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vladspellbinder

vladspellbinder

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vladspellbinder
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  • Funny thing is it's not even called "Surrender" in-game, it is called "Abaddon". On both sides. It replaces the "Disconnect" option in your menu.

    @LockerLurk said:

    I still want a surrender option for if you don't get at least 4-5 hooks before all 5 gens are done as a "I forfeit, good job!" option. I'm tired of having to play to the end of games that I clearly lost but the Survivors want to drag out.

    I'd rather it just be "If in end game collapse you can Abaddon the match with no penalty." no matter how many hooks you've gotten. I'm not going to walk over to the open Exit Gate to watch the Survivors do their butt wiggle and would rather not have to stand here on the other side of the map for the full timer.

  • Totally agree with what others are saying. Being able to finish a blood gen in three trip solo is just too little work, even more so considering that on that third trip you're left with about half a full can that you can then refill and use on another gen. The blood generators should need at least four or five full cans to finish, not the under two and a half they currently need.

    Running with the can is also a non-issue and that should be changed. The news announcement made it seem like you'd lose LOTS of blood when running but you lose very little. It really should be increased so that you actually need to make the choice to run or not.

    Killer Perks and Powers not working on them is a whole other issue but should at least be mentioned.

  • The main problem I have with blood gens is they can be completed with around two and a half cans and that is just way too little. As Survivor I've finished off two gens by myself in a very short amount of time because a blood pump spawned right in the middle of them and I was able to run back and forth losing only about two or three percent of a full can from the running so on my third trip I was left with a nearly half full can.

    The amount of blood needed to finish a generator needs to be increased to around four or five full cans to finish. I really do like the gameplay of having to go and get a resource to "repair" a generator but only having to make three trips just doesn't feel like enough work for the reward.

    Blood pump spawns also need a bit of a tweak, as sometimes they spawn way too close to blood generators. Maybe instead of having them all be in random locations throughout the map two are at slash in Killer Shack another two are in main building and another two are on opposite sides of the map. Blood pumps also need less blood in them because you can fill up six or seven cans from one pump alone and it's supposed to be a "limited resource".

  • This is indeed one factor of events I always hate; the Bloodweb getting filled with event offerings and items that I'm never going to use on THAT character in particular. I need to level The Ghoul right now, because he's under P3 and I want his Perks on my other characters but because so many other people are playing The Ghoul at the moment I'm NOT going to play him myself so all these event Offerings will be wasted.

    There is already code in place to "fade out" item add-ons that don't match the item a Survivor has equipped, moving that over to Killer add-ons shouldn't be too hard. Just merge all character inventories together on both sides so it doesn't matter who we're leveling we'll be able to use Offerings and generic add-ons on everyone.

  • Wow, my last game was so much fun! Laying on the ground for almost three minutes while Blinded because of Hex: The Third Seal while the Killer went off to go find the other person who had no chance of being able to find me because they were also Blinded.

    Bleed Out option. Please.

  • I typically go find a corner to stand in, look at the wall, take my head phones off and go grab a drink or use the bathroom or something, maybe alt plus tab out to read a story or check reddit, coming back every so often to see if the last gen was finished or not so I can open a gate.

    Basically I just don't play with the toxic Survivors. I hope they enjoy their free "win" with next to no Bloodpoints or any interaction.

  • ~Holds Scratched Mirror over his heart, lovingly caressing the rim of the pane.~

    I haven't noticed any changes. The Shape plays the same as he always has for me.

    (Reading the patch notes I was so excited for the speed buff, then I got to the part where they nerfed my most beloved of add-ons for him to make it so there was no speed buff for me. The only time I don't use Scratched Mirror is when I have a Daily or Archive that needs me to be in a Tier other than I and that hasn't happened yet since the update so I've not played the new and improved Shape, only Scratched Mirror Myers.)

  • @Angerydoge said:

    Your argument literally doesn't make sense, the way you put it, if the 2nd survivor presses a button to bleed out, it would just immediately result in a hatch race, in the scenario that survivors can pick themselves up it, provided that the killer doesn't want this to happen, they just hook the 2nd survivor and they die, still resulting in a hatch race. The only difference is that people can actually play the game if they can pick themselves up.

    Furthermore this removes the 4 man slug which is an issue that needs to be fixed.

    Lets say that the last two Survivors get base-kit Unbreakable, they can each pick themselves up once as soon as two other Survivors are dead. The problem with this is that the Killer slugs the second-to-last knowing they will be able to get up but this still buys them more time to try and find the fourth then if they hooked that Survivor. They then just slug the forth to go and find the third again and now the third won't be able to get back up again once they are found and slugged again while the Killer goes back to hunting down the forth. Again. It's just making more slush time where the Survivors can't really progress the game.

    There are very few scenarios where being able to get back up from a slug as second-to-last actually means anything. Maybe if all gens are done and you almost got the gate open but are then slugged I can see it mattering that you can get back up again but that's about it.

    The reason I want a bleed-out option and not a base-kit Unbreakable option is to not cheapen Unbreakable itself and because base-kit Unbreakable is a very hard sell for most Killer players and it will very likely get a lot of push-back. It was shot down by the community when the devs tried to float the idea alongside the Finisher Mori. Yes that was for everyone but I don't think a "last two only" would fare much better. With a bleed-out the Killer plays still gets a death but if they need sacrifices, such as for Adept, then they'll have to hook and play Hatch game instead of being able to find and down and hook the fourth then come back for the slug for a Mori or a final hook.

    With base-kit Unbreakable more Killers would probably start running Knock Out which, ok, they're using one less gen slowdown but it's still another form of slowdown and isn't all that fun to play against so not something I'd want to see.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433116/can-we-please-get-a-bleed-out-option

    We shouldn't be giving more ways for survivors to give up. We should be eliminating ways for survivors to do that and punishing them for doing so.

    THEN, we need to stop punishing killers for hooking survivors, and start encouraging them to go for hooks, rather than for kills.

    How often do you play Survivor? Really? How often? Because I play infrequently and I really want there to be no disconnection penalty now that we have the bots, Just allow people to disconnect as they want with no timer lock on their next match, no lost progress on dailies and Archives. Maybe have it so they don't earn any Bloodpoints but allow them to keep everything else.

    Why? Because I see so many people killing themselves on first hook because they don't like the map or the Killer or whatever. If they Kobe they either just stand under the hook or run right up to the Killer to get hooked again and if saved do it again. If people can just disconnect if they don't want to play then the ones that do want to play will at least have the bot around and let me tell you, as a Killer main those bots are actually pretty good at looping. You can't mind game them, they don't pre-drop pallets, and their pathing is actually pretty descent. As a Survivor I'd rather have a bot on my team than a dead teammate and because people can't disconnect without a penalty they'd rather die then DC.

    Even with DC penalties in play I see people doing it when they're already dying for some reason. Those people I don't understand.

    But, yes, I don't believe in punishing people for wanting to leave a match they do not wish to play in.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843393#Comment_3843393

    The problem is the hatch mechanic itself. In order to secure the 4k without slugging the killer has to:

    • Already "Win the match" by not having the survivors escape
    • Find the hatch before the survivor
    • Find the survivor before they can open the gate.

    The killer has to "win" 3 times to get the 4k, whereas the 4th survivor only has to "win" once.

    A BETTER mechanic that would showcase the skill on both sides, would be that, once the 3rd survivor dies on the hook, both the killer and the final survivor are teleported to a special zone, similar to ones they have done for the halloween event. This zone is the same layout every single time. The goal is the survivor needs to "survive" for some amount of time, lets say 1 minute. If they last for 1 minute, then they get to escape. If they get downed by the killer, then the killer automatically goes into the match ending mori.

    That's a lot of coding. Also, how many pallets are in this "deathmath realm"? Windows? Do the Killer and Survivor start facing each other like most 1v1s? What about Killer powers? Does Plague keep Corrupt Purge if she had it? Does Shape keep his T3 charge? Survivor Perks? Does Hope work? Mettle of Man?

    The idea in and of itself isn't a bad idea but it has a lot of issues that need to be worked out and it's a toss up on if it would actually showcase skill or not. Also, honestly, I don't think it is worth the effort it would take to code at this point with The Hatch already in the game. Maybe if this had been done instead of Hatch but we have Hatch and should work with Hatch.

  • I was just slugged as second-to-last in 2v8 mode so the Killers could find A BOT as the last. Not even another player. A bot. Someone who had already DCed. They slugged me to find a [insert long string of profanity here] bot.

