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truegod_10

truegod_10

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  • I'm on PS4, and the only time I will dodge other console players is if I am playing killer and the 4 survivors are all playstation. This usually means they are a full or close to full swf, and sometimes I just do not want to deal with that. This is still very rare for me though as I will usually just play it out and murder them all.

    Also, I usually get a lot of salty messages after games with 4 other playstation people so sometimes I will play it out just to see how creative they can be.

  • Adept killer is very hard but that makes it more of a challenge and more fun. Survivor double pips are almost impossible to get at red ranks, so the system would never work for them. I do think making it a standard 4k is a viable option, but removes a lot of the challenge aspects.

    Also, survivors have it rougher with most event objectives, like crowns, so it kinda evens out.

  • As the person said above just rework totem spawns. Undying was way to good before and the aura reading from it can be nice at times.

    A change I would like to see is a totem counter for both survivors and killers on all totem based perks (similar to new small game).

  • @SavageKukri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413762#Comment_2413762

    well right now its extremely useless so its better for them to buff it and it be a good perk then a crap perk

    I agree, but again it is perk based around a really important killer action being hooking/carrying survivors to hooks.

    Buffing it could very quickly make it broken for certain builds/in a swf while still being useless or only alright by itself or in solos.

    I like the idea of the slight increase to wiggle speed that does not stack with other effects though.

  • Depends how quickly survivors get blinded and if it works off things like blast mine.

    I would literally intentionally blind myself with blast mine if it meant some survivor across the map also got blinded for a few seconds. Would be hilarious.

  • It is currently a high risk/moderate to low reward perk. It needs to either be buffed or have the skill check chance increased to reduce risk. I would favor something like the offerings that increase skill check chance but a certain percentage; maybe like 50% extra chance.

  • Love them. Killer perks that require survivors to hit certain kinds of skill checks should be reworked to allow for them. Could make them better for killers and more engaging for survivors.

  • It is definitely rough to level your characters and it is further highlighted after events or bloodhunts, which dont come around often.

    The devs seem adamant about not heavily reducing the grind though so it probably will be that way for quite a while.

  • Power struggle is honestly a fun perk but it falls into that weird category where it is largely useless without an entire build for it, and if they buff it then it could get op very quickly. I would rather see them rework the perk system all together to allow for more perks that are niche to be ran together.

  • Very bad. Legion needs an add-on pass and a complete rework honestly.

  • The shape could use some QOL changes to his powers but I really do not want them touch his add-ons. He has some of the most varied add-ons that are extremely fun to face and can make every game against him feel different. The only add-on that is truly great is tombstone piece which could be nerfed, but it also has a major drawback and counters.

    I worry if they change his add-ons they will remove a lot of what makes him so great. Honestly, more killers should have a variety of add-ons and ones that can change play styles like Myers.

  • I feel like just increasing the number or perks on bloodwebs would be nice, especially earlier on when you usually only get 1 so you don't even get a choice. This would also help with the grind a small bit.

    6 perks is a bad idea. The game struggles to run with 4 and is only loosely balanced as it is. Allowing for more combinations, while a potentially fun idea, will lead to a lot of overpowered builds.

    I have said in the past that the devs should allow more then 4 perks but only based on a point system. All perks are scored and each player gets a set number of points to spend on perks. This would allow for more combinations of builds and could also limit everyone running meta perks. If you really wanted more then 4 perks it would likely have to be done like this. It also fixes the issue or redundant perks that do the same thing, since the worse one could have a lower point value.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403572#Comment_2403572

    If I vault the Pallet rapidly it may buy me 2 to 5 seconds and then he has his hit. That is not a counterplay. Still thank you tho.

    It is counterplay. You vault until he unclocks and then force him to break the pallet unclocked, thus not benefiting from the speed break add-ons he can have. He then either has to chase unclocked or reclock and then unclock again which all wastes time.

    You can waste a lot of wraiths time that way. If you are giving him a hit off of the vaulting when he unclocks then you are misplaying that situation.

  • The same reason you would run premonition over spine chill, you don't for any serious reason. The game has some great perks, some good perks, and a lot of awful perks in need of a buff. The problem is with them constantly releasing perks and the huge library of current perks, perk effects are going to overlap and clear metas are established for different build types due to difference in perk strength.

    I have recommended before that the game needs some kind of outside system to balance perks, such as a point cost system, so that people do not all run the same build or the same perks for certain builds. I.e. no way out costs 3 or 4 points to equip while remember me costs 1 or 2. This would also allow them to have perks that do similar things but at different levels, which would obviously have different costs.

  • @Name_Unavailable said:

    A while ago Undetectable status effect was buffed so Object of Obsession user can't counter all stealthy killers so easily. But now after nerfing OoO shouldn't aura reading perks can reveal undetectable killers again?

    I see no problem with that now. Most survivors aura reading perks are okiesh. But for example perk like Kindred can counter Insidious.

    Survivor aura perks currently are not great, but undetectable should remain as it is cause it is a solid mechanic that a lot of killer powers and perks are balanced around (dark devotion is only somewhat alright because of how good undetectable is, ghostface's power is in the same category, etc...). Changing this would require reworking a lot of things.

    Also, while most survivor aura perks are bad the presence of current undetectable as an effect allows the devs to potentially buff survivor aura perks or create new better ones. Finally, the info you can get from perks like alert is great in solo q to verify if someone is in chase; this could actually really impact stealth killers (but it still does not compare to the value you get from spine chill).

  • Map pressure is the most important thing for killers. Killers who cannot get across the map quick need to end chases very quickly to have any pressure/chance. So the short of it, yes killers without mobility need to be oppressive in chase.

    And we do have several mediocre killers. They are called the legion.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404668#Comment_2404668

    You need to stop expecting to get hits through pallets. A hit through a pallet should be a pleasant surprise not an expectation.

    They are a limited resource for survivors so it’s only fair that they actually function for the side that relies on them the most. The pallets were never designed to benefit killers so take what you’re given and move on.

    I dont expect to get hits through pallets. Never have really. Survivors have way more free time then killers in a match so killers need to be able to end chases quickly. I am just pointing out how important it is that killers be able to get hits quickly.

    Making every pallet extra safe makes that impossible for killers relying on m1's, at least against competent survivors, so as I said people will revert to doing things that make the game winnable for them. This could include playing more killers like deathslinger and spirit, cause we all know those killers dont care about pallets, or getting survivors to create a deadzone with no pallets and then hooking in it so you can tunnel someone out of the game.

    Also, while the old system did ######### survivors over a lot it still rewarded both sides with something for a server side interaction that is based on individual screens and latency; that is that killers would get a hit (sometimes) and survivors would get a guaranteed stun, which while not helping their survival does help them pip. Now survivors, regardless of ping, get the stun and can extend chases while killers get nothing.

    Creating a very time specific system that heavily rewards one side while punishing the other is never a good idea in a game like dbd that has such bad servers (this is an issue people have pointed out forever). While the old system was not perfect, it was at least more tolerable due to the other advantages at a survivors exposure, and I say that as person who also got hit through pallets every now and then.

  • @konchok said:

    People who think that the reason there hits are not landing soley based off of ping don't understand how networks work. In fact the fact that they have worse ping for you is more of an indicator that the hit should not count and not the other way around.

    This is very likely what happened, they pre-threw the pallet, they're a bit laggy and they're afraid that you're going to hit them because of it. Your own latency of 30 ms is enough latency that the hit appears to land despite them throwing the pallet ages ago (again due to their personal lag) The server determines that the hit that you landed was invalid due to your own 30 milleseconds of latency and you have the health state removed.

    I get that it doesn't feel good, but it is objectively fair.

    It may be objectively fair but it is not a system that works well for the current playstyles and balance of dbd.

    Probably will see a lot more killers like deathslinger that do not care about pallets, since killers cannot do anything no matter their internet speeds.

  • I agree with more traps at the beginning and better spawns. I think all killers need some kind of movement ability to help with map pressure, even if it is a killer universal (like a temporary one after a hook to discourage camping). I think trapper could get a cool movement ability like a short boost of increased speed everytime a trap is activated, whether it is disarmed or a survivor steps in it).

  • @Respawn said:

    Better Together needs a buff, Blast mine is the better Better Together. I feel like the aura reading from BT isn't that great. Blast Mine on the other hand - I have been using to let other survivors know what gen i'm working on and it doesnt have a meter radius limit. Pretty much saying Blast Mine nerfed Better Together unintentionally. Thoughts? comments? I like mixing perks up. Now I never will use Better Together.

    Honestly, i think that better together second effect makes it still worse than blast mine, but they serve slightly different purposes. The main thing I wish you could do is change aura colors based on perks so you can tell which perk is going off if you have two that activate with the same color.

