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Atrushan88

Atrushan88

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  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774675#Comment_3774675

    It literally gives you an extra health state. How is that not helpful? Gives you ample time to get to additional safety loops and wastes a lot of the killers time (with the exception of a few broken killers which that is a balance problem with those specific killers). It also helps you in those cases where a killer unintentionally goes after you a second time - happens in the chaos of matches. I've also watched plenty of killer streamers who call out that someone has OTR and decides to go for someone else.

    Literally all that's ever happened if someone is trying to tunnel someone is they hit them off hook, then hit them a few seconds later. It's not that hard as most hooks aren't next to anything super safe. Off the Record doesn't change that. There's a reason it was only run for like a week or two before people started running other things.

  • From my experience, hand holding killers win games 9/10. When the killers don't hold hands, the survivors win about 9/10 times. It seems like the point of the mode is to force survivors into unwinnable situations from the killer perspective, and the survivor perspective is to keep that from happening, although, it's not entirely possible to do that from the survivor perspective outside of ratting it out and not being the one that happens to.

  • From my experience with the mode, any time two killers hold hands and roam around the map, survivors lose. When they're separated from each other, most times, killers lose. It just depends on whether they know that. Oh and also Wraith + Hillbilly is pretty damn strong since Hillbilly can just give Wraith exposed so unless you're at a pallet or vault, you're screwed, but Hillbilly can also M1.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770144#Comment_3770144

    Scene Partner is disabled when you have an effect that prevents screams active. It's been like this since the perk came out and perk tried it with Calm Spirit.

    Hardened is simply not preventing a scream, it's disabling a perk.

    Hardened IS preventing the scream. If Hardened wasn't equipped, the character would scream. That means, by definition, Hardened is preventing the scream. A perk is not meant to be "disabled" unless there are stated conditions for it to be disabled. That means it's a bug. Also, after seeing the top of this page, it was forwarded to the team, so it looks like someone thinks something's up.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770096#Comment_3770096

    You can't make an excuse for Calm Spirit, because it works the same for both scream blocking perks. The perk does not activate due to the other perks being equipped so there's no scream to block for Hardened's aura reading.

    You could, because one could assume that the reason it doesn't work with calm spirit is because the scream is blocked, signifying that the scream, is the trigger for the aura read. Hardened prevents the scream AND gives aura reading, therefore, it has no such excuse. Point being, this is the case of either a bug, or something not being documented in a perk description, and I think it's more the case of it being a bug, because it's just not reasonable to not have a description signifying it won't work with a perk that could ONLY have a valuable use with 2 survivor perks, otherwise making it entirely rely on the killer's loadout. If Hardened prevents the scream, Hardened should show auras. If the scream isn't prevented, Scene Partner should work. Neither of these is the case and there's no REASONABLE explanation, given the descriptions of both perks, that the half of one perk that actually works doesn't trigger it's secondary effect.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770080#Comment_3770080

    The perk doesn't activate at all when you have something blocking your ability to scream. It's been like this since Calm Spirit.

    And it isn't documented in it's description. You can make the excuse for Calm Spirit not activating, because it's only job is literally to suppress screams. Hardened, however does not only suppress screams, but activates it's own aura reading. That would make this a bug, until either the description changes or something is changed.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769997#Comment_3769997

    It's worked like this since Calm Spirit. If Scene Partner didn't require you to be able to scream then you could use Calm Spirit to block the screaming and still see the aura from the perk.

    Calm Spirit and an activated Hardened simply prevent Scene Partner from being able to activate in the first place.

    Also Hardened will block screams from being hit or hooked so it doesn't require the killer to bring certain things to get some value from it.

    The scream from Scene Partner being required to see the aura, is plausible, not stated, but plausible. The only way to figure that out is to run them together yourself and test. That said, the scream being prevented, is that scream being suppressed. Meaning HARDENED should show the aura. Being hit or hooked doesn't give any relative information. You get no value out of either of those.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764793#Comment_3764793

    No screams are being suppressed. Scene Partner checks if the survivor is capable of screaming before it activates. Since it doesn't activate, no scream happens for hardened to block it.

    This is the same reason why Calm Spirit and Scene Partner don't allow the survivor to see the killer's aura without screaming.

    This is not stated in Scene Partner's description, and the scream IS suppressed. That's exactly what the word "suppress" means. The descriptions need to be changed or the perks need to work together. One or the other. I tested this out myself, in the end, neither perk works and I'm sure anyone else who tried this would be confused as well. ONE of the perks should work, because both are stated in their description in a way that would mean ONE of them would at least work. If a scream isn't suppressed, scene partner should show the killer's aura. If a scream IS suppressed(like it is with this perk combo), Hardened should work.

    Likely what you say is true, that the game checks to see if you can scream, and if you can't, the perk just doesn't activate any of it's abilities at all, making it completely useless, to prevent Calm Spirit from working, but Calm Spirit ONLY suppresses screams, so it makes sense that it wouldn't work together, if the screaming is what triggers the aura read, but the aura read from HARDENED should trigger in the case of Hardened, because both have aura reading, and there is only one other way to trigger yourself to scream, being Dramaturgy(and I've heard the aura read also doesn't work from that), making Hardened a useless perk unless the KILLER brings specific things. Hardened has a difficult enough time getting triggered to begin with, needing one of 5 totems to not be cleansed, and for you to find it, as well as 1 of 3(?) chests to not be opened in the same match. It at least requires enough setup for this perk combo to be allowed, especially considering without it, there's no build you can really put Hardened in.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719496#Comment_2719496

    They are both dumb ######### the other team doesn't like so if one gets punished why not the other both are a problem and it doesn't matter cause both issues can easily stall the game.

