CorvidXCVIII
CorvidXCVIII
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Man, logging on to see the votes was a mistake...
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041969#Comment_4041969
but then they can increase her walking speed, but the blinks should be weaker, it's already used similar to cheaters who walk through walls
The only nerf they could reasonably do to her blinks to justify buffing her regular move speed even a little would be to prevent her from going through walls and that would probably kill the killer. "Good riddance" some would say but Nurse is pretty much the only thing BHVR has going for them that lets them deflect the whole "pay to win" argument, as shaky of a deflection it is.
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The monkey's paw curls: Hex: Ruin and Hex: Undying are brought back to their most powerful states.
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As for the original topic: it's a comeback mechanic. I play Pig and Legion, sometimes I just get handed a game I can't win through playing nice so I need to build momentum, best way to do that is take out a survivor.
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The buck stops with BHVR. It's not killer mains, survivor mains or bloodpoint mains that nerf things or even get them nerfed.
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Survivor defeatism is a plague on this game and it's really concerning seeing people on the forums who I'd normally consider well versed in the game endorse it.
If you're going to queue for a game, play the game. If you're not going to play the game, go play something else instead of queueing for DbD. I don't know why that's so controversial to say.
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@Crowman said:
Well bhvr has nerfed strategies that don't involve tunneling and hasn't given killers benefits for not tunneling.
No surprise, killers tunnel.
I didn't realise how bad it was until I went against a team with stacked medkits and botany as pig. They healed so fast that it meant the only option was to focus down whoever I managed to injure. I spread the first hooks because RBTs provide a little slowdown but after that, hooks 5 and 6 were on the same survivor in a row and only then did I have a moment to breathe.
Edit to clarify: this was before the latest patch, so the amount of pallets certainly didn't help.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030093#Comment_4030093
DBD League consists primarily of EU teams. Not a few one.
Ranked DBD has a lot of EU members. When comp scene was introduced there was people on EU only for EU. NightFuryo is a good example.
Hens is from EU and he literally organised World Cap for comp EU players.
The irony is that it’s actually Asian comp is underrepresented in this game, because Identity V is more popular there and provided higher quality comp scene. And servers are terrible, no motivation to play comp with trash ms.
I mean… Knightlight, Bubbo, Ivn, Xeno, Pedro — there aren’t NA players. Top players from dbd tricky table is German players. People like Momo or Tofu is more an exclusion rather than rule.
Otz lost a lot of desire and passion for this game, and if you actually was on his streams, you know he was more as a big exclusion who consciously avoided comp scene because it wasn’t his interest.NA and Korean comp scene is far away from being in prime.
I’m curious. From where this stereotype of comp NA attitude came from?
I genuinely didn't know, I don't really follow the competitive scene outside of hearing about official tournaments and stuff. Streamer wise, I don't actively watch anyone, I feel like the whole live chat and response thing is a little too parasocial for me so I don't tune in, developer streams excluded if I'm around when their own.
Coming from YuGIOh, it's funny to me seeing Germans dominate games that boil down to ruining your opponent's day. Very fitting.
Re. NA stereotypes: Being British, there's a general view that Americans tend to be very competitive and very loud. As to where it came from, I'm not sure but it's not anything new as far as I'm aware.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030042#Comment_4030042
Still unsure of what the problem is. I made no definitive statements. Merely guessed that many English-speaking CC's have been pushing tunneling and proxying for years, so it makes sense that we saw an uptick in tunneling on the most English-centric server before other servers started to see the same trends. This was in direct response to another user saying that they didn't see tunneling increase at the same times that we did.
No system is going to nab everyone. The more restrictive you get, the more innocent players you take with.
You have a timeout that can only be cleansed by actually sitting in the game AND it increases until you clear 20 games. It's a real punishment. The issue is that we've now shifted back towards people giving up in other ways, exactly as I predicted.
I'm going to propose a different theory than content creators being to blame (though it's still about people viewing content so meh, semantics and whatnot).
I don't think there's been any prominent competitive DbD tournament style thing based in the EU. I could be wrong but I couldn't find any in the brief time I spent looking around whilst NA and Asia (especially Korea and Japan) have had several, albeit to varying degrees of success (off to Valhalla we go).
