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  • I have 7, yes 7, bits of footage that I'm supposed to upload and submit to these devs in order for cheaters to maybe? be banned and reload the game right back up on another Epic account, because checks on their end make too much sense. A survivor is sending out 10 pulses a second to insta-heal everyone around them? Too difficult, can't detect, send footage.

    Not wasting my time anymore devs. You guys are far too god damn incompetent.

    Edit: For the record, I'm pretty annoyed. Got matched with another cheater and disconnected. Now I have a 15 min ban. Either I play with cheaters or I get a ban for refusing - absolutely ridiculous. I have limited time to play this or any other game and to be punished while these absolute shitstains continue to ruin people's matches is a joke.

    If my ban gets much longer I'm just going to uninstall. Get your ######### together devs, this is absurd.

  • I've played with/against 7 cheaters in the past two days in 2v8. Most complete all gens and open all exits the second the match starts. A Spirit knew where all survivors were at all times and laughed about it in end game chat. I've just come out of a match with a cheater I reported yesterday who opened all exits and left when the match started. He left me and 6 other survivors hanging in the air in the same spot. Killers couldn't touch us and none of us could move so I quit rather than wait for an hour for the server to shut down.

    I now have a DC penalty of 5 minutes as I've quit several matches with obvious cheaters. If I get another my penalty will be 15 minutes. If I keep encountering them and keep quitting then I'll be penalised more and they'll go unpunished to ruin matches for countless other people.

    My connection isn't great, it takes me more time than it would for most to upload footage and doing this for every cheater I come across is pretty time consuming, particularly when it's this frequent. I'm not doing it anymore. If my penalty keeps increasing then I'll simply stop playing DBD.

    Devs, whatever you're doing to combat cheating in this game, it isn't enough. You are failing and innocent players are being punished for it. Your convoluted report system desperately needs an overhaul too.

  • @ThatRyanB said:

    I really appreciate your flagging this. Lemme pass this along to the team so that they can keep an eye on this, as it's not the intended effect of this prevention.

    If only you guys had time to test it with perks / playstyles that might cause people to be sacrificed early, before it made it to the live game.

  • @Leoventus said:

    I can only add that there are actually a lot of newcomers playing in London/Dublin, unlike Frankfurt.

    I'll have to try Frankfurt because this is absurd. Virtually every lobby I'm placed in has me with teammates and killers who have anywhere between 0 (quite literally) and 100 hours playtime, it's miserable.

    In my last match just a few minutes ago a Claud spent years healing herself with level 1 self-care. I got married, had kids, watched them grow, watched them raise my grandchildren and she was still there self-caring when I returned.

  • I get that, however, I'm getting back to back lobbies of brand new players on both sides. I just came out of a match against a killer with 11 hours who told me he bought the game a few days ago and my teammates were three survivors who collectively had less than 50 hours.

    Almost all of my matches over the past few days have been this way.

    Edit: Just queued up for another match, checked the Steam profiles of my teammates in the lobby, all under 30 hours playtime, left the lobby. It's ridiculous.

  • @Bafugaboo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734427#Comment_3734427

    So only the emails that do not reward you as a player/customer? You seem to only get emails that would benefit them you say? Sounds normal for companies this day and age.

    Pretty much. Anything which advertises events, DLC etc, I seem to get. I got the email telling me I'd receive 250k bp's on May 13th, but not the actual email containing the code, which was sent out on May 16th (not too fussed about this, 250k isn't much). I'd like this banner though!

  • Two emails subscribed here. Didn't receive the 250k bp's in May, didn't receive the Alchemy banner this month. I receive emails informing me of the live streams / anniversary events though. I'm not sure how it's possible to mess up sending out automated emails so badly.

  • Personally, I think this is a bad attitude to have. Why does everything have to be a competition between each side, even outside of actual matches?

    Why can't the devs try and improve the overall game balance and/or experience for everyone without specifically trying to appease one "side" or another? It seems like this is what they're doing with a lot of these killer changes, even if some are questionable (looking at you, Huntress and Pig).

    Attitudes of "we should get something, just because" aren't really helpful for the game, are they? It would never even occur to me to think anything along the lines of; "well the side I'm facing got something that benefits them last update, I should too, not because it would benefit my experience playing or help balance the game, but just because they did".

    I want the game to improve for everyone as a whole. I don't want to just be given nice shiny things because someone else got a nice shiny thing.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644766#Comment_3644766

    Well here's some recent examples I'll summarize: Tunneling only ruins the experience of the person getting tunneled (false), tunneling means three people will be on gens (to have three people on gens in solo queue is a miracle + killers finish chases faster when the person being tunneled has one health state), tunneling is necessary to win games (false), etc.

    Not really exaggeration though, is it? I doubt that people who make those claims even believe that rubbish themselves, to be honest.

    For what it's worth, I agree with you. Tunnelling ruins the experience for everyone. Tunnelling rarely means that three people will be on gens if playing solo and you certainly do not need to tunnel to win games. Bad players use this as an excuse instead of trying to actually improve their gameplay. This boosts them to an MMR level that they don't belong in and can't compete in without that "strategy" and then of course they double down on how "necessary" it is.

  • Because no seasonal event has ever been heavily in favour of survivors. At least this one is only 7 days.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644736#Comment_3644736

    And people tend to greatly exaggerate about how tunneling isn't effective. What's your point here?