    It's not about like or dislike, it's about what's actually griefing and what isn't.

    @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719496#Comment_2719496

    "It's not griefing when I do things to upset people but it is when my opponent tries to win" lol

    You can win without camping or tunneling, and I don't even do the clicky click. It's GRIEFING because you're PREVENTING THE STANDARD GAMEPLAY LOOP, aka you're shortening 3 hooks to 1, and forcing them to be unable to do anything at all for 2 full minutes(or 4 if you slug), all for the sake of brainless kills. It's the same as if you were sitting at someone's spawn point in a shooter that didn't have randomized spawns, and shooting them in the head over and over and over. Survivors cannot prevent killers from playing the game, killers can prevent survivors from doing so. That's the difference. Survivors clicking flashlights and tbagging at pallets hinder THEM, not the killer. All it does is, if you have big ego, hurt your feelings, but you can still play the game as normal.


    This is why I wish BHVR would reduce 3 hooks to 1, but make escaping from the killer's chase easier to compensate. Then everyone would get to play the game, and killers couldn't grief people.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719728#Comment_2719728

    Don't get caught 2 minutes into the game. Don't ask everyone to baby a survivor because they go down 10 seconds after found. If you're good as a survivor, you can escape the killer and thus not get hooked and camped. If you're getting camped 2 minutes into the game, you not only got found extremely quickly but probably didn't even loop the killer for 30 seconds. "I shouldn't be able to have a game where I die so quick!" well when they're good enough to loop the killer, they won't.

    And that seems to be the crux of your issue. People getting camped early on after getting downed quick and thus not being able to play. Well 1. They're probably not that great if that happened 2. If they die, they'll lower to an MMR where they probably won't face killers who can down them 30 seconds in to ensure they don't get to play at all. You can play the "killer bad if he camps" but if a survivor is genuinely going down so fast in a match that they DIDN'T GET TO PLAY AT ALL, then I think that might be a them issue.

    Basically the entire battle royal genre works on the idea of elimination, too, and somebody has to be the first. You cannot design a PVP game where everyone magically gets an allotted time. Or at least not one that looks anything like this game does.

    This game is so incredibly imbalanced that the most minute of things can cause a snowball effect to where someone could go down extremely quickly early on due to bad RNG or being stuck at a series of extremely unsafe pallets, so someone could theoretically go down in 2 minutes from the get go, however that wasn't my argument. My argument was they get 2 minutes of active time with a killer, as in from the start of the chase, to the end of the chase. Working on gens isn't exactly gameplay and even if we were to allow that, the killer is going to find someone within a minute of the game or they're awful, and no, there isn't a situation where someone just WON'T be able to be caught. If a killer wants a survivor, they can get them, it only takes 90 seconds to get bloodlust 3 twice so at most a chase could last probably 2-3 minutes tops if the killer is not breaking pallets or hitting other survivors. Even at a safe pallet a 130% move speed killer will eventually get a hit. If a killer wants someone dead, there is no way you can completely stop that from happening unless they mess up a lot.


    As for survivors being bad enough to be brought down to a killer that they don't lose to often, that's not true either, as if they're in a worse mmr, they will encounter this behavior much more, and if it isn't them, it'll be someone else.


    As for suggestions to this conundrum, I've made them before, but this forum doesn't like that because they want to grief people by slapping them on hooks over and over. I've suggested before that survivors only get one hook, but survivors can get away easier. People don't like the idea of not being able to stare into the eyes of a preconceived notion they have of the other person they're facing for 2 minutes with an air of superiority.

  • @[Deleted User] said:

    Killers should be able to choose to either destroy totems (to prevent boons) or be able to relight their own hexes. It would turn the totems into full on tactical warfare

    ""Should I break the totem, which means no CoH but also keeps the killer from rekindling Ruin?""

    ""Should I break the totem, which means no Noed or Undying, or risk the survivors putting a CoH in this area?""

    If Killers could rekindle their hexes they would need to take 14 seconds to do so. Hexes are FAR more powerful than boons. The only reason boons are useful in the first place is because they can be relit. Hexes being infinite would break the game super hard because of the abilities hexes give. If we wanted to make things equal we could just make boons as strong as hexes and randomly placed and give the killer the ability to break them. This though would mean that survivors could map wide have CoH, Shadow Step, and Exponential, and I don't think anyone wants that.


    The reason, for those who don't know, boons are able to be relit is because they are weaker than hexes by a lot. Hexes alternate the rules of the game, every single one does. Boons do not, they only increase speed at which things can be done. A med kit could be just as powerful as CoH's healing(and moreso actually), but CoH applies to everyone in a small area. The only boon that even slightly alters game rules is Shadow Step, but it's only in a small radius and usually in one that the killer can find and remove if they're having to actively using the ability. They also have the cost of time, which is survivors' most precious resource. If they waste time booning totems over and over, they actively kill their team. Yeah, it may be annoying to see the same survivor booning the same totem over and over, but you know where that survivor is and can prevent it, in addition it takes them 14 seconds to light it, which is 14 charges off a generator, more than 1/6th of a generator(more if that generator has recently been kicked and no one else is on it). Then you have Thrill of the Hunt, the one perk that actively counters boon users because of how long it takes to actually light them. They'll likely never get a boon lit up if you have that perk, and if they did, they probably lost a half a gen's worth of time only for the killer to snuff it and make all that time wasted.

