, but instead make it a button where if you press and hold it you see the blood go through the webs and buy everything for you

  • @Brightened said:

    It's very discouraging to fill out the bloodweb again and again. Like it feels like an outdated system. We've removed it for challenges.... bloodweb next?

    I like the bloodweb and it is a one of a kind unique leveling system so keep it but make it where you can do the whole bw in the click of a button and maybe even have a thing where you auto set targeting a specific rarity of item when you decide to fill out whole bw automatically

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/352085/an-idea-to-nerf-camping

    "Killers like bubba and billy" why single out Billy? Is it the chainsaw? There are plenty of killers who can instadown near a hook. Bubba is the only one able to do multiple survivors.

    Billy is just a stinky little boy thats all

  • @Batraidyn said:

    Rebecca and sherry have a very similar body type I mean just make her hair blonde and change her clothes and she is instantly sherry I personally think a sherry Burkin outfit would be perfect on Rebecca

    I would rather a shirtless tbh

  • I would make it baskit on bubba

  • @Jangles said:

    I noticed something interesting and I can't tell when it started, Most lobbies have 2 players that are well below your skill range. They're what it seems meant to be the "objective doers" and two "runners".

    I could be completely wrong here, but its something I've noticed over the 100s of games I play a week. These players usually lack fairly basic strategy knowledge and objective efficiency.

    I have seen since the dead hard update more games going to the wire at 2 or 3 gens forcing the game into a 3v1. Whether that be because of the issue I mentioned above or the adapting to the new meta or both I'm not sure.

    There is a definite wider pool of skill getting matched into my games at least. But it only seems to be the survivors. The killers are still good players who don't fall for your average youtube techs.

    You've got 0 chance of CJing/dumbteching someone I play against, they know how to pick up, know how to mind game and understand how to pressure someone to second state. You'll never hit a flashbang and I have never seen someone get looped for more than 2 gens unless its a bubba on a mission to take 1 person out of the game.

    Match this with someone who cleanses before they unhook an infected survivor v pleg and you're going to have a bad time. 1 person is going to struggle to carry a game as it's up to the killer who they chase. You chase someone who can loop? You wont chase them until every resource on the map is spent by the baby dwight.

    I feel like you solve this by culling pools by region and tightening the pool cap for players.

    Was I not supposed to throw shack pallet at 5 gens?

  • @Bartlaus said:

    It's just a guess, but I think a lot of the really good players are taking a break or have quit.

    I remember times when I played with or against survivors who were far better than me. And I remember times when killers tried to mindgame me and didnt hardcore camp/ tunnel at 5 gens. But that is long time ago.

    The kill stats from september confirm me. If even killers like Sadako have a high kill rate in high MMR, then something is wrong. And no, she is not strong.

    I miss the times when I could hold my own against a prenerf omega blink nurse in the Solo Q because I had smart mates :(

    Is it the screwed up MMR or am I just unlucky? What is your opinion?

    Very burnt out rn. Not even playing Halloween event. I started playing this game in 2017 and have racked up 4.2k hours on the game and am just plain burnt out

  • @Jangles said:

    Alright, Not blaming anyone in particular cough CLAUDETTE cough But if you have bond and you're actively running the killer into people to drop chase, We all know and we're all silently judging you.

    But what if I crouch the killer into you?

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