I reckon local competitive scenes, even if the more casual players aren't involved, drive a sense of needing to be efficient and less empathetic more than the Spanish otter guy's several hour tier lists.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029883#Comment_4029883
Yeah I understand that EU, Oceanic, and NA are all very different games. Though, the only way I could check personally would be vpn, and I don't really want to do that. I'm content to take people's word for it.
But yeah, my friend group used to play daily until 6.1 and we all kind of drifted away or lost interest after that.
One of my most memorable games that I remember personally feeling burned out by was a wraith on Groaning Storehouse. He hooked Ada, then came over to kick the gen I was working on by main. I was standing in plain view no more than 8m from the gen and he just went back to tunnel her out. It was 3v1 at 5 gens, and I basically couldn't even play the game even though the killer was actively ignoring everyone else. The "counter" to eruption was not touching the gen until the next down, which was nearly as bad as being incapacitated for 26 seconds (and sometimes worse, depending on chase length).
Totally engaging and riveting gameplay, but at least tunneling was a nearly guaranteed win for people who decided to take advantage of the new meta.
That was the game I realized I was personally getting burned out and frustrated, and took a break from the game myself.
I keep hoping to see patch notes that will make this game a daily play again, maybe even bring my friends back, but so far I think I'm just hanging onto a dream that will never be realized.
That sounds incredibly dull, I can totally understand not wanting to play when that's a regular occurrence.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029883#Comment_4029883
NA seems to have taken the strategies to heart more quickly than other regions.
I'd wager because of media consumption. There's a large part of Europe where English isn't the main language, but most English speaking CC's have said tunneling is the way to go if you want to win for years. Ergo, more people tunnel in an English speaking continent.
The hidden EU advantage: we don't understand the toxic things people put in post game chat most of the time lol
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029863#Comment_4029863
No worries. I've had people be sarcastic or serious.
Out of curiosity, what servers do you play on?
NA East, though the time of day might vary. My schedule is currently really erratic with the holiday, so if I play at all it's usually like 5pm to 8pm EST.
I'm EU based and yeah, my experiences with this game seem to be quite different from yours or Pulsar's (not discrediting either of you). All of the following is my experience, it most likely won't resonate with you but it's how things were for me.
The 6.1.0 patch happened during the time DbD was an almost daily game for me and a couple of friends. It wasn't that update that lead to us all eventually drifting and I don't recall tunneling being any more or less common during it either. In fact, tunneling wasn't very common at all, especially compared to how it's been since I came back (just before Kaneki's release).
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029849#Comment_4029849
with that in mind people should know its very much part of the game and likely to stay
So take that same "nothing will change"mentality and apply it to everything. Change nothing, and nothing will get better, including things you seem to be very passionate about (this applies directly to gen rushing also).
i dont think tunneling increased when the meta was 3gening and when matches took a lot longer
You have been wrong before and are absolutely wrong about this as well. Killers would go kick gens until the notification told them to go tunnel because eruption could single handedly give them all the time they needed.
It absolutely got worse after 6.1.0, which gave us the gen kick and 3 gen metas until they finally fixed it.
People DCed long before that
Original reports of "go next epidemic" started in October 2024. Abandon wasn't implemented until 8.6.0 in April 2025. The timeline doesn't fit the narrative you're trying to push.
Because you apparently can't admit that there are other issues that could be at play here. Even despite being lead to them and pointed to them directly.
Out of curiosity, what servers do you play on? I only ask because I've noticed my experience doesn't not align with people who play on NA servers like, at all.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029846#Comment_4029846
You could, though the game pace being to fast is also a common complaint. Though 8 think you're just being sarcastic about things I both didn't say and don't mean.
I'm on record as saying that gen speeds can be addressed and likely the entire early game needs to be slowed down. But that has to start with like to tunneling in the early game. Because we've already seen what happens when gens take longer and the answer is that people tunnel more because that also made tunneling easier.
Fix tunneling and we can also address gen speeds. You can't fix gen speeds first, they tried and it demonstrably didn't work.
Sorry, I should've been more clear I was joking given the forum we're on haha. That being said an endgame only limited time mode could be fun for a game or two.