  • @papichulo said:

    Main Updates:

    • Hex: Blood Favor will now have increased range for pallets to 16/19/23 meters.
    • No Mither will no longer allow you to fully recover from the dying state. Instead, you will see the killer's aura whenever you are inflicted with the Exposed Status effect.
    • Insidious Perk Addition: After standing still for more than 7/11/13 seconds, your aura will be shown to the obsession.

    General Updates:

    • Daily Rituals have a chance of giving high rewards for doing hard/difficult rituals.

    Insidious is already a bad perk that needs a rework. No need to give an awful perk another downside.

    Blood favor change is good but should be even larger or have the cooldown removed entirely.

    No mither change is interesting but changes the perk to be very reliant in killer perks, rather then letting survivors combo perks together to make it better.

  • I have played as and against nemesis a lot. With the exception of indoors maps, zombies are largely useless and I have literally watched them not hit survivors that vault right into their arms. Also, they become worse on larger maps due to the fact that there is only two no matter what.

    They are also are not fast enough to really pressure gens; I watched someone walk around a gen with a zombie chasing them. They would stop and work on 1 side for like 5 seconds and then move to the other side and repeat. The zombie was right next to them at the gen and could not catch them or do anything. Survivors don't need to run away from gens that a zombie is near, unless the gen only has two sides next to each other available.

  • Tunneling or getting someone out of the game early (by targeting a person on later hook stages if you see them later) is one of the most efficient strategies the killer has.

    Tunneling in particular is effective cause the survivor is still injured after being unhooked making them easier to down.

    The problem is that it is not in the killers benefit not to tunnel one person/get someone out early if they want to win. I made a comment on another post about camping that included some changes that could reward killers for not tunneling or camping, thus encouraging them to play in a healthier way that also provides them benefits so that they are not putting themselves at a huge disadvantage by not taking advantage of strategies like tunneling.

  • @meatisadelicacy said:

    No, gens should not regress faster because you think the game is harder at the highest level. The highest level is the least amount of people playing. Why don't you play some survivor games in yellow ranks for a while and see how fun that would be for the majority of the people playing the game. It would be a ######### nightmare.

    The main problem with survivor at low ranks is people just dont do gens. Has nothing to do with speed of gens/regression, it is lack of efficiency. As a solo that low you have to get good enough to either maximize your efficiency on gens and get out, or learn to run the killer, who should also be low ranked, around for several minutes at a time.

    This is actually good practice for higher ranks cause even then teammates can be useless a good bit of the time.

    Also changing regression speed would not change much about low ranked play since in my last experience down there killers rarely stopped to kick gens anyway. And even if they did you could just hide and tap them when they leave since your teammates will likely be useless and not do it.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399880#Comment_2399880

    Because many players have crappy connection? Before the patch it gave them an advantage, now they suffer. Stop playing via WiFi, respect other players.

    Internet speed and connection type help but do not resolve the issue. Im play on a direct connection with over 100mbps and still have had this issue occasionally. Also getting stunned way after a survivor animation ends (head-on being the primary culprit). The fact of the matter it is just bugged, or dbd's servers are just too ######### to handle what they are trying to do. Probably some of both.

  • No to easily abusable and guarantees rescues/ prevents killer from being able to chase around/defend hooks.

    You will be more successful rewarding killers for not camping then trying to actively prevent it. Here are some proposals to reward killers for better play:

    1. Provide a speed boost (maybe like 10 to 15 percent) that all killers get after a hook that goes away once they enter a chase or after like 20 seconds; this will encourage leaving hook and provide less specific benefits to killers that already have mobility powers, since they will have to pick which mobility option to use.

    2. Create more good perks that rely on being away from hook, like MYC and devour, or perks that encourage leaving a hook to complete objectives, thrilling and bbq.

    3. Give the killer some kind of basic information to go off of after a hook to encourage them to leave; like allowing the killer to see the aura of the farthest survivor that can be seen (not in a locker) for 4 seconds (similar to bbq).

    4. Provide some benefit for not tunneling/camping, cause currently the best strategy for victory is to get one survivor out of the game quickly. Provide this by making survivors that have been hooked suffer some kind of permanent detriment (like 10% reduction in repair time per hook). This will encourage killers to spread out hooks rather then pile them on one person by slowing the game down for the kille. It would also hopefully reduce camping since camping someone to second stage denies you of this benefit on other survivors and the second penalty for the survivor that was camped. This would also make sense lore wise since a survivor likely would be traumatized/affected by the meat hook that went through their shoulder.