    @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719751#Comment_2719751

    2secs, plus the time it takes them to reach the totem, which can be a pain in the ass because it can spawn in the corner of the map away from the gen patrol

    3.5, because 14/4 = 3.5. 2 seconds would make it 1/7th the time of survivors and there are not 7 survivors in a match. Also survivors have to travel to the totem as well, and if it spawns in the corner of the map that survivor also had to travel there away from the gen, and they don't move as quickly. If you're wanting to talk travel time to totems you're making a mistake due to survivor speed vs killer speed.


    @Mokdroh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720302#Comment_2720302

    The point was not about Killers not spawning in their hexes, but about the imbalance between how the Killer's Hex perks can be completely countered permanently for the trial and the Killer cannot re-apply those hexes and also cannot manage the totems because the Survivors can indefinitely re-apply their boons and choose which totems to re-apply to and which totems to cleanse, ending up with the Survivors in the power role of totems.

    The thing is they're not really IMBALANCED, they're moreso frustrating for the killer side of things. There are plenty of ways to slow down the healing. Sloppy Butcher+Thanataphobia is still good against people self healing in Circle of Healing's range, because it acts the same as if they were healing other people normally without a boon and Thrill of the Hunt basically makes lighting a totem take ages, and if you're going for a hex setup to counter boon users completely you could add haunted grounds and undying making it where either they get 2 haunted grounds or 2 thrills, making boons pointless outside of maybe exponential. As I said earlier, boons are weaker than hexes, so treating them the exact same as hexes is not the right move, unless you want a map wide CoH/Exponential/Shadowstep.

  • My suggestion would be to make blessing hexes also 14 seconds, but when you bless a hex, the hex still persists. The killer can destroy the hex totem in 3.5(one fourth of the time to cleanse/bless a totem) seconds to remove both the boon and the hex permanently(while also destroying the totem) or keep both in play. This would make both hexes and boons risk vs reward. Do you leave a hex in play to ensure your boon? Do you destroy a boon at the cost of your hex? It'd be the perfect solution.


    Personally I don't think Circle of Healing is that OP. It still takes 14 seconds to light the totem, once snuffed out, if they go back to relight it that's 28 seconds while the killer only takes a second, maybe 2 to snuff it out again. It's a net loss for survivor time and a lot of boon users can kill their team by not doing gens. Light it 3 times and that's over half a gen.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719563#Comment_2719563

    Sorry but if you're going to straight up invent a win con like "the killer is supposed to 12 hook" based off nothing but your own desires, there's very reason for me to engage you. I'd just instruct you to try playing both sides instead of just survivor. And you did play the game. Were you magically teleported to a hook when you loaded in? Not my fault you can't escape a chase.

    There will be at least 1 hook per game, unless you're bad as killer. This means there will always be someone who gets put in this situation, or has the potential to be put in this situation. If a game lasts 20 minutes, and one person gets etched out 5 minutes into the game, with 2 of those minutes being on the hook unable to do anything, I wouldn't call that playing the game. They played like 1/7th of the game at that point.


    I have played both sides, btw. Funnily enough I play Legion, one of the weaker killers mostly, or did on PS4. I've been leveling out my survivors because survivor games are more fun in general when you get a decent game. Also I didn't invent anything, there's literally a progress bar in the bottom left corner that fills up the more hooks you get. The GOAL is 12 hooks. That's not necessarily the standard win condition, but it is still the GOAL by both the game's mechanics and the lore(the entity wants survivors to have hope before dying). Trying to get certain perks and then I'll eventually move on to leveling my killers. When I have a need to play Killer for any challenges or trials, I play perkless Wraith, only had 3 0ks so far since playing on PC(every other was a 3-4k, 3k if I give hatch, this is including me purposefully not tunneling or camping, and sometimes giving them extra time if we're still at 3+ gens and everyone's death hook. I have had games where I ran into the same survivor who just got unhooked by pure luck, and I will hook them then, but I have not actively done any of the scummier things that are used to make the game easier to win, and funnily enough, unlike all the "I get called every name in the book no matter what I do" posts, I've only been called disgusting once, and that was in one of the 0k games and the rest of the team said I was fine, there was another time where someone said the game was brutal because I won so handily, but that was early on in my MMR journey and even then I was playing vs 4 max tier perk survivors with toolboxes), while playing killer quite often, and even then I had over 5 hooks each game. It's not that bad.

  • @Animal_Mother said:

    If players are on opposite sides of the map, how can you chain hits together?

    Generally on big maps you try to force a 3 gen because otherwise your power is pretty useless if they're spread out. Ignore far off gens and only patrol your 3 gen, doesn't matter if the other gens get done, at that point your power is at it's strongest. Especially if you use Legion Pin, cuz they can't go off to the sides of the map to heal up :)

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719563#Comment_2719563

    I had someone crawl away in Hawkin's before that went away. Can't remember if there was any other time it's happened, but that stuck out because you'd think it would be easy to find someone in that place...