    I don't even know why I bothered coming back to this deities forsaken cesspit of a game.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845255#Comment_3845255

    That shouldn't be so hard to code. My suspicion is that when an in-game event (e.g. survivor is hooked, killer misses a swing, survivor is slugged) occurs, a sequence of 'if' statements are checked in the code. All that should need to happen is to put an if that triggers when a survivor is slugged and two survivors are already sacrificed. If that condition is met, start a timer for 15 seconds, at the end of which another check is made that opens the hatch if the third survivor is not hooked and no chase is active.

    Hatch can just remain open at that point, enabling the start of hatch race, which can be won by either the slug, the last survivor standing, or the killer. As soon as a survivor enters hatch or killer closes it, lock hatch and trigger egc. In this scenario, hatch race isn't circumvented by slugging for 4k, and the killer then has to worry about either the slug or last survivor getting it. I'd actually go a step further and give the slug basekit Left Behind for as long as they remain slugged so that the killer is heavily disincentived to slug the third survivor.

    Since egc triggers as soon as anyone closes hatch (by killer closing it or one survivor escaping), the game can only become a four minute hide and seek match if the killer slugs for 4k and downs the last survivor.

    The killer could go look for hatch upon downing the third survivor and hope to trigger egc, but then they risk the slug being picked up and both survivors escaping. They could also camp the slug, but then the hatch is likely to be taken by the fourth survivor. The best play seems to be to be to put the third on hook and start hatch race. I'm not seeing too many ways how it would be hard to code or lead to weird plays.

    I was mostly making a "spaghetti code" joke about it Changing it from "Three (Killed OR Sacrificed) Survivors" to "Two (Killed OR Sacrificed) one (Dying)" shouldn't be too hard. It just comes down to if the devs are willing to make more Hatch changes after they changed it from "Gen math" to "Last alive".

    I'm all for built in Left Behind for the slug though. Maybe then Left Behind itself can get changed into an actually useful Perk.

  • I've said over, and over again NO. Base-kit Unbreakable is TOO STRONG and was shot down when the developers themselves proposed it for good reason. Base-kit Unbreakable would make slugging a really bad option, even if you only restricted it to once per Survivor. The goal isn't to remove slugging, it is to make slugging more bearable for the Survivor being slugged and to limit "slug the second to last to find the last" game extension. Being able to bleed out faster on demand is a good middle ground that doesn't help the Survivor win but allows them to move on to the next game faster.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433116/can-we-please-get-a-bleed-out-option

    I think hatch should be spawned when last survivor is downed by the killer, because right now due to whole this situation with slugging hatch is useless.

    @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844952#Comment_3844952

    Actually, this is a really good idea. So if the third survivor goes down or is eliminated, hatch opens. Then slugging for 4k might be completely eliminated.

    Good luck actually coding such a thing. It has too many "What-ifs" and operant conditions. Does the Hatch despawn if the slug is picked up in some manner? Does the Hatch close and lock and trigger end game collapse if one of the Survivors goes through it, trapping the other? Does it stay open to potentially allow both out?

    If the Hatch spawns right next to the slug and the Killer closes it we've got E.G.C. happening so that'd be something at least.

    It's a nice idea in theory but in practice it'd probably be too finicky.

    @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844980#Comment_3844980

    I also think that this whole "Bleed out"/ "Concede" option would be highly exploited by the killers - they would play as nasty as possible and slug even more, because such options would give even easier 4ks.

    Killers are already four person slugging, so not much would change. If what makes a person going from playing how they currently play to full team slugging or slugging second-to-last is that the Survivors are no longer as inconvenienced as before that's still a win for the Survivor not being as inconvenienced.

    We'd probably see less four person slugging over all, because I've asked people why they do it and the general response was one of two things; either "To shut down most of Survivor Perks I see most often" or "To waste as much of your time as possible and make your experience as ######### as I can".

    Some people be spiteful little witches with a b. These later people where typically upset when people disconnected because while they'd be locked out of next game for a bit they were not in the current game suffering on the ground. That was back when I used to not have cross-play on and could still get games and actually use end game chat but it seems things haven't changed much in the "Every so often you get a really nasty match" but I have seen a larger increase in second-to-last slugging, especially for a Mori, than before.

    Speaking of for second-to-last slugging, I would expect it to not change much, since the way I could see the "Bleed Out" actually being implemented would still give more time to find the last Survivor over hooking someone.

  • @SidneysBane1996 said:

    I think if the only real distinction between a 3k and a 4k is cheevos, then there's arguably little difference between a 3k and a 4k at all. One's just a "you win with style" option while the other is simply "you win". I really truly wish that BHVR would just adjust the Adepts to not HAVE to be 4ks, it seems like it should just be "win as X Killer with their own perks". That would eliminate stuff like slugging and stuff for adepts.

    @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844419#Comment_3844419

    Agreed about adepts being a problem in that sense.

    I always thought that doing something with style meant holding the door open for someone less fortunate ;)

    And while I mostly meant that as a joke about giving hatch, I kind of treat it that way when I play killer. If the last survivor didn't do anything to deliberately aggro me, they're probably getting hatch.

    Having said that, I think it's important to go for 4k sometimes so that there's always an expectation that as the last survivor, you're generally not going to make it. That threat makes giving hatch feel more meaningful in my mind. But now having said all this, I think slugging for 4k is the opposite of winning with style. It's more like a hunter with a weapon hunting a defenseless creature that doesn't even know how to fight back, and then the hunter decides to take away the only means of escape. No sport in it.

    Anyway, now I feel like I'm ranting. I think I agree with what you wrote :D

    Fully agree that Killer Adept should be decoupled from "Merciless Killer" and should instead require something like ten or eleven hook states (because sometimes someone just goes second hook from first because of bad teammates), to give the possibility of letting the last one go slash taking the Mori. As it is right now if you Mori someone you don't even get Merciless because it's tied to sacrifices not kills. Some people will tunnel to get it but people already tunnel to get Killer Adepts anyways so no real change there.

    I also agree that there isn't any real difference in a 3K and a 4K for me most games. Some games I really want to catch everyone because of how well they were playing and want to prove to myself I'm "good enough" but most matches I am perfectly content with getting a 3K and a "If I can find the last one great if not that's fine as well." but some people have gotten it into their heads that it's "4K or nothing" so they must get all four kills. I think the big name Killer streamers are somewhat to blame for this and need to change how they play. Stop doing challenges that "require" them to play super sweaty or maybe change the rules of said challenges so they don't have to tunnel people out at five gens in order to beat said challenge.

  • @Vishlumbra said:

    Let’s summarize every request survivors have:

    “Killers should exist to provide me with entertainment only, never to win, much less kill anyone”

    As I've said I'm a Killer Main, over three-fourths my games are on the Killer side. The reason for this is that for me playing Survivor sucks and I want the experience to be better and more fun. I WANT Killers to get 4ks, but I want them to do it via twelve hooks (or eleven and a Mori now I guess). I do not want to see 4ks done via slugging all four Survivors for the entire game (this has happened to me once more already since posting this thread by the way; Vigo's Journal and Compound Thirty-Three are one hell of a combo it seems) nor do I want 4ks because they slugged the second to last person to prevent Hatch from spawning (happened to me TWICE more after having posted this thread, both times as the slug).

    I want BOTH sides to have a fun time. You trying to make this reductive down to "Stop having fun guys." is not helpful and actively detrimental to things. Stuff can be changed to make it slightly more fair and fun for one side over the other while not totally removing the fun from that other side. The changes made for base-kit Borrowed Time and the anti-camp have proved that these sorts of problems can be addressed in ways that are fair for both Killer and Survivor. Will they force people to change how they play? Yes, of course, but that shouldn't stop the changes being made because that playstyle needs to change to make things more fun overall.

    @Lixadonna said:

    Never going to happen in an immensely Killer Sided game.

    What "side" the game on is never going to be agreed on. However, you say this and we got base-kit Borrowed Time "in a Killer sided game". We got an anti-camp feature "in a Killer sided game". We got gen regression caps "in a Killer sided game". There have also been a lot of changes for the Killer side "in a Survivor sided game", such as various add-on and Perk nerfs.

    The game is sided to whatever side you don't play the most. That's just bias. Doesn't make it true.

    Slugging should be one of the next 'problems' on the "The List Of Solo Queue Survivor Fixes That Need To Be Made" so hopefully we'll get something other than base-kit Unbreakable soon. Really just being able to bleed-out faster is all that is needed.

