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jjthejetplane3

jjthejetplane3

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jjthejetplane3
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  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015514#Comment_4015514

    im looking forward to the new halloween game, hopefully they pull it off well

    Absolutely! It looks so good! And if they incorporate what they did in F13 where you can use pretty much anything and everything to kill. Essentially making every kill unique. Definitely will be interesting and fun to play! I'm interested to see how their objectives play out too, different take on it than just fixing something. lol.

  • Wish they would bring back F13, TCM was okay but F13 was unique. Had it's flaws but concept was just like the movies. Just really well made for what I got to play.

  • Feels more like a "festival" with all the bright colors instead of horror… I like the void concept, but I think it would be interesting to be transported to a darker world, like Freddy's nightmare world or Silent Hill or so many more choices… Setting would be kind of like the "black out/hide and seek" game mode that they never queue up anymore. But the point is, it would be dark, horrific, scary, and feel less of an obligation because there would be much to explore. Especially if they decided to put objectives in that world.
    i.e: mirroring world's and what you do can effect the real such as gens, breaking pallets, opening chests. However, being so dark and having the horror aspect, it's a way more risky for survivors. Gen repair speeds are slowed down, opening chests, slowed down, cleansing and blessings slowed down. Killers break gens, pallets, walls, and snuff totems faster,. Enough to make it scary and balanced. Both are effected by limited sight and no killer stain or scratch marks, no aura reading, and terror radius reduced or non existent unless killer is stalking you or looking in your direction (line of sight). To give that ominous… "where are they coming from?" chill.

    When hooking, you stay in that world for one hook stage, if your teammates fail to get you by then, you are "pulled" back into reality. This will also mean camping bar will need to be sped up and range expanded as well to deter camping and encourage hunting. (it IS an event by the way; still want to have fun and gain points.)

    The setting will be a lot riskier for survivors but much bigger rewards. (Finish cleansing a totem/blessing Bloodpoint reward increased by 200%, Gen complete BP increase 500%, unhook survivor and heal in alt reality increase BP 1000% (to encourage unhooking), and Chest opened: very rare or an event item WITH visceral and very rare add ons.)

    Killers would get bigger rewards too. Find a survivor BP increase 200%, hit survivor BP increase 300%, down survivor 400%, hook survivor 500%, Kill survivor (not including by bleed out) BP increase 1000%. Tunneling and or camping decreases the percentage gained. (Again, to encourage hunting and fun gameplay because it is an event)

    There would be other objectives too, keep the void crystals but turn the smoke into an actual smoke color. Haunts keep but make more sinister.

    I don't know, I'm just spit balling ideas off the top; but I know someone somewhere will pick this apart and have a huge problem with it one way or another. but you can't please everyone. I just think it would be a really cool alternative and make this game horror again.

  • @adam1233467 said:

    Yeah, this challenge is beyond impossible, nobody is entering the void, neither survivors or killers, this challenge has to be reviseted since it's not on your control to complete it, you have to rly on others to do it, which is stupid.

    To make this easier, you should be able to enter the void while carrying a survivor. (Wiggle does NOT pause) but it will at least give the chance especially if you down near a rift

  • I know when I get helped, I try to make an effort to save. Even when injured ill try to find a med kit and heal up to make the play. But on the other hand too, if I make the attempt and fail, then the tunnel protector just died for nothing… sometimes they even wave me off. It's really weighing the options for best outcome

  • Feel like he's too close to trapper…

  • @Crowman said:

    BHVR isn't going to better balance the game by throwing out the ptb anti-tunnel/slugging system. What would happen is BHVR sees that the only killers who can compete are Nurse/Blight/Ghoul/Krasue level and we start seeing more killers that strong. When really the problem with DBD is the power level of the strongest stuff is too high and needs to be brought down. DBD matches should be less about who wins in the first 5 minutes and be more of a slow build up like a horror movie.

    Agree whole heartedly, unfortunately too many complained matches were taking too long so it's been pretty much anything that will prolong a match must go… Hopefully they bring back the horror movie aspect of this game though.

  • When getting tunneled and camped out at 5 gen… def needs to be soon.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008277#Comment_4008277

    Can be but the hatch thing is hard to describe, its not that random moment they are running and it spawns near them but they run directly at the spot where is actualy spawns and one guy was arleady on the ground when it spawned, other fact which bothers me is he wasnt in place where hatch spawns offten like back of the shack or main bulding but in random nowher in middle of the map.

