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zonkednb

zonkednb

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zonkednb
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  • When the killer's in-game name gets censored in chat because it contains the word killer.

    Had this exact situation. We lost badly and I wanted to lighten the mood by saying "No wonder we lost, this guys an actual killer" (slightly reworded to avoid sharing a Steam Name)

    Instead I got "No wonder we lost, this guys a ##### ########"

    Tell me, which makes me look worse?

  • I love Balanced. It's my favourite exhaustion perk. I don't think the stagger should be removed as the boost after balances it out fairly well. It also turns drops into a unique resource, which separates it from Lithe, SB, Drama etc, so I see the brief stagger kinda as the drop's version of the vault animation. So long as you're not dropping with the killer right on your head, it shouldn't impact you much.

    I'd rather some maps be looked at to stop Balanced from having a percentage chance to be an empty perk slot. Not asking for a whole upper floor to Delusion, for example, just maybe a ramp on one of the roads that can be dropped off of for a boost. That and maybe a look at making the activation conditions a bit more consistent.

  • It's designed to marginally slow the killer down and force the killer to hook close by, allowing survivor teammates to make educated guesses over where the killer will move to and potentially set up a sabo or body block. It's not supposed to be a third section to the chase with outplay potential for an individual player. If you're downed and picked up, the killer has succeeeded.

  • Two situations here:

    1. Survivors don't realise you're being nice and think they outplayed you. If you're getting plenty of hooks and while instapicking and splitting focus, you're likely decent enough at the game. So, because they survived, they're celebrating defeating what they believe to be a tough opponent. Maybe there's an element of nastiness in there, but there's also a good chance it's just excitement.
    2. Due to the non-verbal communication in game, and the various levels of familiarity different players have with the DBD social contract, I think many people may have a misconception that your kindness is actually you being toxic. Some people see nods as gloating, some people see you leaving them downed as deliberately slugging to waste their time, even if you're trying to 8 hook before confirming kills. Hell, maybe they feel offended that you feel they needed your mercy in the first place.

    Truth be told, if being a nice, rulebook-abiding killer was always a pleasant experience, more would do it. The trick to being nice is understanding it won't always be returned.

    I ignore the rulebook until I start absolutely crushing, in which case I'll ease up. For example, had an attempted bully squad last night that were too aggressive when going for saves, which led to a lot of people on death hook without a single gen popped. So I eased up, ended up playing a game of impromptu red-light-green-light over a downed David as I knew at least 2 people were waiting for the save. I face away, hear the footsteps, turn to see Jane and Feng stood in the open not moving, so I turn away again, turn back and they're closer.

    That David got mad in post-game chat and bagged the hell out of me after I literally gave Jane and Feng the save on purpose as a punchline to the stupid situation we were in. In the end, all I could think was "I'm sorry you weren't vibing with us, dude" instead of feeling offended.

  • I hope you're feeling well after going through that!

    I agree. This should be something. I'd even take one for a small cost as a profit share with a reputable charity.

  • As someone who is still checking off the last few stragglers from the list of non-licsensed content, the BP gains during bloodmoon very rapidly outpaced unlocking iri killers/survivors. I had more issues with Bloodweb clutter and atrocious RNG keeping me away from my favourite addons. I suppose it made me experiment with different builds but it was still super frustrating.

    I'd like them to shift around BP gains. Chase should reward more than it does. I got hard tunnelled last night by a Blight that went so far as to hit me on hook repeatedly until I was unhooked, only to chase again. Not sure what I did to deserve that, but coming out of a match where my suffering netted 5 gens and a 3E shouldn't give me sub 20k.

  • I like hatch as a mechanic, but I hate how it incentivises slugging for the 4k. I don't hold it against killers that do it, because some people's enjoyment comes from winning as decisively as possible and it is the correct play to maximise the chances of doing so. I do hold it against the design of the game rendering it the correct play in that situation though. A faster bleed out option would be nice, although it's dependent on an altruistic teammate. They'd need to program bots to take this option too, in line with the other recent post about bots always struggling on hook making hatch take longer.

    4 man slugging I'm actually fine with. It's not always the best option and carries the risk of making 0 progress towards a win if people are picked up. The thing that makes it suck to go through isn't it being particularly unfair, but mistakes by teammates. It's not the most fun thing, but it's a gamble on the killer's part.

  • I don't mind having Bots replace a DC because, at the very least, they can afford some passive gen progress in the background that can make a 3v1 feel a little less impossible. I do wish they'd adjust their priorities a little, though. Bots right now play extremely selfishly. They take 0 risks and can be zoned just by touching them with your TR. It makes them unreliable for unhooks and useless for anything clutch while the killer is nearby but distracted.

    Not to mention as soon as gens are powered they charge to the exit gates, open them immediately then bail, regardless of the gamestate they are leaving behind. It feels crummy to have a really great game, eat your first hook right at the end, then watch the bot leave to preserve the item of… No one?

