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icedrake402

icedrake402

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icedrake402
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  • @drsoontm said:

    Most of my funny stories are about cocky survivors, "bullies" and karma.

    A classic, if very old one, is the cocky survivor who is tea-bagging a Nurse at the exit gate. I blink behind her with NOED. The salt in the end-game chat was gold. The cherry on top was that her teammates were laughing to her face too.

    The above story happened several times with a couple of variations like instead of blinking behind I blink right next and flip the survivor back (like it happens sometimes when giving a hit). Almost always end in salt.

    There is the story of these two un-hookable survivors. Hooks were spaced further with an offering and they had a build that made it basically impossible to carry them. They also had some kind of insta-heal for the dying state. I was playing a basic "impossible skill-checks" Doctor and it was pretty hard. What happened is what always happens in these cases. They became increasingly cocky. I switched gears to be unpredictable and at some point I managed to down one on a hook and slug the other who thought that crawling in a corner was the best move. I stood up for several seconds before he started to turn left and right. Then I made several emphatic "yes" and waited. I've kept his dying backside company until he bled out. The last two survivors were too busy playing gen-jockey to come for the hooked guy who was only a few meters in my back. (That helped me a lot). In the end the gen-jockey survived but I was very happy to get the to "memers".

    As Nurse, I'm often using the basic skin. For a while, way before the Starstruck nerf, I enjoyed playing like a beginner to encourage cocky survivors to "disrespect" me. The game was to kill them all when they were close together nagging. It was a stupid idea but it worked so well. I remember this game were that Nea "escaped" me several times and, gradually, gained confidence. Given their behavior I think at least 3 were on coms. Once they were confident I was totally inoffensive they started to click, to nag, to tap gens while I was painfully trying to look like a fool and get a (calculated) lucky hit. And when I got that "lucky" hit I immediately got a second one, grabbed, dropped, downed two others (who were still dancing) with two blink attacks then proceeded chasing the last one and downed him effortlessly. They all died in with a single hook. In the chat I got insulted and called a noob Nurse xD. It was so funny. (I had passed the 15K registered blink attacks at the time)

    I had something similar to that last one during the snowman event. The Killer hops in a snowman during the winter event and we end up all goofing around until someone does the last gen. NOED pops, they jump out the snowman and kill everyone in a couple of minutes. I couldn't even be mad.

  • During Dredge's nightfall, I was by the shack with Bill hooked in the basement. He dies on hook and floats out of the ground in front of me, still glowing white. Quite a trippy experience.

  • Legion. The lore is a gang of feral teens on a killing spree and the gameplay is hitting someone once to make them waste time mending, then running off for someone else. Nothing works--can't hide, can't outrun, just take the hit, mend and then go back to what you were doing. Full slowdown Legion will make me instantly quit the game every time with no regrets.

    Wraith. So, so boring to play against. Cloak up to a survivor, get the free hit, cloak, chase them, get the second hit.

    Cenobite. When I see this guy, I know I'm on box duty for the entire match.

  • Candyman. So many ways you could take that--the mirror trick, or the "living urban legend" who wants his reputation to spread and people to fear him, the name being born by multiple men and changing with each new bearer, the victim of injustice, the bee motif.

    image.png


  • Be aware that the franchise gets very goofy, very quickly. Of course, that's exactly what some people like about it! There was a continuation / reboot quite recently, that started with "Curse of Chucky" that steered it more towards straight horror.

  • One I'm always fond of is Clairvoyance + Inner Strength + Overzealous + Small Game. Just everything you could possibly get from cleansing a totem.

  • Deathslinger. The clockwork sounds make him feel like a relentless machine-like hunter, while still having that Old West vibe.

  • @Krikit said:

    Got a BOT Nea too. She ran towards my hook but refused to rescue me. Killer (Mastermind) was far away. Than she ran away. After a while she sprayed herself to get away infection. But she stopped halfway for no cause, got killers attention, tried to reach a window and right before jump she tbaged and got caught. Than i died.