    5. Provide more bp to survivors who did get camped so they get less salty about it. Also, maybe give them a safety pip as well, for people who still care about pips. After some of these other changes have been done, most killers that will camp will be one's that want salt so denying them that salt will prevent reinforcing that behavior.

    I do not believe all of these changes are necessarily great or completely balanced as is, but I think all of them represent a good jumping off point to begin an actual discussion for potential changes that could be done without breaking the game for one side or the other.

    @KeiraKATANA said:

    How about a new proposal to stop camping...

    When killer is withing X meters of the hook radius pause the hook timer.

    Comments?


  • Keys need to either only let one person escape no matter what (the lock breaks on the hatch and it cannot reopen after use and closes immediately), or keys need to be reworked to not work on hatch. Instead keys could work on chests and be used for their aura-reading add-ons. The skeleton key could even be given some basic aura abilities basekit with reduced range like the rainbow map.

  • @KweenPlease said:

    I mean there is " close " and then there is proxy-camping. Maybe some survivors REACH ( just like plenty of killers do.. Let's not pretend this is one-sided. )

    If I don't have any options of anywhere to go . . . just an open space to get downed a handful of steps off of hook . . . that's not a chase. No chase was there. You just downed me because I was a one-shot and you wanted to go for the free kill. You're not allowing me to play the game in that situation and that to me is cheating, because you've removed any option I could ever have to get out of it.

    It'd basically be like you going " Hey let's race. First one to the finish line wins. "

    and I'm like " Hey, wait. You're starting ahead of me, but also I don't have legs. "

    The whole point of killer is to kill people. A good killer will hook survivors in a deadzone they let the survivors create by using all the resources. If you dont want to die like you mentioned above dont let the killer force you back into a deadzone/ rush that way when you get hit. If you have to take a hit cause the killer is forcing you back into a deadzone do that, and use the speed boost to get to the other side of the map and save resources in that original area for later. The killer is not cheating, you are cheating yourself.

    If you are low mobility you cannot leave and make it back before the survivor exits the deadzone, so you proxy camp. All killers need some kind of mobility, even if it locked behind a power like Oni, cause without it bad play-styles are encouraged against good teams. The mobility power can suck compared to their regular power but every killer needs something.

  • Zombies do seem to be even worse then usual. They mentioned changing something about them in the patch notes. I'm assuming the game is spending less resources on them or sending less info to them due to performance issues they caused.

    Might as well remove them and give nemesis another secondary power at this point even though I do love them.

  • Gen speeds should be doubled so instead of 1 second of survivor time to r seconds of regression time it is 1 to 2, especially since the killer has to stop and kick it.

    Ruin could then either be a 1 to 1 or 1 to 1.5 situation if they felt it had to be better than normal. However, they could also just leave it as automatic gen regression at 1 to 2 when a gen is not being worked on. Ruin is annoying cause it activates even if the killer is across the map, and you lose progress going for saves, heals, etc..., so leaving it like this would likely be fine.

  • @DwarvenTavern said:

    Would you give him a lullaby?

    Make him pick up bullets in lockers?

    What would you personally do? I love Deathslinger, I personally don't find him boring or ridiculous to go against.

    But, a lot of people dislike him so I can understand people's complaints.

    But some of the suggestions I read kinda neuter him.

    For example, being force to have a wind up time when you ADS.

    I wish to say I can understand WHY people would want this and I'm not saying it's a bad idea, just want to state that without anything additional it would just be more hindering for him since they gain that extra distance and you might have your chain break more often or you need to SQUEEZE that hit in.

    Grant it, this is just a hypothetical, but everytime I see that suggestion my mind always goes to that issue.

    Nothing he is great the way he is. Great chase power but lacks any mobility making him oppressive in the right hands but counterable.

    If they did change him to reduce the effectiveness of his chase power by adding a wind-up time/aiming time, they would have to buff other aspects like allowing his bullets to do instant damage or giving him a movement ability of some kind.

  • @LuckyLucy1999 said:

    Are BHR going to make BBQ base kit for killers? I mean they might as well seeing 99% of killers I come across use it.

    Obviously I don't really want it made base kit, but it is just stale always playing against killers who have the exact same perks on most of the time. Just having a killer know exactly where you are as soon as they stick someone on a hook is annoying. And yes I do hide in cupboard once I know they have it on.