    Once gates are open, bots should prioritise keeping other people alive above every other task and should never ever leave until all human players are out.

    Also, if there's only one remaining player and they're on hook, have them give hatch like OP said.

    Edit: Possible exception to bots never leaving while someone else is still in the trail: If there is only 1 other human player, and that play is currently in chase and over 36m or so away from the gate, the bot should go to give hatch. It's not perfect, but it'd be better than what we have now.

    in Bots. Comment by zonkednb
  • @MarbleThrone said:

    In total I got 49 prestiges.

    On Survivor:
    - Nic Cage from P45 to P50. For him I only count 4 prestiges though, as I started the Blood Moon with already enough points for a single prestige. So effectively he started at P46.
    - Lara Croft from P41 to P50.
    - Orela Rose from P41 to P50.

    On Killer:
    - Dark Lord from P41 to P50.
    - Lich from P41 to P50.
    - Nemesis from P41 to P50.

    And the last couple of days I just returned to my P100s and poured points into them to increase their hoard of Bloodshot Eyes. And made sure to have 5 million saved up for when the event ends, so I can begin getting people to P6.

    https://us.v-cdn.net/6030815/uploads/0DVLUJS9H0H4/dbdmarbleprestiges.png

    Been working on getting PCrow for Mikaela. How long did it take you?

  • Then there's me, who likes playing crapper :(

  • I was referring to the community consensus more than any specific scenario.

    Maybe the community is sleeping on your strat. I've dealt with a Chag running a build around devour hope and undetectable have seen how devastating it can be when getting max value. However, getting that max value is something I don't see super consistently.

  • Ghostface can perform. A skilled Ghostface on an indoor map can be a menace.

    The reason he's seen as weak is how counterable he is. After the initial surprise, survivors can prepare. One survivor can even just follow Ghostface around constantly knocking him out of stealth, and if Ghostface retaliates to this, that survivor only needs to deal with an M1 chase.

  • @ShanoaLegendaryPlz said:

    Even if relentlessly tunneled and bm'ed by the killer ive never felt the need to tbag and im usually the only one that just runs out the gate instead of waiting for the killer to show up.

    And even on Killer, even against very toxic players and bully squads i've never felt the need to sit there hitting them on the hook or bming them on the ground. I just take them out methodically and avoid stooping to their level.

    My mindset as well.

    I wait in exit only if I do not know where my team are. I play super altrustically and will always try and save someone that gets hooked in the endgame, even through something like NOED.

    Although, recently not been afforded the same courtesy. Not sure if something changed but yesterday, a non-insignificant chunk of my games had people insta-leaving, one instance where I was left to die as a slug with 0 hooks (I hadn't ratted, Killer had a bad game and only hooked 2 people overall, both of which I unhooked through proxy camp.)

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072705#Comment_4072705

    "As for the FPS example, you're kind of adding context to the basic situation I was referring to. Take hero shooters, which is more where my mind was as I probably should have clarified - Extreme mobility/power options result in a flanker getting to their ideal position, and they're about to get the drop on a juicy support. It took skill to set this up in terms of map knowledge and movement tech, but there wasn't interaction during this. They time their engagement correctly too. For a good player, this will result in value 99.99% of cases, but they are still required to execute mechanically. A bad player would be less consistent, even when set up with all the same advantages. Do we consider the final mechanical skill check in this situation arbitrary because the outplay already took place? I was referring more to this sort of situation as opposed to holding corners like in CSGO, perhaps mentioning a sniper was a bad idea."

    I wanna add, I'm definitely not for removing any form of knowledge based mechanics from games, in the slightest, as I do think knowledge can play a very meaningful part in gamedesign. Although I do think that in the case of Flashlight saving, considering the context of its history, that all it achieves is fundamentally making a core part of the game inaccessible for newer players, who are, at their elo already significantly behind in survival rate in general and do not need to have this feature as well as entire playstyle taken from them by just requiring them to simply play more, as in this case, this knowledge element mainly adds a negative and doesn't provide anything interesting to the game, rather than making a core playstyle less accessible to people who are at their skill level in least need of a nerf / causing arbitrary gamethrows for merely failing a quite uninteresting technical prompt in my view

    I can appreciate that and fundamentally, I do not think you are wrong. I just believe that having the ability to do so be a reward for consistent practice is better for survivors that will stick out the rough early game. I'm one of them, given the raw time I've put in, and I've enjoyed learning the quirks of the game and bit by bit putting them into practise. There are elements that bother me. I think the onboarding process for new players is ass. I think there should be lots of mini tutorials with small iri shard rewards that you unlock in tandem. Nothing to explain everything too concrerte, but mini challenges.

    • Loop the bot killer on a single tile for 60s.
    • Get a flashlight save for a bot ally that starts downed with the killer on the approach.
    • Hit X amount of great skill checks.

    Lots of bitesize things to make some elements of the game clearer, using community-made techs/strats to inform them. It'll still be basic, but even the concept of running a single tile is alien to most new players.