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I did notice a difference when I switched to PC but it was also on a different monitor so I chalked it up to that. Wouldn't surprise me if it was console specific though.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029825#Comment_4029825
it isnt a new thing that recently popped up causing a sudden DC epidemic
Never said tunneling was new. What happened a year ago was that the devs had actively changed the game balance in favor of the killer and announced around that time that they had hit their goal of 60% kill rates.
As a result, and by-product, of those buffs and changes, tunneling had also been directly and indirectly buffed as well. Especially since there's been no limit to it.
And about a year ago. Was when we first had the "go next epidemic" pop up
Now, it's happening again, apparently, just as the devs announce and start testing anti tunneling changes, then immediately back down and broadcast to everyone that they can't or won't be making meaningful changes to tunneling.
So, while people shouldn't dc, for people burned out by tunneling, they have been sent a pretty clear message that the devs have no interest in fixing the problem, and it's going make people more frustrated and feel more burned out.
Which is what I've been saying.
The reason tunneling still continues is simply because survivors refuse to accept that matches are too fast and will not have gen speeds nerfed
This is entirely wrong, and a completely false narrative.
We had an entire year, in the live game, where gens took as long as the killer chose. Those metas even had names:
Cobruption, gen kick, Overbrine, and 3 gen.
In some of those cases, gens took the full hour to complete and were still not done.
And tunneling only increased. But, to hear you attempt to paint it the way you want, you'd think that tunneling was eradicated for that year.
It absolutely wasn't. And we can take from that that tunneling had nothing to do with gen speeds, and isn't in any way "a response", nor would "tunneling get better if gens were slower".
That's not a hypothetical, or my opinion. That's data and facts from having that exact scenario for a full year of live gameplay.
Slowing down gens is demonstrably not going to reduce tunneling. If anything, we know the opposite is true, and tunneling gets worse when killers have more time to tunnel someone out.
We could streamline the game down a bunch.
-Remove gens entirely, the gates start powered. Genrush solved.
-Survivors only get one hook state. Tunneling solved.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029167#Comment_4029167
Honestly, I would appreciate it if they'd let us do Dailies, community goals (you know the "as a community earn 50.0000 BP" type BS) or Glyphs in customs at the very least. Would save quite a lot of SoloQ frustrations imho, especially as Glyphs can be a shared Killer/Survivor challenge.
My initial comment was on the side of jest but you're right. It's not been as big of a problem recently but back in the day, some of the quests essentially required you to throw a trial to complete them, that ruins the experience for the other players just as much as DCing or dishonourable self sacrificing does.
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There's a huge downside there. You're giving a survivor free reign to progress their objective with absolutely no way of punishing them directly.
If we then prevent said survivor doing a generator whilst in this invincible state, they're now essentially locked out from playing the game at all until someone else gets hooked.
I'm not opposed to making it impossible to down a survivor after they've been unhooked by another player for a period of time, but if they willingly interact with an object (some exceptions like an active pig trap, of course) in the trial, those protections should be cut short.
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@vol4r said:
So we prefer to punish surviviors more - I am not even surprised.
We don't care that a lot of people might not like to go against nurse, blight, or anything else.
Surviviors can't have preference, because they are the bad guys.
I've been proposing killer banning system, but everyone thinks this is a terrible idea.
We wouldn't atleast have that much DCs, if we could let people not to go against killers that they don't enjoy.
There are a lot of things I don't like going against in this game. I play Pig primarily, followed by Legion, both of these killers get absolutely wrecked by players using out of game communication. Should I be able to opt out of playing against SWF for the same reason you believe you should be able to opt out of playing against strong killers?
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At this point they might as well let you gain BP, rift quests and achievements by playing vs bots. Just cut out the middleman, the game is PvE now and everyone is happy. Definitely.
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This reads like someone has just finished their first college politics lesson but to be honest, I kinda agree even if their language is extremely hyperbolic.
Skip the entire campfire phase, you click ready and then you're in the game once it's matched you up. No surprise load out switching, no backing out because you don't like someone's character or username.
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"Ghost face stalking to your left" has a lot more impact than "blight rushing towards us".
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028657#Comment_4028657
welp atleast I’ll be able to play 2v8 as killer faster
I'm saying that I don't think that will ever be the case. Again, 2v8 gives killers something they can't get anywhere else in the game. It doesn't do that for survivors.