    @Lixadonna said:

    Those slugging for the 4Kill are also the ones who QQ about bully and SWF. They don't realize trying so hard to win leads them to the bullies and SWF.

    @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843816#Comment_3843816

    I lost count on how many times I said this same thing my friend. Like really they treat solo q players like garbage but when a swf or even a non swf but a competent set of survivors give them karma from what they do solo q. They boohoo claiming bullies, survivor op, perk need nerf etch.

    I've seen more than a handful of streamers who "pay it forward" in that if they get a toxic group of Survivors as Killer they then play super toxic to the next group. Like, really people? You're just being part of the problem here!

    @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843928#Comment_3843928

    But I mean there really isn't that much distinction though, a win is a win is a win. But I do see your point, the effort is there - it's in finding and downing and killing that last Survivor. That's not negligible.

    There is some distinction between a 3K and a 4K: when it comes to achievements. If you're going for a Killer Adept you need to get that 4k. This is the only scenario where my bitterness over seeing a third Survivor slugged to find the forth is somewhat mollified. Still sucks as it's happening but I somewhat understand.

  • @UndeddJester said:

    I still think once you're fully recovered you should be able to press the rush button to enter "Desperation" and: -

    • Crawl 50% faster
    • Make 50% louder grunts of pain
    • Bleed out 75% faster

    I also think a player in the dying state should be able to:

    • Swap items on the floor and in chests
    • Open chests at a 25% penalty
    • Use a key to open a closed hatch

    At least this gives something for the slugged player to actually TRY to escape, rather than just sit and wait to die. Also Temacity value.

    The only thing I do not agree with here is opening up chests while slugged. I get the idea behind it but think it'd be a little bit wonky. If the chest is already open then, yeah, swap items but if the chest is still locked you can't wiggle the lock to get it open.

    @Jay_Whyask said:

    The simplest solution is the best

    Survivors can stand up after being slugged for 1 minute.

    They also receives 10 seconds of haste & endurance.

    This ability would probably be disabled during the end game collapse like the anti-facecamp thing

    Base-kit Unbreakable but better! No thanks. Base-kit Unbreakable was pushed hard against for a reason. Even just having one per trial for every Survivor is really strong and makes slugging as a stalling tactic not as viable. Sure they'll be down for a bit but a well timed Unbreakable is really strong and can punish a greedy slug. With it base-kit slugging wouldn't be a thing at all and that's not my goal. I agree that slugging is a needed part of the game and it has it's place in the meta, I just don't want turboslugs and second-to=last slugs to not waste as much time as they do.

    @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843607#Comment_3843607

    I lowkey support this idea on both sides. As Surv there is nothing worse than when I am downed as one of the last two, then the Killer cannot find me so I bleed out. As Killer, I hate losing slugs too, it's legitimately my nightmare scenario and it's happened way too many times. I'm a pretty nice Killer - I still like to give hatch even with the basekit Mori and I'm just not into slugging for anything more than quick pressure. Sometimes, I will down one of the two at the end then kill the other, but give the first person downed the Hatch as a sort of "sorry about that long slug but I wanted your friend more than you, here's the hatch/gate for your trouble". I actually don't enjoy slugging unless I absolutely need it for pressure, I WANT to spread my hooks due to my build and I hate it if I have to leave someone slugged and then they crawl away and I cannot find them, so we both waste 4 minutes at the end.

    I would support this idea for the louder noises and faster bleedout alone, but the basekit Tenacity, being able to use keys, and being able to swap items is nice. Though I do think with this change, Tenacity itself would need something else - perhaps it reveals where exits and the hatch or chests or something like that are if you're Death Hook, Wounded, or last Survivor?

    @sockposs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843644#Comment_3843644

    Ugh I absolutely hate losing slugs, I always feel so bad. alternatively there's also people that will hide intentionally while slugged when there's no chance anyone will get them up and after there's any benefit to waste the killers time. im not a big fan of these people, its comparable to intentionally bleeding a survivor out on the killer side.

    Always annoying to lose that one slug you dropped because their other teammate was trying for a blind slash hook block instead of doing a gen or hiding so of course you go after them for that hook. I, too, want to give Hatch most time and I can't really do that if they crawl off into a corner to bleed out out of spite to "deny" me that hook.

    As for Tenacity it could just stay mostly the same, allowing you to be a FAST slug if you're "Desperate". Maybe lower the volume of Grunts of Pain to 50% so it cancels out while Desperate but otherwise keep it the same. Borrowed Time only got changed to increase the base-kit time so Tenacity doesn't need much of a touchup.

  • @Blueberry said:

    "that way at least the other Survivor would have the chance to get Hatch "

    Here's the problem with that. That's quite literally the reason you're getting slugged in that scenario. The killer is slugging to prevent that exact thing from happening. I'd say it would be better argued for a hatch rework or to simply bring an anti slug perk if it's happening that often.

    If the chance at hatch involved some skill component or was earned I could see this, but it's not. It's just a freebie escape after losing..just..because.

    It's current design is also what leads to the "two people left and we're just both not touching any objectives and hiding in the corner of the map or a locker" scenario because both of us want the escape. Which happens very, very often and the killer realistically has no counter play here. This hide and seek typically wastes more time than the entire rest of the actual match took.

    This is why the core problem is the hatch, not slugging.

    I consider myself to be a "Killer Main", something like eighty to eighty-five percent of my games are on the Killer side because I HATE playing Survivor because of games like the ones I'm talking about.

    I play Killer like I wish other people would play Killer and part of that includes not slugging to get a 4K when I've already got a 3K. By all metrics that really matter there is very little difference between a 3K and a 4K, both are a "win" in any sense of the word. Yes there are achievements that care about "Merciless Killer" but in the End Of Game screen if the Killer isn't running the set of three Perks then they just cared more about "winning more" than making a fun match.

    The Hatch was put into place to prevent games going on forever, and right now with so many people slugging the second to last person games go on longer than they need to. If there was a mechanic in place that allowed Survivors to force the issue then Killer players would adapt. It should be done in a way that makes slugging still viable, like it needing you to be on the ground for half a minute like @Emeal was saying and then take another minute and a half to fully bleed out. This would just cut the time in half from what it currently is. Have it reset every time, so it's not a total of 30 seconds on the ground but 30 seconds from the time you've been on the ground this time. Make it so the Survivor has to be fully recovered to the 'Find Help' point as well, so it has to be an active choice they make and tie it to one of the Ability Buttons. This would give Killers time to go and find the other Survivor if they really want that 4K but also makes it so players are not forced to stay in a game they've already lost. It would also help, at least somewhat, to alleviate the frustration of going against a turboslug Killer if you can just leave early without DCing and not have to wait to bleed out.

    As for a anti-slug Perks they all have their downsides, like they should. Unbreakable is only good once, Boon: Exponential can be snuffed while you're on the ground. They are valid gameplay choices and do help but we really do need something base game for this issue. We got Borrowed Time as base-kit and it really helped, it forced Killers to adapt and change their gameplay. We got anti-camp and it really helped direct face camping and made proxy camping the go-to. I AM NOT calling for base-kit Unbreakable, that was shut down for good reason. What I do want is just some means of moving on to the next game when it becomes obvious I'm going to be slugged for more than a minute and there's no hope of getting a reset.

    Slugging is a viable bit of gameplay, but only at key times. Otherwise it's just "win more" in a way or, in the case of turboslugging, not intended gameplay since it bypasses Hooks altogether. And while being viable and not problematic in-and-of itself it is the next 'problem' on the list of things that need to be addressed for Solo Survivor gameplay now that the devs have touched on tunneling and camping. I personally think being able to bleed out faster is a good middle ground because it still gives the Killer a kill while allowing the Survivor player to move on to the next game and isn't as strong as a base-kit Unbreakable would be.

  • I installed an autoclicker program. Set it to click once a second, place it over the autobuy option and walk away or do something on my phone.

    Not the best option but until they give us better tools we have to turn to third party.

  • @jesterkind said:

    I feel like the fact that a Hunt is immediately cancelled if the survivor in question starts an unhook action covers the Knight's anti-camp requirement better than yet another awkward, annoying, finnicky restriction on where you can use your power, surely?

    Sending out a patrol towards a hook isn't useless, it gives you some information and so it makes sense a Knight would want to do it, but it's not actually/meaningfully camping because it can't prevent unhooks or even get a health state/BT proc off unless the guard arrives after the survivor's already unhooked-- in which case, the unhooked survivor has Haste and Endurance so they're not in any danger, and the Knight's far enough away that the unhooker isn't in any danger either considering how easy it is to juke a guard.