    Oh come on, you know what their point is. Hyperbole is often used on these boards to try and make something (tunnelling, camping, slugging, whatever else) seem far more prevalent than it actually is. Players on both sides do this all the time, whether it be survivors exaggerating about how often they're camped/tunnelled/slugged or killers exaggerating about facing back to back SEAL team 6 SWF's. My experience so far playing Lights Out has been about the same as "Exxodus21" has described.

    I don't think many people exaggerate about how tunnelling isn't effective. I don't see that argument very often. Most people know exactly how effective it is, that's why they do it.

  • Just so you know, you don't actually have to do the challenges in the "Lights Out" game mode. You can complete them by playing the normal game mode too.

  • Surprise surprise, I've just been disconnected from another match and got hit with a 30 minute penalty.

    After the first few disconnects I started actively monitoring my connection, it hasn't dropped once. BHVR, it'd be great if you could stop punishing people for issues with your servers. It'd be even better if you could implement a system which can detect when a user is manually disconnecting versus when a user is BEING disconnected due to a server issue.

  • I watched a streamer get disconnected 5 times last night. I've been disconnected 4 times today and I've had two 15 minute penalties in the past 2 hours of playing as a result. A friend of mine has been disconnected 3 times today. Something is definitely up with the servers and people are being punished for it. My next penalty will be 30-60 mins I believe and it will only go up. So, I have a choice of playing and suffering with a penalty because of something out of my control or simply not playing the game at all. To top it off, it's Saturday, so it'll most likely be like this until the weekend is over - at least.

  • @Canas said:

    Same issue for me, my last session was more than 8 hours ago and the game is apparently still "running" after booting up my computer. How the heck is that possible?

    Try restarting instead of shutting down your computer. If you have Fast Boot enabled (many systems do by default) then shutting down doesn't technically "shut down" everything on your computer, it goes into a kind of hibernation state instead - you can verify this by going into task manager, clicking "performance" and viewing the "Up time" at the bottom after shutting down/booting up. Restarting should actually shut everything down/reset the system.

  • This is not an exaggeration, I have genuinely had 3 hours straight of back to back games where someone has either DC'd or suicided on hook at 5 gens. I've escaped a grand total of once in my last match 10 minutes ago and that was only because the Plague I was facing took pity on two of us after two people suicided. Yesterday was just as bad.

    None of these players have been "new" - we're talking players averaging 2000-4000 hours, the most had 10k hours. This is definitely not a problem with "newer players". It's incredibly frustrating, I just want to play DBD but I'm unable to because of selfish people. You shouldn't HAVE to organise a group / team up with other people just to be able to enjoy a game you've paid for.

  • @HarlockTaliesin said:

    It negates the concept of taking a protection hit for someone. Technically you still can, but you'll be the one going getting sacrificed instead. Promotes selfish gameplay. We so need more of that.

    It also negates the pointless instances where people refuse to leave when they've won a match and just have to wait for the killer to come to the exit for no apparent reason, much like in OP's case.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111174#Comment_3111174

    That's not at all how I meant it, I said the killers I've face with slowdowns the past week have been bad, notice I said that "I've" faced , it doesn't mean every killer is bad who runs a slowdown I'm just saying the people I've faced needed it and still lost , the better killers I've faced are starting to experiment with more builds, seems like you're just finding any reason you can to argue over what "MY" game experiences are when you don't know jack ######### about how I play or how my games go, never did I say this is factual for everyone and everyone is experiencing this

    You said and I quote:

    "most of the good killers ive faced lately havent been using them anymore because they see them as a crutch they don't want to be dependent on to play, it's more of a "I'm not a great killer" tag now when i see them because they are more in need of them and they still lose anyway most of the time"

    You're specifically stating WHY people aren't using certain perks, not an opinion, which comes across as an assumption based on your own disdain for specific perks and I simply questioned this. Have you asked any of these killers after a match why they are or aren't using slowdowns in order to come to this conclusion? If so, how many? Note: private games with your friends do not really count. People tend to play KYF a lot more casually than they do public matches where they're a lot more focussed on winning.

    Just days ago you were using the very perks you're now calling a crutch and stating come with a "I'm not a great killer tag". How are you any different to anyone else who has been using those same perks for the past two weeks? Would it be fair to assume that you're "not a great killer" because you were using them? Maybe those who aren't using them are just bored of using the same perks every game for two weeks? Maybe the novelty of the perk rework is wearing off a little and people are just going back to how they used to play the game?

    That said, you don't need to get so defensive. This is a discussion board for people to share opinions and thoughts and to agree with or disagree with other people. I've done so politely at every point. I'm not seeking any kind of "argument". I wasn't arguing YOUR experiences in DBD, I was questioning you applying your reasoning/opinions to everybody else, which just seems kind of ignorant.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111098#Comment_3111098

    I've played with about twenty different people in the last week, it's usually a new group because I just hop in with whoever has an opening, and I'm absolutely allowed to form my own opinion based off of what I'm seeing in my games and what I'm hearing, I think the whole "let's test the slowdowns" has died down and it isn't there as much and the only people I've ran into using it have had obvious trouble playing killer and they could probably stand to get a little better and use it to help them, while I'll admit I'm not a fan of slowdowns i don't mind facing them I have stated numerous times I think the patch was needed but that if we're trying to create 3 min gens I would rather do an entirely different objective than gens just so I don't get bored.