  • @Wezqu said:

    I would not mind her getting a rework where her secondary ability to down with the puke would happen when some factors has happened. Like I don't know let her get the power when all survivors are poisoned fully in the broken state but if she takes it everyone gets healed to full. It could still have the same activation requirement of her going to a fountain or maybe combination where she will also get it if the survivors use all the fountains to cleanse but still every time she gets it the infection is removed. Like make it so that it happens so she gets to use her power and I with both it might add new layer of survivors trying to ping pong between not getting all broken at the same time and not using all the pools.

    This is just me speculating a way of her to be changed but have to admit she needs some rework her gameplay loop is quite boring.

    I mentioned before that I think she'd benefit from something similar to Wesker. Allow the sickness to progress through its current stages, uncluding broken, but with a final tier that only comes into pay when all survivors are infected at the same time that is much more dangerous.

    Let's take a hinder, for example. Here's my unedited spitball:

    Once broken and all other survivors are infected (stage does not matter), a new timer will start, maybe 2 minutes long. Once you hit that 2 minute mark you become 7% hindered and killer instinct activates on you for 5s, alerting Plague to where you are. This is obviously pretty devastating, however the counterplay is that the timer resets and cannot progress so long as at least 1 survivor is healthy.

    This forces 1 cleanse per 4 players every so often, instead of everyone needing to cleanse. It also means that Plague collects her power, even if you get infected again during that time, it's unlikely another teammate will get hit with the hinder before the power expires. It also discourages cleansing until you absolutely must, as one player cleansing indirectly benefits everyone so you might as well make it the player who is already broken.

    Maybe this will make her power description very much a wall of text, but I do think it would motivate strategically timed cleanses and give Plague a steady supply of big vomit mode. Perhaps some numerical tweaks would be needed to keep this from becoming too oppressive, but I'd love to try something like this out.

  • @cogsturning said:

    Every time I see this perk used in my survivor matches it seems to not just do this, but to favor someone who either just got unhooked or the person with the most hooks. And this included matches on comms where we know who is countering and who isn't. It should be reworked to go for the person with the least hooks.

    Is the random obsession transfer impacted by perks such as Object or Decisive? Actually not something I know. I don't tend to run either of those perks but see myself getting hit with Friends all the time.

  • It's me. I'm one of those two survivors :(

  • (also off the back of the recent post about upvotes/downvotes I'm actually all for this kind of chatter and I'm not the one dropping down arrows on everything you're posting)

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072663#Comment_4072663

    "such as the lack of a crosshair option"

    Unironically, the lack of a default crosshair option is bad game-design, as pc players often already have access to this by default through their monitor crosshair

    "They didn't interact with their opponnent to achieve those advantages, and taking a shot against an unprepared enemy is not particularly interactive either."

    This is simply incorrect, and kind of proves my point. In this case there is interactivity. In the types of precision shooters you refer to people can crouch around corners as well as stand peek, where headshots are often crucial. There are also ways to juke such as a fake peek to bait a shot, jump or come from an unexpected place. Every bit of it shows there interactivity as well as a subjective/varying place where your crosshair might be considered meta

    "they should be rewarded with the opportunity for skill expression to conclude the interaction, not a near guaranteed reward."

    The problem with this claim is, it simply doesn't really apply much nor involves any meaningful skill. We are literally talking about a basic timing that most people are able to do after just playing the game for a mediocre amount of time. Neither does it punish killers, as survivors saving earlier would only mean the killer's game-sense is worse as it's harder to save earlier than later and puts survivors more at risk as well as requiring to be closer/ at better angles.

    This is one of those cases where player's Stockholm Syndrome kicks in. Nobody would hate it if it'd be in the game already, neither killers nor survivors, which is why I invite you to look at this experiment to take you out of the Stockholm Syndrome;

    Let's do the opposite: Instead of making flashlights "less skilful", let's make them more skilful, in the same uninteractive way of failure: Instead of a normal flashlight save, halfway during the save your aim gets shot in a random direction, forcing the survivor to having to quickly correct it back into the killer. (It takes slightly less time to blind to compensate for the minimal time it takes to correct it).
    Now, I hope you could see that this would definitely make flashlight saves more "skilful", but not having Stockholm Syndrome around this feature, I hope you'd see why this would just universally be a bad idea, as none of it interacts with the killer in any meaningful way, and all it does is lock a fundamental game mechanic behind a one-sided technical prompt of which's outcome of failing is quickly turning those games in which that happens into a fail, causing less players overall to interact with the feature.

    The Stockholm Example is relevant, as no players on the long term would ask for flashlights to only start working at the end of the animation again when it would be implemented, since my suggestion would make the game universally better, just like the many other features that used to have pushback, like the survivor icon info on the left screen that caused killers mains to worry, yet today, not a single person complains about it. Because these types of accessibility changes make the game better overall, and once the Stockholm Syndrome has settled, there'll be no haters left to hate, and only enjoyers left to enjoy, which in case would be a lot of beginner players who did a play and did it well, but merely screwed up a meaningless technical prompt to reap their rewards of their efforts.