    I dunno, I don't think this is necessary. Knight already has anti-camp built in that does the job pretty well.

    The problem comes in with being hooked in an area with only one way to get into and the Guard blocking that way in on a very tight patrol where you can't swing past them to avoid being hit if you go for the save.

    Then there are other cases where you can come from either side but The Knight drops the Guard right at the hook in a swinging pattern so the Guard covers all sides and will typically get a hit in right before disappearing.

    And of course people not knowing the Guard will go away when you unhook someone else.

    It's just a major pain with edge cases and not enough people with knowledge. I also just really wish the majority of Killers couldn't use their Power right near a hooked Survivor because I loathe face-campers

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327427#Comment_3327427

    Why? What makes them matter? What do they do? It's like caring about achievements.

    And a lot of us care about achievements, me being one of them

    Just because something doesn't matter to you doesn't mean it doesn't matter to other people and shouldn't be addressed. Have some empathy for oth-, oh, wait, you're a Daad By daylight player, empathy is something the majority of this player base lacks and it really shows. Both in game and out.

  • OK, so, I get why blocking people can't be made to stop you from playing with them but can we get a short User Blacklist, something like six to ten entries, of people we absolutely DO NOT want to play with?

    I can't really "play at a different time" because of my work schedule so when I do get to play I run into the same people over and over and over again and right now there are two people in particular that I really never want to play again, six time against one and four times against the other. Each and every game these two ONLY ever four person slug and play in the worst not-fun most drawn out painful way possible, only hooking someone once everyone is on the ground and then they face camp until the first person hits second stage and if there is anyone left who hasn't bleed out yet they hook them as well and face-camp till second stage and repeat.

    Every,

    Single.

    Game.

    This has really been burying my fun with this game even more so than normal games.

  • I finished it.

    It is done.

    Now I can never play The Knight ever again.

    Except for the inevitable two or three Challenges when he gets a Tome spotlight.

    But NEVER again until then.

    I'm free.

    (It took me FIVE GAMES to get seven ticks on the achievement. And that was WITH me being a "Friendly Killer" and making it clear I wasn't playing normally. People would stop running and just let the Guards spawn on them and hit them. Even with me shaking my head they just. Wouldn't. Get. It. But it's over with. I can go back to having fun again.)

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282644#Comment_3282644

    No, I am not. It's a video game. There is no possible way to actually hurt someone in a video game and anyone who thinks that is delusional. If you somehow get "hurt" playing video games that is a YOU problem, not a me problem. If your whole day is ruined because of one player's actions in a virtual world played over the internet in a short match, then again, I recommend not playing DbD at all. That's a normal game of DbD half the time.

    Just because you are playing a game, does not entitle you to have fun 100% of the time or to have other players ensure that your game is fun. You have to take the few moments of happiness a game like DbD gives you and treasure them, for sometimes they are few and far between.

    Your emotional well-being is YOUR responsibility. Not mine, or any other players' responsibility. If you think you are suffering emotional harm from DbD, quit the game and seek help. The game and its players are not going to change to suit you nor should you expect them to.

    You can't be a victim in a video game because no one is forcing you to play and no one is forcing you to stay.

    I'm done talking with you, it is clear we are not going to be able to corm to any sort of terms since you are ignoring the fundamental nature of what I am saying. We just have two very different mindsets about what is and is not "harm" and you seem to have a very negative mindset that just because what you are doing is through a videogame it is not harming other people.

    I hope for your sake and the sake of everyone around you that you can mature and get to a better place in life where you realize that your actions have consequences.

    If you want to you can consider this you "winning" the "argument" because I will no longer be responding to anything else you say. I'm done. I wish you a happy life even though I fundamentally disagree with the way you live your life.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282679#Comment_3282679

    No one is forcing you to play dbd. If you are constantly having back to back bad games, take a break. Forcing yourself to play a game you are not currently enjoying is not something you should be doing.

    That's the thing. Just today I played lots of games and the majority of them were very fun, hade loads of great chases and lots of really good Survivors with very slim wins and losses and only two complete blowouts, one on each side. Yeah I had three games where people were being toxic and ruined things but for the most part I had fun. And in the blowout game I lost non of the Survivors were toxic about their skill. They just played the game and got out. No t-bagging, no clicky-clicky, nothing toxic. Just really good players. And while I didn't find that game to be all that fun because it was very clear I stood no chance I didn't find it to be a heavily negative experience. I got to practice my mind games and while I could never have won I took the chance to try and improve. If any one of them had t-bagged after stunning me or did so at the exit gate then, yeah, that game would have been a lot worse but as it stood it was a fine game I'm going to remember in a mostly neutral, maybe slightly positive, light for a few days.

    My main problem is that some nights I get the same people over and over and over again because of how MMR works and these people are toxic and I don't want to play with them. As Killer I can leave the lobby, wait ten to fifteen minutes for them to get into another match and requeue myself without any problem but as Survivor I have no way of knowing that this is going to be the third time in a row I'm matched up against the same No-Fun-Allowed Insidious Leatherface even though I've waited half an hour after each match to try and get a different Killer Player.

    At the end of the day I just want people to be nicer to each other. And I don't understand why people seem to think that is something wrong to be asking.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282644#Comment_3282644

    The world isn't a worse place to live, because you had rough games online

    No, but every bad game makes the day just that bit more worse.

    If you add a drop into a bucket the drops add up and soon enough the bucket is over flowing.

    Small things matters, sometimes more than you would ever expect. There are tons of stories on both sides, of something as simple as someone saying a nice thing to someone else and that other person not going to to jump off the bridge like they had planned. Or going the other way someone being cut off in traffic and then going home to beat his wife to an inch of her life.

    The mindset of "Because it happens in a video game it doesn't matter." is a very core part of the problem. It is not the game that is doing these thing it is the players and player can be held accountable for their actions. The anonymity of the internet has eroded people's empathy towards others, or maybe just put the natural lack of empathy humans already had to the forefront, and there is a very firm "us versus them" mindset in play as well. You can do whatever you like to the other side because they don't matter. They are other and not us so are valid targets for hate and suffering.

    Does that sound familiar to other problems in the word that most rational people actually agree are problems?

    Just because something is small doesn't mean it doesn't matter.

    Just because something is "How it has always been" doesn't mean it can't be changed.

    The shear apathy when it comes to toxicity in multiplayer games astounds and infuriates me.

    If you make someone else suffer in a game just to fell better about yourself and they take it personally and go hurt someone else in real life how would you feel? Would you ever care? Would you mock this person you hurt for being weak? Do you have no empathy at all?

    I'm not asking people to actively care about other others, I am just asking people to stop actively hurting others. Stop taking actions you know are going to hurt someone's feelings, even if only for a short moment before they "suck it up and move on".

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282377#Comment_3282377

    People play video games because it allows them to do things they can't do in the real world.

    I'm Canadian, so I'm not even allowed to be impolite. So to blow off steam if I am in a right foul mood, I'll chainsaw face camp hapless survivors until I feel better if I feel like it. They might not enjoy it but no one is actually getting hurt.

    If you somehow feel like you are getting hurt by virtual actions in a video game, then PvP video games just aren't for you. You don't have the mental fortitude to separate fiction from reality. Go play Tetris or Candy Crush, you'll be safe there.

    YOU, personally, are taking actions that hurt other people to make yourself feel better. The fact you are doing these things though the medium of a game does not change the fact you are doing things that cause other people harm, in this case emotional harm. Yeah most people will just shrug it off and say "Jerks are going to be jerks, what can you do?" but not everyone will do so and you very well may wind up ruining someone's ONE chance to play the game and have fun and ruin their whole day because of it.

    The key factor here is that it is a multiplayer game. There are actual real people on the other side of thing you are doing these things to.

    And you don't care. You have no empathy for them.

    When I have a bad day and want to vent my frustrations I load up a single player hack and slash and just kill loads of bugs or faceless soldiers or whatever. Or load up a fighting game and just beat up a character in training mode. I don't load up a multiplayer game and spread the misery to other people.

    You are part of the problem.

    You are ACTIVALLY making the world a worse place to live in for other people with you actions.