This is going to be an extreme exaggeration but I genuinely think killer queue times would still be long even if survivors had a 100% escape rate in 2v8.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028603#Comment_4028603
I don't think I'm the only one. There's literally a 300% incentive and there's still not enough survivors.
I've said this in another thread but I think it bares repeating here: I don't think any buffs to survivor or nerf to killer could impact killer queue times in 2v8. 2v8 offers something for killer that they can't get anywhere else in the game, whilst for survivors it's just an easy escape simulator with little to no gameplay changes.
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@Memesis said:
No more us vs them please. Consider this, BHVR trying to improve the survivor experience works to lower killer queue times, which is their biggest complaint easily.
In fairness, I don't think any survivor buff or killer nerf could impact killer queue times. 2v8 offers something for killers that they can't get anywhere else in the game, whilst for survivors it's just an easy win simulator without much in the way of different gameplay.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028252#Comment_4028252
Then why do perks like Bond, Kindred, Aftercare, etc. exist?
Because the regular game has perks and by running aura reading, you're opting to not run a different perk in that slot.
2v8 has classes, one of which has empathy, another shows their aura to every other survivor whilst working on gens and another reveals killer auras when the killer is in LoS of them. There's plenty of aura reads already, they're either conditional or active. Then there's the action hud telling you more or less how many survivors are occupied by chase/gens or, entity forbid, totems.
We get so much information as survivor in 2v8, it's just a case of actually using it.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028250#Comment_4028250
With the emblem system, survivors pipped based on how well rounded they played. It had its blindspots like how it handled survival and altruism, but the idea was that the less you focus on just one thing, the more emblems you gain. Kinda like how the killer role required more multitasking and macro play than just things like tunneling to secure the power dynamic shift ASAP.
It wasn't perfect, but it was a much more healthy direction than focusing on end results rather than the game itself. If matchmaking was at least good, people probably wouldn't reminisce about it as much as they do.
Somehow I completely forgot about the emblems, it's been that long since I last actually played the game rather than talk about it.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028215#Comment_4028215
"What lack of info?" Okay, the hud shows someone doing a chest or totem, which only takes, what, ten seconds? But where are they? Are they going for the rescue when they finish? That's the lack of info I'm referring to. Someone has no action indicated on their hud. Are they ratting or running across the map for the save. The hud does not provide that info. Neither do any of the class perks you mentioned, except Medic, but only if that Survivor is injured. I also know that not everyone can play Medic, since the game limits the lobby to four people of the same class. And I just love running across the map for a save, only to see that someone beat me to it. So I'd have to turn around and run all the way back to the gen I was working on. Imagine how much progress I could have made if I hadn't wasted my time going for a rescue that I didn't have to do. So your claim that we "literally have everything" is false.
So you can get off your high horse now.
I mean, that's the game. It's not designed around players being able to know everything their teammate is doing.
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What would qualify as a win for survivors in this vision? If the game becomes balanced around hooks instead of kills, escape rates will inevitably go up and MMR could end up even more janky than it already is.
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My reasons for uninstalling aren't exclusive to the killer role but I think this thread is definitely worth keeping relevant.
Matchmaking is terrible. Most games I end up getting stomped by people way better than me, then eventually after 4-5 games of misery, the game decides to throw what I can only assume are brand new players at me. I slaughter them, presumably my MMR goes up just enough to then give me sweaty games again. Most games for me are either 0K or very rarely a 1K because a survivor is giving me a pity kill with a 3K w/ hatch or a 4K sprinkled in the middle. Stats wise, it puts me right where BHVR want me on kill rates but the experience is exhausting.
Usually I'm pro SBMM but DbD is the only game I've played where I actively feel like matches are rigged from the start in order for the result to fit a spreadsheet.
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Have it be like the anti-face camping mechanic. For each survivor not in the dying state in the exit gate area, speed up EGC.
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This is the efficiency arms race BHVR has been catering to. Gens go too fast, buff killer. Survivors now die too fast, buff survivor. Gens are going too fast again, buff killer.
Of course it's not really all BHVR's fault, they weren't to know how big this game was going to become and just how insistent we as players are to, as Soren Johnson would put it, "optimise the fun out of the game".