    I don't think we will find agreement because ultimately this boils down to subjectivity. What is worthy of being called skill expression and what isn't, and where we draw the line of what is arbitrary. We agree on the crosshairs, for example, but timing is where we disagree. Timing is not inherently pointless, neither are knowledge checks.

    Your thought experiment sounds horrendous, I admit, but I would not say that I am in any kind of Stockholm Syndrome with the timing mechanic. Your example is wresting control away from the player, whereas timing is not, instead narrowing the margin for success and by definition making that success more meaningful. I can appreciate you don't feel that way about it, but I stand as one example of a player that this matters to. And I'm not even considering this from a killer's perspective. I tend to play presuming a flashlight is on the wings at all times, so your suggestion wouldn't change much for me on the killer side.

    I think there's also an element of understanding different stages of player development. Even with reference to new players and this making flashlight saves more accessible, it also removes a small win for them in getting the timing right. It's just removing a challenge that is worth overcoming for some people. How long has it been since you've been in VC with a new player that got a flashlight save and was riding that high for like a solid twenty minutes after? If they were guaranteed so long as you're in front of the killer at any point in animation, I sincerely doubt that kind of reaction would happen, at least more than once or twice. Keep in mind, I preface this by admitting I'm bad at flashlight saves and your suggestion would only benefit me in terms of success ratio. Maybe you consider finding satisfaction in nailing the timing as the Stockholm element, but speaking obtusely we could apply that to every mechanic in every game. What's different between you and I is what we consider an improvement to the gameplay experience in this situation.

    As for the FPS example, you're kind of adding context to the basic situation I was referring to. Take hero shooters, which is more where my mind was as I probably should have clarified - Extreme mobility/power options result in a flanker getting to their ideal position, and they're about to get the drop on a juicy support. It took skill to set this up in terms of map knowledge and movement tech, but there wasn't interaction during this. They time their engagement correctly too. For a good player, this will result in value 99.99% of cases, but they are still required to execute mechanically. A bad player would be less consistent, even when set up with all the same advantages. Do we consider the final mechanical skill check in this situation arbitrary because the outplay already took place? I was referring more to this sort of situation as opposed to holding corners like in CSGO, perhaps mentioning a sniper was a bad idea.


  • Dark Lord - He has 3 forms, each with different and robust counterplay. His ability to quickly switch between each with a global cue forces adaptation and keeps the game nice and varied.

    You can also pet the dog to immediately pacify the killer if the switch ups get too overwhelming.

  • I think it's more a case of these perks being super swingy and situational. The best uses I've seen of them have been incidental or a result of clever positioning, and they have legitimately saved games. Head on is also a mild failsafe if the killer catches you in a locker. I wouldn't say they are bad but they're a gamble; they should be seen as an option, not an expectation.

    Also, sometimes things should just be fun.

  • I'm surprised no one has mentioned the fact that lacking voice comms has resulted in a rather unique culture in the DBD playerbase that is kinda special. If only selfishly, I think losing that would be pretty sad.

    A temporary proxy chat would be fun to mess around with but I actually wouldn't want it introduced even temporarily, as it could result in a lot of calls to make it permanent which I wouldn't want.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072660#Comment_4072660

    The best time to flashlight save would still be at the last possible end, as it would waste the maximum amount of time.

    Interestingly enough, if survivors would try to go for the save earlier, it would often also mean they have an increased risk of being spotted, since sometimes they have to pre-run, which allows killers to fake the pickup.

    That is the beautiful thing Imo. Timing your save until the very last end remains optimal and makes you most resistant to pick-up fakes, so all the advantages are still there for better players.

    However, the timing of the save, like I mentioned, adds nothing interesting to the game. It doesn't interact with the killer much at all, unlike other chase-based techs and other skill expressive elements. Timing the save is a purely one-sided technical aspect that is currently creating games where players invest a game-throwing time into preparing for the save, doing everything right, staying hidden from the killer, finding the right angle, and then failing the blind to a technical error that will then often lose them the entire game. That's why I say, it doesn't add anything interesting to the game to having to "time" flashlight saves, other than arbitrary creating game-throwing situations among beginner survivors, and arbitrarily making the game less accessible.

    I think the problem here is you could apply this logic to pretty much every game mechanic in existence and refer to it as abritrary. There are some arbitrary difficulty gates I do agree with, such as the lack of a crosshair option outside of wasting an addon, but this is not one I'd classify as the same.

    I understand your perspective about interactivity, however not every bit of skill expression requires direct interaction and we wouldn't argue they should be gone. For example, do we say someone in a PvP FPS that got the positioning advantage on an opponent should just get a button prompt to kill them instead of having the aim the shot? A sniper holding a good sightline, should they have to aim when gamesense already had them in the right place at the right time to lock down an area? They didn't interact with their opponnent to achieve those advantages, and taking a shot against an unprepared enemy is not particularly interactive either.