    I honestly think it might be RNG with the hatch. I have noticed in my games that maybe 2 or 3 games out of maybe 20 I will be either running/walking towards a location, or standing in a random spot and hatch spawns right in front of me. There used to be a way where you could walk the map and find the "invisible hatch" but that was patched awhile ago. This seems just lucky RNG.

    Now don't get me wrong, another user mentioned it; it's not to say that 100% of the time for players it's not RNG but them wallhacking/cheating in some way shape or form. But the majority at least for my games when it happens, it is luck and logic as well. You play the maps long enough you are able to get a better idea where the hatch may spawn as well.

    Now on the flip side, I have had a lot of killer's be able to come straight for me without any aura reading tripping distortion or anything that gives killer instinct. I did read something about the perma killer instinct bug so it may be more exploitative than anything. But again, Can't say that 100% of the time it's the exploitative bug or dumb luck but also could be some lowkey wallhack.

    Either way, like another user said, if it is sus enough and you can't shake it, one report shouldn't harm them. Should give devs a chance to at least review the match and pin point the issue, albeit hacking, cheating, a bug or just dumb luck. lol

  • I think there is a perk for that to prevent it.

  • If you can't work around the already ridiculously nerfed distortion along with the plethora of aura reading perks and addons there are as killers, not to mention not able to find them even when using deerstalker as is- something is seriously wrong with how you're playing… Just saying.

    Suggestion, hook your downed survivor before they have a chance to crawl away and you lose them.

  • @Aznex said:

    This was suggested multiple times over the years. While I'm not the type to rely on content creator's opinions, I will quote Otz's video on ideas like this that are good on paper but would fail in execution.

    The first issue that would arise from this is Hour Disparity. Veteran players who have been with this game for a long time already have so many add-ons and offerings they will never use for one reason or another on multiple characters. If a system is added where you can turn those into bloodpoints, it would create an elite group who are now going to be swimming in BP. Take into account P100 characters who would have at least 100 of everything at that point. I should know as I have one (Steve).

    The other issue is it would kill variety and push people towards the meta even more, making this game feel more like a casino where you just keep rolling through blood web levels hoping to get the good stuff you want and selling the bad stuff you don't to continue your blood web gambling.

    I can understand where this is coming from, but like I said it's not a good idea in execution as like many other potentially positive changes we have gotten it can be weaponized. A better alternative would be reworking the stuff no one uses to make it more worth using.

    I understand that take completely. However, with the amount of bloodpoints we receive already, it kind of negates itself because we are already stock piling and saving. So nothing would really change for those who have been playing longer and already have the stockpiles of items they do want for one reason or another.

    Maybe modify my original suggestion to where every 50 or 100 items you dismantle or sell, you receive 25000 or 50000 bloodpoints. Make the redemption small enough to where it wouldn't cause an influx, but large enough to be worth it for those who don't have an OCD complex of their inventory looking like a hoarders wet dream. lol.

    Or scrap bloodpoints all together and maybe give a iridescent shards. though i'm currently sitting at 410115 shards at the time of this response, but always could use more. lol

    Or give nothing and just give peace of mind lol

  • Bring back distortion to its original glory…

  • @jjthejetplane3 said:

    SUMMARY OF THE ISSUE:

    Tabbing out of game, game does not mute. intermittently will mute depending on which menus you are under, however 98% of the time the game does not mute.

    PLATFORM: PC

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    Open game

    Tab out of game to another program or window

    listen

    tab back to game

    Confirm Mute Focus is toggled on

    listen

    tab out of game to another program or window

    listen

    tab back to game

    In the video below you will see me tab out and back in several times with only a few times the mute focus works. Most of the time, it does not. This has not been an issue prior to the recent updates.

    https://us.v-cdn.net/6030815/uploads/HHJIHV4W6GPC/mute-focus-not-working.zip

    https://us.v-cdn.net/6030815/uploads/I1955EIWNWSH/deadbydaylight.log

    • Player logs are required from PC players only

    Leave a comment, maybe they will fix it faster? I dunno, but it is incredibly annoying when im trying to watch a movie and I have to tab a bunch a times for some RNG to say "congrats, you found the mute tab" smh

  • Agreed for the abandon if killer slugs for 4k, and or, third person slugged gets automatic unbreakable until killer hooks

  • When I originally posted this, DbD was in a very different state than it is now… so I definitely see the issues some commenters have brought up about the VC being nasty for killers if you get a particularly mouthy SWF. But I do think it still could add an interesting fun twist and interesting gameplay. Plus having the option for all parties to toggle it on or off is a good feature. If you don't want to use it, don't. if you do, go for it :-)

    @jjthejetplane3 said:

    Okay I posted this in Steam forum's awhile ago but...