    Seems very realistic to me.

  • @sizzlingmario4 said:

    There's not much you can do against Knockout in solo queue. It's a badly designed perk that needs to change

    The change I'd love to see would be that survivors drop where they get hit (no bounce forward) and they can't move for X seconds after being downed. Would make a nice little antidote to exit gate douchebaggery.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552043#Comment_3552043

    You don't need to do a carbon copy to be more faithful to the original.

    What i mean by ''got it wrong'' is that alot of the elements and themes from the first movie that made it what it was is either absent or is changed into something completely different in the remake, including Candyman as a character who is changed into something completely different from what he actually was in the first movie or what he represented there.

    The first sequel (as forgettable as it was) still remains more true to the elements of the first movie, as unlike the remake, it don't try to pull some preachy ham-fisted social commentary about racial inequality as the main focus of the movie while slapping Candyman's name over it.

    Don't get me wrong however, there's nothing wrong with doing those types of movie, it's just not what Candyman is mainly about and would have worked better as it's own movie instead of a Candyman movie.

    Right, right, because there was totally no element of racial inequality in the original whatsoever. No killer whose origin was that he was tortured to death by a racist mob, nosiree.

  • Yun-Jin. I like having a nod towards the "jerk survivor" concept who, were this a movie, would totally abandon her teammates to save her own skin and then get shanked by the killer in the final act. But at the same time, she's not a monster and you can understand how she became so desperate to drag herself out of poverty that she ignored all the warning signs about the man who was her meal ticket.

    And a nod to Mikaela. Cool look, and an assured and confident exterior that hides a lot of deep worries about if she's good enough, which is quite relatable for various reasons.

  • Running from Bubba in the Badhman boiler room as Mikaela...and then I ran face-first into Kate coming the other way. It ended exactly like you imagine it ended, but it was just too slapstick to get mad over.

    Getting two disconnects in a game where I was playing Ghostface, so I stopped attacking and used the game for stalking practice, seeing how many times I could mark the remaining two without them spotting me.

    Also, there was one time as Yun-Jin that I got hooked by the Trapper, who put traps to either side of the hook. Bill and Mikaela run in to rescue me, don't trigger the traps, unhook me....then simultaneously step to either side and both step in a trap at the exact same moment.

    oops1 - Copy.png

    And of course, a sighting of a wild Jeryl.

    wtf3 - Copy.png


  • Small Game + Inner Healing + Clairvoyance + Overzealous. How much stuff can I get from one totem?

    Distortion + Distraction + Red Herring + Diversion. Maximum false flags.

  • The only real problem I had with old DS was that it was guaranteed invulnerability at the end of the game. Nothing like a body-blocking, tbagging survivor who knew perfectly well they were invincible. It could have been fixed by having it deactivate in the exit gate areas.

  • The hatch is there so that if the other three are dead and three gens are left, the survivor has a reason to actually play the game, and both of them have a reason not to drag the end of the game out.

  • @nars said:

    EMPATHY! I see so many people calling niche and weak, meanwhile you get perfect tracking on chases, can reset super easily, and get general very good information when your teams not doing so hot (so you need any help you can get). Empathy is god tier.

    My choice too. I couldn't do a healing build without it. I like using it with Empathic Connection, so injured survivors can see me waving them towards me.

  • I can hear Leatherface's terror radius getting closer and see the red light on the stairs, so I run off into the tunnels under Badham. And then run face-first into Mikaela running the other way. It ended much like you think it did.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428297#Comment_3428297

    You've got it backwards. Teabagging interferes with you emotionally, but it doesn't make you lose anything in-game.

    You can still play with the remaining survivors, you still get BPs based on your performance, and you've still played a normal game of DBD.

    In contrast, facecamping literally prevents somebody else from playing the game, and will ensure they've wasted their time, just because the killer decided so.

    Imagine if everytime a survivor teabags at the exit gates you as killer instantly got kicked out of the game with only 5k BPs.