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If your definition of cheating is using an out of game feature to make the game easier, yes. However, that definition would include Discord, Teamspeak (do people still use teamspeak?), etc.
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Pig. Loved the stealth and the slowdown from the RBTs. Sadly she got left behind as meta knowledge spread and now it seems like everyone and their mother can make her feel powerless :/
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024206#Comment_4024206
That was fixed in a different update. I think that was during one of the initial tests not the full launch. They manipulated the "soft cap" to the point matchmaking might as well be random. If you play killer and are honest with yourself you can tell this easily. You might get a good team once every ten matches or so but otherwise its whatever unfortunate solo queue players the game decides to throw into the meat grinder.
For me, it's an easy match one in every 10 games and just sweat for the rest. Matchmaking has been the biggest reason for me taking breaks from the game, it sucks as both roles.
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@Rogue11 said:
I preferred refining the emblem system for matchmaking, but the initial version of MMR actually worked pretty decently. But killer streamers cried they couldn't win 100+ matches in a row while reading chat and eating cheetos, all while demanding survivors be balanced around the strongest potential swf team. So now we have the game balanced as if these killers are going to play a comp swf but matchmaking will ensure they rarely, if ever, play against those teams.
They weren't crying that they couldn't win, they were upset that their queue times were obnoxiously long. Wasn't there a Twins player who had to wait over an hour and only found a game because his chat stream sniped him or am I remembering wrong?
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One change that won't affect most games but I feel is important enough would be to change the criteria for "Merciless Killer" down to a 3K. Slugging for the 4K isn't fun, adept achievements encourage it though.
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@maipace said:
The appraisal system itself is flawed, making it highly likely that killers won't receive two PIPs unless they perform a 4K.
Additionally, the results screen displays messages like “Entity is displeased,” which seem to criticize our play.
I sometimes engage in such actions to earn PIPs myself, but fundamentally, I want to move on quickly. I believe modifying this system would reduce slacking when only two players remain.
They've kinda made the 0K sting a tiny bit less by changing "Entity displeased" to "The Entity hungers" but it's still the same salt in the wound.
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In fairness, if there were no killer players there would be no game and people would finally be free from the fog and probably see their mental health improve.
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@mecca said:
It's a way for devs to manipulate the stats and throw out survivor wins and count killer wins.
Isn't this doing the exact opposite of that though? I don't think many survivors abandon when they're winning, so by throwing out abandoned games on the tracker, it would display a higher escape rate than what has actually been the case.
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As much as I dislike the abandon criteria widening, this one makes sense to me.
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Been doing this for both roles since I joined the fog back in 2018
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020923#Comment_4020923
Oh, it's not accusatory, just contextualising it within the topic, is all.
You're good!
I've been on the internet too long, sorry for being snappy
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020918#Comment_4020918
This one's on the survey list, though.
To be completely honest, I haven't seen the survey list, I've just been browsing the forums waiting for a game to install. I saw this comment asking what reason a killer player would have to uninstall and I answered it. Apologies.
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@DeBecker said:
Serious question: For what reson would killers uninstall the game other than being bored of it?
The matchmaking. It's either extremely easy wins against survivors who cower the second they hear the terror radius or I'm against people I don't have a hope in hell in securing more than a 1K. It isn't even easy win, easy win, easy win, big loss. It's seemingly completely random but hey, it keeps me at a 60%ish kill rate so it must be working correctly, right? It's not. I miss having close games where both sides feel like there's a chance, I haven't had one of those since I came back to the game after Unknown dropped.
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Bait used to believable once upon a time, maybe this one would work on Twitter though.
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I can only speak for myself but I have gone from being an almost daily player back when the game became free on PS+ (around Clown's release) through to Knight's release to coming back here and there for a burst of playtime to not playing at all.
For me, it's the matchmaking more than anything else. Every game is either against people/someone way better or against people/someone way worse. There's no in-between, it's stomp or be stomped on and that goes for both roles. It's just exhausting.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014891#Comment_4014891
The only issue I can actually see coming from this is whether or not it counts as an escape for the survivor.Things don't go into a game without work.
If we could snap our fingers and just make it happen, sure. But anything that goes in needs to be coded, tested, and, especially knowing BHVR, opens up a huge possibility for bugs.
