SuzuKR
SuzuKR
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DCing incurs the respective DC penalty. AFKing and sandbagging are against rules and can eventually lead up to a permanent ban. So why is there a penalty-free loophole via suiciding on hook to achieve the exact same result of quitting out? Yes, you cannot force people to keep playing a match. That is not the point. They should not have a penalty-free loophole for quitting. You still want202 comments 5,753 views last activity
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This discussion has been merged .0 comments 41 views last activity
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Replicable with 100% consistency regardless of map, killer, or remaining build.1 comments 41 views last activity
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Realistically, it will almost never ever change the result of a match from how things work on live. It will only be a time-saver at best most matches (which is still really nice). If every single survivor goes down or gets hooked: Live: Game is over unless either someone has a perk for picking themselves up OR can unhook themselves (4%x3 chances base = 11.5264% chance of self-unhook base). M28 comments 741 views last activity
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Slug racing, carrying someone to hatch, crowding around to photobomb a Mori, picking a specific cool-looking location for a Mori yourself, etc.1 comments 31 views last activity
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It literally does not matter if Shadowborn being implemented as a base kit 15° FOV slider gives an advantage. Balance around the slider being available. People should not be forced to give up a perk slot to be able to play without a migraine. Before the inevitable comment "everyone will use max" nonsense gets posted again, no they won’t. For the same reasons some people cannot play normally17 comments 301 views last activity
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Realistically, it is used almost exclusively as a loophole to ragequit without getting the DC penalty they should for doing so. Doing so for hatch or against a cheater is the only rare exception. The former of which should just be its own thing anyways (a way to give up if only one other person alive). The latter of which will be addressed by hard game time limits anyways eventually and other imp15 comments 231 views last activity
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Reposting because the earlier one didn't properly output the score indicator for bug reports. Step 1: Equip Lethal Pursuer. Step 2: Enter a game and start a timer the moment the camera spin ends (when the match actually starts). Result: Lethal Pursuer’s aura reveal at the start of the game will end after 9s instead of 11s. Additional Information Character played: Does not matter Pe0 comments 51 views last activity
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Everything else in the developer update aside, the new Unbreakable perk being potentially usable 10 times per game with a self-recovery time of 22.5s each time is absolutely unhealthy. The posted developer notes do not mention anything of a limit on the number of times it can be used or if the speed boost vanishes after the first self-pickup or so on. On live, even after the self-pickup is used,0 comments 31 views last activity
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Eg, instead of 45s, it takes 84600s. I think that would be enough to balance an infinite use self-recovery that also gains speed increases from recovery speed boosting sources that was added to be a counterbalance for a new mechanic no one asked for where 4 downed is auto game over with no exceptions immediately.4 comments 81 views last activity
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Kills slugging as a strategy because 45s is an incredibly small window especially when chain-slugging because multiple survivors in the vicinity. The first will be back up before or around the time the second goes down if the survivors are decent. Kills incentive for interactivity from survivors. Why the hell would I get off a gen to go help them if they get back by themselves in 45s anyways?48 comments 872 views last activity
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Merged: BHVR, literally in what world is an infinite use basekit recovery and infinite use Unbreaka…This discussion has been merged .1 comments 21 views last activity
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The removal of the ability to suicide on hook is long overdue. It also is a loophole for bypassing the DC penalty despite quitting, which is insanely unhealthy. There are 3 main aspects that genuinely need to be addressed soon : A rework to self-unhook mechanics, so people cannot force themselves to stage 2. For instance, only one attempt with adjusted percent chance, to prevent imm53 comments 841 views last activity
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5 comments 81 views last activity
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Shadowborn is literally the difference in whether some players get migraines or not while playing. People should not be forced to use a perk to be able to play the game normally. Yes, it gives a minor advantage. That does not matter. Accessibility is far more important. Compensate for it elsewhere. Imagine if colorblind people had to use a perk for it because some colorblind settings mak9 comments 131 views last activity
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The ability to ignore two skillchecks to die should be removed entirely. Frankly, the skillchecks should not affect time left either, just make them Bloodpoint-gain only. Realistically, no one is actually unintentionally missing them outside of lag. In its place, a Give Up button will appear, but only in exclusively either of the following two situations: Only one other survivor is in the Trial13 comments 211 views last activity
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Two main ideas: Option A: No basekit ability to self unhook, Luck and Slippery Meat reworked. Deliverance being ready to use is the only way. Option B: Only one attempt, nothing gives more attempt chances. Luck and Slippery Meat affect that one single chance. Failing the one chance is -20s, same as live. Option A is because almost no one uses Luck or Slippery Meat anyways. Option B keeps what7 comments 121 views last activity
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Pain Begets Wealth Very Rare Perk Survivors cannot attempt to unhook themselves. Missing or ignoring skillchecks during the Struggle Phase will no longer affect the remaining time. Instead, failing the skillcheck will subtract 500 Bloodpoints from the Survivor, down to a minimum of 0 points earned. Hitting the skillcheck will award the Survivor 500 Bloodpoints instead, up to the maximum earna6 comments 91 views last activity
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Hyper-bright maps like Coldwind make aura-reading a serious problem. Everything is incredibly bright yellows/oranges/whites/etc, and it obscures the clarity of auras. Please do something to make them more noticeable on maps like these.7 comments 111 views last activity
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Hiding and making no attempt to finish generators while Endgame Collapse cannot be started is against the rules. This is not about being chased off. This is about not trying to repair at all. Survivors are required to attempt to repair. This is not up for debate. Hatch requires only one survivor to be remaining in the trial, because multiple survivors54 comments 1,691 views last activity
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When they’re asked if that means Nurse is underpowered because she has the lowest kill rate out of every single killer and is also one of the only two killers with a negative killrate (at the most recent killer-specific stats update back in January): Remember everyone, don’t fall into the trap of using hyper-generalized data that combines every single di33 comments 1,781 views last activity
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SWF, solo, regional playstyle differences, all levels of skill, meme builds, serious builds, killer-sided maps, survivor-sided maps, doing challenges/rituals/etc, playing for fun, playing to win, etc. The literal reasons that BHVR says to take the overall data with a grain of salt every single time they post it, because it’s too generalized to tell much.9 comments 471 views last activity
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Then you are the problem. If you have a problem with some part of the game, take it up with devs respectfully. If you take it out on the other players by disconnecting, suiciding on hook, AFKing, sandbagging, etc, you are the problem in that game. Blatant cheater holding a game hostage? Sure. Game-breaking bug like being permanently stuck in a hill? Sure. Because you dislike the map? Becaus72 comments 2,201 views last activity
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Despite the codes never expiring, there is no notice about the existence or code for said charms that newer players can see. There should be a permanently pinned in-game notice so any new player can easily immediately see and redeem the codes if they wish. Alternatively, automatically giving all 3 charms to all accounts.2 comments 71 views last activity
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A FOV slider for killer should be part of graphical settings, not a perk. For the people who say it's a gameplay advantage, let's actually evaluate that: Hiding right beside the killer after vault/stun/swing/whatever Literally does not work if the killer can figure out "Oh, the survivor vanished and there's nowhere else they could've ran to because not enough of a trail anywhere else, they mus6 comments 81 views last activity
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An option to disable the animation of the red filling up: A single click instantly buys the node. If insufficient BP, just error sound without animation. An option for no "confirm" for the reveal after buying a mystery node: Treat it like buying any other node. An option to randomly buy out whatever is left on the web: A button to auto-random-buy-all in a single click. If there's something a p4 comments 71 views last activity
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For survivors, it is a giant field of nothing. No loops, no windows, no pallets, no barriers to protect against projectiles, etc. For killers, it is a giant field that is annoyingly difficult to track through that also provides no pathways to corral survivors into (eg, trap-placing killers). Also means there’s basically nothing for Wesker to slam on/throw at and for Blight to bounce on, meaning18 comments 331 views last activity
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If solo has the same level of info as SWF, all survivors are SWF, since the only inherent advantage SWF has over solo is said level of info. Solo doesn’t mean bad. SWF doesn’t mean good. It only means level of info difference. This means BHVR no longer has to juggle balance between solo and SWF in ways that end up with things kept weak to not be oppressive to solo/things that are useless for or5 comments 101 views last activity
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Shroud offerings Fog offerings Hook distance offerings Coin offerings or keep only the purples Luck offerings: Rework Luck in general BP offerings that don’t give 100% in at least a single category (Brown/Yellow with exception of Survivor Pudding/Escape Cake) Hatch offerings: Hatch location should not be known by either side till it spawns Map Offerings: Maps are too unbalanced, and so of7 comments 91 views last activity
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Custom music for the older killers would be really lovely. I get it may not be a priority, but a roadmap for when they may happen would be nice.5 comments 81 views last activity
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In no particular order: Player attitude : People being toxic to each other just for playing the game (doing gens quickly, tunneling, bodyblocking, camping, using Discord, using certain killers, using certain perks/items/add-ons/offerings, etc). Quitting the moment something doesn't go the way they want. Taking out frustration from one match on another. So on and so forth. Seriously, grow up.31 comments 601 views last activity
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What you may find fun, others may find unfun, and that is valid. What others find fun, you may find unfun, and that is valid. But saying something needs to be changed simply because you yourself find something unfun is equivalent to advocating your own fun is more important than those who have fun with that thing. Neither side's sense of fun is more important. There is also no way to objectively25 comments 711 views last activity
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Only 1 self-unhook attempt. Fail penalty same as live (-20s). Self-unhook chance stays at 4%? Luck/Slippery Meat adjusted as necessary. Struggle skillchecks appear once per 10s (first one happens 10s after reaching struggle). Hitting a skillcheck gives 500? Survival? points. Missing a skillcheck removes 10s from the remaining timer? Or does nothing (doesn't affect timer)? Not sure which is be3 comments 81 views last activity