    I said why in the post you replied to. In my 100% subjective personal experience...if I get face camped, then I can punch out early and get into a new game. Get a SWF command team as killer, the sort that's obviously hopeless two minutes in, and I'm stuck until the endgame timer has 3 seconds left, because it's just so important to mock and taunt from a position of total safety.

    (Would really like to see "knocked out of the gate" removed from the game, it advantages nobody except toxic players.)

    Of course, it doesn't really matter if one experience is objectively 10% worse than the other, because they both suck. We'd all prefer it nobody did that to us, and maybe we should decide "hey, even if that kindness is never visibly reciprocated, let's not do it to others".

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428297#Comment_3428297

    Why take it out on the the next set survivors because someone last game t-bagged you? Is that your idea of fairness? Do bullied people somehow gain the right to be bullies to others and no one has to complain? You might not even participate in that type of behavior, but there are killers who try to justify their behavior for taking out their anger on random survivors because they got bullied by a SWF yesterday.

    Tunneling also gives advantage but there are people who get tilted and tunnel the guy who is being annoying to them even if it means they lose the game. So in that context tunneling is not used to progress the game in any way, it's used as a toxic tool as well. Face camping can be the same, defending that shows your bias, because many times choosing those actions means throwing the game. It doesn't mean achieving two goals with one strategy (showing your bully survivor who is the boss AND winning your game).

    There are many people who are power-tripping whether they are playing one role or the other. You don't have to justify either of them because you play killer/survivor and are biased. I also find it in bad taste when survivors on my team flame the killer in end game and it's obvious they are a beginner or something, but I also find it silly and self-centered when killers bleed you out for whatever reason they thought you offended them.

    Sometimes there's just no explanation other than "they can" for why people are ######### in games. It doesn't mean they have been victimized or they are victimized still.

    Yesterday I played against Twins and I t-bagged Victor once near end game. Should the killer if he was able to down me left me to bleed out for 4 mins over that one t-bag that wasn't even pointed at the player behind the screen but more so the killer himself? Should a killer who hit you once on the hook be verbally abused at end chat by the survivors or something? Wouldn't that sound like an overreaction to you?


    I never said I take it out on the next set of survivors, that was all your fevered imagination. All I said was that sometimes, tunnelling does confer some advantages (ie, the other survivors try for rescues instead of just banging gens and leaving) even if it is still scummy and unfun for the person on the other end, and REALLY needs some serious attempts to disincentivise it.

    Yes, there are toxic killers too, beyond a doubt. Ran into quite a few of them. Thing is, I'm fairly sure the vast majority of people who are toxic from either camp think of it as "just getting revenge", because at some point in the past they loaded in for a chill and fun horror game, then got subjected to anti-fun tactics and dbaggery. So then they take it out in their next game, and create the next generation of us-v-themming, "see how you like it" toxic players.

    Why not break the cycle?

  • @Saiph said:

    Survivor tbags at the gates = 0 impact on your game as killer.

    Killer facecamps a survivor = that survivor is guaranteed to die, will probably get 5k BPs, and super boring game for the 3 other survivors.

    Both are BM but you can't genuinely believe they are comparable.


    Face camping at least gives the killer some advantage in some circumstances. And if it happens to me, then I'm out the game quick and free to look for a new one. Tbagging has null reason to exist other than to taunt and mock, and it never fails to make a bad killer game a bit worse, or a good killer game a bit worse.

    The pettiness makes it worse--it's saying "Even though this gives me no advantage at all, I still want to take time out of my day to make you feel bad."

    And you know what? I could "just toughen up", but I shouldn't have to. I disagree that you should have to be jaded, closed-off and emotionally numb to participate in a social game, because dbaggerery is something nobody can make the effort not to be part of. How about if, no matter what role we're playing, we don't give someone else a game we wouldn't want to be on the recieving end of?

  • @[Deleted User] said:

    It's straight up not ok. I don't know why it happens or if it's intentional, but I've stopped playing solo queue because of it. I'm not going to sit here and waste my time going against a killer playing like it's the grand final of a tourney with one or two random teammates who have 1/20th of my hours and don't seem to have their controllers plugged in. I'll stick to a 4 man SWF of good players.

    The game isn't fun when you lose from the lobby, and that's often the case with the queue times above all else matchmaking we currently have. It's honestly a plague in every PVP game right now. Developers need to get away from this constant engagement crap and let players wait a minute for a better match.

    Or at least offer the option. I would take "better matches, longer waits" in a heartbeat and never look back.

  • @Blueberry said:

    Solo queues only real problem and why it feels so bad is matchmaking. The game is balanced around around solo queue, not swf. The bad experiences people have in solo queue are all related to either getting bad teammates or playing bad themselves. There is no balance issues with solo queue. The number one advantage with swf isn’t even comms, it’s getting guaranteed good teammates.

    Here’s the problem though. We can’t necessarily just improve the matchmaking for a couple reasons.

    Firstly it’s bad in order to speed up matchmaking as they prioritize fast queues over balanced matches. If they made it more accurate you’d be waiting much longer and they won’t do that.

    Secondly the matchmaking needs to be bad as it covers up the games balance problems. The game is balanced around having weak links that make mistakes. This is why people hated mmr even more near it’s earlier release as it was a much smaller matchmaking net and made way sweatier games. If they made it more accurate matchmaking they’d have to buff killer a lot and people obviously don’t want that, so bad matchmaking allows them to stay in the state they are.

    I play almost strictly solo queue and 99% of the time I lose it’s either bad teammates or me making mistakes myself. There are no balance issues with solo queue, it’s skill issues, but that’s a hard pill for people to swallow and own up to.


    Thing is, bad teammates aren't bad usually, they're just inexperienced. As such, they should be getting matched with other new players, and new killers.

    That does not happen. I'm nowhere near the best, but I know how to do gens, not to unhook in the killer's face, not to try random blinds unless they're locked in an animation, and to look at the ground (especially outside chokepoints) when I'm playing against Trapper. But in a lot of games, the absolute basics make me the best on my team, after playing for a year and a half. Something has clearly gone wrong.

    Also, if they had a "better matchmaking over faster matchmaking" option, I would hit that button like the fist of a furious god. It would result in the same amount of actual gameplay, vs another game where 5mins in there have been four face unhookings, and only one gen done, which I solo'd. Games like that, my presence matters as much as if I'd just stayed in the menu tinkering with cosmetics.

  • Solo continues to get worse. Far, far too many games when I'm the best player on the team by virtue of being the only one to touch a gen.

  • @supersonic853 said:

    I had a double dc as billy...im so proud...he's dc worthy now.

    I dread seeing Billy. Nearly everyone who still plays him is an expert, and he'll be on top of everyone in the first ten seconds, and snowballing away.

  • Small Game, Inner Healing, Clairvoyance, Overzealous. AKA, "how much stuff can we get to trigger off of one totem"? One of those goofy ideas that works a lot better than you'd think it does.

    Open-Handed, Kindred, Bond, Dark Sense. Take every distance-based aura reading perk, then extend that range. Another one that I tried as a "Huh, what happens if--" idea, and has now become one of my mainstay builds.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392450#Comment_3392450

    CoH is now a risk reward perk.

    You need to take the time to set up a Boon and you need two Survivors to heal with it. All of that is essentially free time for me as a Killer.

    I expect this to be a somewhat fair patch, though it is difficult to tell. I don't expect it to affect my kill rates much.

    Also remember they need to get to the area. To hear some people talk, you'd think it covers the whole map.

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382357#Comment_3382357

    I’d love to see the actual numbers on this. You saying “math” doesn’t add up to evidence. Cuz again, sounds like a skill issue to me. Survivors learning how to use a high risk perk (that’s doesn’t even work every single time it’s used) that killers don’t want or learn how to counter does not make the perk the issue.

    Hey guys, if I say I never have a problem with something widely held as busted, does that make me look like a really awesome player?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384993#Comment_3384993

    Hacking down all the good gen kicking regression perks, and hacking down pain res, feels excessive too. And since Eruption was already nerfed, that means an entire genre of game slowdown is going into the trash.

    We should start with the full healing speed nerfs for a while, let the meta settle, then figure out if any adjustments need to be made. Going extreme on the killer side nerfs, but being nice and only going halfway on the survivor nerfs, isn't cool.

    Thing is, the actual biggest and most frustrating problem that killers face right now (non-interactive gen rushing) has not been addressed in the slightest-I'd much rather have seen a moderate nerf to both. I don't see Stakeout or BNP's on that list. Can't heal? Higher level SWF's will send their infinilooper to occupy the killer, blitz gens and not waste any time on healing, while solos (where the game is already heavily biased towards killer) will just die a whole lot for trying to do something that the game told them was a valid tactic, and then uninstall.

    It'd be nice to get an indication that extreme heal slowdown stacking (Coulrophobia, Mangled, Pentimento, Thanataphobia) has been addressed, at least.

  • @Coffeecrashing said:

    We're not even sure if the meta shakeup is allowed to happen. Survivors are demanding for some of the healing nerfs to be reverted, and if that happens, then the meta shakeup falls apart. Killers won't be encouraged to chase survivors, and instead they'll be encouraged to stay in one place to defend an area, even if it's boring for everyone in the game.

    There's an excluded middle there. Hacking down healing times by 50% on top of everything else feels excessive. Start with 25%, adjust again if needed, while also reevaluating Mangled.

  • @Peanits said:

    If you only buff weaker perks, you end up with power creep. Each perk needs to be better than the last in order to dethrone the meta, and so over time perks would become stronger and stronger. Eventually you'd reach a point where perks are ridiculously strong and have far too much impact on a match, making skillful play less important than the perks you brought.

    Even beyond that, this simply is not feasible. There's 228 perks in the game. Even if we assume that 50 are in a really good spot (already meta in this case) and don't need any changes whatsoever, that's over 170 perk updates that need to be done just to balance things.

    Instead, we do a bit of both. Most perks are already in a decent spot and see a good amount of use, but there's a few outliers that either don't get used enough or are used way too much. Bringing the top few down and some of the bottom few up is a lot more manageable. You pretty much answered yourself with your example. With Dead Hard being weaker, suddenly there's a lot more reason to bust out Lithe, Sprint Burst, or another exhaustion perk instead.


    An EVE Online dev once said something that stuck with me--if they left balancing to the community, every ship would end up with a million HP and 99% resistance to everything.

    But even so, use rate isn't the whole story. If something is dominant, it might be overpowered....or it might be fine by itself but necessary to counter something that is busted (old Borrowed Time), or might be the only good option to make a weak character viable.

  • @ad19970 said:

    Mangled and perks like Coulrophobia and Pentimento will 100% have to be looked into before the update goes live. And camping will also need to be nerfed in some way. But I do think the nerf to healing is a good change.

    I like the changes that we are getting, but BHVR seems to overlook certain problems that such changes can cause, not addressing them as well.

    Like a lot of things, the problem isn't any one element (usually), it's stacking.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380879#Comment_3380879

    entire patch is just everyone having to watch the perks they earned and prestige for be ruined, just so they can be replaced by some other meta in a future DLC. im almost convinced this whole patch is a marketing scheme for the anniversary.

    The answer to that is, don't get overly invested in something that seems too good to be true. Because it probably is.

  • Ding dong, the witch is dead....

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376240#Comment_3376240

    People don’t like being bullied. Losing is one thing. Being constantly antagonized for it is another. I can respect being beaten by a good team, but too often they insist the Killer feels like garbage after.

    That's my reason for doing it, certainly.

