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lukeneves

lukeneves

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  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909154#Comment_3909154

    "Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches,"

    If you seriously believe that's only 3% of matches I suggest you watch my streams. You are far from the truth.

    " the rest is solo Q who struggle IMMENSELY"

    They aren't. The game is balanced around solo queue. I do solo queue survivor mostly and I win the majority of my games.

    "On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?"

    It's a killer that just came out, relax. An adjustment patch comes soon after release.

    so wrong…Lionnek 100 win streak…balanced ;) sure! That was before ghoul btw lol if u struggle u dont tunnel. Simple as that

  • As killer all you have to do is tunnel first guy out…in solo q that is 100% defeat chance. Tell me how much more buffs do you need to feel good about yourself as killer where you win 9/10 matches?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909113#Comment_3909113

    Killers did not complain about survivors who hide well. The complaint was that Distortion was too strong because it single handedly essentially turned off all aura reading. Also survivors who once it was down to 2 left they would just ignore objectives and drag the game out. That is the only hiding that was complained about, not legit hiding during the actual match.

    BBQ is decent, Friends Till the End is just a bad perk idk why you'd be running this, and Kaneki is a brand new release and not really relevant to the general topic. Lethal/BBQ is the only valid thing here and are we trying to say Lethal/BBQ is too good? If anything I'd buff Lethal/BBQ. Lethal is very overrated. Once you become experienced at the game survivor spawns are predictable. Lethal is more a learning tool.

    Are you trying to tell me they're overtuned or something? These perks would be closer to needing buffs then nerfs.

    I don't hear anyone playing at high mmr who complains about aura perks. This is almost strictly a low mmr complaint in my experience and generally more a skill issue going on.

    Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches, the rest is solo Q who struggle IMMENSELY. Look at the killer streamers win streaks… come on guys be realistic. On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908432#Comment_3908432

    "As for the bad survivors not taking accountability… I fully agree that this has a part to play but the mmr shifting stuff varies. I mean we can't be certain how often it occurs and it varies depending on time of day and how populated your region is. It's speculative really from both our ends but I'm aware it does happen I wont say how often it does though because I have zero clue. Although it just feels like I'll often see at least one baby survivor every odd match."

    Yeah I agree it is a lot of just speculation since we don't know how it fully functions (a terrible design decision imo). The time of day and region does affect it tremendously as well. Similarly to the night and day difference between a full swf and a solo queue match, the contrast between times of day is significant. I would have much easier matches mid day than at night for example, which is a sweat fest and 2+ syringes/BNP's literally every single match lol. Also, that "one baby survivor per match" is a big deal. The mmr tends to throw at least one into every match as a weaker link balancing the mmr of the higher players, however swf totally throws that out and removes the balancing mechanism.

    "These days I play casually. I can still generally hold 30-60 second chases; sometimes more depending on the killer really. I'm by far not the most skilled but I've noticed wherever I am on the proverbial mmr latter. I notice a wide mix of players match to match. One moment everyone is doing gens and we escape do well. The next match, nobody wants to do gens and a teammate is going down in sub 20 seconds. I do my gens and do my best to take chase when I can but sometimes the Killer will ignore me after my first chase. I've had killers tell me I was good at looping but I mean maybe it's a skill issue on their end for not seeing I was only average at best lmao it's hard to gauge that stuff lmao. "

    If you're generally holding 30-60 second chases then you're doing well. Generally speaking a killer needs a hit or a pallet in 20 seconds or less to hope for winning, even that's being generous imo. Which is also where I think there's a big disconnect with how long survivors want chases to last, and how long killers need chases to last for a chance at winning. In other words, how long survivors generally want a chase to last for it to be fun or even fair, is literally unviable for the killer to win with how fast gens are (we see this even in how you deemed "teammate going down in under 20 seconds" as an issue). Any time a killer is strong enough to get downs in that short window of time needed to be "strong" it's generally deemed unfun/unfair/not enough counter play. Either gens have to be slower to allow longer chases or weaker killers, or killers have to be fast enough at chases to keep up with them. I'd personally go the weaker killer route because then the survivors get to have their long/fun chases but the killer doesn't mind because it still gives him a chance at winning. They seem to not want this route(devs), so what we currently have is generally weak killers or ones that meet the mark as being deemed "too strong".

    "As for individual skill, I agree eventually you should get to higher mmr if you have the skill for it. Although that's not always the case. It's not so black and white really. When you have players that sometimes don't do gens at all or they kill themselves on hook. Survivors abandoning the game or straight up dying early in chase. Solo queue is the reason I play casually."

    That's why solo queue's biggest issue is your teammates, which is also why swf kinda breaks that. The game is balanced around having random teammates. We've needed to have self unhooking removed from the games for ages, it just allows people to ruin the game for others. Not talking with perks here, just the base kit tool. It also is terrible from a concept point anyway. Like oh the killer loses because a survivor got a random 4% rng? Like why? is that fair? What if when the survivors go to run out the gate there was a 4% chance they'd just fall over sacrificed? Would that be fair or fun? No, it would be terrible. That's how silly the 4% off hook looks.

    "For aura builds, I will admit that if the killer is not running aura then stealth is still a viable thing and I was being overdramatic with the word "eradicated" lol. I'm not the biggest fan of regression builds not cause I think they are overpowered but they just remind me of legion matches. It's sluggish and boring. For me, the aura stuff is become more of a crutch these days rather than a genuine little information perk. I'd probably be more accepting of aura perks if it was a one aura perk per build kind of limit situation. Just currently even distortion is pointless most of the time. Especially when we all spawn together now and that basically defeats the point of distortion hiding you when the killer knows you spawn together and he sees three auras instead of four… it's not hard to deduce the fourth has distortion lol. Although that basically just eliminates 1 token and the other usually gets used up shortly after."

    If aura was as strong as I feel you elude it to we'd see killers stacking it, but we don't. Heck I generally don't even run a single aura perk. To me it's a wasted slot as having good game sense provides enough information. 9/10 you'd be better off always just stacking more gen slow down. Rarely does aura perks out value gen slow down imo, bar a certain specific exceptions or killers. I feel like you're way over estimating how strong aura perks are. Bar a couple exception killers, killers are forced to run at least 2 slow down perks, the game is balanced around that. Talking good vs good players here, you can just meme at lower mmr's. I wish matches we're so slow that I could just stack aura perks but that's a meme, at higher mmr you would be getting slaughtered without slow down. Bar a couple killer exceptions, if killers are winning regularly with zero slow down the survivors are bad or the killers just at low mmr. Also, spawning together does not make distortion useless, at all. He knows y'alls generally area but he is going straight for the other teammates, not you. Just because you're in the same generally area doesn't matter.

    "I'm not a fan the idea of running a perk because it counters said build. I've heard this from killers… oh just run distortion. So I do and the next match I get is a non-aura build and now I got a pointless perk that does nothing the whole match but that can happen with other perks. I also don't like the concept of being force to play a perk because it's "mandatory" to counter said build. I was told to run DS or OTR (no joke) if I don't like their build. So I did and then I got called out for using meta perks lol. I see time and time again killers use meta perks or specific perks that counter a certain build… as an excuse for justifying the build but then when you run those perks the hypocrisy that occurs is ridiculous. So much so that I've genuinely grown tired of the blatant abuse of aura reading and the lack of countereability on both sides. I genuinely believe that the game would be better off and more enjoyable if we removed aura. Not built in aura like scratch mirror Myers... I just mean the perks. Scratch mirror can be nerfed or buffed in accordance with how things are going."

    I find it odd you're having so much issue with aura perks. I literally cannot remember the last time I thought to myself that an aura perk made me go down or last me the match as survivor and I play way, way more than the average player. Speaking of mandatory perks the killers are basically required to commit at least half their build to gen regression, not doing this loses the game. However, DS/OTR can most games give you their value even if you aren't running them, since most killers assume you have them and play around it. So you get free value by its shear existence. It's also never a waste to run them either. If they do tunnel, value, if they don't tunnel, you should be winning, win/win scenario. If the killer won without any tunneling or camping the survivor team played very bad. They game is balanced around assuming the killer will, he does not have time for a 12 hook game against equally skilled survivors. DS/OTR removes the killers win condition, so whether they activate or not doesn't actually matter. When killers complain about survivors running meta perks like DS/OTR very, very rarely is because he went to tunnel and got countered, that would be fair. They complain because killers get hit with all that "anti tunnel" even when they aren't tunneling because survivors use it aggressively for body blocking. That is why they're complaining. Like I don't tunnel as killer at all, and I get hit with DS/OTR ect all the freaking time. They force it into you. That's why these perks are badly designed. Also to note, as survivor in solo queue I don't run any of this stuff, like not even an exhaustion perk. The only meta thing I run often is Iron Will for mind games. So that stuff isn't necessary at all. More often then not they're carrying players to wins/escapes they shouldn't have got. Keep in mind all this stuff I'm saying is again assuming good vs good or high mmr. At low mmr you can meme and none of this stuff matters.

    "Don't get me wrong I love the perk diversity but it's getting out of hand. I truly believe (my opinion) that Killers such as the Ghoul would not have such negative backlash if it wasn't for the accompanying perks/builds. Having a kaneki dash across the map to your location but doesn't know where you are exactly is terrifying but in a fun way. Having the same killer dash across the map knowing your exact location is frustrating because it eliminates that thrill. The killer taking those few extra seconds to find you is that added tension that just makes chases so much more thrilling. Instead of just having the killer zoom to your location and preemptively attack you around a wall because they know your "exact" location when you were trying to be stealthy."

    You could put zero perks on ghoul and people would still be complaining about him, it has nothing to do with perks. They complain because he downs too fast for what people deem "fun". I really feel this aura perk hate is so random. Like aura perks aren't even that amazing, aren't run that heavily, and have nothing to do with things people are complaining about. A killer running a bunch of aura perks instead of gen defense is an easy win as survivor. I'd always rather them run aura perks, but they don't, because it isn't that good. I'll even put it this way, if you were forcing a nerf or buff on aura perks across the board I'd be closer to saying they need buffs than I would nerfs, that's how much weaker they are compared to just stacking more slow down, they generally aren't competitive at the moment.

    "I simply(my opinion) find aura perks to generally be unhealthy for the game on both sides. I've played plenty of them. Made my own builds and I know how powerful aura reading can be on Survivor side even. It's why I take such a firm stance on the idea that aura perks have gotten out of hand. They should either be limited to one per build or just remove them from the game entirely. Most will probably end up using regression builds but that just furthers my point on a class based system like 2v8. Easier to maintain/balance. Also the class system resulted in more teamwork in my opinion. From rebuilding pallets to engineers giving gen locations and healers… Scouts could be altered to not have aura but all in all like I said it's a subtle aura reading thing like the gen kicking in 2v8 I'm chill with that pretty much. I didn't hear a single complaint about 2v8 class system sucks. Heard how 2 killers can be overpowered or too many survivors or too little survivors but no complaints on the class system. I think BHVR should give it a go and create two modes… see how popular it would be and if the demand is there for it. They already have it set up basically. They just need to tweak a few numbers from 2 to 1 and 8 to 4 and vuala!"

    I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are.

    "I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are."


    You're dead wrong, soooooo many killers complained about not finding survivors who hide well… why u think they nerfed distortion? lol…you're dreaming with that statement.
    BBQ, friends til the end, plus pink addon on Kaneki, lethal pursuer…shall i go on?

  • Disaster killer release. Absolute disrespect for survivor player base.

  • @Emeal said:

    I completely understand why people think Ghoulboy is OP, because the way this Killer is designed is strongest against Survivors favorite strategies that being. 1. Hold W and 2. Not Hide.

    I think the first hit is supposed to work like Legion, but unlike Legion, Ghoulface has 0 map detection, so hes like 1000% weak to hiding. I don't have a SWF team atm, but I would think my playstyle against Ghoulman would be:

    1. Hide and move through maps unseen.
    2. Leave a generator early. Preferly when the Ghoul hooks or heads your way.
    3. Don't drop a pallet until I have been injured and Ghoulface isn't in power.
    4. Keep separated.

    I think the reason Ghoul is OP right now is that the meta is Aura reading, and BHVR does not seem to want to give that Aura warning from 2v8 to normal mode.

    Best advice right now??? Use distortion.

    BS pink addon, friends till the end…. BROKEN AF. MAJOR NERF NEEDED

  • @gatkins121 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680858#Comment_3680858

    just had a game.... guys dropped clones by both exit gates as im looking for hatch and then closed it. ok tell me more about how these clone placements aren't OP. leave them by hooked survivors. instant tele. it's bull

    Agreed, it's too much. Worry about projectiles, worry about his clones, gens, unhooking. It's too much stuff. At least removing his projections needs to be a lot faster and he absolutely cannot be able to sense we're near them.

  • @RpTheHotrod said:

    I wouldn't say it's OP, but it definitely needs an adjustment. At minimum. The cd should be 45 seconds.

    it will be. Just wait for Apr-Jun. Can't delete this post. Was a suggestion to Devs....

  • Like I said, change is coming. Case closed.

  • The sheer number of comments here, means this is a killer meta op perk that they know is op and survivors feel it as op.hence will be nerfed - end of story.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679099#Comment_3679099

    Is it clarified as a NERF on the roadmap? As far as I can see it is called "perk update", so not necessarily a buff or a nerf, maybe just a rework. Or do you have a different picture to show?

    And just because something gets nerfed, does not necessarily mean it is or was OP, and besides that "discussion over" seriously? Therefore even if it was classified as a nerf on the roadmap does not mean anything about your statement is right.

    Sure it is. Case closed. Rework, nerf whatever you want to call it means, as is now, it's not healthy - everyone agrees it's too powerful.

  • Nerf: It's on the roadmap. It should be between April and June. Discussion over, as suspected I was right. It's OP.

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678646#Comment_3678646

    OP means it's uncounertable. This Killer is very counterable. You can remove the clones to stop it from teleporting and predict that it will try to teleport near you if you know in advance the Clone is nearby. You can dodge his AOE projectile by predicting it or reacting to it too.

    Why do you think it's OP?

    Give huntress a teleport ability then or Slinger. You can dodge some shots too. Why not then?

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408334/ultimate-weapn-is-extreme-op

    Then it's useless. Basically worse Whispers.

    I would simply stop the effect few seconds after first scream. It will do the job and get you into next chase fast, but won't allow you to run around whole map and find every survivor.

    Agreed - something must be done about it. Fast or teleporting killers become EXTREMELY powerful as is now.

  • @_Onyx_ said:

    I love this Killer. I have loved every minute of playing as it. The combination of his projectile and teleport allow for so many cool variations in play. You can go from a long distance chase to being right on them, it's very fluid.

    The AOE through walls is especially beautiful. Being able to predict movement and get rewarded for it is such a great feeling.

    I can't wait to sink many many more hours into this character and discover unique mind games with it.

    I haven't played against it yet, but I'm sure I'll have a blast too, I love going against Slinger and Huntress so this thing should be an enjoyable experience too.

    I have also just looked at the cosmetics for it...The Eyeless Woman is perfect. On a whole, the alternate colours for this character seem pointless imo, The Unknown has such an amazing base aesthetic that switching up the colours isn't as good as it on say, Trickster. But the change in form skins, like the Woman and Cheerleaders are definitely the ones that draw the eye more. Make more skins that are like those, the ones that change the body it's wearing.

    You mean it's OP of course...Ranged AND Teleport? C'mon be serious now.

  • @_Onyx_ said:

    Nurse is the best Killer in the game.

    But in response to the actual purpose of the post, yes mobility and teleportation Killers make the best use out of Ultimate Weapon. But no it isn't OP. OP means there's no counter to it. You can easily use Calm Spirit to not reveal your location to the Killer.

    Seriously, everyone moaning about Ultimate Weapon, just use Calm Spirit. Use Calm Spirit and stop moaning about a perk that's actually fine.

    You know perfectly well that to stay competitive u just cant equip calm spirit. Blight is the best killer in the game hands down. (Nurse got nerfed get updated)

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678481#Comment_3678481

    The first thing is not against the rules (T-bagging/stomping/whatever you want to call it)

    The other two however can be pending the context (like bodyblocking a survivor so you can throw up on them as Plague isn't against the rules but body blocking a survivor so they can't play for 20 minutes is) so I don't know what to tell ya if you're doing the reporting, submitting the video evidence stuff, and still not seeing action taken.

    I hear you. But yeah the bannable stuff isn't getting actioned at all. They tell you they did something and then I see them gaming the same day (new comments on their profile page, talking trash about a game that just happened) - they are not getting banned, i guarantee you. ONLY exclusively cheaters are getting banned and I know this as I managed to ban 3 players with video evidence. I follow every single player I report. (I just cant follow EPIC Games, consoles etc, but STEAM you bet I follow them to know)

  • @xEa said:

    It is true. Those very few people i reported with evidence are still playing the game without penalty. Getting called nasty things is one thing and i just ignore that, but crossing the line (family should die on cancer, get raped ect) should not left unpunished.

    Same here brother. I think the trash talk I can almost understand - the game is nerve racking. But the toxic attitude within game is unacceptable - video evidence being submitted and ZERO real action being taken is complete F* U to the normal gamers who YES want to win but still play within normality, without gratis toxicity towards other players.

  • I'm talking about stepping on the last survivor alive for no reason, when there is no one left. I'm talking about blocking a survivor against a wall for no reason, holidn the game hostage. Working with survivor to find the other survivor. Just examples.

  • Originally posted by Scarlataria:

    GENERAL ISSUES

    The game tries to balance new and old players. And solo and 4 man player based teams. This is the root problem and what the majority of posts on the forum are about.


    The most unhappy players, tend to be long term solo cue players, And they tend to be most unhappy with long term camp and tunnel players. Those two groups being the biggest gap, and hence why most arguments on the forums are about them.


    The game i would assume relies now on a churn of new players, (especially from x-box pass), who face off against longer term killers, who for the most part overplay to grind. Which makes the mismatch issue worse. (In the Lights out event, we saw an exaggerated case, of how long term players for no reason, stand by or between hooks all game, for cheap and easy kills, and grind)


    Solo cue has got worse over time, because the average long term solo cue player, is matched increasingly with very low experience or new team mates. And then is asked to play against long term killers, who often have 500 to 5,000 hours in game. And i would guess about half of them are pro-grinders, who camp, tunnel, and slug, and call it skill, and necessary.


    As someone who has played killer and survivor from 2016, and played alot of time in teams but also in solo, i can well see the differences, and how they feel.


    KILLER ROLE

    I think killer is mostly easy, because in fact there are few SWF teams, and few that have more than 2 friends in them. Most teams have at least 1 low level experience player now. Sure if you push up the MMR and play later in the month and at peak times in the evening, (generalisations a go go here), you meet more SWF, and they may be a factor. But most killers for most times, do not meet this. Mostly they meet mixed teams, with at least one low skill players, or a relatively new one.


    I strongly suspect that camp, slug, tunnel routine players, (what my friends and I call "CaST", skews and renders useless, most data obtained on the game. (e.g. the CaST grinders, often get 3 or 4k for essentially doing nothing of any real skill. So, to average a 2k for killers overall, the other killers playing "fair", must be getting 1-2k.


    *Whilst camp grinders, are a smaller group, my guess is they are also the ones massively overplaying, meaning that they appear in far more games overall, than would be expected by head count alone. (e.g. a typical player maybe in 3 hours a week, where as pro-grinders might be in 30 hours, meaning 10x more).


    I would suggest that this means, that much of the bad experience as a survivor comes from meeting pro-grinders, with their CaST routine. And much of the good experience, comes from playing against those who play fair, but at that killer's expense. This also explains in part why the forum includes arguments between killers, about kill ration's, and how hard the game is. They are two distinct types of players, (typical and CaST grinder).


    *The irony of the CasT grinder, is that they score very highly because the scoring system is so messed up, and they also PIP (easy and fast - 4k in what are often short games, sometimes of half typical length - more so with afk, and self kill on hook elements in many of the games ruined by this). This means over the month, the low skill grinders, are most likely to rise up to the top of the MMR. They then do meet the 4 man SWF teams, who effectively demolish them, using skill and voice, against a zero skill strategy that works against new players and mixed teams.


    SOLO ROLE

    Solo cue has become almost unplayable. Increasingly so, since 2021. This is notably worse, i find at certain times of day (on peak), where you meet the try hard over playing killers, who grind, by camp, slug, tunnel. I suspect that this group have done a lot of damage to the game in terms of scaring off survivors, and that includes many longer term players who simply got sick of it. My assumption would be, that the grinders, over time, create a virtuous circle for themselves. They scare off better players, meaning the teams are filled with more and more noobs and low level experienced players, for them to farm.


    Over time, this creates a game overall, that is based on matching long term grinding killers with CaST, against players and teams overall with lower and lower skill.


    From looking at other on line games like VHS, Evil Dead, Decieve Inc, Hunt Showdown, Texas Chainsaw, i would suggest, this is actually how many games terminally stagnate or die. They get taken over by a large group of perpetual grinders, who scare everyone else off. New players come along, but quickly go. (Leading to low and/or 'negative' retention).


    SWF ROLE

    Playing as a 4 person SWF is too easy, if you are try hards or if 2 or 3 of your team are good players. My guess is this sort of 4 person (or 3 person), team is rare, and has little impact on the data collected. Most games are made up of mixed teams, with mixed ability, where at most 2 people know each other.


    A SWF of 3 friends, will typically get 2 or more out, without too much effort, if they are reasonably experienced players. They can mostly carry one rando


    Similarly, If you are a group of 3-4 friends, purely out of for casual fun, it usually is fun, even if you die. (Assuming of course, you don't get one of the try hard camp, tunnel, slug, pros) Which make the game dead boring and a chore at best. A fun seeking SWF of 3 or 4 friends, will still in my experience typically get 2 out, without try harding, if they are all reasonably experienced players. And by happy with that.


    DO I HAVE FUN?

    I have fun, playing killer for the most part. But i don't sweat and don't use regress builds, meta builds, and/or CTS routines. I get mostly 1 or 2k, but 8 hooks. I find the game in this "zone" is a lot of fun. It is probably more akin to what it was meant to be. The feed back is usually really good in chat. Seldom get anything toxic. I use Nurses, Nowhere to Hide, Ultimate Weapon and Trail of Torment.


    So, I get jump scares, and often can pick who i am after. To get the 8 hooks. Ultimate scares them in general. This merged with torment, and Nurses and Nowhere, all help to get jump scares out of nowhere, which seem to be a big part of survivors enjoying the game. I kill one player per game, to keep the sense of threat. Sometimes more, if one or more is notably good. (I try to note anyone over P10 in the lobby), to let newer players be the ones who get out.


    Most of my friends and others i had met online and played with, stopped playing in 2021. There was quite an exodus after the big changes tin July 2021. For me, those changes, seemed to lead to a hoarde of campers, with meta perk combos, taking over far too many games. (e.g. we had Cheap BPS blood webs, we had the rank to grade change, that led to grinding, and we had the auto transfer of perks to all characters, which also led to widespread meta combos). So, i can't really play SWF much now. Except at things like the Xmas event or lights out event, when some come back. Thise SWF games though are a lot of fun for the most part, because we don't take it serously, and for a few hours, you can just sigh at the chore bore CaST grinders, you have tp put up with. You standard;y will get 2 or more out, and its fun for us, and I suspect mostly for the killers


    But, for me, solo, mostly now sucks real bad. That is due to the imbalance across the typical team you are put in on the one hand, and on the other, because you and that team, often face one of the hoard of pro-camping killers, who grind every month, while overplaying lots.


    Again, for me, the 2021 changes, were a great and necessary idea on paper. But those changes led to the grinding and CaST plague that has build since in my view.


    CHANGES?

    1. Go back to the Rank system of 1-20. It was easy to see and understand. Bring back the floating rank system, that used to operate month to month. Amend it In this way: create essentially two Tiers. Rank 1-10 (upper), and rank 11-20 (Lower). Anyone at the end of the month at Rank 1-10 drops to rank 10, on reset. Anyone in Rank 11-20 drops to rank 20. This keeps a broad separation of serious from new/ casual.


    2. Penalise serial hooking. If you hook the same person twice, then give no score for the second hook, and no score for a death, if that person was hooked three times in a row. Add a bonus end of game score for hooking everyone once and everyone twice, to reward this more interesting game play.


    The game will need re-balancing around these changes. But I think it will make a game more playable for new and existing players. A killer should not PIP for camping over and over. The act of Camping, needs to be invalidated in terms of score and PIP.


    A more radical idea, is to change the game over, so that killers put survivors on random hooks, through a process akin to the Pyramid Head cages. That is to say, survivors will still go on hooks, but which hook they go on, on the map, is random.

  • No.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564925#Comment_3564925

    The biggest factor why there's fewer console killers is due to having to run them with a controller. This makes all of them much harder to learn and "git gud" with, and some of them unplayable like Trickster and Singularity.

    Take Nurse and Blight for example. Widely accepted as the best two killers in the game, both are extremely harder to use and master with a controller, even not including frame rate issues, input lag, deadzones in the sticks, etc.

    Simply put none of the killers can be run anywhere near their full potential on console. It's not really the survs they might face. Your proposed change doesn't address that at all.