    Says a lot about the balancing of perks in this game if there perks that "must take" perks. I don't really know what they could do with the perk really but I wish they would go over the "must have" perks and think of fairer uses for them.

    Bbq is literally one of the most balanced perks in the game and also serves to discourage camping (you know that thing people always complain about). Most people only run it for the bp which speaks more to the awful grind of dbd and less about the perk itself.

    I actually agree with making the 4 seconds of sight basekit to discourage camping. I think it is a nice idea to encourage more fair gameplay. Bbq could then be changed to give double bp and some other minor effect.

  • Not a rework but a definite buff to portals as well as buffing some of the add-ons with weaker abilities and downsides would be nice.

    I personally love playing as and against demo so more is always good.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399918#Comment_2399918

    I understand that it's frustrating, and it should be fixed. But the problem is the false scream and vfx, not the new pallet system. People are only feeling "robbed" because of the false feedback. If that didn't happen you'd just accept it as a normal stun. But now that we know that this can happen, we can just pay a little more attention after swinging through pallets to make sure that the hit connected or not.

    I dont disagree with you, but it is still very annoying. Also, minimizing it for others when a lot of people still don't know about it/why it is happening is just dumb. Not everyone who plays dbd does so constantly or reads the forums all the time.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399768#Comment_2399768

    If they got away fine then they didn't mess up, you did. Just because you hear the scream doesn't mean you "deserved" the hit. You're just frustrated that you heard them scream because you associate the scream with a hit. If they didn't scream you would be none the wiser. The server is the referee now, instead of your client, which is 100% more fair. No offense but you need to get over your Pavlovian conditioning.

    This is such a dumb logic in a game where sound is everything. Doctor shocks someone and the scream tells him it hits. There are an endless amount of abilities that work like this.

    This would be like a bug where the killers terror radius doesnt come in partially just at full blast like they are behind you or not at all. It would be very annoying for survivors just like this one is for killers.

  • Poor balance and matchmaking. Matchmaking has to remain poor because the balance is so poor or else the game would be ridiculous in the opposite way.

  • @Freddy96 said:

    So killers will be locked and won't be able to use some perks/killers/addons against solos amrite?

    Ideally this system would allow the game to be more balanced around solo. If they added some minor communication to make solo more on par with swf then it could work even better as you could balance things on roughly an even playing field.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397837#Comment_2397837

    Locking in the build is a good point.

    So while in the pre-queue lobby, with just your SWF, you would not be able to 'Ready' if another survivor was using the same perks as you. Once you're all using different perks, you can all 'Ready' and enter the queue.

    Once you're in the pre-game lobby with the killer and any additional solo survivors, your build is locked in place, and you can't change your perks. Only item, add-ons and offering.

    Exactly. The character would also have to lock since each character has a different build.

  • I recommended a very similar idea a while ago and people did not seem to like it cause I did not really receive feedback on it.

    I really like this idea and thought it could be implemented by locking survivor builds after getting into a pre-game lobby; similar to how killers can no longer change killers once they enter the pre-game lobby.

  • Legion. Trapper is very rng dependent but has an oppressive late game. If survivors spread out legion has no power the entire game.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397445#Comment_2397445

    Since wraith was buffed, 90% of the wraiths I've been against (which is a lot I want to add) all used bamboozle.

    A lot of them also use it with shadow dance as well, so you have NO options at any tile that has a pallet/window.

    Wraith is probably the most balanced killer in the game currently. The other option is blight, though his mechanic is difficult to use on console so I try not to use him as a metric to compare other killers on.

    That combination of add-ons and perks means that he is strong against windows, but isn't that strong against pallets. It also means that you can still mindgame him around short pallets or areas with multiple windows.

    Also, abuse pallet tech if you have to and force him to unclock at pallets if he is cloaking after every pallet drop. This is where you repeatedly vault while he is cloaked so he cant break the pallet. He has to uncloak to force either a hit or to get the pallet break and then reclock to chase. Great time waster. The main problem with Wraith currently is 70% of people have no idea what to do against him.

    Also, I have never seen this combination on Wraith. When I play as him or against him shadow dance is common but not bamboozle.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397041#Comment_2397041

    That's what they tend to do. Shift the problem onto the other side, basically fixing nothing in the process.

    Yep, rather then fix an issue that everyone wants fixed by upgrading/fixing the servers and optimizing the game, they just switch who it effects and play killer mains and survivor mains against each other.