    I don't dodge as survivor--if I have a rotten game, then I'm out quick and can move onto a new game. If I play killer and get a non-interactive genrush squad or one running the Standard SWF Script*, then that's a whole match of not having any fun.

    My general rule is that if everyone bamfs in at once, then I'm either with a SWF or I got backfilled into a group I'm wildly mismatched with. Both are cause to dodge.


    * Boon goes up in the first twenty seconds, I never see anyone (because everyone's warned out of an area before I get there) except for the designated looper who'll teabag and stand still to bait me into chasing them. Dead Hard on everyone.

  • If I say I never have any problems with DH, does that make me sound like a super skilled killer player?

  • @DrFrozen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374816#Comment_3374816

    It is 100% true, when you want to have fun you are genrushed

    And when you figure "eff this" and go in hard, then you realise you gave a group of rookies a zero-fun game.

  • @Blueberry said:

    In the average game where survivors play bad? No they’re fine.

    Objectively though? Yes they are way too strong.

    Most games survivors play bad so it’s fine but when it’s actually good vs good players the game is extremely unbalanced in survivors favor. We don’t judge objective “balance” based on average games, we base it on good vs good. This is why matches at the higher end are complete messes in terms of balance since they’re not what the game is balanced around.

    I remember Overwatch, where a 3 tank / 3 healer team was the best choice at esports level, so it got nerfed--and made things worse for most of the players, where you were already struggling to find anyone who'd fill those role.

    A lot of games have the problem that, at high and low levels, it's effectively two different games. The solution isn't to make things tougher (more unfair, less fun) for the people at the bottom.

  • For me, I always got a more "Clockwork Orange" vibe from him, with that combination of style, egotism and soulless depravity.

  • @Canas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364497#Comment_3364497

    So far no attempt was done to bring killers on the same level as swf squads. It's almost like the devs only play one role.

    If that happens, what's your plan to prevent the already heavily killer-sided solo queue from becoming a wasteland?

    And "voice comms" are not the answer. If you ever played an online game with voice comms, you know exactly why.

  • @UntilValhalla13 said:

    The same reason they don't simply put their arm up to stop a pallet dropping on them. XD

    The same reason that Nemesis (who walks through friggin' walls) can be stopped in his tracks by a small table, some school chairs, or a pile of straw.

  • @MrPeanutbutter said:

    You must not be playing against any of the teams I have been on in my solo queue matches. Half the time survivors will refuse to do gens or get off a gen and go hide if they hear the terror radius even though the status indicator shows someone else being chased. If you ever face a solo queue team that I am on, I promise you can win without tunneling.


    The problem is the same as a lot of competitive games--high ranks and low rank / solo is effectively two different games, and balancing both is near impossible.

  • @Xernoton said:

    Call it a hivemind, if you will. The criticism is still 100% valid. The Skull Merchant is a killer that disappoints in absolutely every way. Of course BHVR will get a ton of negative feedback about the chapter.

    Most people despise her visuals. It's subjective as you said, so you can't really fault anyone for being unhappy about that. I think she looks weird. She has nothing that's even remotely off putting about her. That giant claw looks goofy on a regular woman wearing, what I can only assume is mercenary attire. How can she even walk around like that? Why does her mask have to be made of diamonds? What kind of horror theme does this represent? The thing about Wesker is, that you at least would know better than to fight him in 1v1 combat. I can't really say the same about SM. More important than her visual design is her power though. And it's the worst that they introduced so far. A killer power that is neither fun to use, nor fun to play against for most people. It's not particularly fun to set up drones that do absolutely nothing for you for the most part, trying to utilise a stealth that wouldn't even work, if survivors didn't know you were right next to them, before securing a 3 gen and defending it until the game shuts down. Neither is playing against 3 gen warriors.

    The chapter overall is bad because the selling point of this chapter is the Skull Merchant. You get the new maps without the chapter. The survivors are literally just reskins of existing characters. You might get them for their perks but most people would rather buy them with shards. The chapter itself only consists of SM, the 2 new survivors and their perks. Everything else is just thrown into the same patch.