    I dunno Hawkins is pretty hard to see in because of that Upside Down area. Though yeah anywhere else you should generally be able to see them. Blood trails are extremely bright nowadays and also happen to appear all over the place.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719474#Comment_2719474

    Yes, there's things the Killer could do for the sole and only purpose of trying to make the person who crawled into a corner easier to find. Things that are a complete waste of a perk slot for an edge case that happens occasionally.

    I have no idea why that somehow means that there should be a punishment for when it happens. You already get less BP (and have to wait for the game to end), so there's plenty of incentive to find the person if you can.

    The simple point I was making is that not everyone that bleeds out is bleeding out because the Killer wants to waste their time, and is often brought about because they crawled off into some hard-to-find corner after the Killer spotted the other remaining Survivor before hooking. They're quite capable of crawling back somewhere visible and it's not just one person's choice.

    Honestly those suggestions, for the most part, was my sarcasm, because quite often you'll see people listing similar suggestions on the other end of things. That said, listening and watching for blood trails(they're quite obvious) is a pretty obvious tell there's a survivor around if you hear or see any of those things. I don't think I've ever lost a survivor to the point of them bleeding out on the ground. There was one survivor I let bleed out on the ground and it was because they interrupted my Feral Frenzy intentionally to screw me over after I hooked them, trying to force a DS pick up and their team was on comms coordinating stuff. I never suggested a punishment of BP loss, but I feel like if the killer is in the vicinity of a survivor in the dying state for more than 30 seconds something should happen to deter that behavior. Maybe something funny but also a deterrant like firecrackers going off all around them. Survivors have crows that are basically aura reading if they're still for too long. I don't see a problem with a similar approach to killers.


    @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719537#Comment_2719537

    I'd rather be camped or tunneled for a game over tbagged/bullied or BM'd any day. In fact, I quit Killer because of BMing yet somehow haven't quit survivor because why should I care about something that the killer is doing TO WIN THE GAME? I have never had an issue being camped. Whatever, I go on to my next game, no harm. If I want a PVE game, I'll play it. You may as well say the killer shouldn't kill anyone because he's denying them their ability to play the game, and only the survivors should win because that way everyone got to play a full match.

    The game's objective for the killer is 12 hooks. If the killer is camping or tunneling their goal is one. Also this is much different from NORMAL gameplay where survivors can actually play the game. Only one person is having fun in this scenario. Rather selfish don't you think? Also I don't see how being being tbagged or flashlight clicked at is even remotely close to stuck on the hook for 2 minutes. Sure, it's annoying but at best they're only letting you close the distance and wasting time. Camping is pretty much the same as if you were in a shooter, all players spawned at the same spot they did every time, and your opponent was standing at your spawn point shooting you in the head over and over until the game ended. It's griefing plain and simple. People don't go into a match expecting to be unable to do anything for the majority of it, and there will always be at least one hook per game, meaning the potential for that is always there. Slugging is just a worse version of it because it takes 4 minutes instead of 2. In situations where they can be brought back up, it's not so bad, but generally when slugging occurs it's at the stage where they're dying either way.

  • Yeah. Pretty bad being in a game you can't play for a long portion of it.

    @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719516#Comment_2719516

    I crawl, try and cling to life, its thematic try and imagine yourself in a horror movie.

    When I say play the game... I mean when something happens that you don't think is great then you have to realise its only a game and these things might happen and in the grand scheme of things it doesn't matter.

    Look at some of the posts in this thread of people calling bloody murder on toxic bahaviour and bleeding others out to punish toxic behaviour, its rediculous.

    These forums have shown me why DBD can be such a negative experience sometimes, because the player base is seriously ######### mental.

    Half these people you would never want to game with because they appear to be very emotionally unstable people.

    There's a difference between accepting it's just a game and accepting that the person on the other end is causing this. If you're the only one left in the match and the killer is hovering over your body waiting for you to bleed out instead of hooking you(it happens more than it needs to), they are griefing. Camping alone in every other game is griefing. Behaviour is the problem. Yeah, some people are mentally unstable, but the frustration towards certain in game behaviors is warranted. If you're no longer able to have fun with the game due to others' actions that DIRECTLY affect your ability to play said game, why would you even want to play it? Camping is discouraged in many other games, why is this company encouraging it when it only brings out negative feelings and has proven as such in other games which eventually led to removing the possibility of such things. I equate camping in this game to spawn camping in any other game. It's the same situation in essence.

  • @pseudechis said:

    or people could stop getting upset about nothing and just play the game.

    Bleeding out isn't some toxic attack on you as a person just as flashlight clicking isn't.

    It's not a toxic attack on anyone as a person, but it does prevent them from playing the game for 4 minutes. The funny part about this is you tell them to just play the game, when they literally can't.

  • Camping is griefing. That's why DBD is the only game where camping in any form is actively promoted by it's parent company(outside of like ACTUAL camping, with a fire and hotdogs or smores). Somehow people equate camping to "tbagging and flashlight clicking", but I don't see how either of those prevent the killer from playing the game. They're not even close to related. If anything both of those actions help the killer as you're not gaining distance while doing it.