    No, despite doing everything right, they are still only setting themselves up with the best chance of success, and rely on their mechanical execution to succeed, even if the player in those examples has already outplayed their opponent. If a survivor outplays the killer via game awareness, they should be rewarded with the opportunity for skill expression to conclude the interaction, not a near guaranteed reward.

  • @AlwaysInAGoodShape said:

    "but it would make the act of getting one less statisfying"

    I disagree. It wouldn't make anyone less satisfied when getting a flashlight save, however, it would allow a bigger amount of the community to have satisfying moments, especially when they have, by trying to flashlight save, likely invested a game-throwing amount of time in the attempt, which is why I wouldn't see why we'd arbitrarily let them lose those games to merely a technical error, especially since it provides nothing interesting in them timing it.

    "Dull totem auras as base for all boon perks is something I'd be less bothered about. I'd lower the radius you suggest to 8/12 metres though, requiring players at least check the tiles they want to target for a totem."

    I think 8/12 meters would be fine indeed too. Whatever it would take for beginner survivors to run past a tile and know for sure whether there was a dull totem there or not

    Presently, the mechanics of a flashlight save require quite a few things to go correctly:

    • You need to remain hidden until the killer commits to picking up.
    • You need a route to get an angle for the beam.
    • You need to be the right distance to get there before the killer can look at the floor.
    • You need to start the blind at the right time to avoid triggering it early.

    Removing point 4 would make flashlights more consistent for lower-level players, but remove some of the precision required to execute the save. It would make the decision of when to break cover and go for it have a little less thought to it, including the impact on perks that impact pick up speed, as the optimal play becomes "shine as soon as physically possible" regardless of killer choice.

    I'm not very good at flashlight saves, happy to admit that, but that difficulty makes getting them a satisfying achievement each time. If I felt like I was being handheld through that, it absolutely would reduce the dopamine hit.



  • I try to engage in good faith. I don't downvote people that disagree with me, I downvote people that have an attitude problem or are failing to be constructive whatsoever. It's not a dislike button. Sadly, I suspect I'm the minority with that. I agree that the general usage seems to be just downvoting perspectives that don't align with one's own, especially with lurker downvotes.

    However, it does its job from time to time, such as burying the regular "I just lost a game so I'm going to the forums to claim the Devs specifically hate ME and MY character" posts.

    The thing is, despite all this, I don't feel the forums are an echo chamber. Every other thread has some… Spirited… Discussion, and the downvotes never consistently fall on a particular 'side.' Despite being a small collection of people, the bubble here isn't too bad.


  • Discussion of potential power increases aside, calling this accessiblity feels a smidge disingenuous. I understand you are referring to how accessible the game is, but the words you use are often considered in a more inclusive context, making it sound like this is on the same level as aura options for colorblind people (me) and visual TR indicator.

    The flashlight save just needs actual ingame tutorials/tooltips that reflect the difficulty of use. Making them too easy wouldn't change the counterplay much, and against good players wouldn't change much of anything, but it would make the act of getting one less statisfying. Let's keep some minor skill expression.

    Dull totem auras as base for all boon perks is something I'd be less bothered about. I'd lower the radius you suggest to 8/12 metres though, requiring players at least check the tiles they want to target for a totem.

  • Make BP farming possible without going into queue will immediately lower player population in public matches and cause the game to die out sooner. Right now, even players that only want BP for one reason or another still flesh out the queues, keeping times down and (try not to laugh) help keep matches more balanced. Encourage players to leave public matches for optimised farming methods that they can control directly (custom games) and you'll hurt the game overall.

  • I think there's one self-limiting factor to Windows, and that's the fact that an unskilled survivor using it can actively hinder their team. I've seen so many obviously new players that have it blindly chain pallets, usually being very comfortable leaving loops earlier than necessary.

    While yes, this does keep them alive longer than they otherwise would be, generally they don't have to skill to exploit the resources they reach, and end up burning them with little to no value gained bar a few extra seconds. This has resulted in some really rough late games and I'm sure in my own baby days I was guilty of this too.

    I still think it is arguably the best perk in the game for ~80% of the playerbase, and nerfing it based on that alone would be understandable, even if I don't hate it as it is now. I've only recently felt comfortable taking it off, as having it has taught me mainstay pallet locations and which tiles are relatively reliable, but still miss it on some rarer maps.

  • @QwQw

    Congratulations on your recovery lmao.

    You right. I can understand the mental warfare angle and truth be told it's not evil to BM, but I get more pleasure out of being kind. Throw me into a TF2 lobby decade or so ago however…

  • @Hexonthebeach said:

    I'm sure I already did something that other think its toxic, bm on purpose.

    Teabag, waiting in the exit, mori, tunneling, slugging, quests, whatever.