    Why would I pay good money on something like that? I will not play the killer. I will not play the survivors. I don't want their perks.


    As for what sort of horror theme she was meant to represent, I'd guess something like Hostel or Antebellum. Bored rich girl who stalks and kills people to flaunt her power over them and get some kind of thrill in her jaded soul, representing the age-old theme in horror of the powerful preying on the weak because they can. But even that doesn't come across well, it's too muddied up with superfluous stuff like the manga.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358067#Comment_3358067

    MMR isnt meaningless for anyone who isnt a sweating achiever in this game.

    For everyone else its actually helpful to finding good matches, for you probably its bad cause sometimes there are not enough equally skilled people on, it seems without the MMR Cap, you would wait for up the half an hour for a game. Do you want this?

    But I agree, bHVR should raise the cap again. Im tired of playing vs. sweatlords who has to be matches with me cause nobody else wants to or can.

    Actually...yes. I'd be very happy to have longer waits in exchange for a better game. Especially for killer, since if they get an MMR glitch of a game, they're trapped in there for the whole game, even when it's very obvious they have no chance of winning.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351058#Comment_3351058

    Same

    It seems like the majority of the forum is here to hear themselves talk rather than actually talk or discuss the game. The only threads that ever get traction are the same complaints over and over again as everyone talks past each other with the same tired points over and over

    Now granted, this is a single games forum, even "general" forums run into this issue and they have way more topics to talk about.

    I try to help but I only have so many pictures of my cats to share!

    There's a saying I heard somewhere, that gamers are great at identifying problems, and terrible at coming up with solutions.

  • @MyelinXCVIII said:

    The lobby dodging is more frustrating tbh. They really should just hide prestige levels, at least until the post match screen.

    Killers need SOME sort of indication that they're about to face a bully squad or crazy MMR mismatch, and that's the best one they've got.

  • @PowZapBamWoofMeow said:

    This is “supposed” to be a multiplayer HORROR game that scratches that itch that no other game can scratch.

    So most of us ppl who love horror movies/books/comics/manga and other video games want KILLERS to be horror themed killers.

    Instead we get some woman with Pig’s claws and Freddy’s Mori animation and it’s just … really?

    I want creepy scary horror aesthetic and art. That’s what is so great about the horror genre. It’s monsters. It’s gore. It’s creepy. Weird. Etc etc

    This new killer is one I’ll never play but does not invoke horror at all. Either does the knight or knives throwing guy or wesker. But that’s me I guess.

    Thing is, all the elements are there. A bored rich girl turned high-tech manhunter? That's a lot of potential and something you could easily base a horror movie around, but then there's weird little extras like the manga muddying it.

  • I've been feeling the same thing. Solo just isn't fun.

    Either I'm playing against a killer WAY, WAY out of my league who's at six hooks in five minutes....or they're at the level where I could have a fun game against them myself but it doesn't matter, because there are 1-3 rookies on the team who don't do gens, who rush to unhook when the killer walks round a corner, who don't stop and hex hunt, who run around like a Teletubby while I'm hooked and the killer is on the other side of the map from them, and who can't survive in chase. And when the first one goes down and the survivor team's ability to do stuff is down by 25-50%, the game is pretty much sealed.

    Out of the last ten I've played (where the killer wasn't AFK or goofing around), I think maybe....one actually felt like an even match where either side could plausibly have won if things had gone a bit differently. Note that doesn't require winning, just that it felt genuinely fun and tense before I lost.

    The REALLY frustrating thing is that I think "OK, killers must be pretty OP right now." and play a killer match, and then out comes the super loopers and SWF death squads whom I never see in my survivor games.

    What I'd love is an option to take longer queues in return for more accurate matchmaking--really, I don't mind waiting if the game isn't a one-sided stomp. As is, I might finish this tome and then just take a break for a while.

  • Just quit. The penalty isn't that severe, and you couldn't bribe me to play a game against a team like that.

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