  • @throwaway79465468797 said:

    They're not concerned about points or they wouldnt slug everyone to bleed them out. The only way to keep these players from doing so is to have Behavior utterly denounce players for doing this and allow you to report them. Not only that but they have to consistently ban players for doing so

    Behaviour promotes griefing. They're not gonna do any of what you suggest.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719474#Comment_2719474

    • Spies won't detect crawling slugged people
    • There's a well known glitch where sometimes downed survivors make no noise
    • It doesn't happen often but I have had survivors intentionally crawl into remote corners while I chased someone else and had trouble finding them because their blood trail had dissipated or was in dark terrain and they were in a shadow and their body was nearly impossible to see. Yeah, it's partly my fault if I can't find the survivor in that case, but it's definitely not me being toxic or rude or whatever.
    • For reference the killer already loses 700 or more bloodpoints when someone bleeds out on the ground. (They don't get the 500 points for hooking them and also don't get the 200 points for the hook sacrifice)

    K so I was wrong about one perk, as for the rare bug you suggested, I've always hear myself on the ground but I wouldn't have trouble believing there to be such a bug. Either way it's still the killer that put the survivor in that position. You can claim it's not toxic or rude or whatever, but that player takes even longer than someone on the hook to die, meaning they could have been unable to play the game for minutes. There's also no proof if you couldn't find them that they weren't looking for hatch, if they were the last one left.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719389#Comment_2719389

    Not when the Survivor crawls off to god knows where at the end of the game and I spend five minutes trying to find you.

    Which is the other scenario. So, no extra punishment needed.

    If you had Deerstalker, Bloodhound, Whispers, Spies from the Shadows even(I think), or a better headset, perhaps you could do something about that. Also if that WERE to happen, who caused that situation to happen? The survivors didn't put themselves in the dying state and leave themselves on the ground. Also yes, I already suspect you to suggest to bring the new Boon or Unbreakable or No Mither into the situation, but in those cases, they can still be prevented by the killer standing over them to make sure that they're put right back on the ground. There are however no perks that mute survivor sounds on the ground, and if they're not bringing No Mither they still leave trails of blood(and can get up themselves if they are). Either way, any of these scenarios are only brought about by one person, and that is the killer. If you left them on the ground long enough to hide so far away from their original position you'll never find them, then that is kind of your fault. That's not gonna happen in most matches unless they for some odd reason brought Tenacity or you are hard of hearing.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719389#Comment_2719389

    And I'm all for having Survivors be able to bleed out faster under hooks. But you're more of a punishment mind than a solution mind.

    Nothing I have said has suggested any punishment, you're the only one who suggested any kind of punishment(to survivors who could easily be stopped from doing what they're doing mind you) vs someone who proposed a punishment for something that cannot be stopped, that the player has no control over.

  • I'm a Legion Pin enjoyer, so...

  • @AnObserver said:

    How many points should Survivors lose for every second they don't leave through the Exit Gates after they've been opened?

    To be fair the killer can actually do something about this.

  • @AgustinPichi2 said:

    It wouldn't be strange If ppl complained about meta perks such as idk. Circle boon of healing or whatever. However, IMO lightborn isn't that great isn't It? So why ppl wanted to even delete It from the game?

    I don't know, I saw a post on my news feed about SpooknJukes saying something about it, which made me roll my eyes because apparently he called Lightborn "counterplay" which is silly and said that people shouldn't be mad about being "counterplayed". That'd be like saying picking Lissandra AFTER someone who locked in Katarina first is counterplay in League of Legends(though to a far more serious degree like if Katarina 100% lost to Lissandra, since flashlights are useless against Lightborn).


    I don't personally see the need to complain about Lightborn really. Every single item in the game save maps(only useful for totem and hatch spawns really), keys(only useful when losing), and toolboxes have a way to be COMPLETELY useless in any given match, so why bring them? Just bring those toolboxes and use them until they're done(Behaviour actually made this easier when they nerfed Toolboxes because they will essentially be used up in a few seconds), then find a flashlight in a chest. No need to worry about Lightborn if no one brought flashlights, and you get your objective done faster. Dunno why everyone isn't running toolboxes. Sucks to bring a Medkit to run into a Plague or Legion or Sloppy Butcher, or a flashlight to run into Lightborn. At least with a toolbox you're 100% going to get use out of it.

  • @DrBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719342#Comment_2719342

    You are kidding right? Killer mains give alot of crap about BP and the only time these events happen is one of two reasons. Either

    1. You are a sweaty player/squad running flashlight/flashbang deep popping 3 gens within 60 seconds trolling at shack or LW loops. The killer has accepted you have won and your disrespectful playstyle of “Oppressing” or “bullying” the Killer made him sit in your face and deny you your escape points. You earned it.
    2. Its a new killer unaware of how killer is or a casual just messing around.

    9/10 times its always Scenario 1 than 2. This is one of the few kind of competition games that encouraged players to play extremely toxic and abusive/harassment towards the other player who is fundamentally gimped to what you can bring to the table(meaning Survivors have a significant advantage over killers in every aspect). Until the devs decide to balance the game around fun or fairness it will continue to exist as it is the only option many times for Killer mains to give you the taste of medicine you provide many times over. Accept it. Learn to play for fun as a survivor main rather then openly commit to making the game as insufferable as possible for people who may want to dip there toes in the Killer side.

    You're delusional. Most campers camp off their first hook, regardless of how long it took them. You can deny it all you want but there are MANY killers who play like this. This scenario is the most oppressive scenario in the game because the person on the hook is forced to be unable to play the game. The killer gets teabagged? He can still play the game, and that tbagging is only making that survivor lose distance. Flashlight after a pallet stun? A good killer will generally be still right on that survivor's tail, and again, they wasted time. Killers hooks and camps a survivor? That survivor either has to give up or sit on the hook for 2 minutes being unable to play the game they paid for and the killer reaps the rewards if it isn't a SWF because most of them are gonna be off gens to see what's going on. 95% of the time a killer who face camps will get a 2k AT LEAST unless Prove Thyself is involved. How is that a punishment for the killer when Behaviour itself recognizes this result as a DRAW?


    Keep in mind also this is what BRAND SPANKING NEW survivors also have to deal with until they get good enough and only the people who have the nerves of steel to continue dealing with it are the ones who stay.

    @Pulsar said:

    Afaik, they've always wanted to fix facecamping.

    The issue is that there really isn't a way that doesn't punish innocent players.

    Everything I've ever heard from Behaviour suggests they want camping to STAY in the game, but not be the "best choice", which is essentially encouraging griefers.

  • Pretty good perk for reasons other people have mentioned(not losing stacks with certain killers), but personally I think PWYF is much worse. As the obsession there's literally no counterplay to it. Even if you try to make them chase you, they can just outrun you and get stacks

  • Doubtful. Stealth killers completely avoid it, Ghost Face is played commonly enough and there are enough instances of oblivious and undetectable that I see no use in using it. It was good before they started with that mess to nerf OoO but now Spine Chill is infinitely better unless you purely want to know where not to lead the killer during the instance there is potentially aura reading available.

  • It's not bugged anymore. You just need Pyramid Head as the killer on your screen.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413447#Comment_1413447

    well idk how long you've been on these forums but the devs have stated several times to not base your opinion on "killrate" considering how they count any death as a kill(and trust me survivors like suiciding on hook) soooo you tell me :)

    Do you genuinely think survivors being able to heal themselves before a killer can wipe his weapon was ok?

    And do you think a toolbox being able to cut the time of repairing a gen down to 40 sec was ok?

    My post got messed up, so I'm just going to post the top 5 survivors vs the top 5 killers(including that some of the top 5 are both top 5 survivor and killer), escapes vs kills, and ignore the other stuff(because honestly the stuff you posted is near impossible to actually get to happen unless you had a 5 stack autodidact and got a skillcheck) or had For The People (in which case you still have someone injured).

    Escapes: 33,187(Assuming both are combined, hatch + normal escapes, Ignoring top survivor who is also not top killer, to assume this person is fair on both sides, mixed games both survivor and killer won in some of them)

    Escapes - Hatch Escapes:29,335(assuming both are top killer and top survivor/fair on both sides, REMOVING HATCH ESCAPES, AKA survivor won)

    Sacrifices: 131,682 / 4 = 31,457(assuming both are top killer and top survivor/fair on both sides, Top killers AND survivors, same as Escapes, sacrifices - moris, REMOVING MORIS, not sure why removing moris but meh)

    Sacrifices + Moris:131,682 / 4 = 32,920 (assuming both are top killer and top survivor/fair on both sides, Top killers AND survivors, sacrifices + moris, AKA killer won)

    So in GENERAL the same person is doing just as well at killer as survivor(survivor escapes as much as killer kills, though actually if you look at the numbers, survivor is actually worse off). Still wanna say survivors are OP?


    https://dbd.onteh.net.au/#leaderboard In case you want to know how I got these numbers, I averaged the top 5 players who were rank 1 on both sides.

  • Leatherface(as long as he's not the face camping LF trope), or Myers(always an interesting match whether I win or lose vs a Myers and if you don't have Spine Chill he can be staring at you without you even knowing and then you look up and you're like "Holy ######### how long was he looking at me?!" even if you have your camera on a swivel not knowing who the killer is and guessing it could be a Myers). I've only faced one GOD Nurse on console so that's another thing, as there's usually some back and forth as long as it's not a super bad Nurse who I just feel super sorry for.

  • @WalkedMoss92 said:

    Every single game I've played recently was All rank 1-4 SWF teams and it's not annoying, it's just boring at this point.

    "Every match could be different" Nah. Every survivor now has borrowed time, defensive strike, die-hard, and sprint burst like it's not cute at all nor original. They're all the same people, it's all the same matches.

    I would never stop playing a game completely just because of boring people because eventually the ranking system will be fixed and I won't have so many boring matches. I'm just saying that people who use these perks and SWF aren't good at the game and HAVE to rely on them to win. Like their only talent is being able to 360. Looping, using your flashlight only while I'm breaking pallets, using defensive strike and tea bagging are all not talents and are at the point basic.

    I would never tell anyone to stop playing like this and I don't care if you do, I'm not making rules. I'm just saying is boring and basic and you only make a few people angry.

    If EVERY survivor ranked 1-4 is the same, perhaps there's a reason and it's not just because they're not good. That said, I don't run those perks(except when I'm being tunneled consistently for Decisive Strike or if I want to run Sprint Burst instead of Lithe), but every time I get to rank 4 I depip myself intentionally if I'm having an even slightly annoying game because of all the iridescent add on killers who tunnel the ######### out of you from the get go. I'd rather be in green and purple rank games. Red ranks are for meta slaves, and I'm not about that life.

    Also just noticed from scrolling up at what you said. If anyone's using Dead Hard and Sprint Burst together in a red ranked game, AND there's 4 of them, you should 4k every game or at least 3k with the last getting hatch. Sprint Burst can't be used in double exhaustion builds, lol.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413470#Comment_1413470

    I am this David.

    If im not found first then I am ALWAYS found last.

    Lol. He was literally channeling his inner Blendette all game. It wasn't you though, I would have recognized the name.

  • @Kagrenac said:

    Smaller sizes on most of them make it better for stealthy plays or juking. You can't do that on the tall ass ######### that are David and Francis. Pretty much all the males are much more discernible immediately than the females.

    It's also because they have the better cosmetics.

    I hide pretty well as my David. All you need is the bloody shirt. I've also had games where a David hid from me the entire game and I had to one hook him. I will say Jeff and Adam are FAR more likely to be spotted though because of Adam's coat and Jeff's head being massive.

    @anarchy753 said:

    Not to mention Claudette and Meg are by far the most popular starters, Meg's perks are invaluable in a chase early on, and Claudette packs the noob's best friend. Because of that they're the most picked characters so the devs give them the most cosmetics so they become even more popular.

    Nea is an absolute oddity to me, I don't see why people like hte pig-faced girl and her 16 different half-shaved haircuts. Really I think it's just because being a neon Nea is how people get across that they're the sort of toxic attention seekers.

    Balanced Landing used to be one of the best perks in the game. Urban Evasion was always a common perk as well.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410614#Comment_1410614

    I generally stick with the default Legion mask since the majority of the value comes with the 2nd slot. You get the hood, hair, ect. Now though I have the one from the rift and the event ones, so might swap it up.

    I prefer to play as Joey and the masks are also nice. My current outfit is Christmas Joey(Season's Killing) with Devil May Care mask(Morbid Grin), looks really nice. I would have liked to have Concealed Intentions(November Days Frank's mask) with the hood from the outfit together.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409760#Comment_1409760

    are u saying that old commodious tool box and old instas were balanced?

    Pretty sure survivors are dying much more often than they were before and the last known stats showed killers to be above or right at the 50/50 line(and some above the 70% line), with all maps having a kill rate of 53% and over, so you tell me.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410274#Comment_1410274

    Meg actually has alot of different hair styles, including a pony tail so not sure why ya made that statement. As far as the Legion thing, killer cosmetics are kinda mixed on which pieces theyre tied to. If you look at Plague's cosmetics, you'll see that her "head" pieces only affect her crowns while not doing anything at all for her face, while Billy's "head" cosmetics affect everything from the waste up.

    The ponytail came with her base outfit iirc, which also came with an ugly triple braid(that clips a ton on it's own btw). Almost every hairstyle since is a side shave or masculine looking hairstyle. Besides you know it's not like I could say the words I would really call those hairstyles because feelings. The only really decent hairstyle she has is Fortune Teller.

    As for Legion, while that's true for killer cosmetics, the mask could have easily been tied to the hood that came with it. It makes the mask itself quite less valuable to me.

    If they wanna worry about clipping, they can do the work to fix it. It's not like the cosmetic sets aren't already 10 dollars each. Lisa Garland is 15 dollars and most League of Legends skins that are 1350 RP(13 dollars and 50 cents) have custom particle effects and sound effects usually and they're 2 dollars cheaper(and are usually still better looking).

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410077#Comment_1410077

    I'm gonna disagree with that. While its true many could be broken apart...

    https://us.v-cdn.net/6030815/uploads/74UHF9GSL2IP/20200703153351-1.jpg

    This is a dress... I could understand the hair being seperate, but the dress itself needs to be able to cover the top and the bottom.

    https://us.v-cdn.net/6030815/uploads/6HGNN1L52644/20200703221126-1.jpg

    This is the new Nea cosmetic and the problem HERE is the jacket has a hood. That jacket is interacting with both the head and the top of her torso. While you MAY be able to make the claim that she should be able to mix and match a different pair of pants in, swapping out the head here would either result in no hood (which would be weird) or hair sticking out through the back of the hood.

    Legion has an outfit that has a hood on the body piece(really pisses me off because I wanted the hood to be attached to the mask). To be fair hair doesn't really stick up with them the way it does with Nea, but they could make the hood slightly higher and sort of drape over rather than hug her forehead, or make her not wear the hood. Personally to me the outfit is ugly anyways and I wouldn't have gotten it regardless.


    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410244#Comment_1410244

    having 2 positions ISNT keeping the cosmetic the same though. Doing a color swap is a smaller change than what your suggesting. Having a seperate model with the hood down would be the equal as making an entirely new cosmetic. As far as the Nea hair thing, we can argue whether specific hair styles would be problamatic, but it still leaves room for problems in general. Although she might not CURRENTLY have a ponytail for example, does that mean we should act as if she'll NEVER get one. Or that characters that DO have ponytails or similar hairstyles with long hair in the back should be excluded from getting hood cosmetics in the future. I'm not saying ALL cosmetics should be lumped, just the ones that we're stuck with trying to figure out how this could TECHNICALLY work.

    Nea with a ponytail? No she'll just get 20 more side shaves just like Meg.

  • Sure, just make running give survivors 120% movement speed and I agree.

  • @anarchy753 said:

    They'll almost certainly see a huge drop in sales if they continue this trend.