    I believe that somewhere between 1 and 2 million individual players play DBD every day across all platforms. 20 individual people is nothing and not what I'd call "a lot of people". It certainly isn't enough of a metric to then apply their thoughts to everyone else.

    You're absolutely allowed to form your own opinion, but applying your own opinion to everyone else doesn't really make much sense.

    I agree, "let's test the slowdowns" has died down. If I was to make an assumption, my assumption would be that it's far more likely this is the reason you're seeing it less often, rather than killers seeing certain perks as "crutches" and shying away from them as a result because they feel bad about using them, regardless of their effectiveness.

    I really don't think your line of reasoning makes sense - "Oh you're using strong perks which aid you in winning a game i.e. completing your objective? Obviously you're a low-skill killer who has trouble playing that role" - what?? Why don't we all just play without perks? Since all perks exist to aid in winning. Surely, if you can't win without perks, you have trouble playing killer and could probably stand to get a little better, which is why you use perks. That doesn't really add up, does it?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111065#Comment_3111065

    My recent favorite. Is I was playing nurse. The survivors willingly brought me to midwhich (not that they would know I was nurse) One hit(not even a down) I had a DC within 10 seconds of the game. Guess they didn't want to face nurse kn Midwhich

    I've been playing a lot of the "weaker" killers since the patch. I've honestly lost count of the amount of matches I've had as Trapper, Freddy, and Clown, for example and had people suicide on first hook or DC, even if the game is in their favour. It's been pretty frustrating, particularly when at times I've been waiting 10+ minutes just to get into a match.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110953#Comment_3110953

    Well when they have the option there's no excuse for complaining, I'm simply stating that a lot of people have stopped running them due to them being used as crutches and because survivors are DCng I have a whole community of killer mains on my friend list on steam and I play KYF with alot of them and talk about changes in the game, that's what a lot of them are telling me so I would assume that a lot of other people have this mindset because I'm not seeing them in public matches alot now, but I still stand by what I said if you don't choose to run it and you need it then it's on you , after this patch the game is more skill based than it's ever been before it's no longer in the survivors hands whether you win or lose it's up to your own ability


    Speaking to a few friends on Steam is hardly an accurate reflection of the opinions of the vast amount of people who play this game. How many people could you possibly have spoken to about this particular topic anyway? I don't think it's fair to assume things of others based on your experiences.

    Over the years, I've noticed that generally people who call things "crutches" in this game tend to do so simply because they dislike going against whatever it is they're calling a "crutch" so attempt to apply some sort of negative "stigma" to it and will be the very same people to use those "crutches" when they play that particular side.

    Regardless, it's only been two weeks since the initial patch was released, I hardly think that two weeks is enough time to make a valid assessment on what people are generally using during matches and making assumptions as to why that may be. I think we can all agree that after such a large change to the game, most players will "test" what's been changed, so why would it be a surprise to anyone that after the patch, more people were using slowdown builds than ever before?

  • I was directly replying to "The Krapper" in this thread, not you.

  • @The_Krapper said:

    No it's more that a lot of killers have stopped running the slowdowns because if they do the survivors who are entitled are gonna DC and ruin the game for everyone, that's why ques were bad at the start of this is because every killer at high MMR was testing out the stacked slowdowns to see how strong they are and survivors got tired of 3 minute gens being a thing, every now and then I still see the slowdowns but most of the good killers ive faced lately havent been using them anymore because they see them as a crutch they don't want to be dependent on to play, it's more of a "I'm not a great killer" tag now when i see them because they are more in need of them and they still lose anyway most of the time , it really isnt that bad now I don't understand why people are upset still.

    You're making a lot of assumptions in this post.

    Just days ago you were bragging about slowing games to a crawl, saying that if killers can't 4k and aren't using a slowdown build to stretch gens out to 3 minutes then it's their own fault if they lose, for not doing so...

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109774#Comment_3109774

    Using a different addon combination still isn't going to help me when some of the survivors are too far away to show up with killer instinct. It sounds too risky to guess a direction and hope for the best, when on a large outdoor map.

    Well, you can only try it out and see for yourself. You'd be surprised at just how far across the map 10 extra seconds gets you (that's 20 seconds total during Frenzy before resetting again for another 20 seconds after a stab) and your speed increases per hit, even more so if you use Mural Sketch (which isn't absolutely necessary). Range addons and duration addons are also viable. Even simply guessing a general direction will almost always yield positive results.

    If you're interested, here's a video of "PotatoLegion" showcasing the build on 5 different maps, which I just found on YouTube: https://www.youtube.com/watch?v=EI0zdW78Aoo

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109498#Comment_3109498

    I feel like you get massively different survivors than I do. Most of the time I use feral frenzy, I see 0 or 1 survivors via killer instinct. Many maps are so big that it's not worth it for me to run to other parts of the map, hoping they'll show up on my killer instinct if I guess correctly. For me, if they don't show up on my killer instinct, they aren't worth trying to chase after, and even if they show up on my killer instinct, they still might be so far away that I feel like it's a waste of time to chase after them, because my feral frenzy might run out before I can reach them if they are running away from me. I feel like if I use feral frenzy, it's only worth it to try to chain frenzy to an additional survivor if I absolutely know I can reach the next survivor with that same frenzy. Legion is garbage in chases, and they really need the survivor to be injured before they start chasing them, or the chases might run awfully long. So I feel like it's a big loss if I hit someone with frenzy, try to chase after someone else, but my frenzy ends before I can hit the next survivor, and that survivor ends up being uninjured

    I guess it matters what your goal is. Is your goal to progress and win the game, or is your goal to try to use hit and run as much as possible because it's "Legion's theme", and very slowly win a tedious battle of attrition?

    This does shed light on why BHVR nerfed thana into the ground, because there are people out there trying to create matches that last forever, because it's more fun for them to run around stabbing people than actually progressing the game so it will end in a reasonable timeframe.

    Try the addon combination I mentioned. The reasons you've given are precisely why I started using them together and matches really don't tend to run any longer than with any other killer since I'm regularly hooking people, be it with the fifth stab or having Frenzy expire and using m1 on an injured survivor (if you're not getting any hooks, then sure, this can really drag matches out, but that shouldn't be the intention). I'm willing to bet you'll see far different results. It certainly is a hell of a lot more difficult to chain 5 hits without it. 10 extra seconds gives you a lot more freedom to travel the map and you'll have a nice little speed boost after each successful stab.

    You're right though, Legion is bad in chases and he does really need survivors to be injured before a chase, which is why I think it makes sense to use his ability as much as possible and on as many survivors as possible, keeping them injured. I think the combinatio of addons I mentioned maximises his potential to do this.

    My goal is always to progress and win the game. I'm not really interested in the "themes" of a killer, I just try to use each killers ability as efficiently as possible and to the maximum of their potential.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109628#Comment_3109628

    As killer do you have any idea how many times I just waited a half a sec to counter the old DH? I literally played to it against every survivor and watched them miss everytime.. the only time the old DH made a huge "play" was a DH over a trap.. or to get the distance on a loop to extend beyond a pallet.. DH off hook with BT even wasn't that great because it hardly worked. DH only greatness came from killers who were too impatient to swing...

    You were clearly playing against bad survivors. It was most often used to correct a mistake and/or gain distance to a pallet or window, thus resetting a chase entirely. No amount of "waiting it out" countered this (as stated by the devs themselves), you either ate the Dead Hard and they made it to a window or you'd have a pallet stun, either way it reset a chase and wasn't being used as intended. Hence the rework.

    Apparently, every survivor you went against only used it to dodge a hit in the middle of nowhere and not for distance, that sounds like very low MMR gameplay.

    Now you're claiming that the only time Dead Hard made a huge "play" was over a TRAP? Seriously? Over a trap??

    Who on Earth was using Dead Hard off a hook when they had BT?? What a waste of Dead Hard that would be.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109639#Comment_3109639

    holding W... Does everyone on the forum play PC? you literally can't say he's not OP because you can forward run him... that's the weakest argument ever... He's a 4.6 who can teleport two different ways mid loop.. Artist also has super strong loop counters because she can hit/injure a survivor at range while being a 4.6.. sure you can dodge/180 these killers but their base powers are 100% overpowered because they counter loops as good if not better then a well seasoned nurse... (who consists of a constant 50/50 coin flip on her blinks) anyone who doesnt think they're OP just doesn't understand the strength of their powers mechanics.. because Artist and Dredge are super strong and claiming "forward running" against a 4.6 is some sort of counter is ludicrous..

    I can, however, say that he's not OP because he isn't that strong. Freddy is a 4.6m/s killer who can teleport mid-loop, Sadako is a 4.6m/s killer who can teleport mid-loop, Demogorgon is a 4.6m/s killer who can teleport mid-loop.

    If Dredge charges his ability at a loop, he leaves a remnant which is visible, that means he's moving slower than a survivor at a measly 3.68m/s and is no longer a 4.6m/s killer - this is the point that you should run away and stop looping unless you can destroy his remnant - It's that easy to counter his ability. "OP", sure thing.

    Dredge absolutely does not counter loops as good as or better than a well seasoned Nurse, that's utterly ridiculous.

    Anyone who thinks Dredge is OP, doesn't understand the strength or weaknesses of their powers mechanics. You seem to think that he has a 4.6m/s anti-loop ability. He doesn't.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109572#Comment_3109572

    post sniping doesn't make your argument any stronger... The perk was abused because it was too powerful.. even the old DH was easily countered by simply "waiting it out" and it didnt change the entire tide of the game as much as Thanat did. Too many killers were/are running the same drawn out loadout with Thanat being almost centerpiece. Survivors running the same "free to play" perks is not the same as abusing a perk in frequency when the "free to play" perks are strong.. I mean since when was unrelenting or monsterous op? There's a major difference and not to mention.. DH was nerfed so your arguement using DH is moot.

    "Post sniping" isn't a thing, grow up. I'm 34 years old, I have better things to do than to follow you around a discussion board for a video game.

    Using a perk is not abusing a perk. DH absolutely changed the entire tide of the game on a regular basis, unless you're playing at the very lowest MMR, in which case, most people probably didn't use it correctly or effectively. According to your logic, Dead Hard was therefore "abused" as a perk. We do have actual statistics on its usage rates though and they were pretty ridiculous, showing that it was in almost every single match, with, more often than not, several survivors using it. One good use of this perk could extend a chase dramatically, several uses by several survivors? Well, that could, wait for it...completely "change the entire tide of a game". Please, be consistent and stop showing your bias.

    Thanatophobia, in most instances and on most killers, isn't and wasn't actually that strong of a perk. The vast majority of killers would never have four people injured at any given time. Again, according to your logic, Thanatophobia is easily countered by simply "waiting longer on gens".

    You're really arguing that Thanatophobia is stronger and more impactful on the game than Dead Hard ever was? This is just nuts. I don't know why you're saying "free to play" perks and insinuating that Dead hard wasn't strong. Thanatophobia is a "free to play" perk and really isn't that strong, particularly without four stacks.

    No, my argument is not moot, you're just incredibly reluctant to apply your own thought process and opinions to both sides, despite the similarities. How about we try another perk? Off the Record. I'm seeing this in virtually every game, do you think that means it's being abused?

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109561#Comment_3109561

    did you really just snipe one of my discussions to find anything i've said to talk smack over? personal attack much? Anyone who doesn't think massive map control/counter looping plus having the ability to see clear as day in darkness isn't OP doesn't realize how easy they counter loops/stealth.. and if MMR wasn't killswitched then call me an a biscuit and butter me silly because I have been thrown into the most random match-ups as a survivor to date. maybe the massive amount of killers in lobbies have completely destroyed the MMR system because i'm telling you... MMR is basically trashed and has been. Just admit it cramps you're gung-ho for the killer-role there's really no need to jump to another discussion just to bad-mouth every line i've posted because youre upset with the thanat nerf that was really necessary.

    "Snipe" your discussions? Is that a thing? No, it was on the first page since your last reply was 20 minutes prior to mine. This isn't the only thread I've posted in today, probably won't be the last, get over yourself. There have been no "personal attacks" from me at all.

    Very, very few people would consider Dreadge to be OP, I'm sorry, but that's absurd. He's easily countered by simply holding W, the same as Artist. Newer players may struggle against him, sure, but he's not really a problem any more than any other killer and certainly isn't "OP".

    MMR has absolutely not been killswitched.

    I don't care about the Thanat nerf. Read my posts on the other thread you replied to me on. I'll continue to use it on both Legion and Plague as it'll still be effective. I didn't "bad-mouth" every line you posted. I, politely, corrected several lines in which you were incorrect. There's a difference.

    You have a poor attitude mate, most of your comments seem to stem from a place of anger and you appear to be searching for an argument. Relax, it's a game.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109548#Comment_3109548

    do you understand that as a survivor I literally went against thanat 80-90% of my matches? using a perk vs. overkilling the use of a perk... it's not even a major drawback for killers.. killer still have numerous advantages still since 6.1 it's the simple fact that Thanat was indeed brokenly too strong esp when stacked with other slow-downs.. anyone who thinks otherwise was obviously part of the 80-90% that was abusing the living crap out of it.

    So what? 100% of players could use the same perk, that doesn't constitute "abuse" of a perk. Let's not pretend that your 80-90% number is an actual statistic either, rather a number you're just pulling out of thin air.

    Virtually every killer went against Dead Hard, having it extend chases every single match for several years. Was that "abusing" Dead Hard or simply using a valuable perk that aided gameplay and helped survivors complete objectives as a team?

    In one of your posts, you mention that Lethal Pursuer's extra 2 seconds of aura reading is also "easily abused". I think you overuse and incorrectly use the word "abuse".

  • "Being the killer is supposed to be challenging because its 4v1" - you think that killer should be challenging because they're outnumbered by 4:1?

    You don't see that you have this backwards??


    "you are escaping because MMR has been shut off and there's a flood of new killers"

    MMR has not been shut off at all.


    Dredge who literally is the most OP killer next to artist

    Dredge? OP? Really?


    "you're aware MMR was killswitched after 6.1 right?"

    Again, no, MMR was not killswitched. BP incentives were.

  • @Sparks741420 said:

    EVERY MATCH was basically a Thanat match... MAYBE if killers didnt hardcore abuse it.. it wouldnt have deserved a nerf.. but EVERY killer practically abused this soo bye bye... And i'm not gunna shed a single tear.. the nerf was needed.

    Simply using a perk = abusing it. OK then.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109426#Comment_3109426

    Hitting all the survivors in an area and then chasing one of them would be normal. Trying really hard to hit all 4 survivors when they are on opposite sides of the map, where some of the won't even show up on killer instinct because they are so far away from Legion, just to try to squeeze out a bit of extra slowdown, is a bit excessive. How would you even know which direction to run in if the survivors are too far away to show up on killer instinct?

    "normal" by whose definition? Does everyone have to play the same or "normal"? Why handicap yourself to being just an m1 killer and deny yourself the one good thing about Legion's ability (to be able to down with the fifth stab), just to play "normal"?

    I don't use it, but, distressing can increase your terror radius making it easier to find those who aren't quite as close. I guess game experience tells me which direction to run. Generally I have a pretty good idea which side of the map and/or where survivors are and which gens are being worked on throughout the match as I'm patrolling gens and/or consistently using Feral Frenzy when I find a survivor, which then tells me where others are. The knowledge you get from a lengthy Feral Frenzy is incredibly useful. Only the most coordinated groups seem to spread out to each corner of the map and they're so rare that it really isn't worth worrying about. With the addons I mentioned you'll likely still get several hits regardless.

    It's also worth mentioning that without those addons, you'll often be in situations where nobody shows up on killer instinct anyway, unless you're playing on a small map, since the duration of Feral Frenzy is so short.

    I'm simply making the most of a killer who really isn't that great and maximising the potential of his ability. To me, this seems like the most effective and optimal way to play him.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109184#Comment_3109184

    Does BHVR really want to encourage these tryhard builds? Instead of Legion just playing normally, they're encouraging Legion to aggressively try to hit and run way more than normal, just to get the big bonus. And even if it's less effective to play like this, it might be a lose lose situation where it's a worse game decision for Legion, and it's way less fun for the survivors since they're constantly being hit and run.

    Instead of using frenzy on the survivors in the area, then committing to hook one of them, you're spending way more time just traveling and doing hit and run attacks, which slows down the match a lot, but isn't progressing the game at a decent pace. It's like when Wraith has a 3 gen, and just zooms from one generator to another, chasing the survivors off the generators, but refusing to chase anyone. It's very effective slowdown, but it's really not progressing the game, and it way more boring and tedious for the survivors than it needs to be.

    Personally, I wouldn't consider anything in the game to be considered a "tryhard build" - this seems like something that would be thrown around by people who simply dislike playing against certain builds and is entirely subjective from person to person.

    Using Legion's power to stab everyone is surely intended? His ability is entirely built around doing this/hit and run, without that he's just an m1 killer. Why wouldn't you run perks / addons to compliment his one and only upside? This, to me IS playing Legion "normally". I certainly haven't found it less effective and less effective than what, I have to ask? Stabbing two people and downing a third with m1 after a chase which will likely last longer than the time it takes to get a fifth hit?

    I generally have 3 survivors mending and one being downed as a result of the fifth hit with those addons. Surely this is the most optimal/effective way to use his ability and definitely progresses the game as the person downed is being hooked. Does the game often progress slower for survivors? Yes, but that's my objective as a killer, isn't it?

    If I don't manage to get the fifth hit or know that I can't, then I commit to hooking someone else. I don't understand how getting less hits, less downs, having less pressure on survivors AND spending more time doing so can possibly be any more effective.

    The addon I mentioned gives Legion 10 extra seconds of Frenzy, so you're only spending an additional 10 seconds per stab travelling the map at most. Against good survivors this is generally shorter than the time it would take to cancel frenzy and commit to a chase, in which case, you still have other survivors on the map who aren't being pressured at all.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109097#Comment_3109097

    Legion pin doesn't give the broken status if someone else finishes the mend, which is much easier done with voice comms. And it doesn't need to be a 4 SWF, because the big thana bonus requires all 4 survivors to be affected at the same time. Even if only 2 people are using voice comms, they can still nullify the thana 4 bonus.

    Most maps are too large for Legion to reliably have all 4 survivors injured at the same time. All it takes is one survivor to be way on the other side of the map, far away from the other survivors, and then what are you going to do? If you walk all the way to the other side of the map, you have zero pressure on the survivors you just left behind.

    In my experience, people tend not to mend each other when I play Legion. The vast majority of the time people will mend almost immediately after you frenzy them. Good players also generally know not to pair/group up against Legion as it isn't a smart way to play against him.

    No map is too large for Never-Sleep Pills / Mural Sketch Legion. I almost always get a down with the fifth hit using these two addons and can virtually run across an entire map, regardless of the size. Someone is at the other side of the map? Not a problem, I can get there, slash them and then come right back, with a speed boost to boot and usually, by that time, at least one other player has already mended and can be slashed again. I can usually keep players injured for most of the match using these two as really, I only have to find one person and start my Feral Frenzy.

    The point is, this change will not really alter how oppressive Thanat is against Legion and Plague, it limits it a bit sure and people may need to adjust their builds slightly. It absolutely does make it completely useless on any other killer though.

  • @GrimoireWeiss said:

    Good riddance. Thank all the Legion mains who were spamming Thanato every match.

    Legion mains have always used Thanatophobia. The patch didn't change that. Legion needs something like Thanatophobia as his anti-loop / 1v1 is bad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109079#Comment_3109079

    I had at least 2 DC's per game, 5 games in a row last night and quit out of frustration, wasted 5 flans (not the end of the world, sure, but certainly irritating). Every day since the patch was released I've had multiple DC's, often within 30 seconds of loading in to the match.

    What killer(s)/build(s)?

    I did notice a huge increase in people disconnecting directly after the patch, there were plenty of threads about that problem within days of the patch being released. I hardly think that's a coincidence.

    I'm sure some people are but thinking that the majority of the disconnects you experience are from those types of people isn't logical. You have to factor in crashes, people getting tilted by any number of the changes (or teammates), people continuing to play after getting tilted in a previous match, and other tomfoolery. Plus factoring in that not everyone that plays DbD is that invested in the broader community.

    As for the Otz thing, this is the tweet: https://twitter.com/OtzdarvaYT/status/1551548186384371717

    how many posts does being jailed limit me to anyway

    I was playing Freddy and Trapper (yeah).

    It's probably worth mentioning that in two of those games, survivors had no idea what my build was, people DC'd before I'd even interacted with them, but:

    1 game: Freddy with Call of Brine, Overcharge, Spirit Fury and Enduring with Dream Pallet addon and Dream World cooldown addon

    1 game: Freddy with Brutal Strength, Enduring, Spirit Fury and Dissolution with Dream Pallet addon and Dream World cooldown addon

    3 games as Trapper with: Call of Brine, Eruption, Overcharge and Thanatophobia using Wax Brick and Trapper Gloves addons

    The vast majority of games I play as Trapper 1-2 gens will pop before I've seen a single survivor as I'm busy setting up, but, people will still DC. I had a game this morning as him where I hadn't hooked a single survivor and 2 gens were left due to a combination of good spawns, several toolboxes and 2 BNP's. One guy ran into one of my traps, I picked him up and he immediately disconnected. I hooked a second survivor, who immediately began struggling and suicided. This team would likely have won had they not done this. The game snowballed in my favour pretty quickly as a result and I ended up letting the last one go.

    I wouldn't chalk it up to crashes or the like. Crashes have always happened, people getting tilted has always happened. I think if these were the reason for disconnects, then I wouldn't be seeing such an increase, there shouldn't really be a difference to, say a month ago. It should be about the same as it's always been.

    Thanks for the link. That seems like a really silly and thoughtless post from him considering he has such a large following.

  • Maybe if it only activates on a single gen per game, it's short, sure.

    You only need to block four gens for two minutes of total gen blocking per match, which is equal to old Corrupt - that was meta for a reason. You could, pair it with Deadlock and end up forcing gens to be blocked for at least 4 minutes of every match just by getting four hooks and forcing four people off gens.

    DMS, Pain Res, Deadlock and Pop could very well be an absolute pain to deal with.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109054#Comment_3109054

    It is difficult if the survivors are on voice communication. Why build a strategy that is extra weak against voice communication? It’s much more reliable to pick a strategy that is still good against voice communication, because those will often be the most difficult matches.

    Not at all. If they have the broken status effect, it doesn't matter whether they're on comms or not, they physically can't heal.

    Most matches aren't against 4 players on comms.

    Use the right add-ons and you can keep all four players injured as Legion for most of the match, regardless of whether they're a group using comms or not - you don't even need to apply the broken status to do it. I will still run Thanat on Legion and it will still be effective. These changes will stop me using Thanat on anyone BUT Legion and Plague, however.

    Devs stated that Thanat can feel too oppressive on these killers and made it only viable on them, it makes no sense and completely contradicts the entire reason for the change.

  • A lot of people do not know that disconnects do not count towards kill rate / escape rate stats. Most players, particularly casual players, do not go out of their way to find out how or why the devs make the decisions they do or what they factor in to their statistics.

    Even if they do not count towards stats, devs can still see an increase in disconnects as a statistic in itself. Obviously, this isn't something they want as it ruins the match for everyone. So, I'd imagine if everyone started disconnecting, devs would take a look at why that is, regardless of whether it counts towards kill/escape rates or not.

    I don't think the point of disconnecting is to manipulate the stats, I think it's to highlight that survivors aren't happy and want the patch reverted.

  • @[Deleted User] said:

    But the ultimate "fun" part of gameplay for survivors has not changed one single bit - looping. Same for killers - chasing.

    Yes it has. Longer gen times + shorter M1 cooldown/speed boost = more leeway for killer to eat pallets to create deadzones, and make said deadzones deadlier by virtue of people not being able to get to safety as easily with the new math. Obviously there are still maps where there are so many resources (both pallets and strong windows) where the chase changes don't matter as much, but then that's where the longer gen times + slowdown perks (which are still meta) or perks like STBFL really take hold. Especially when considering the top killers weren't touched.

    Realistically the only thing that changed was the survivor meta. Which is good, but combined with the slowdown meta not budging all that much and the base game changes, it just makes the game really boring on both sides.

    If not, quit it, stop disturbing players who actually want to play. Stop dcing just to manipulate the stats. Stop blaming the devs for everything that they do. Stop trying to turn back the devs when you have to turn back yourselves.

    You can choose not to read and engage with the negative posts if you don't want to. Be the positive change you want to see. Fighting fire with fire is pointless if you don't want more fire.

    DCing sucks though, especially when it's survivors since the game doesn't end. I will say I doubt people are DCing en masse to "manipulate the stats", and I hate that Otz started that line of thinking. It's almost hysterical.

    And I don't even know what to say to that last bit.

    @randomconsoleplayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108968#Comment_3108968

    I don't want to believe it either. Its sad how we think huh. Personally I have only gotten like 2 dcs in 30 matches, probably because I don't tunnel or camp.

    I don't tunnel or camp either, personally, I don't understand how that's fun for anyone, to boot up a game and then just stand there pressing and doing almost nothing. Tunnelling isn't much more enjoyable, in my opinion. Each to their own and all that, though.

    I had at least 2 DC's per game, 5 games in a row last night and quit out of frustration, wasted 5 flans (not the end of the world, sure, but certainly irritating). Every day since the patch was released I've had multiple DC's, often within 30 seconds of loading in to the match.

    I don't watch streamers, not everyone does and not everyone hangs on their every word, so I have no idea what Otz has said, but, I did notice a huge increase in people disconnecting directly after the patch, there were plenty of threads about that problem within days of the patch being released. I hardly think that's a coincidence. I'm am curious, does anyone know off-hand what date Otz said whatever he said?

    There were threads posted on Steam within days encouraging other survivors to DC / suicide on hook in order to have the changes reverted. Some people are that petty. All anyone has to do is type in "DC" into the Steam discussion search box or this forum search box and you'll see a plethora of complaints since the patch from players on both sides complaining about an increase in survivors disconnecting.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108377#Comment_3108377

    You are missing the fact that people can heal and cleanse. You are welcome honey buns <3

    Unless you're running add-ons to force the broken status, which I suspect we'll start seeing a lot more of on Legion in particular.

    It's really not that difficult to keep people injured for most of the game as Legion using the right combination of addons.

  • @Aven_Fallen said:

    Those were knee-jerk Reactions. Something they even said they dont want to do, yet they are doing it.

    Like, they wanted to remove the DMS + PR - Combo, yet they brought it back. Instead of changing something on Merciless Storm (like giving it a flat duration like 9 seconds so that you dont end up having 40 Skill Checks).

    Same with Thana - instead of doing something with the Perk to not make it oppressive on Legion and Plage, they kept it oppressive, but made it useless for every other Killer.

    If I know after 5 minutes of thinking that those things are pretty bad, I have to assume that the Devs did not think at all.

    This is what I don't understand. How is it that a couple of players can think of ways to solve these issues in no time at all, yet the devs, who do this as a career, all day every day and are paid a salary to do so, cannot? It's honestly baffling.

  • I don't understand why they didn't just limit the duration of Merciless Storm to 10 seconds maximum. If they did this they wouldn't need to revert Pain Res & DMS and Merciless Storm wouldn't be affected by Pain Res, solving both issues. I cannot understand the thought process behind some of the changes these devs make. I was pretty hopeful after the last patch and fairly optimistic that the devs were finally starting to pay attention to the game and listen to players, but this just seems like a really weird step backwards.

    Thanatophobia is oppressive on Legion and Plague, so they've made it only viable on Legion and Plague...I just don't understand the logic behind these decisions at all.

  • You can search posts on this forum, people are mentioning it. There are 5 posts about this bug on the first two pages alone. Besides, as has been mentioned, he's been killswitched.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074102#Comment_3074102

    Oh look, its us vs them.

    I honestly dont use DS anyway and off the record. Also its just for discussing and i answer in thread. Also i'm not on every thread on this forum. Dont know where you come from with your "point".

    Sad that you need to be unfriendly in a discussion like that.

    Well, this is an asymmetrical "competitive" game so it's very much "us vs them" really, isn't it?

    The problem with a lot of people complaining at the moment (you included) is that you lack perspective and you show your own biases within your comments, apparently (judging by your "us vs them" comment) without realising how "us vs them" and one-sided your comment even is in the first place.

    For years people have been complaining about DS during EGC as there was nothing a killer could do in that particular situation. The responses? "don't tunnel", "you were outplayed", "get good", "if survivors did all 5 gens they deserve to leave" etc,.

    Whether or not you personally use those perks, they've been altered for what? a day? And already there are countless complaints, people saying they're going to quit the game, people screaming that this will be the death of DBD and all sorts of nonsense.

    One day and already it's unfair to this degree.


    Yes, this is a discussion, you replied and then I replied to you. I'm not sure what relevance you not being on every thread has here. I'm going to go ahead and assume there's a slight language barrier.

    While I'm not really here to make friends, my comment wasn't intended to be "unfriendly". I don't feel as though I've been particularly rude or "unfriendly" here at all.

  • @drakolyr said:

    I understand that in some situations it was just loose. But now its the other way around and most survivors cant do much in endgame. It should be equal for both sides to kill/escape.

    And i think its quite unfair to have a perk completly disabled, just because you didnt need to use it.

    So, it's a problem that sometimes a survivor can't do much during EGC in the same way that it's been a problem for killers to secure a kill during EGC for quite some time? I'm going to assume that you were here complaining about how unfair it was for killers on the other side of the coin too then, right? I mean, you must have, because "It should be equal for both sides to kill/escape", right?

    Of course not. You didn't care previously when it was unfair for the side you were playing against, but now that you have to face a similar scenario, it's unfair. Shocking.

    "It should be equal for both sides to kill/escape, but, there should also be a reasonable bias for the role I'm playing" - seems a pretty fitting quote in regards to a lot of complaints I've been seeing recently.

  • Have to agree, the grind is / always has been a problem, but, players shouldn't have to sacrifice a perk slot to fix something which should be changed by the devs for everyone. Going forward, it'll be nice to play with 4 perks, instead of 3.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044407#Comment_3044407

    My brother is epileptic with over 3k hours as killer and he never had any. So I guess it’s debatable 🤨

    Really? IF this is true then you should understand more than most that what triggers an epileptic seizure for one person may not for another. There isn't just a single form of epilepsy with everyone having the same "triggers". There are several types of epilepsy and each individual is affected differently depending on the stimuli and severity of said stimuli. It's not debatable, you're coming off as kind of ignorant.

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