    Picture this. You soloq or SWF. (we are ignoring discord for now) and you are going in to have fun with your friends, sneaking around. They can't hear you and you can't hear them unless they are nearby in ear shot depending on how loud you speak. Fully immiscible voice proximity chat. And even better, you and your friends or other survivors are working on a gen, just chatting away. Mike Myers stalking you, hearing every single word when in proximity. I think that would add a whole new value to the game. Now to combat the distance... either radios found in game or an item (run on batteries like flashlights, just longer) or a built in survivor base. Again, still running on batteries. Meaning they have limited use.

    If someone talks on the radio to you and the killer is near, they can also hear the radio and whats being said.

    Have a TOGGLE option for streamers and just loud background speakers. As well as those who are soloq and or do not wish to hear or speak to their team. (can toggle in in-game options) Giving the user the choice to use the proxy chat option will put the decision when it comes to trolls in the user's hands. If they don't like it, they can simply turn it off.

    The one troll I would see happening is working with the killer or premeditated sandbagging of fellow survs. This already happens any way, they would just have a voice now. Again, individual users can choose to turn it on or off.

    I think that is a pretty balanced suggestion.

    I know when I SWF. I sometimes find myself automatically doing the "whisper or not talking" in discord when sneaking past a killer. If proxy chat was added in, I would 100% ditch discord to be fully immersed in the game. Make it more real. Think... Phasmophobia proxy chat... just better. Realistic static when batteries run low, fade outs, etc...

    Honestly, I think that would have a lot (not all but enough) SWFs also opt in for the proxy chat instead of outside sources as long as its done correctly.

    As far as killer speaking... Ive toyed around with the idea of killer having this available, Im thinking "no" as far as speaking, only listening. (before you all get up in arms about this, here is my reasoning) How many of the killers in this game or movie do you know actually speak coherently? They only listen with the exception of killers like Ghostface, and even he only really talks on the phone. lol. Again, we are going for immersion and authenticity here. I know as a killer, I get immersed in and don't speak because I treat it as real scenario or movie.

    I don't know, anyone else have thoughts? Survs and killers alike.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975472#Comment_3975472

    Now that you've mentioned it, what happens when you use a Fog vial during Dredge's Nightfall?

    Played against Dredge now a couple times… it seems like Dredge's power negates the effects of the fog vial. Has no effect when in Nightfall.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973669#Comment_3973669

    Maybe in the next update they will have the killer dancing around it. 💃

    Hint to next killer… M3GAN…

  • realism tbh, but it could start to dissipate over time though… I havent really seen this issue though.

  • @TheGoon224 said:

    Ever since I stopped playing the killer role I have never had a better time in my matches. I’m mainly using dumb builds like deception + diversion and I’m actually winning a majority of my games. But yeah, I’m finally having fun.

    I agree, with all the buffs and the patches, killer games have gotten boring and repetitive. There is no sport in it anymore because its gotten so easy. Sure, a sweaty SWF will come along with all their flashlights and flashbangs, but all that is easily countered. Not to mention now almost everything has killer instinct or an aura reading. I just started going back to running with no perks or addons to make it at least interesting. Maybe play hide and seek. Hook them all twice then let them leave. So I totally agree, killer is just not fun to play anymore. Too simple. I miss the days where it was slower paced and actually had to hunt for that last survivor. Good ol hide and seek with cat and mouse. Horror and challenge aspect has gotten lost.

    But hey, could be just my MMR or whatever. BHVR just needs to quit handicapping us… we don't need THAT much help.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974997#Comment_3974997

    Except Conviction's activation requirement is healing another survivor not yourself. Thats what the report is about nothing to do with No Mither.

    Correction: "After you healed "1 survivor"… does not state that it has to be another survivor. So technically, the perk is working as advertised

  • