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spirit72

spirit72

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spirit72
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  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116006#Comment_4116006

    Sounds like the same kind of people that'll camp main building and forget their objective is gens.

    RIGHT? LOL

    I'm hoping that soon enough, people will understand that this game is meant to be the opposite of a hurry-up 'sweaty' DBD match.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115971#Comment_4115971

    Considering its been out for less than a week, it doesnt surprise me that its not perfectly balanced. I expect they're gonna be tweeking things once they can see how players are playing. Hopefully we'll also get updates later on to include more maps and such too. My wife has actually been avoiding videos on it so we can play it this weekend completely blind. Looks to be a fun time from what IVE seen though.

    The main thing I noticed last night is that players—-both Michael and Civilians—seem to be playing it as if it was DBD, i.e. Michael is looking to kill all 4 players while ignoring NPC Civilians, and PC Civilians are just avoiding Michael at the cost of NPC Civilians. They'll actually just hang out under a streetlight or in the middle of the road once the cops show up, and then use the cops for protection. I even had one match last night where the PC's ignored NPC's for so long that I had both Laurie Strode and the other 2 'Special NPCs' killed and hung up on telephone poles within the first 5 minutes. Got most of the rest of the NPC's, and then left town while the players hung out with the cops. :)

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115974#Comment_4115974

    it does look fun, i almost bought it but i have watched gameplay and analysis of it and it has some really major issues that will have to be resolved for this to be a game someone will want to load up after a week or 2 of playing.

    I have a feeling though some of the issues are too baked in to how the game was designed to be fixed properly, like how the win conditions work.

    that being said, the game has sold over 500k copies so presumably is a massive financial success for the devs so may give them the rescources to not just abandon it like they did with tcm.

    and also, perhaps people will like it enough to have staying power but im very skeptical of that for now.

    the prox chat alone personally removes all my interest in the game when immediately its just teens and edgy people all peaking their mic while screaming at each other.

    Yeah, the proximity chat thing could definitely be an issue. I mute my own mic, mostly because I have zero interest in chat in-game. I didn't look through the settings…is there an option to mute VoIP outright?

  • @colossusqw said:

    When the Shape rework was announced, the thing I wanted most was more focus on his unnatural ability to disappear and appear out of every corner and blind spot, as it would be great and tension inducing.

    I had always envisioned something like "whenever you are out of line of sight from a survivor, you can toggle between stalker mode and shadow mode, either being very fast and invisible, but not being able to do actions, or something like what current pursuer is, but with stalking".

    This would end up with a very unpredictable Myers that could spring out of corners mid chase, disappear and go after someone else, and overall just keep everybody on their toes. As for the stalking mechanic? The idea would be for it to mark individual survivors, not for a time period, but until they are downed. This marked wouldn't do anything to the survivors, but Myers would not be able to reapear within 12 meters of any unmarked survivors, putting a stalk requirement on the more agressive maneuvering possibilities for the killer.

    If the Halloween game flops(seems likely atm) and Behavior get the rights to Myers back, I would love for them to take the character back to this direction, as it feels much more iconic and in line with him.

    So I played Halloween for a good 5 hours or so last night, and despite the usual launch issues, I think it has a future. It's sort of what F13 might have become, if licensing issues(and the ability to kill Jason)hadn't destroyed it.

    Is it going to kill Dead By Daylight? Nope..it's an entirely different type of game.

    But it doesn't have to kill DBD, because BHVR is doing a good enough job already of destroying its own product. They've managed to almost completely remove fun from the model. The main problems we have like camping, tunneling, 'Meta', and gameplay abuse are baked into the core mechanics and are not fixable in any meaningful way. They know that, so they go with band-aid fixes and 'Roadmap' promises, while cranking out new Killers, Survivors, foofy outfits, rifts(ever feel like you're stuck in a hamster wheel? News flash: you are!) and game modes to keep people playing and spending money… for as long as that will work.

    So all that a new asymmetrical horror game really needs to do is be fun. For my own part, I had more actual fun playing Halloween last night, even with mixed match results, than I've had playing DBD for a very long time.

  • And that's fair enough! But in my experience, the types of groups that all bring in flashlights are also built to grief even in the event that a Killer comes in with both Lightborn and Franklin's. Nah, I'll move on, there's more where they came from.

  • If Solo Q Survivors would simply get it through their heads that a DBD match is not about playing Musical Hooks and started working gens, Solo Q would quickly improve by several orders of magnitude.

  • @HexHuntressThighs said:

    It does make the killers into a joke. Jason was scary in Friday until you got the sweater and then he would literally be running from you. It was very, very goofy. 6 camp counselors chasing down a 2 meter tall killer, only to smack him to his knees and hit the griddy on him seven times while he was being executed.

    If you add the ability to kill killers in this game then all of the killers would have to be made SIGNIFICANTLY stronger. There were no hooks in Friday. If you got grabbed, you instantly died on the spot.

    Yup!!! I was gonna remark on this as well, and then read your post. This did not work out well for poor Jason Voorhees at all, and he ended up getting bullied more often than not. I'm happy to see it remain a non-factor in DBD.

  • @hatchetChugger said:

    https://forums.bhvr.com/dead-by-daylight/discussion/414969/why-did-chucky-get-nerfed-so-hard

    The changes to chucky were a nerf IF you only used his power to scamper outside of his dash. If you played him in the normal, not brainrotted, skillful way and you use your dash a lot, its a pretty substantial buff.

    I play a good bit of Chucky although I'm a Survivor Main, and I would tend to agree. I've always seen Scamper as being similar to Legion's ability to skid across downed pallets while Feral Frenzy is active. It only works if the special ability is active, and it SHOULD, in theory, cause Survivors to quickly think twice before dropping a pallet. But in practice, Survivors like to cry about nearly anything that compels them to interrupt the all-holy 'Meta', so it became a problem.

  • Welcome to DBD! It's not you. Online gaming in general is a toxic thing, it's just that DBD is particularly toxic, always has been, and has in fact got worse over the past few months.

    Your average 'Solo Q' Survivor has all the mentality of a bowl of Grape Nuts. No Milk. No Sugar. Just plain old Grape Nuts. So if you play Solo Q, my advice is to build for stealth and play that way, helping your 'teammates'(LOL)where you can, where it works for your game, and where they'll actually sit still for long enough to let you heal them up.

    All I can say about Killers is that far more than previously, the majority of them are just flat-out going for 'low-hanging fruit'. Camp, Tunnel, Slug. And they'll write novels about how they are left absolutely no choice but to do so, but the simple fact is that all three of these things are choices, 100% of the time. A Killer can't control whether a SWF Flashlight Militia comes in to abuse the Killer and abuse the game. But they can control how they choose to react.

    So, yeah. Welcome :)

  • Nope! Nothing wrong with MMR aside from the fact that it's a potato and always will be.

  • @Nazzzak said:

    I do agree. On a basic level, dodging enables you to pick your opponents in a way survivors cannot. If a killer wants to steam roll a team of baby survivors they have the means to do so, yet if one or more of those survivors decides to leave the match because they're vastly outskilled then they're the bad guy?

    Well, maybe and maybe not. Those 'baby survivors' aren't always such babies.. A good bit of the time, in my experience, it turns out that that p1 Mikaela was just taking a break from their p100 flashlight-slinging Claudette :)

    But it does allow the Killer to take at least some measure to avoid potential abuse. For instance, if I see more than two flashlights, that group can wait for some other chump to ready up.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718132#Comment_3718132

    Old rank based matchmaking was much better, at least it was transparent, and survivors were actually incentivized to play well in order to pip instead of hiding all game with Sole Survivor. However ridiculous it might sound, old ranks were a better indicator of skill than the current MMR.

    I can't disagree!

  • Matchmaking in this game is a potato. Always has been, always will be, and it's sort of a waste of time to even discuss it anymore. It would be better if they made it just completely random with no qualifications at all.

  • You can heal wherever you want, but if you're going to heal under the hook, you don't then get to complain that the Killer is returning to hooks. If the Killer knows that people are going to heal immediately under the hook, why WOULDN'T they return? It's sound strategy, it's a safe bet, and I do it too….I just don't go after the person that was unhooked.

    Playing Survivor, I'll usually emote to the person I unhook to follow me, and take them to some cover 5-7 seconds away. At least then if the Killer returns, they have to decide whether to spend time looking for us or not.

  • @Huge_Bush said:

    I’m old, have mental health issues that affect concentration and coordination and just no longer have it in me to sweat. With that said, the most fun I have playing killer is when I play as Scratched Mirror Myers.

    No other killer is like him. You’re not going in to win the game, you’re going in to give people heart attacks. While good players know how to deal with him, most Survivors are bad and easily fall victim to the terror and sexiness that is Myers.

    Just go on YouTube and watch some “Jumpscare Myers” videos and you’ll see how delicious the screams are. It will take some minor education and you need to understand that you won’t win a chase against a good looper (the addon hinders your movement speed and lunge). But in the end, I promise, you’ll have fun.

    And if you ever need to let off some steam, you can always equip tombstone.

    One of my favorite pastimes is to load up the good old 'Peek-A-Boo Mikey' build and take it to Lery's, The Game, or Midwich Elementary. I've had Surviviors message me post-match to tell me that I had them hyperventilating and screaming the whole time. :)

  • I play more Killer these days than I did previously, just because Solo Q can be such an exercise in futility sometimes. I like to play Chucky most of the time. He's a pretty solid Killer, in my humble opinion and experience. And he's a real hoot to play, too!

  • Pretty Simple:

    1)If there is more than one disco/suicide, AND there is more than one gen remaining, I'll signal to the remaining two that I am willing to farm BP and then let them roll. Up to them. If it's down to 1 gen, two good Survivors should at least be able to give it the college try. The final Survivor in this scenario would then fall under item 3 below.

    2)If the last Survivor has an event item, etc that they will lose by being sacked, they can go.

    3)If the last Survivor signals to me that they are conceding the match(ie stop running, crouch a few times, set down any item they are carrying, etc), AND they have not found their way on to my Naughty List due to obnoxious in-game behavior or giving me ANY reason AT ALL to suspect hacks/cheats/exploits, they can have the hatch or a gate and be on their merry way. Unless I'm doing a challenge that requires a 4x. Then I'll message them after the match and let them know it was nothing personal.

  • Stealth Player here, and I did read your whole post. And, yes, one reason I play from stealth is that chases are not a strength of mine, although I'm getting better as time goes on. Full Disclosure: My usual build is Distortion, Iron Will, Premonition, Urban Evasion.

    And while I'm not without sympathy, I have to say 'So what?' to at least some degree. And even if I agree with you(and I do)about what some Survivors consider 'Stealth'(LOL!!), I can't control what the other three Survivors do in a match, I can only control how I do things...including letting that guy who spends the match hiding behind a tree hang when the Killer finally sniffs him out :)

    For whatever it's worth from a Stealth Survivor:

    "Barely heard terror radius? Walk slowly beside the rock."

    Oh, you'd best believe it! And it won't be slow, because I'm running Urban. Those of us who truly play Stealth have mastered the art of using every rock, tree, wall, building, nook and cranny on the map to break line of sight and keep it that way. I even forego all the foofy cosmetics and select outfits that give me a better chance to blend into scenery. And before I even heard your TR, I had at least 2 possibilities in mind as to where to go. Every time I stop to work a gen, I am using my camera to decide what my best routes of egress will be, depending on which direction(s)the Killer is approaching from. It actually PAYS for me to stay in your TR as much/as long as possible too, as it makes Distortion nearly unlimited. I routinely have Killers walk right past me who would see me hiding in plain sight, if they were actually being just slightly observant. Stuff like this is a Stealth Survivor's bread and butter. Beyond that, if I'm not seeing much of you, and I'm down to 1 charge, I'm going to do the old Hop In The Locker trick to conserve....so I hope you're at least running Iron Maiden too. :)

    "Killer somewhere in my way to hooked survivor? You know what, i will just seat here and watch you go to second stage. God forbid killer will know i exist in this match."

    Some, but not all of us. I'm going to give it roughly 30 seconds from hook(because a good amount of the time, I'm hiding somewhere close to the hook as you hang them up), and if the Killer is going to hang around just out of camp radius, I'll go pluck them right out from under the Killer's nose, taking a hook myself if that's what has to happen. But I have to pose the question, is that more on the Survivor looking to make a safe unhook, or on the proxy camping turd of a Killer?

    "He heals me after unhook and hears TR? Well, stay here injured and i will be ride beside this rock if anything."

    In this scenario, I'm going to stop the heal, point the other Survivor in a direction away from the Killer(Premo, remember), and then I'm going to follow them, take a protection hit if I need to, and peel off. If the Killer then continues chasing the Survivor that was being healed instead of engaging me, then once again, that's less a Survivor abandoning a heal, and more a Killer choosing to tunnel the poor fool he just hooked.

    "Whole team died because Distortion player did nothing but crouching whole game? HE WILL TEABAG THE HELL OUT OF THIS HATCH!!! SEE THIS, KILLER??? IM WINNER HERE!!! YOU ARE LOSER, HATCH IS MINE!! OH GOD IM SO GOOD AT THIS GAME"

    You're completely right here, and it's online gaming at its finest. :)

  • @Bran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522242#Comment_3522242

    I wouldn't say DBD has ruled anything, more like just given most players Stockholm syndrome or something, but your not wrong when you say any competition hasn't entirely been viable.

    'Stockholm Syndrome' is actually a good way to look at it, LOL!!

  • Aside from the obvious money-making thing, it's because they have to keep churning out content to keep players interested. That's particularly true now that TCM has gone into full release and is 'competition', at least in theory.

  • @totallynotamegmain said:

    I have seen multiple posts ever since the release of the Texas Chainsaw Massacre game (TCM) comparing the 2 games. And I would like to give a public service announcement. Stop. Comparing. The. Games. The developers of TCM have said they do not want to be compared to other games they wish to stay separate, they are not feuding games unless we as a community make them. They want to exist together, so stop with the comparisons of mechanics, TCM isint tying to be DBD and DBD isint tying to be TCM, so stop acting like they are.

    For better or worse, and whether the TCM devs like it or not, really, they just entered a gaming genre where DBD has ruled the roost and had no viable competition since Friday The 13th: The Game fell down and went 'Boom!'. They're going to get compared everywhere.

  • @PAntWill said:

    Hey, just general opinions.

    for record I would say I’m middle/average MMR. Almost 2500 hours across steam & Xbox. I play both K&S - about 40%K, 60%S

    I’ve recently noticed a drastic change in the play style and attitudes of the DBD player base and just wanted to know if anyone has also or are you also part of the change and if so, why?

    Camping & Tunnelling early game:

    this has grown SOOO much. It’s become a regular when I play solo or with friends that 3 out of 5 games (even in a row) that the killer either Camps and tunnels from 5 gens or just hardcore pure tunnel vision tunnels. Even to leave current chase with an injured survivor to cross the map back to the unhooked (I know where they come from because of coms with friends) this is now more than the average game. It’s like it’s the go to strategy. Currently in game there is nothing (let’s be real) that can be done to stop this.

    Survivors:

    First down = DC or

    First Hook = Kill themselves.

    this was always somewhat of an issue, NOW it is everywhere in Solo Q. Bots are useless. They can’t even hit hook skillchecks (######### is up with that?!)

    both sides have become anti-fun.

    For me it’s worse as a Survivor. With all the nerfs over the last 18 months, (K base buffs, DS nerf, dead hard destruction, gen speed nerfs, flashlight nerfs, healing nerfs etc…) plus on top of the rise in C&T it just leads to boring, none rewarding game play.

    literally none rewarding. If a killer doesn’t get a 4K, he atleast gets some BP. If a S is camped & tunneled at 5 gens, offerings, items & addons wasted, no BP, depip. Killers are not punished the same for losing so a S still gets the punishment in their actual game not just their gameplay.

    Even the recent 7 Anniversary Event. Camping and Tunnelling was almost EVERY MATCH!

    My issue and question is that this is not BHVR. This is the player base. I just want to know why? What happened? Does anyone else agree? Have you experienced this or have you also done this? No judgement if you have, just for information I’m curious as to why?

    what’s happened?

    So for whatever it's worth, and if it helps any: Over the past year or so(been playing since 2018, PS4 and PC), I've found myself with long periods of DBD play, punctuated by long breaks...a month or more. I come back from a break, and a couple of months later, I realize why I took a break, and go on another one.

    Last time I returned about three weeks ago, it only took me a week and a half to remember why I had put it down last time. The reasons you noted figured largely into it. The game is really no fun to play most of the time anymore. And, I don't know that Alien is going to make a great big difference. Not sure when or if I'll pick it up again really. I'm having more fun playing through the Mass Effect trilogy for the umpteenth time, frankly.

  • Pinhead matches that I see always end up being s--t shows, for one reason: The Box. Survivors don't get it. To manage Pinhead, you have to manage the box. Someone has to go get it when it spawns, and take care of it when the time is right(or at least do it near a pallet, etc). And if more than one Survivor shows up at the box, that is better than none of them.

  • RCPD still sucks right out loud. Both versions. Midwich can really suck too....it's small, and once you get a Killer in there like The Doc and his AOE ability....yeah, good luck with that :)

  • I play on PS4 primarily(PC too, on occasion). On PS4, some players may be minors and parental controls are set to disallow messaging, or allow it only for certain users, etc.

    In my own case, I turned it off for anyone not on my friends list, specifically because of DBD. And I did that to stop getting hate messages....FROM FELLOW SURVIVORS. :) I can't recall a single instance where I got salt from a Killer after a match. Always fellow survivors, always salty or irate, and sometimes even abusive to the point of potential criminal threatening.

    To illustrate---once after a match, I got salt from another Survivor, essentially for not playing his way(he felt that I should have dropped my gen and run fully across the map for a save, when I could see due to perks that there were two other Survivors closer to the hook than me who were doing nothing. Including him). I pointed his error out to him in a polite but matter-of-fact way. His response was 'Give me your addy, I'll come empty a clip into you IRL'. I responded, '666 Whoopingcough Lane, Nowhere, Alaska'. Reported, blocked, never heard another peep from him. And then I turned off messaging permanently.

  • Yeah, happens to me regularly. It's a lame thing to do...I don't do it as a killer, I'm either going to let you go or not...but there's nothing to be done about it. Stuff like this is real common in competitive multiplayer. We play in a virtual and anonymous environment that for all intents and purposes is consequence-free. That brings out the worst in a lot of players.

  • I saw this on one of my news feeds this morning and LULZ'd right off my chair. We have officially jumped the shark here, I think. :)

  • @KMainEZ said:

    Its definitely gotten harder out here. I've gone from consistent 3-4k games with the odd loss, to having to sweat for a 3k since the update - and they happen a lot less frequently than before. Personally i think the HUD buff was necessary but im of the mind that killers need something now. Map changes in their favour would be a good start imo. New meta shake up would also be great. Im sure the devs are working on something

    I think your penultimate sentence may have said it all. I think "Meta" is the real issue anymore. There are just so many perks on both sides that can be stacked and combined to make things real difficult for one side. And when they address it, it results in just a new meta. I had a match just maybe an hour ago where Spirit was running Eruption, Jolt AND Dead Man's Switch. Talk about a toxic build...we were lucky to get 3 gens done, and almost nothing we could do about it. I'm all for Killers being able to slow gen progress down via perks, but jeez! Anyway.....

  • @Canas said:

    I've been collecting data from several matches since the last patch dropped and noticed an increasingly worrisome trend: matches have become VERY survivor sided. It's borderline impossible to have a normal match as a killer anymore, literally every single survivor group is comparable to a SWF sweat squad and gens pop at rapid speeds. I also see bp incentives for killers seemingly throughout the day, that's how bad things have gotten.

    You want some pics? I got pics.

    https://us.v-cdn.net/6030815/uploads/SZMKSTDXCYTL/playtime.png

    This is my profile; I currently have over 2600 hours on DbD. I've been playing since 2018, mostly as killer.

    https://us.v-cdn.net/6030815/uploads/4DJLM9XTECBZ/last-18-games.png

    This is a compilation of recent matches, 18 of them in total. I've been playing as Knight, Legion and Plague in those games and it's been one loss after another.

    Some of these matches even featured players with hacked items (yellow flashlights with instablind capability, being able to blind from behind the killer) which has drastically lowered my enjoyment of the game. It's plain torture, not even camping seems to work against these teams.

    Everyone brings Adrenaline and Dead Hard, every single survivor is playing at maximum efficency and chases take so long that half of the survivor objective is done when I finally hook someone. The constant information buffs for survivors have created a gap that's so vast that most killers can't even cross it anymore, it feels completely hopeless.

    I urge you to revert these HUD-changes, survivors should NEVER have this much information to begin with. The killer entirely relies on survivors mostly lacking coordination and stumbling around; you've put this important aspect entirely on its head and enabled survivors to make a mockery out of killers. This cannot go on.

    Yeah, I dunno man. Any idea where your MMR might be? I like to think mine is somewhere in the middle(I'm a competent Survivor.....not bad, not great), and I can tell you that even this afternoon, Killers are doing just fine due to the usual boneheaded Solo Q Survivor stuff.

  • It's already there, informally. Once the last gen is started, the Killer can go to an exit and hit the button to open it, signaling that they're conceding.

    On the Survivor side, if for instance I am the last Survivor, the hatch has been closed, I have tried to confuse the Killer at the exit gates enough to get one open, and I know it's over---when I see the Killer coming or Premonition goes off, I will take a few steps toward the Killer, duck a few times or emote, signaling that I accept my fate, I then don't struggle after being picked up, and the Killer can either choose to let me go or hook me at their discretion.

  • 'Wiggling' was never intended to give Survivors a solid chance to get out of a hook. It was meant to set some sort of time limit on Killers, so that they cannot simply chase the other Survivors indefinitely with you slung over their shoulder, or carry you to the basement from a remote corner of the map.

  • @[Deleted User] said:

    Who knows. Not much has changed. Solo matchmaking is still just as horrendous. Only difference is that I can now see which teammates spend the entirety of the match booning or cleansing dulls.

    Yeah, I was waiting for a good opportunity to mention it as well. The HUD has made it much easier to see in general what teammates are or are not doing at a given point in the match, which helps me determine my own actions. But what I've seen most of all in Solo Q(which I play exclusively pretty much) is that a good amount of the time, I am the only Survivor consistently working gens, confirming my previous suspicions. Others are cleansing totems, seeking out chests, running around the map aimlessly, etc.

    While I still had chat/messaging enabled, I used to get salt from other Survivors to no end about how I'm 'doing it wrong', and how I need to play more 'altruistically', and for a long time I wondered maybe if they were right. But now that I can see what is/is not being done, I feel a bit vindicated. If the Survivors are going to have a prayer of escaping, at least one of them must be on a gen at all times. This might be a bigger issue than general matchmaking, really.

  • @Mr_K said:

    Here's the vicious cycle. The more you spare the new survivors the lower your MMR goes. The lower the MMR the more beginners you face.

    At some point you will have to climb a mountain of noob corpes to reach experienced survivors again. It's best to play with them a little, let them "best" you at some loops, and sacrifice them to the spider. It's better for you and them in the long run.

    But that only matters if one gives a toot about MMR. Not everyone does. I don't.

  • I'm not sure I agree yet. It actually is nice to have a little bit of intel on what the other Survivors are doing, but I don't know the location or the context necessarily. And of course, using voice is the main unbalancing factor in any SWF, but that is what it is.

    I will say that I noticed this morning that gen progress is now shown per Survivor. That might be a bit much. For example, I saw a Survivor was working the last gen this morning. I went and started another gen as a backup. But when I saw that the other gen was north of 90%, I made a beeline for an exit so that I could hit it the very second the gen popped.

  • In a case like this, I don't always assume that they are just trying to draw things out...they just want to try and finish the match and escape, most of the time. On the Survivor side when this happens, the other player and I will usually be in cahoots, trying to get the killer to chase one of us for long enough to get a gen started, etc, or just try to make something happen. On the Killer side, I'll try and get the last two to farm a bit with me. And if they'll each give me two hooks as part of that, they can start their gen(s) and hit the road.

  • Yeah, on the increasingly rare occasions that I play Killer, when I see a Survivor who is clearly learning the ropes, I'll hook them twice and then generally leave them be. I'll give them the hatch most of the time as well.

  • I think they ultimately did it not so much because of the proliferation of profanity, but more because of other abuse. I can tell you from my own experience with DBD since 2018 that I have been called pretty much every name in the book, called pretty much every ethnic slur you've heard and a few that you may not have. I've been advised to commit suicide on several occasions. I had one yahoo ask me for my address so that they could 'come and empty a clip into you IRL'......that dude doesn't play DBD anymore, let's just put it that way. ;)

    So yeah, the filter is a pain. But trust me, it was for a good cause. :)

  • I think I remember they couldn't get Jason for the original release due to 'Friday The 13th: The Game' already using him. That's why The Trapper is so reminiscent of Jason; he's the DBD equivalent. :) But that game ended development due to legal issues as to who was ruled to actually be the creator of the Jason Voorhees character, and thus the true owner of the IP. Not sure whether or to what extent that legal ruling might affect licensure, but my bet is that we will likely never see a Friday The 13th chapter in DBD.

  • I've said it a million times----a hook-camping killer who sees Survivors start three gens and be headed for the exits by the time the Survivor he's camping is fully sacked, and then sees his de-pip and lousy BP score afterward, generally won't be a hook-camping Killer for much longer.

    It sucks right out loud for the person being camped, but this is the kind of game where, every now and again, somebody has to take one for the team. It happens to me, too......today, in fact. :)

  • @YOURFRIEND said:

    Say it with me, folks: you can't punish people for playing with their friends.

    Nobody is suggesting 'punishing' players who would prefer SWF.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322373#Comment_3322373

    But you would be taking a random soloQ player (or two) to backfill in a SWF lobby which is what it's already happening. Unless that soloQ player is already queuing to be matched alongside SWF which is unlikely.

    And.........that is actually a valid point! A SWF team of 3 people would need to be backfilled somehow, which would make it necessary to allow single players who want a SWF(for whatever reason.....I agree with you that I can't imagine why they would) to be able to enter that queue by their own choice, unless there is another way to work it.

  • I would actually be in favor of removing map offerings from the game entirely. It would be one thing if each map was completely balanced so as to offer no advantage to either side. As it is, most of them end up giving either Survivors or the Killer some advantage, even if they were not originally designed to do so.

  • Along with what a lot of responders here have said, keep in mind as well that in a situation where there are two Survivors left, it is frequently incorrect to assume that we are just hiding, trolling and trying to get the hatch. More often than not, we are playing an extended game of 'cat and mouse' with you, and trying to get you to make a mistake or otherwise create an opportunity to get a gen finished and perhaps escape the match together. In my case, the other Survivor and I are usually in cahoots to some degree, using the couple of emotes that we have available to try and work out a plan.

  • @Rovend said:

    If you are going to split SoloQ and SWF entirely, what's going to happen with 3man SWF? Would they receive a bot?🤔

    Good question, and I answered it in my original comments. Teams of less than 4 would be filled out using matchmaking, whether that is the current SBMM debacle or some other form.

  • @LuthirFontaine said:

    Why would a killer choose swfs? In addition being in a swf doesn't make you seal team 6. I play with my brothers sometimes and my guy we aren't great.

    1) You might be surprised at the number of Killers who actually don't mind playing a miked-up SWF. They are not a majority, but there are more of them than you think. They tend to be top tier/'high MMR' types, they're very competitive, and they prefer that mode of play.

    2)Yes, I am aware that being in a SWF does not make a team of commandos. And again, my suggestions here are not perfect. But we're also at a point where the larger part of the DBD 'Community' (for lack of a better term) seems to agree that mixing SWF with the regular Solo Q has become problematic to the point of being match-breaking. And, again in my view, none of the solutions mentioned and discussed here to date will have any great or lasting impact on those issues. This would, though not perfectly, and certainly with unintended consequences.

  • A couple of thoughts on this feedback:

    --If the Nurse ends up being nerfed a good bit, I am 100% ok with it. In my experience currently, from a Survivor perspective, playing against a Nurse is an 'all or nothing' situation. If the Nurse isn't good, the Survivors will walk all over her. If she's any good at all, it's a 4x most of the time. I am fairly decent at juking a Nurse most of the time, unless/until the Nurse can anticipate my juke or otherwise get wise to me, but that is not the case for most other Solo Q survivors. I see more Survivors DC the moment they learn that they're up against a Nurse than I do against any other Killer. So as much as I really do respect a player that has mastered the Nurse(it really is not easy to do), a smack from the Nerf Bat is needed and welcome.

    --On the Survivor HUD changes, I'm going to have to disagree with your main thrust. I'm all for being able to see on my HUD what my fellow Survivors are doing in general so that I can plan my own game accordingly. I think also giving info as far as what generator/what totem/what their location is while acting/etc is potentially really unbalancing and a bad idea. There are perks available that will give a Survivor info on most of this(though not all of it), so Survivors can determine whatever perk build will work best for their game, given the HUD info that they'll also be getting.

  • @Bot_Salvo88 said:

    Before the penalty was 5 minutes, now it's 1 for the first DC of the day.

    As killer, the game is boring as hell when someone DCs or kills himself on the hook against a good killer. They will tbag at the exit if the killer is weak and got 2 hooks all game.

    As survivor, if someone DCs, the team is screwed. If the killer DCs, the game is over immediately.

    From now on, I'm handling DCs and early "I kill myself on the hook" situations like this:

    - as survivor, I'm just giving the kill to the killer and move on;

    - as killer, I'll just give the free escape to the remaining survivors.

    All I ask for is a normal game, 4v1

    Yeah. I mean, DCs have been a problem since Day One, and they've tried a number of strategies to deal with it. But I think there's really nothing beyond what they've done that would be effective in any honest way. If someone is so thin-skinned that they feel the need to DC whenever a match is not turning out the way they had hoped, then I would humbly suggest that DBD is not the right game for them. We can't control what others do; we can only control our reaction to it.


    For myself?:

    -If the Killer DCs, the remaining Survivors and myself all get BP, maybe a pip depending on when the DC happened, and we move on to the next match. Bully for us! Not so much for the Killer.

    -If I'm playing Killer, and a Survivor DCs or suicides prior to one gen being started, I will back off a bit and let the Survivors try to recover from that DC. If two DC or suicide before 2 gens get started, I seek the Survivors out and try to make it clear to them that we are now farming, assuming they would like to do so, and then I will let them go once I have my hits and hooks, etc. Of course, my 'Bad Survivor' policy is always in force. If the remaining Survivors are going to be sweaty, exploitative and toxic even in the face of a DC/Suicide, then my level of empathy immediately resets to zero.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320085#Comment_3320085

    Yeah, no. He hit EW2 and then within seconds of EW2 he hit EW3. Everyone else in my SWF definitely agreed that while we couldn't prove he was cheating that there was something extremely suspicious about it given how long it took him to even get to EW2 and then to just immediately spring from EW2 to 3.

    Having played a good bit of Mikey over the years, bear in mind that the rate at which Mikey 'juices' Survivors is not constant; if there is more than one survivor in his FOV, he will gain EW at a much faster rate than if there is just one in his FOV. In the case you mention, if one of the Survivors being stalked happened to be the Obsession, then you can add another 40% to that already accelerated rate. In a case like that, it is entirely possible that he could pop EW3 very quickly in at least some situations. It's why keeping LOS broken and keeping distance between Survivors whenever possible is important vs. Mikey. It's also why I always use 'Monitor And Abuse' in my Mikey build. ;)

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109484#Comment_3109484

    I think it's among my least favorite Maps from a Killer perspective.

    Every single chase happens in the main building (which is busted, of course), because of the Map's small size, or on either the loop with 2 God Windows that loop into each other, or the L/T wall with a Breakable Wall in the middle, that makes it so it's also a God loop until the Breakable Wall is broken, at which point it becomes a regular L/T wall

    Right, I don't like it from a killer perspective either. Maybe it's better for Killers with ranged attacks, but those Killers are not my strong suit.

  • Or, it could be that matchmaking in this game is a potato, always has been, and likely always will be.

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