    People think Moris are toxic?

    @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072515#Comment_4072515

    Yeah that was a funny post. Nice seeing all the dumb stuff people did.

    Like I said, in the rare case I do it's because they were going wild. But yeah, the down is usually enough. Can't tell you how many people tbag me in chase and get instadowned, and that's the end of that behavior.

    I usually just go break pallets and doors if they longer. I'm getting points: they're tbagging no one.

    Breaking pallets, huh? Shocked that never occurred to me. Cheers!

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072498#Comment_4072498

    As killer, I can't take survivor BMing seriously. I don't know how something as silly as rapid squats tilts people. They look like little children acting out and I think that's so embarrassing to get mad at. It's like you said, they're like mischievous scamps. Even when the whole team is BMing, I usually don't respond. I also don't think it's nearly as common as people act like it is. Most of my survivor matches, everyone just runs out. The egc drag-outs rarely happen on my teams (though they do happen to me as killer, just not constantly.)

    Unprovoked killer BMing bothers me more because they're already the power role, and it feels like they're abusing it. It's often the ones who play dirty too. Add in that soloqers have little control over their fate, so even if someone on the team tilted you, its not the whole team's fault. But people are unreasonable.

    I used to hit people on hook when I was new. Didn't know I was being toxic. I thought it would help me somehow or something idk.

    I actually remember you from a post I made a couple months back about new player habits. You told me then how you hit survivors on hook because you thought it would kill them faster or something lmao.

    I don't think I ever BM as killer. To be honest the thought hasn't much occurred to me. I've seen it but honestly getting the down is enough satisfaction for me, especially if it's a survivor being cheeky the whole chase.

    As for getting tilted by it; I can admit that it got to me a little after I got out of baby jail and started playing against survivors that could loop a little. They noticed the baby killer in me and went full blood in the water. It wasn't the majority of matches, but I wasn't used to it. I never raged or BM'd back, but sometimes I'd have to take a sec after a bad game, maybe play another game. That stopped fairly quickly though. I now see a BMing survivor as one of two things; an opportunity for an easy down, or an opportunity to play against someone good and learn from them, as they have confidence at the very least.

    The worst I get these days is a mildly exasperated "C'mon man" in my head when a survivor is waiting at the opposite gate for me to force them out. Not that I care about bags on the line, that's whatever, it's just only ever happens when I'm playing a killer with no mobility and have to drag myself all the way over.

  • @cogsturning said:

    I almost never do it but when I do, it's reactionary, like when a killer is super toxic or tried to tunnel me. If I manage to survive such a match, I will give them a few squats on the way out. This happens maybe once every few hundred survivor matches. As killer, if someone keeps waving, tbagging, and flashlight clicking, I'll nod when I down them or hit them on hook. I personally find these sorts of back-and-forths more playful than malicious. Not everyone is taking the game that seriously.

    Humping is a no-go though, and killers who hump everyone for no reason are peak gross to me. I've also had killers that will just spam their power at me when I'm on the ground. Also a no-go. Nor would I ever wait at a gate to BM even the most toxic killer. I just leave. Anything that prolongs the game at the other's expense is a hard no.

    I do a hell of a lot of chat trash talking though.

    The playful aspect gets me because I feel there have been a few examples where I've been BM'd but don't see the malice in it. Like it's after a really stupid series of events resulted in a bad outcome for me, it's almost like they're thumbing their nose like a mischievous scamp that tied my shoes together, and less a "ez" sort of vibe. That kind of thing has me laughing, usually. I had a match againt a slinger that 3-man slugged and chased me around the area with all my teammates. I must have managed 6 or 7 pick ups during his reload but he always got the immediate M1 and kept them down. When he finally got me, he humped, and honestly I just laughed.

    Another thing I notice is if a killer BM's after a particularly unimpressive play - like just caught me in a bad spot while I was 99'd vs Ghostface - I'm unoffended because that tells me they don't often see that kind of success and overvalue how good it was. They're more telling on themselves in those cases.

    I've accidentally BM'd when I was new to the game before. Example I've commented before was ringing Wraith's bell over and over after a down. I thought I was being cute. I think in my entire DBD career I've only ever hit one survivor on hook, and he had been giving me hell all match with bags and clickies, to an absurd degree, but was only mid in chase.

  • I understand why people don't wanna continue, but I just update my win condition to getting 3-4 gens completed a player down. If everyone else gives up, at least I get hatch.

    The only thing I try to avoid is obviously trapping someone in the game if the killer is slugging for the 4k.

  • They didn't nerf Blight for being fun. They nerfed Blight for being oppressive, even in relatively unskilled hands.

  • I think that it is against the rules of fair play and should remain so on technicality. If we start making this okay, players will begin stretching the boundaries of what an acceptable reason to sell out a teammate is. Baby players may hide often because they're not confident in their own ability and see success by doing so. It would suck for the longetivity of the game if new players also experience their teammates sabotaging them for reasons they don't understand. Plus, it's really easy to miss what they did contribute due to negativity bias, so there's always a chance you're ruining the game for someone earnestly trying their best.