    I hope you can get to a better place in life where you don't feel the need to ease your own suffering by causing it in other people.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282377#Comment_3282377

    So I pay for the game with my money and I put time and effort in it to get good and I enjoy it and I should win when I am good and better then my opponents and you say hey stop doing what you enjoy and what you are good at cause your opponents don't enjoy it. If that's your mindset you need to switch to a single player game cause it's pvp one side looses and there are real people behind it so there always be a side that doesn't enjoy how the round played out cause they wanted to win to. If we take that logic and bring it into the real world should we ban every top player or top team so the other teams can enjoy a tournament to. Should we put weights on the good players so it's more fun and fair for the other players? Cause that's what you just said you say hey play another killer you are not good with or the feature I wish for would get you to never play again lol

    Playing in a tournament is very different than just playing a casual game. In a tournament you know you are going against the strongest the other side can bring, you accept that you will be playing against that. In random games you throw dice and hope they land on something you will enjoy.

    A tournament is a controlled setting where everyone agrees to what will happen. In a tournament as Survivor you understand that the Killer is likely to be Nurse or Blight and they are very likely going to camp and/or tunnel someone really early to make it a 3v1. You enter into the games with this understanding and have accepted it.

    In casual games you go in hoping that the Killer will play fair, they they will not camp or tunnel. What goes on in a tournament and what happens in causal games are not the same and have no bearing on each other.

    On the other matter keep playing how you want to play, but do so with the understanding that the way you play is not fun for other people. Be willing to admit "I am having my fun, yours does not matter. I do not care about other people." Own up to that you are being selfish and prioritizing your fun over other people's. Yes there has to be one side that wins and one side that loses but that does mean you have to play in such a way to win that you cause the other side to not have any fun at all. Fun can be had in losing a game, but not if one side goes out of their way to make the game not-fun for the other side.

    @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282377#Comment_3282377

    i think you really need to take a long break from dbd and perhaps branch out to other games or hobbies until you're in a better state of mind, then come back again and look at your suggestion and you'll figure out why it'd be unreasonable in every way.

    i personally took long breaks from this game and it has definitely helped.

    but asking to limit what other people play and how they play when they don't break any rules is certainly not it. people being douchebags isn't specific to dbd it's just how multiplayer games go.

    "people being douchebags isn't specific to dbd it's just how multiplayer games go."

    And that is my core problem. People need to not be jerks. People need to stop making things zero sum. Every single problem in the world can be boiled down to "Someone was a jerk to someone else." and if people just stopped being jerks the world would be a much better place. I am never going to stop calling out people for being jerks and asking them to stop being jerks.

    I'm not asking people to go out of their way to be part of the solution, I am just asking people to stop being part of the problem.\

    We need to remove this mindset of "It's fine to be jerks to people we don't know over the internet." it is toxic and not helpful.

    We need to stop the mindset of "That is just how it is in multiplayer games." because acceptance does not lead to change.

    Actions need to have consequences, and people need to learn that their actions in a game matter when it comes to the other people those actions affect. Just shrugging our shoulders and saying "That's just how it is" does not help and is actively detrimental to making things better for everyone.

    It is not about breaking "rules", it about breaking a social contract that everyone just wants to have a good time and some people just have to be jerks and ruin it for everyone else because they were not raised right and don't care about other people's feelings.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282298#Comment_3282298

    So you say when I only enjoy let's say demo a killer most player say is godd balanced and I am really good really really good and so I have high MMR and the pool of people that face me is already not that big. People now start blocking me cause they now I'm good and they don't want to face me cause I win most games and after a year or half a year most players of my mmr blocked me. What should happen now should I face weaker survivor now to ruin there games or should I have to wait 20min for a game? Both doesn't sound fair but that's what will happen cause that is what happens back when you could use a third party tool to block players. It's not a hypothetical thing it's a fact

    It's a moot point, there is no way it can be done that won't be abused so it won't be done. But if people are blocking you because you are so good at the game that sucks for you but is their problem. You're suffering from success. Go learn another Killer for a bit until more people enter your MMR pool and you can get Demo games again.

    I really enjoy playing Nemesis, but I also understand that lots of people get tired of playing against him so I play other Killers as well. I do not set my own fun above other people by that much. I won't go out of my way in such a way that I find not-fun personally so others can have fun but if I can do something to make things more fun for others that doesn't have that major of an impact on me then I will do that.

    Mastermind is another good example of this. Yes he is super fun to play but there were so many people playing him he was very much not-fun to play against due to every nine out of ten games you were going against him. So I didn't play Mastermind during that time. Even though I did find playing him fun. I got my Adept and stopped playing him until the total glut of Mastermind players went down and how he's back in my rotation of Killers I'll play.

    The problem is that people are selfish, they only care about themselves. If you care just a little more about other people then you are willing to take minor hits on your side so they have major gains on theirs. I try very hard to not be selfish. This does not mean I'm never going to third hook a Survivor and let everyone go every single game but it does mean that I won't personally contribute to the toxicity of the game by camping and tunneling just for a nebulous "win". It means that if there is a massive glut of a specific Killer being played I won't play that Killer myself even if I enjoy playing them, because I enjoy other Killers. It means that I won't run the more problematic Perks in the game even if they are super powerful because I hate playing against them myself so I'm not going to contribute to that. It is a matter of not putting yourself so far above others that you only care about yourself and you can find a balance where you and everyone else can have fun.

    I care about everyone having fun in the game, meanwhile so many others do not and some even very specifically go out of their way to make games as miserable for everyone else because they are literal, self admitted, sadists and enjoy hurting others.

    If the block could be done in such a way as to match the player with the Killer so it only worked if they were playing that Killer ("Block user123 as Nurse or Leatherface" would then mean you could still get matched with user123 if they were playing Blight for example.) then it'd be even better but that's a big ask when even just not getting matched to a specific player won't happen because people will abuse it.

    At the end of the day I'm just really sad about the state of the world and how many people there are that just... have no empathy. People that don't care about the feelings of others because they don't know them personally. The people that hide behind "It's just a game." as their excuse for hurting others and why the pain they cause doesn't matter. It's not the game, it's the player. YOU are causing pain in others with your actions. Own up to it at the very least. That's why I have just a sliver more respect for the people who admit they play in that way to hurt others, at least they are being honest about it. Doesn't mean I ever want to play against them again and really would wish they'd get to a better place in life where they don't have that mindset but at least they are being honest about things instead of hiding behind weak excuses.

    I am just very tired of people who think it's alright to ruin other people's fun to have their own for the sole reason they are doing these things in a game. I want to have fun as well. You took that from me, so, yes, YOU hurt me. I just wish the world was a better place, because the small things like this matter to people.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282113#Comment_3282113

    That's good for you if you don't block someone for playing nurse, but people will do that. We know this, because before dedicated servers there was a mod that allowed people to block others and it caused issues for some players who liked to play strong killers getting games.

    Also if you end up in a lobby with someone who blocks nurses, then you will be affected by that person's block list. Not to mention if people block you then you now have to wait longer for games even though you haven't blocked anyone. This system will simply never work.

    My idea was it would apply BEFORE going into a lobby, so people only get matched up with other with matching block lists. You're waiting for a lobby not in the lobby.

    As for the other factor, if you are being blocked maybe you should change the way you play so people don't block you. And if people are being petty about blocking you for no other reason than the Killer you are playing you shouldn't want to play against them in the first place.

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282175#Comment_3282175

    unfortunately, that's not the way it works...it's the player that gets blocked that gets affected not the one that does the blocking. This is why it is not something that we wish to implement.

    See right above. If you are getting blocked then something you are doing is wrong. Change how you play. Though of course some people will block you just to block you but, again, you shouldn't want t play with those people anyways.

    Of course I don't have a "Main" Killer that I play, so if someone only ever exclusively plays Nurse and refuse to play any other Killer that is on them for not changing how they play and they should have to wait for games so they can play against people who enjoy or at the very least don't mind playing against Nurse.

    I put no stock in the "You bought the game, you can play how you want." argument when it comes to a multiplayer games. As soon as your actions start impacting another person it does matter "how you play". In a multiplayer game you are entering a social contract that everyone is there to have fun and you shouldn't do thing that stop people from having fun. If you play in such a way that the majority of people don't want to play against you then you are part of the problem. If that problem is that you play Nurse and Nurse is the problem then branch out and play other Killers until such a time that Nurse is fixed to not be problematic.

    At the end of the day I am sick and tired of playing against the same toxic Killer players three to five times a night and every single game I have with them is anywhere from five minutes to an hour of misery depending how they play. I do not not have any fun against these people because they go out of their way to make every match with them as not-fun as possible for the sole fact they get enjoyment out of running other people's fun, they are breaking that social contract I mentioned before. This is a straight up fact some of them have told me in end-of-game chat about why they play they way they do, that they do it because they know people hate it. If I am not having fun why should I bother to continue to play the game? If blocking these toxic people actually made my games more enjoyable I'd be willing to play more often and actually go back to recommending this game to others. As it is right now I do not recommend the game to others because of how toxic a good amount of the player base is and how I'm really only playing any more out of Stockholm Syndrome and chasing the one in fifty fun games.

  • @Mandy said:

    Hello! Sorry that you're having this issue - we've reverted something on our end, please can you see if this issue is still occurring now.

    This seems to have fixed things for me, at least if I close out the game normally. I tried ending the game via task manger and it was still "Running" in Steam but when I tried to "Stop" it it just relaunched the game so even that is sort of "fixed".

  • @Mandy said:

    Whilst you say you wouldn't block people from playing normally, not everyone would take that stance unfortunately. And you'd end up with the situation where some players would be blocked purely for the characters that they are playing. This is something that happened previously when there was a 3rd party application that would allow you to block players...it significantly slowed down matchmaking and also made some players unable to find a match.

    And I'm saying that is an individual problem. If you are given a tool and you misuse that tool it is not the tools fault. Should we take away every single hammer just because some people hit their hands with them when trying to drive nails? No.

    If you give people more control over their match-matching and they use that control in such a way that prevents them from getting any matches at all that is their fault, not yours. You also need to give them the control to undo the first part so they can have an easier time finding matches again but by default if someone is willing to wait longer times to get games they find more enjoyable you should allow that.

    If people want to block every Killer player that plays Nurse or Blight or Spirit or Knight or Twins or whomever and then they complain about long match-making times you first ask them "Did you block every Killer player you went again just because of the Killer they played?" and tell them they need to unblock people then and it is their own fault they have to wait so long. Make it VERY CLEAR that by blocking people it WILL make their match making take long and the only person to blame for it is themselves for using the tool they were given in that way.

    I really do not understand the "Someone people would misuse this feature" as a valid argument, especially in this case as they only people they would be 'hurting' would be themselves. At the end of the day having this feature would benefit more people than it would hinder, and the people it would hinder would only be hindered by their own hands. They would very quickly learn to not block people for petty reasons and use it as intended or just continue to suffer long queue times. It just needs to be made VERY OBVIOUS that the reason they have longer queue times is because they blocked the majority of their options and have to unblock some to go back to more acceptable queue times.

  • @Crowman said:

    This is never going to happen, because will abuse the system to avoid playing against people playing strong killers.

    @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281488#Comment_3281488

    This. Nurses and Blights and even Spirits would all be heavily blocked, as well as just very good killers. No way to block the bad apples without abuse and harming innocents.

    And this doesn't matter. Because the block only applies for the person making it. If someone doesn't want to play against Nurses and Blights at high MMR and only blocks the Killer players who play them then they can sit in queue for hours without getting a lobby. It is a problem of their own making.

    There would need to be some means of unblocking people, like a "List of people I have blocked" with an "unblock" option per person, that way you could be matched up with them again if the wait time gets to be too much but if it is clearly stated "If you block people you do not get matched up with them. This WILL make your queue times longer." then they would only have themselves to blame if they blocked every Killer player they went up against just because of the Killer that person played and not HOW they played that Killer.

    I wouldn't block someone just for playing a normal Nurse game with double recharge add-ons alongside Infectious Fright, Starstruck, Jolt, and Sloppy Butcher (or whatever the current meta build is), however I WOULD block someone if they played out-of-bounds AFK Nurse that waits for N.O.E.D. to proc then they slug everyone right as the last gen is finished and force everyone to bleed out or DC.

    You can't really use "People would just block anyone who plays [OVERPOWER KILLLER]" as an 'argument' because it only applies per person and it only impacts that person that makes that choice. If someone is willing to wait two, four, ten hours in queue just to get a game against a different Killer then let them.

  • @[Deleted User] said:

    I think the best solution for this might be to do what Xbox used to do (still does?) with negative player reviews. If for any reason you really hated playing with a certain person, you could go to their profile to submit a negative review, and it would affect your chances of getting matched with them again. It wouldn't outright eliminate the chances, but it would at least decrease them.

    Steam has this thing where you can set your profile to various level of "public access". I don't know all of them, as I have mine set totally public and never even looked at the settings but I know of at least two other options: 1) "Totally private" where you can see no information about the person, none of their games, no groups, and most importantly can't leave a comment on the profile, nothing and 2) "Only friends can comment" which is as it says.

    So often you can't even leave a comment on the worst offender's profile because they have it disabled in some way.

    Also with anonymous mode in the game you can't access someone's profile but you can still block them, but it seems blocking someone does almost nothing that matters so... .

  • You forgot to remove the FoV changing from Monitor & Abuse. If an FoV slider is added into the game there should be NO Perk that change the FoV in any way.

    (It doesn't help at the FoV changes of M&A is one of the few things that gives me motion sickness so I can't use it.)

  • Update three: After waiting a bit over half an hour after hitting "STOP" and seeing the status as "STOPPING" the game finally actually stopped and I was able to relaunch it.

  • Second update: Shut down my computer, let it off for about eleven minutes. Turn it back on, get everything going again.

    Dead By Daylight is still "running". And I'm not sure if this is related or not but now my task manager has a totally blank "Processes" tab. I'm not even running the basic operating system right now it seems.

  • Update: Shutdown my computer, waited five seconds and turned it back on. Did not fix the issue. As soon as Steam started I checked my library and Dead By Daylight was still "Running".

    I am now going to try shutting my computer off again and go fix a snack, use the bathroom, basically waste about ten minutes before turning it on again. Give a lot of time for RAM and everything to clear out.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269801#Comment_3269801

    Too easy to exploit by SWFs. The suggestion of @ProfessorDunwich on another hand seems to be a good alternative.

    https://forum.deadbydaylight.com/en/discussion/comment/3269713#Comment_3269713

    Not everybody enjoys farming. (I absolutely don't. If the 3 others survivors are farming with the killer, I'd rather kill myself on hook and go in a real match.)

    Broken early-DC matches like these need to be over fast. : two kills, one hatch, better luck next time.

    Yeah, I get that. Personally I also prefer to just be killed and move on most of the time but it is nice if the Killer gives you the option of if you want to farm or not when someone DCs at five gens. I'm still working my way through the Survivor Challenges in The Archives so a farming game really helps me get through them some times. Especially the "Stun the Killer" ones.

    If the Killer just goes hard in a 3v1 that makes a ######### situation even shitter. I just wish more would give the option to make it a farming game instead of just steamrolling the remaining three. I get why people don't of course but it's just a ######### situation all around.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269713#Comment_3269713

    A survivor DCing also screws over the killer.

    Survivors are literally a resource for the killer, so one less survivor means less hooks, less sacrifices and less BP.

    I was recently doing the "sacrifice 12 Survivors" challenge, which as we all know is bugged and registers one kill less than you actually make. So a DC is limiting me to two potential kills, but of course a hatch escape makes that one kill.

    Sometimes the fairest option is just to end the game as quickly as possible, if the game is going that way anyway. Why waste 10 minutes letting survivor live when repairing all the gens is futile, when I can take my 'two minus one' sacrifices and a hatch escape, and everyone can move on asap.

    I was recently doing that challenge myself, last week I think, and had someone DC early on me, five gens but they would have been the SECOND hook instead of the first. I let the other three go and got a single uptick on my counter: the DC counted as a Sacrifice. And even in the two games before that it had counted four and three correctly so I guess it was "bugged in my favor" if the DC counted. It seems really inconsistent what a DC counts for and what it does not when it comes to Challenges as I HAVE had it count as "hooks" for some Challenges and also not counted as either hooks or a sacrifice for other Challenges.

  • @Grandpa_Crack_Pipe said:

    Please just don't penalize anyone for DCing after the first one.

    Survivors don't want to be stuck in a prolonged hopeless game and killers don't want to have to choose between a feelsbad stomp or a boring farming match.

    I wish more Killer players "felt bad" about stomping the rest of the group once someone DCs at five gens.

    As a Killer Main I tend to go into what I call "low-key farming" when someone DCs early, in that I sort of just pull back and still "play normally" but I drop chase often, stop kicking gens, don't proxy a hook as often, overall just try and make it look like I'm trying to hook them all but really I'm not. I'll double hook but let them all out. That is if someone doesn't signal to be hooked again so they can leave.