    If everyone put pressure on the devs to fix core issues, and didn't just complain about and want to punish the other side then issues would likely be resolved quicker (still not quick though because this is behavior)

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397357#Comment_2397357

    No but I can blame them for not helping in advocating for better hit validation for both sides. You said ii yourself that killers new of the problem, so that means they abused pallets in there favorite knowing full well they wouldn't work for survivors.

    I always love these arguments. I guarantee at least 80% of the people in this game if not 90% play both sides somewhat. Everyone I know who plays the game does even if they main one side. And everyone has been asking the devs to fix their trash servers for years, so yes both sides wanted the issue fixed cause almost everyone plays both.

    Killers could not see mid-game whether a survivor got ######### by the pallet or not; in the same way survivors cannot see if the killer gets ######### now. What should killers have done just not swing if a survivor was close to a pallet? And what should survivors do now, just not throw pallets if a killer is nearby as well, or stand still after a close stun so killers can get a hit?

    Stop blaming other players when they cannot directly see you getting screwed and creating this us vs them mentality. The devs created this issue on both sides, they know it is an issue, and they need to resolve it in a way that works for both sides. I swear more issues could be fixed if people got out of this punish/nerf the other side mindset and actually pressured the devs to fix some of the core issues with the game.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397206#Comment_2397206

    Good luck with waiting it out. Survivors went through this hell for years. Welcome to the club!

    Lol i play survivor as well. It just was never as frustrating as survivor when it happened to me, unless it was blatantly awful (like a pallet being completely down before getting hit).

    Most killers are much to dependent on time to be denied hits that obviously hit on their end or to get stunned from several feet away when trying to use powers over a pallet (huntress, nemesis, pyramid head, etc...). It is also super inconsistent since you cant see it on your end which makes playing killers that require exact timing, like huntress, a nightmare.

    I'll probably just play more survivor or play killers that do not need to interact much with pallets, like spirit and deathslinger, so the devs can go this direction but it is going to end up making both sides miserable.

    It also wouldn't be such a big deal if their servers were not such trash. I know the community as a whole has been asking them to fix their servers and optimize the game forever.

  • Just do not play killer until the devs do something to fix how buggy the new detection system is.

    I stopped cause I am sick of getting stunned by pallets when I am several feet away from them. Literally not close enough to kick it but close enough to get stunned apparently.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395825#Comment_2395825

    If we had a button to hold that prevents us from being unhooked, that would stop a lot of trolls like that. There would have to be a visual indicator to show that we don't want to be rescued at the moment.

    And if we had another perk that would double gen and totem BP, those people that want to farm could have another way to do it without being toxic.

    Very good points

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395719#Comment_2395719

    He explained that he likes to play survivor and this allows him to maximize his points. It's true that you can make more with killer, but not everyone wants to play one. Also, morning queues for killer are atrocious in my region. If you consider waiting time, he is still probably ahead in terms of BP per hour.

    I'm not upset at individuals who do that. I'm upset at BHVR for encouraging farming with WGLF as opposed to doing gens.

    I get your point and your not wrong, but it is still result of the player doing it. You could argue that it is actually bt that is encouraging it cause if it wasn't for bt he couldn't farm someone and get credit for wglf. In fact, without bt he would have to play the game without trolling his teammates, even if he did not help do gens, in order to get his stacks.

  • The best thing that we can do as console players is just not buy anything. I am not spending any money on the game anymore, though I will keep playing it when it is playable. I am not a big cosmetics person, so I never bought those anyway but no more licensed dlc's either until the devs show they both care about console and are capable of fixing the issues in their game (cause 1 of these things has to be the issue).

  • @Grimmy_Bluues said:

    Currently in a match against a insta-healing Meg who hid behind a gate until EGC and is now glitched on a hook making the game unable to end. They messaged me and really want me to DC, so I dunno if I should just do it, or stay and waste their time since I ain't busy.

    Already created a support ticket and reported the account that msged me.

    Depends how much you value your time or if you have other things to do. They clearly want to waste your time/force you to dc to waste your time so the decision is ultimately up to you.

    I would be worried that if I dc'ed in that situation that the hacker will jack-up the penalty and make it like 24+ hours somehow.

  • It is pretty balanced already. Sure it is annoying when you get caught first but that is the risk you take for an otherwise strong perk. Also, it is very good when combined with ds.

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