    However, I fully understand why someone would do it. I've had rat teammates before, and it really does suck because they started the game acting this way with full intention of everyone else dying just so they can get an escape without engaging with the game in a meaningful way. I've been in a game where 3 survivors were on death hook, with the remainder on zero. They hadn't done anything beyond hiding and touching a gen to avoid crows only when absolutely safe to do so and didn't stay on the gen despite getting no pressure. While I haven't done it myself, I completely understand why one might be tempted to tame the killer and direct them to a player like that.

    As killer, I've tunnelled in response to someone trying to sandbag before, because the locker they were pointing to contained a player I had seen contributing plenty. But, I admit, I have deliberately hunted down the 0-hook stealth player when I'm 6 hooks deep and they're on 4-5 gens still, including accepting tip offs from survivors as to their location.

  • Well done!

    Out of curiosity, how hard is Unknown on Switch? I couldn't imagine trying to make him work without a mouse.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071527#Comment_4071527

    It sorta irks us that we're getting flashy or sabo tbaggers while everyone else apparently gets these survivors...

    I will trade with you gladly, lmao. Too much of a good thing.

  • @100PercentBPMain said:

    too many cute people running around in this event. trickster is not allowed to be played he has fans all over the world that want autographs

    and his level is no better I can't say no to Adams charging me at the convenience store or noodle stand...

    Despite my grievances, I have to admit I'm weak to a survivor standing behind a desk waiting for me to make a purchase.

  • @NeverSolus said:

    As a killer I'm not against farming, but it has to be earned. The survivors have to be funny, or do something interesting to get me to play along with it. I've encountered a lot who seem entitled to my cooperation and I just 4k when I get that vibe. But doing a puppet show, or making an effort to put cans out for me, etc? I'll typically play along so long as no one is being rude.

    I don't have a problem with farming, I just have a problem with the entitlement to it. I keep hearing 'it's an event!' used to justify the expectation, but don't feel particularly moved by it. I have the killers I want at P3, so I don't particularly need to farm. I load up to have fun, or feel challenged. If they can make me have fun without a 4k, good on them they earned the farm. But lack of community BP increase offerings on the event just makes me much less likely to default to cooperation.

    Agreed. I'm not swayed by the "Just go 1v4" argument either. Bloodmoon has just enough mechanical difference (admittedly not a lot) to be worth playing as intended.

    I don't even care much about 4ks or stats. I just wanna chase, down, see some strats, outplay and be outplayed. You know, video gaming. If I get my fill of stuff like that then I'm more apt to farm. It's when it's the first interaction I have, and they don't get the hint from the first hit that I'm not here to weave flower crowns for 10 minutes, that it irks me. I get to be the bad guy and I don't have a fun game.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071488#Comment_4071488

    You are making a LOT of assumptions with this post.

    Also bringing up map offerings when they used to control what map they brought you to is completely relevant to map variety. If you do not want to risk going to a map you don't like, then select one you do. I cannot simplify it more for you.

    This sanctimonious attitude of "well survivors complained as much as killers did" is literally just false. Most killers are more map dependent depending on their strengths and weaknesses, whereas survivors only disliked certain maps for either stealth builds indoors or oppressive small maps with minimal tiles. There would be more of an outcry from killers by this fact alone. The amount of killers that dc'd on the loading screen after a map offering was burned happened 10 times more than when a killer burned one, despite there being 4 times more survivors available to dc.

    One of those situations where I wrote a bunch, then wrote the below and realised this whole exercise isn't worth either of our times.

    Your decision to hop into the thread to pin an issue about the state of the game on a generalised group reads as very poor faith. You can call it sanctimonious to prefer not to generalise people or see no merit in unconstructive barbs, but I don't see it that way and never will. It just fosters arguments that I must admit, I'm contributing to, so can't exactly call myself perfect; I'm as baitable as anyone else.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071477#Comment_4071477

    "Half-baked" lol I would advise learning what buzzwords mean before attempting to use them for yourself.

    Unless the devs release information on which maps are boosted, this could be complete luck. I don't disagree that they boost maps, but out of the past 3 days, I've played on dead dawg twice. I've gotten Nostromo probably 20 times though.

    I'm pretty sure it was half-baked? Unless the meaning has changed recently lmao. Bringing up offerings as a solution to a lack of map variety is not particularly thought through all the way, hence half-baked. It doesn't help that you used it as an opportunity to single out a group you've decided are an other to you, instead of recognising that a variety of people took issue with offerings for a variety of reasons. It calls your motive into question.

    My experience with Nostromo is the same as yours, though. It's every third game or so, both sides. It's by no means an awful map but I'm getting a bit fed up of it.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071440#Comment_4071440

    Well with the old logic it usually caused survivors to win because the blood gens were done so fast that it was not even funny. I played back then and it was really how I say it on the original post. Blood gens got done first and then it was literal ping ponging holding on the last gen.