    As for my first line: I often get lots of other Killer players who don't go easy on me and the other two when someone DCs early and they still camp or tunnel or go super hard for three hooks on everyone and in end-game chat they say nothing about the DC and have no problem with the game having been an easy curb stomp because "It's not [their] job to make sure [the Survivors] have fun" or some other [male bovine excrement] and even a few say they are thankful for the early DC because it makes "their job super easy" and they "like getting an easy 4k".

    I just wish more people who play this game had more compassion and empathy for others. Both the DCers and the Killers that don't go easy on the rest of the team.

  • I am not leveling up my Killers for the sole reason I do no want the event items in my inventory, both the Offering and the Add-on. As for Survivors I am avoiding the Offerings as much as I can but even so wind up with far too many of them.

    It is a design failure when people go out of their way to avoid what was done.

    The main problem is their "THIS EVENT ONLY!!!!!!" status. I get that the Void Rifts won't be around forever but the Event Only Offerings and Add-ons should do something after the event. I don't care if they are converted directly into BP or are just turned into other Offerings or Add-ons. Turn the Offerings into either Escape Cakes or Survivor Puddings depending on the side and allow the Blight Serum to be used outside of the Halloween Events and everything is good. I don't even really see why the Serum is event only, not like what it does is actually tied to the event itself.

    I'm really considering NOT PLAYING because I don't want these items AND I don't want to waste Bloodpoints by playing while over the cap. But I can't spend my BP because I don't want the Offering.

    Of course another option is to just remove the Bloodpoint cap so we don't have to spend it during the event. The devs could make it that the cap is only removed while in the event is going on, that way people can still play in the event but not have to get Offerings and Add-ons they don't want.

    Another option is giving the players the option to disable event nodes in their Bloodwebs. There are so many ways to make it so people are not FORCED to engage with things they don't want.

  • And after having played my one Survivor game of the night I was able to redeem the bugged Daily. So I guess this thread can be closed and removed or whatever.

  • I WAS able to finish and redeem the Ritual I got tonight. So it is just a problem with the one I got yesterday.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216162#Comment_3216162

    To be completely honest, if you have difficulty pipping then you're not playing well rounded enough, thats the point of the system. You're not going to be able to get an iridescent in every category every single game, but if you're playing smart and with your team instead of against them, you should generally be within the high safety pip/low single pip at minimum pretty much every single actual game (because again, some games are beyond our individual control because this is DBD.)

    You can even give yourself mini "checkpoints" like people used to do when it was the primary system: Every game make sure you get at least 1 safe unhook and do at least 1.5 1.9 gens. You've basically assured you get a minimum of gold in each of those categories, even in red ranks grades. Being alive for longer than 9 minutes guarantees at least a silver in survival, even if you die. Hell they even added a whole bunch of "free points" for a lot of the categories that are either unrelated or passive, like getting lightbringer points when other survivors finish gens while chased, cleansing dull totems, etc. Just go through everything that counts for/against each emblem and you should absolutely be able to get it within a month's reset:

    https://deadbydaylight.fandom.com/wiki/Emblems

    Yeah, if you have an actual game you can definitely always safety pip no matter what Grade you are, three Silvers and a Gold isn't too much to ask for in a normal match of even skill across the board for all five players.

    The main problem is when you have so many games in a row where the Killer just refuses to play a "normal" match and instead face-camps or tunnels someone. If you're not the one targeted you can get two Iridescents, Lightbringer and Unbroken, pretty easily but your Benevolent and Evader are going to be Bronze at best and missing all together more likely. Nine points is enough to safety pip at all ranks but ten won't cut a gain above Silver and if people aren't careful and let BOTH Benevolent and Evader go missing then you only get seven points and that's a de-pip. So it's entirely possible for me to play just fine and escape without having been downed after having finished three gens solo and STILL de-pip because two people got face camped and couldn't be unhooked safely when I'm in Gold Grades and I had next to no interaction with the Killer at all.

    And if you're the one being face-camped then that's an automatic de-pip no matter what happens unless you lead the Killer on a four gens chase before it happened.

    I am just... not looking forward to the grind because of the prevalence of other Killer players who don't care about the Survivor side having fun.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215837#Comment_3215837

    Bro, I hate to break it to you, but, MAYBE, you'll get Outbreak breakout in a year or two of regular survivor massacre, but Legendary 1... My god... I think it's completely impossible now, unless you're super skilled and spend 10 hours a day in DbD. I was trying to get it for 6 month total, made a super hard attempt before "killer patch" and luckily did it. "Luckily" is the main word (https://forum.deadbydaylight.com/en/discussion/326586/cannot-get-my-last-ahievement-legendary-survivor-rank-1

    https://forum.deadbydaylight.com/en/discussion/333343/soloq-statistics-and-soloq-experience-long-boring-post)

    Thankfully the way things are now you cannot go DOWN Grades and it is just a matter of grinding. That's why I was saying after the next reset I might just try and grind it out. It might take me all month to get there but play enough games and statically you'll move up each grade slowly. It might just be a slow and painful process but you can never slide back more than needing five pips to reach the next save point. GETTING those five pips is the problem.

    With now little Survivor I normally play I still tended to reach Silver IV or III without even really trying and have pushed into Gold III once with little effort.

    The main problem is going to be when I reach the Gold ranks and start keep running into non-interactive Killers. Anything above Silver you NEED interaction with the Killer to get your Benevolent and Evader Emblems up above Bronze to get a single pip. So that part is not going to be fun. And if I run into a FARMING Killer I might just wind up de-pipping if they are the sort to not hit people so they can heal up.

    I know it's going to be painful, but I think it's still very doable in a month's time.

  • I like how so many people are saying "Don't expect to escape" as if I ever mentioned anything about wanting to escape in the first place. Which I never did. I already don't expect an escape. I don't expect more than two generators to be finished, as I've found that's the average number that does get done in solo queue as long as there is at least one person on gens at any given point in time. And I never think that I'll get Hatch if it comes to that or be given Hatch or get to open the Gate if the Hatch is closed when I'm the last one.

    I already go in as Survivor expecting to die. That is NOT my problem with playing Survivor.

    If you play against a camping Killer you don't get a game. If you're the first one you get one chase and that's it, and with some Killers like Leatherface you barely if ever get even that. Against a camper your time is being wasted. You can't work on a lot of Challenges because many of them require interaction with the Killer. A camper is great for basic "repair gen" Challenges and the Glyph ones but not much else, MAYBE a "hide nearby" one but that's still iffy. Campers shut down any unhook, heal, chase, or stun Challenges just off the top of my head and I'm sure there are more. So if you are trying to do some Challenges a camper just shuts that down. And even if you are not doing challenges a camper isn't a game and I DON'T just want a free win. I want to actually play the game. Campers DON'T PLAY THE GAME, they just stand there making everyone else suffer instead of having fun. This wouldn't be so bad if more people understood how to deal with a camping Killer but time and time again I see people hover around the hook wanting to save instead of doing gens.

    Then you have the hardcore tunnelers. The ones that do it at five gens on the very first hook. Maybe they didn't camp, maybe they did but it's the same story. One person doesn't get to play and then when you've got a 3v1 at five gens it's just not even worth playing any more. I personally don't tunnel at any point in the game, I just straight up don't find it fun. I am not going in as Killer wanting a 4k to the exclusion of everything else. It isn't so much that I want a 4k in that I want the ABILTY to have had a 4k at twelve hooks. Having said that I sort of understand if a Killer tunnels someone after two or more gens have been finished but even then it sucks for one person to be targeted and forced out of the game like that. But doing it at five gens makes for a really [excrement] game that is basically unwinnable and not fun for the Survivors. I may not go into my Survivor games expecting to win but I'd still like to think there is a CHANCE of doing so if everyone, INCLUDING the Killer, plays at least half-way decently. Tunneling someone out at five gens just tells me that person is not confident in their ability to play the role of Killer and they won't get any better because they are relying on the crutch of making the game a 3v1 instead of playing it out and going for twelve hooks. They care more about the nebulous "win" of a 4k than they do about improving their skill at the game and they care more about "winning" than they do other people having fun.