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There is a tremendous amount of RNG that can drastically affect this game. Examples: Initial spawn locations, tile spawn logic, gen locations, totem locations, etc. I am of the mindset that constraining the range of RNG extremes would go a long way for an improved gameplay experience where it's not whiplash from one game to the next. For example: Reducing how strong tiles can spawn chained bac0 comments 21 views last activity
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When the hook suicide mechanic wasn't available, BHVR found that since those players weren't willing to disconnect and get the penalty, they would actively sandbag the other survivors instead: Dropping every pallet, blowing up gens on purpose, trapping teammates in corners, bringing killer over to other survivors, etc. So BHVR decided the lesser evil was letting those players suicide on hook and5 comments 162 views last activity
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The AFK Crow mechanic is reworked to the following: Each survivor has a personal 4 minute timer that decays while not downed or hooked. While in chase, doing a Conspicuous Action, or receiving a Conspicuous Action (eg, being healed), the timer is paused. During running, the timer decays at 50% speed. (So they can’t run around in the basement or corner forever) If the killer is in 8m and not i30 comments 462 views last activity
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In my personal opinion, the three biggest problems in DBD are: The community’s attitude Map balance and tile spawn logic design Solo queue’s lack of info communication compared to SWF In my opinion, the status icons and a ping wheel with preset messages on a short (1-3s or so) cooldown would be the two most helpful possible ways to address number 3. For example, a preset message for the3 comments 51 views last activity
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Is it possible to have a way so players can choose what kind of queue they want between the following two options? Option A: Time is the focus. Basically, how it works now on live. Will prioritize time over an even-skill match at some point. NEW Option B: An even match is the focus. The queue will wait much longer (or maybe even forever?) until a full lobby of even-skill players can be assemble1 comments 31 views last activity
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17 comments 211 views last activity
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A white bar timer around the power icon to show how much of the chain blink window time is remaining would be nice. Would help with under/overestimating the 1.5s.2 comments 51 views last activity
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The linger is gone meaning no Lethal Pursuer synergy anymore. 2.7s weapon cooldown or [2.5/3.5]s fatigue for Nurse (for 1 blink hit which requires a survivor misplay and 2 blink hit respectively) + 3s to pick up the survivor is 5.5/5.7/6.5s taken before the killer can move around or turn around to look. A survivor that starts 0m from the killer can run 22m/22.8m/26m in that time. Assuming you’0 comments 41 views last activity
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A Dead by Daylight stageplay musical is truly what is needed. All sorts of ideas could be done. Dead by Daylight characters in and out of trials, AUs where the Entity is a boss and the survivors/killers are customers/employees, AUs where the Entity is a landlord and the survivors/killers are the tenants, so on and so forth. Need more convincing? Listen to this as an example and see how perfect t7 comments 71 views last activity
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Shadowborn should be incorporated into the in-game settings as a FOV slider for killer for 87°-103° (+15°, the amount Shadowborn gives), and Shadowborn/Monitor & Abuse's FOV increase effects should be reworked. This would help people who get migraines from low FOV and are forced to use Shadowborn to play the game normally. The slider rather than a flat increase would also help those who disli14 comments 351 views last activity
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Make her a hot, muscular tomboy. It’s important her abs of steel are visible. And change her Mori to her crushing the survivor’s skull with her thighs. 👉👈11 comments 401 views last activity
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The AFK Crow mechanic is reworked to the following: Each survivor has a personal 2 minute timer that decays while not downed or hooked. While in chase, running, doing a Conspicuous Action, or receiving a Conspicuous Action (eg, being healed), the timer is paused. If the killer is in 8m and not in chase, the timer decays at 50% speed. Recovering from the downed state or being unhooked restarts th2 comments 61 views last activity
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8 comments 151 views last activity
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Imagine unironically thinking this after: Buffs to: Coulrophobia (faster skillcheck speed) Dead Man’s Switch (removing Obsession condition) Discordance (range/linger) Eruption (regression and Incapacitated duration) Gearhead (one less hit needed) Retribution (longer aura) Surge/Jolt (cooldown removed) Knockout (recovery speed slowdown) Lethal Pursuer (secondary effect of lengthening57 comments 1,283 views last activity
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I genuinely enjoy every single game I play, and this is currently among some of my favorite games to play. I also appreciate how well-balanced this game is, and that despite the steep learning curve, anyone can learn and do well with time and practice.6 comments 111 views last activity
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Instead of giving extra distance, Heavy Panting (Green) makes a kazoo sound effect play when you blink hit the survivor, and Kavanagh’s Last Breath (Purple) makes colorful shiny confetti spray out when you blink hit the survivor.0 comments 31 views last activity
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Other than solo queue’s lack of information, I think another point of frustration for many lesser-knowledged players is exactly that. The lack of helpful knowledge. Many killers have unintuitive playstyles or counterplay that many people do not understand or know of well. Better tips and in-game tutorial stages would help with this tremendously. For example, against Plague: "If you cleanse, do1 comments 21 views last activity