    I disagree. The killer disadvantage on console is solvable by lining up more console survs and not pc survs, who can 360, walk backwards etc.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393938/suggestion-mmr-line-up

    What are we talking about here? Restricting console survs and console killers together? This can sorta be done now, if you select CrossPlay off and wait a few hours for a trial.

    The playerbase size cannot support this. Most of the players are on console, but most of the killers are on PC. This suggestion would badly hurt queue times for everyone.

    Depends, if they start doing this, more console players will play killer, since it is more balanced when they face console survs. A console killer vs pc surv currently, is in a big disadvantage.


    THe same goes for survs in consoles, they would be happier facing console killers.

  • @Skillfulstone said:

    That's....already the case.

    After her rework her drones no longer scans through floors.

    Before her rework she could set up 3-gens through different floors to make it even more boring and unbreakable.

    Oooh nice! Didnt know that - thanks!

  • Yeah it's an intermittent issue apparently and unfortunately. Cannot reproduce every time. This will be a difficult fix.

  • Same Steam - PC.

  • @poinepp said:

    please revert the hook bubble where it shows auras through it its so silly being this way now

    Agreed!

  • @poinepp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564015#Comment_3564015

    bubble has never been this way until dredge patch it used to be transparent for auras you could actually see them through it

    Correct!

  • @Ariel_Starshine said:

    The bubble thing needs to go, makes it pointless imho.

    Agreed - fast killers can just move away so fast, which doesn't even give you a chance to determine in which direction they went.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560730#Comment_3560730

    Using just the terror radius won't work for Piggy, Ghostie, tier 1 Myers, or with anything that triggers Undetectable.

    Exclude undetectables - use base terror radius.

  • @OrangeBear said:

    They actually confirmed in an older bug report that the black bubble blocking the killer aura is actually by design, surprisingly. Not being able to see the killer when you are on the hook though, that is new, but it would actually match up with the perk description. It says only that the killer is revealed to all other survivors, presumably other meaning not you.

    I don't mean to invalidate you or anything, i'm just saying it might be possible that the changes are intentional to make it work as they intended it to. Even if it's a bit weird to get rid of seeing the killer whilst you are on the hook.

    I would hope the bubble thing to go away, since fast killers can just swing away from hook, so basically I can't even see them... as for the other thing, i hope it's not by design....because that helps me plan where to escape to if unhooked.

  • Needs to be improved. Faster build up to camping. Terror radius needs to be the factor not a fix distance. For Blight Nurse and Wesker its negligable as is now. They swing once away and right back to hook.

  • @RpTheHotrod said:

    Less hooks means more slugging. If that's what you really want...

    yep I want that. +unbreakable, at least we can do smthg about it.

  • Bubba always gets his one kill. When you fix that, then I believe the camping issue is fixed.

  • @Alcuin said:

    The perk can work against you if you're relying on the aura reading of the Killer. If the Killer is still within the bubble, he/she might be coming your way while you wait to see if the aura appears. The bubble gives them stealth even when your perk is supposed to counter that. They're getting the jump on you while you are waiting for your perk to function. There are plenty of Killers with anti-loop and mobility that they don't need their aura obscured by the bubble notification. There's more than enough already working against Solo Survivors.

    was using open.handed to help with that. Now I use bond and open handed to help...but not the same.

  • @forthelulz said:

    If you're using fullscreenmode=1 then this game, as always because that's how borderless fullscreen mode works, uses your desktop settings and all other settings are completely ignored. This means it doesn't matter what you add/change to gameusersettings.ini for resolution settings they're ignored, you can fill them with gibberish or leave blank and it makes zero difference. This is the default fullscreen mode and you can only change to =0 by editing GameUserSettings.ini manually.

    If you're using fullscreenmode=0 then these lines and their values are used and DO matter:

    ResolutionSizeX=

    ResolutionSizeY=

    Save file normally, do not use Read-only that's a meme.

    Edit: Worth nothing if you use Low or Medium the game changes sg.ResolutionQuality from =100.000000 to =67.000000 so I would manually adjust the =67.000000 to =100.000000 in GameUserSettings.ini as well so it looks like this:

    sg.ResolutionQuality=100.00000

    Thank you sir that worked as well for me!!!

  • Thank God I am not alone! Someone else in the forum on Steam confirms he has the same issue. 3 ppl so far then confirmed.