    If I can't buy the piece I want, I won't buy anything at all.

    If I can't use a nice piece with other parts I like, then I have no temptation to buy at all.

    This locked set nonsense doesn't gain anything for them if it removes most of the reasons people like cosmetics in the first place.

    Yeah honestly most of their cosmetics that I've bought have had AT LEAST one piece that I completely didn't like and wanted to change. I don't think they're that good with clothing styles overall. Literally only one of Legion has actually cool outfits. Although Frank had a really cool mask, but the hood that went with it was stuck to the body, which imo was stupid.

    in o Comment by Atrushan88
  • @ThisGuuy83 said:

    Ah, I forgot. Any killer sided post gets crucified by the survivor community. My bad... Guess us killers will just go back to hiding again. Have fun!

    Any survivor sided post gets crucified by the killer community. These forums have far more killer mains on them than survivor ones. Don't worry though, after enough complaining they'll nerf flashlights even though they have Lightborn because they already hit med kits and toolboxes.

  • @SpaceCoconut said:

    Reminder that the post also says "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."

    Also according to those stats, Ghost and Pig have similar kill rates in NOVEMBER of 2019

    Reminder that it doesn't say the numbers aren't accurate or that they don't MEAN anything, just that there could be something causing this change that isn't related to their base kit, but since Billy's addons are mostly just things that make his base power better without adding anything else(like Forever Freddy was), the numbers are pretty much exactly what they're saying. The main thing here though is that their released stats are outdated. I wouldn't imagine Hillbilly has it any WORSE at this point in time, as things for him and other killers have only gotten BETTER, but he shouldn't have used outdated information without pointing out that he was using outdated information and describing what could have changed in the time since that information was released.

    @Dead_by_Gadfly said:

    In addition to the answers given above id add yes, that is balanced as in my ooinion 3k is balance. Its a survival horror game not a nascar race where everyone gets a participation trophy. Or at least it shouldnt be imo

    How is a 3k a balanced game? Equally skilled survivors to the killer should all die except one and that one should get hatch in every game? Wow, lol. I can't imagine a game where both teams are equally matched being a hatch game considered balanced.

  • Oh, so now we're going after the only remaining useful item in a survivor's arsenal that has tons of counterplay. Why am I not surprised? I mean it worked for med kits and toolboxes.

  • @TheFireVVolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409500#Comment_1409500

    It all depends on a lot of things. Maybe BT won't make you escape straight to a door but make sure you reach a window or a pallet. Also, Bubba is going faster than before, that might prompt him to bump into something if not careful.

    He'd hit you before you got to either in most cases unless they were right there and you could have gotten to them before your SB/BT hit movement speed ended. Again, he can hit someone with BT in the same sprint as he hit them with while they had BT up and that's NOW.

  • @mottigedel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409473#Comment_1409473

    exactly. i'd say his camping got even better now he can hit multiple ppl in one go with that distance he can cover. i recon we will see a lot of highly toxic bubba's coming in hot... mark my words

    I'm also not sure about the "high risk high reward" playstyle thing either, unless cancelling your power gives you the cooldown instantly, I don't see much of a risk.

    @TheFireVVolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409473#Comment_1409473

    Well, it depends on the Bubba. As I said, it will counter only mindless camping. If the Bubba has a plan or a good position (or both :S), GG! Although I think that revving the chainsaw will be dangerous, because you either have to commit to it or lower and suffer cooldown. And survivors can bait it out with Sprint Burst or a Styptic Agent or something else.

    Bubba keeps sprinting, if you use a Styptic, all he has to do is continue sprinting and hit you again. It's happened to me with BT. Same with Sprint Burst, his sprint now goes farther than Sprint Burst does.

  • I'm pretty sure Bubbas will still be able to camp. They only rev the chainsaw to save a bit of time. It doesn't take long to charge fully and the AOE is so wide that for example in the basement, they could easily get both even without holding it charged by waiting until they were unhooked. This only takes a small time saver out of it at most. Sure, if they have BT it MIGHT help, but all you need to do is hit them with another chainsaw hit(of which they've added more potential hits) to down them again. I don't think that penalty will do as much to dissuade people from camping with Bubba as they think as he still has the best potential camping ability in the game even with such changes.

  • If they make it more new player friendly, bad killers will then get them nerfed. Hawkins and Lery's are some of the only few maps I can enjoy myself on anymore. Midwich can go eat a dick though.

  • @PureHostility said:

    The only annoying killer to verse is spirit, because even a rotting corpse of a monkey can play her and easily 4k, due to how easy she is, if I would want to gamble, I would play some stupid Casino game or be a moron that buys cases in csgo.

    Oni's more braindead than Spirit tbh. I lose a lot more games vs him than her since he's gotten his bullshit (what seems like)360 degree flick back. and he's rewarded for tunneling. I'd much rather face a Spirit than an Oni, Doctor, or Clown. Legion and Deathslinger are only honorable mentions because Deep Wounds also gets to a point where you can't see a thing.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393121#Comment_1393121

    I have never been sent a salty message from a killer,first. I have sent a message and his reply may have been a bit salty, but nothing wishing someone dead. They just weren't into discussing game play nor tactics and I can't play em for that.

    I've never had anyone say anything about saying I needed to die or anything, but I've definitely gotten salty killer messages.

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