So how much good does it do to add an abandon system where the survivors could easily circumvent it if they want to BM and the killer currently has a way to minimize the problem? To me, if I actually knew how long it would take for BHVR to code, if it was anything more than an extremely minimal amount of time I'd think it would just be a waste.
Yeah, of course I meant the only downside of it if properly implemented, otherwise every discussion about changes would be pointless because "it's BHVR, they'll break something else".
Valid point re. how much of an impact a change like this would actually have. Maybe it would make survivors just leave sooner because they know the killer could abandon, maybe it would lead to more cocky survivors getting killed because they had to 99 to BM instead of wait in almost absolute safety or, in the same vein, it would change the discussion and shift the goalposts to "killer should be able to abandon when the gates are powered" and so on.
As I said in my last comment, the more I think about abandons in general, the less I like them but the floodgates have opened and discussions like these aren't going to go away.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014891#Comment_4014891
The point is if a player is in a situation in which they feel they have absolutely lost the game
The problem here is the "feel" part. And that's where the slippery slope comes in.
We've already moved from "there's literally nothing, actually nothing, zero you can do to progress the game" to "I can do something, but I don't want to, so let me out".
Which applies to nearly anything. When does the slippery slope stop?
- I'm getting tunneled out, just let me go next. We hard punish this "go next" mentality, but should it just be abandon?
- A gen got completed before first down, should the killer be let out of they feel it's hopeless?
Both of these players "feel" they've got no chance, and the match is over. But that's not necessarily true, and it should be played as far they can.
I don't personally like the option for abandon, but here we are. I feel like posts like this are dangerously close to breaking forum rules about encouraging bad behavior by disconnecting, personally.
To be honest, I find myself agreeing with your last point re. not liking the option for abandon at all but yeah, the floodgates have been opened.
The point I'll make re. tunneling is that, generally, the game is over relatively quickly, at least for the person being tunneled so an option for abandoning then doesn't really make sense. For the other three survivors, however, I could accept them getting the option to abandon. As many people have said here, the game is basically over when it's a 3v1 in the early game. But then we open the doors to other early(ish) game abandon options like the early 3/4 gen pops before 1st hook, etc.
I know that was a bit of a ramble, sorry about that, but I think it illustrates what we all know- the abandon mechanic as a whole is yet another band aid over fundamental issues DbD has and more specifically how DbD is played. Not to change the topic of the thread too much but we know some of these pain points we've discussed are on BHVR's radar, when changes come and how effective they'll be is yet to be seen but at least those issues have been acknowledged and not just dismissed. With this though? There's nothing they really can do to stop people BMing or otherwise drawing a game out longer than it needs to, especially when there are legitimate circumstances where someone might be doing it unknowingly.
My personal solution to the original thread was to go and make a cup of tea when I found myself in that position. I was flagged as AFK and lost a grade after the "go-next prevention" got reimplemented, funnily enough.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014867#Comment_4014867
The game will end in both situations with a high likelihood of you losing, so what's wrong with just hurrying that last bit along in a way that saves some face
Because the "likelihood of losing" is very different, and in some cases highly subjective.
There have been posts about this before, with people unironically asking for "killer would be able to abandon if a gen is completed before a hook". Or just simply "the killer should be able to dc without penalty at any time for any reason".
There is a massive difference between "you can do nothing, actually zero" and "you can still take action and force PVP interaction, even if chances are low".
This is also pretty much moot, since I'm just relaying the official BHVR stance on this:
the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.
Source:
>Because the "likelihood of losing" is very different, and in some cases highly subjective.
Absolutely. Sometimes a killer can pull off a comeback, sometimes survivors can too but it requires either teamwork or a perk being in play but that's also sidestepping the point.
>There have been posts about this before, with people unironically asking for "killer would be able to abandon if a gen is completed before a hook". Or just simply "the killer should be able to dc without penalty at any time for any reason"
Oh I don't doubt it, but I haven't made those points, I wouldn't because that's too far in the opposite direction re. what is or isn't fair game for abandoning.
The point is if a player is in a situation in which they feel they have absolutely lost the game and the only thing left is either bleeding out, watching an animation or in the case being discussed, watching other people walk out the door, is there really any harm in conceding?
The only issue I can actually see coming from this is whether or not it counts as an escape for the survivor.