    I have to admit this I have not even played single match as killer in the event because I usually chose the side to play because of the bonus on bloodpoints. I will play the killer side soon to finish the quests but in the end I have had more fun on the survivor side than I had ever on the second iteration of this because I don't see what was fun in the 20 meters away of blood gen you always had a pump thing either. It was literal three runs between the pump and gen and it was done. In the current one there is at least something to think about if the further gen is worth try to get done with the cans or you do one of the normal gens. Before it was always get the blood gens done and if you wanted to seal the match even more firmly one did one of the normal gens at the start. It was already hard enough to defend the three normal gens but one of them was a blood gen it was even harder.

    I've played both sides fairly equally and I don't feel the spawns innately favour one side. They just have the potential to, especially on larger maps. While I expect some RNG to impact difficulty for one side in some cases, right now I feel it's on the cusp of being too swingy. It's my only gripe in terms of the actual implementation of the mode. Other than that I have been having a blast

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071446#Comment_4071446

    I'm pointing out that there was a solution to this problem, but enough killers complained and the solution was ruined. Pretty simple.

    The solution is removal of map boosting.

    Bringing some half-baked killer vs survivor stuff up was in bad faith. We both know that.

  • @taknie123 said:

    So kinda short thing but idea is "priority system" no idea if it has ever been here but it's like you can choose few things that when quick spending these things will be bought first, take "priority" like certain add-on or offerings, perks etc. i think that it, what do you guys think?

    This would be wondrous.

  • Mr Afton my beloved.

    • Steep arc makes for limited range but amazing over-loop potential, giving his power its own identity.
    • Single projectile on CD instead of active reload/locker reload keeps the playstyle active, but also punishes heavily on a miss.
    • Transition to 4.6 after throwing allows for a very strong follow up to connecting a hit, providing the reward to counter the risk of only one projectile.
    • He does a silly laugh when using power.
    • You can use it as a pure short-range power like a Nemesis whip and still see some value, keeping him accessible.
    • His sound design is just so satisfying. Everything he does is dopamine.
  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466223/i-m-tired-of-deaddawg

    You could run a map offering!... oh wait, killers complained, so now they're bloodweb fluff and useless 😒

    What was the goal with this one, bud?



  • I appreciate the positivity. I'm not saying the event was perfect, nothing is, but I've had plenty of fun on both sides with it and the pump spawn issues are rare.

    That being said, those pump spawn issues can win/lose a game the moment the map is generated though, so better logic on this for next time would be nice.

    I'd also like a way to incentivise a normal gameplay loop with the addition of blood generators. I find them fun to interact with as a similar but ultimately different objective, but it's sadly rare that I get to experience this playing out in a regular game. Farmers, people that go next so they can farm if the killer is trying to play normally and a general mismatch of expectations is creating entitlement. However, I'm not sure what the solution could be shy of dropping 40k into everyone's accounts regardless of the game results, which would also be boring.

  • I'm fairly evenly split between survivor and killer and switch between the two depending on my mood.

    DBD is the only PvP game I play. I used to be all in on PvP shooters, but whether it's slower reactions from hitting my 30s or just burnout, I ended up hating playing symmetrical PvP. Asymm like DBD allows me to compartmentalise the anxiety of winning or losing much easier, understand my mistakes better and generally bring a more positive mental attitude.

    Outside of DBD I've been playing a lot of single player games, and my dabbling in multiplayer is co-op stuff with friends, so pretty much all PvM. I've learned to value the relaxation gaming brings over the hype and try to pivot away from any game the moment I start feeling negative about it, which is much easier in PvP. I still love a challenge, though.

    Currently, I'm playing a lot of Mewgenics, and a recent PC upgrade has had me experimenting with heavily modded BG3, as previously I could only play that game via Geforce Now, to my shame.

  • @AlexisWinson said:

    After I farmed them for 2 hooks, I will pretend to be friendly and then sacrifice them or 4 man slug. This is how I build trust issues in Arc Raiders. Maybe survivors finally start to learn that being friendly comes with consequences. At least I planted a seed in their brain.

    You're welcome.

    Arc Raiders? 😶

  • What are you running on? Is it laggy on console?

    In terms of balance, it's been a fairly mixed bag for me. Ironically, the map is buns for ranged killers, but relatively ordinary on most others outside of god RNG.

    EDIT: I will add, having thought more about it, that the 'unsafe' pallets on this map are straight up pointless. I'm not sure what the intention with them even was. Like, are we supposed to run to them and hope to get a stun? Killer can respect it and get a guaranteed hit anyway. I've not found as much difficulty catching survivors in the buildings/around the windows as people have said, but that may just be favourable RNG/bad examples in a small sample size. I suspect this map won't be super well liked.

    I'm also a big Balanced Landing fan, so obviously this map is not top tier for me as survivor/

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