    Then we've got the "same builds" and "same Killers" issues. I don't mind playing against a Legion but I am so very sick of playing against Legions running Thanatophobia and Legion Pin. It is just so refreshing to not see that Perk icon pop up or to see someone else mend their wounds and not get broken (because at this point I never mend myself first and just keep running and find someone else to mend me so I don't end up Broken). I understand that this is a strong build that help people win but it doesn't make it any less annoying if every, single, one, of that Killer is running the same build. No variety means stale gameplay and stale gameplay isn't fun. Same goes for playing against the same Killer over and over again. I understand that some Killers are stronger than others, and I understand that some Killers are just more fun than others but when just under ninety percent of my Survivor games in the past month are against the same Killer there is a problem. (I normally keep track of the past two weeks of my games to see how things are going but I stretch it out longer when I have something of a streak going, just to see how bad it gets. Throughout September the majority of my Survivor matches were against Masterminds, just under ninety percent majority. It is to the point now I'm happy to play against NURSE for Entity's sake!)

    And then the solo queue teammates. Oh the solo queue teammates. I'll freely admit to not being the best Survivor in the world, or even a half-way descent one, but most of the time I'm not literally doing nothing in a corner. But it's a whole other matter that more people just need to take the time to learn how the game is played and there is not much I can do. I DO have people on my friends list to play this game but most of the time we're never on at the same time so I can't really so S.W.F.. The people who got me into the game stopped playing a while ago and only one of them came back so really my friend's list is mostly just random people I meet during solo queue that were somewhat descent at the game and didn't find me to be totally worthless.

    Maybe I really should just see who is playing and try and join their lobbies instead of going solo. Maybe then I'll have some more fun.


    @EvilSerje said:

    I'm an ahievement junkie and all undone achievements, of course, are left for survivors. Maybe I need some professional help, but I'm diving in that toxic cesspool over and over again just to try to finish achievements.

    I only need three Achievements now: The new "Outbreak Breakout" for opening the Gate AND escaping on R.C.P.D. with a grand total of one out of twenty done and then "Master survivor" for reaching Gold I and the follow up "Legendary survivor" for getting to Iridescent I because just, really. I don't play enough Survivor to grind it out. Maybe the later half of this month, after the reset, I'll put my head down and just do it because with not being able to go DOWN it is just a matter of time till you get there.

    I still have a lot more Survivor Challenges to do in the Archives though. I've got Tomes one through seven done and have almost finished nine and twelve. The rest have far too many left to be considered close to being "almost" done. Tome Eleven also still has a two KILLER challenges left to do because I forgot about them but should be done in short order. Though the "Kill the Obsession by any means 10 times" ones will take AT LEAST nine more games if I can't get Nemesis (the Perk, not the Killer) shenanigans to work out right like I want them to. Breaking 50 walls, pallets, or generators will be easy enough to do with a few The Game offerings.

  • @ProfessorDunwich said:

    A bad SoloQ game is way better than getting bullied by SWF as Killer IMO.

    As Killer I just go stand in a corner, turn "Mute Focus" on in my options, then alt plus tab out and do something else for a while, checking in every so often to see if they are even bothering to do gens and if so how far along they are. Because as Killer I'm the only one on my team and I'm not relying on someone else to do things. It's disappointing yeah, that people have to be toxic to other people like that but it doesn't hit as hard to me as a camping or tunneling Killer does when I play Solo Survivor. Because as Survivor the other three people on my team are relying on me to not just stop playing.

  • Honestly the fix I'd prefer to see for this specific issue is a nerf to Boil Over by adding another bullet point to the end of the list: You can not completely recover from the Dying State without being healed by another Survivor.

    There, now they can still do their little run to the dead-zone cheeky play but have to wait to be picked up. It doesn't change anything about the problem now but asking for hook spawns to be fixed is a bit too big for the devs to do right while we can hot-fix this one problem very easily. Plus it might make fewer people run Boil Over which is a win in my book. (I am so, so, so tired of seeing this Perk in my Killer games.)

  • @CrypticGirl said:

    I like this idea as well. Though if the Killer chooses the mercy option, maybe have them see the hatch aura rather than being teleported directly to it? That way they can easily carry the helpless Survivor to it. I just think it's more..."romantic" that way, especially if it's Huntress and Dwight. XD

    I like this idea over being instantly moved to the Hatch. There have been so many games where I want to give last Survivor Hatch but I can't find it so I just drop them until they wiggle off so we BOTH can look for it but that just isn't as satisfying as dropping them on the Hatch myself. So having the Hatch's Aura revealed to me would be great but ONLY if I've already downed the last Survivor and CHOSEN to let them live. You could also reveal the Hatch's Aura to the Survivor as well while you're at it.

    The main thing about the Finisher Mori that I hate is that it is being forced on us with no option to do it or not. Maybe I actually want to HOOK the last person for some reason, maybe I'm running a Challenge that I need HOOKS for and not KILLS. Taking away player choice is always a dangerous thing to do and this one isn't really for any reason.

  • I want the "Mori the last person" as an option for my games not something that is forced on me so I like your idea change. However I'd say rework the Moris to still let you kill more and more Survivors: turn Cypress into what Ivory does now, Ivory allows for two, and finally Ebony gives you three. So you would be able to kill two, three, and then all four Survivors in order counting the base-kit one Mori with all of them being optional. Though if you didn't take the option after having burned an offering you are of course losing out on that offering.

    Your idea for the "Everyone can get up off the ground without help" is also a good fix, addressing the main problem Killer players have with the original idea while also addressing the part the change was for in the first place: excess four person slugging.

    So good ideas over all. Shame the devs barely ever listen to feedback in a timely manner.

  • Can also confirm, third time trying it because I forgot it had been bugged the first two times. PC/Steam version of the game.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977861#Comment_2977861

    That won't help anyone, people who hardcore face camp aren't concerned about points.

    https://forum.deadbydaylight.com/en/discussion/325747/face-camping-possible-solution

    They aren't going make hook timer stopping basekit because we've tested it before and it immediately got abused and made the experience even worse for the hooked person as they would never die until the end of the game. It was bad for both sides while not fixing the issue in the slightest. That is why it is a perk with specific limitations.

    People who hardcore face camp from moment one will not stop doing it until it is completely impossible to do and that is a scenario that can only happen with changes to the core gameplay of killer itself which seems unlikely after 6 years.

    The problem with what they "tried before" was that it didn't take into account other Survivors being around, only the Killer. So of course it was abused to loop around the hook. If they make it so things check for the Killer being within 16 meters of the hook AND no healthy or injured Survivor (so excluding dying or hooked people) within that same distance then it can't be abused like it had been in the past.

    You want to learn from history to not repeat it but not discard things that didn't work before because they were not implemented correctly.

    The devs already have the code for everything, with Kindred being able to tell how close the Killer is to the hook and Camaraderie Kinship having both another Survivor's position and pausing the timer. Take those bits of code and put them together so that it counts everything then make it base-kit and now Killers can't face camp unless another Survivor is near the hook waiting to save. This would also tell the Killer if no one else is around AND tell the Survivor that the Killer is face camping with no one around without having to reveal auras or anything like that.

    But I do agree that the core gameplay of things needs to change in some way to make thing more fun for both sides.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977224#Comment_2977224

    I still feel like the issue should be incentivizing killers to not camp, not punish them when they do. They're already punished for doing their job: Dead hard, Unbreakable, Decisive Strike (You can literally down someone, hook them, down someone else, hook them, meet the first person again and still get DS'd despite it not being tunneling at that point.) Some killers facecamp because they want to, but others do it because they're left without much option otherwise. It might suck for survivor, but the game shouldn't be made even less fun for killers, either.

    I'm a Killer Main, I know the pain of games where you have three Dead Hards and that one Survivor who makes it really obvious they have D.S. or the B.T. Body Blockers when I just want to go after the unhooker or that 59 second D.S. on the person who run into you in the middle of chase with a third unrelated person.

    My problem is that no matter what incentives you give to Killer players there will ALWAYS be people who don't care and just want to face camp. Out of all the various toxic [male bovine excrement] in his deities forsaken game face camping is something that can be hard coded to just out right not happen and done in such a way that it only impacts the players that do it just to do it.

    You need to camp out a hook at two gens for pressure? You can do that from 16 meters away, proxy camp it. There is more of a risk someone will get the save yes but it is a much better experience for everyone else involved than the Killer just standing there face to face with the person on the hook.

    This game is not well balanced at all, lots of things need to be changed for it but I feel that face camping is something that outright needs to be shut down because of just how negative of an experience it is. My very two first real games I was face camped and it very nearly made me uninstall. If I hadn't been playing with two veterans who talked me out of it I very well may not be here today and have told others to not bother playing the game.

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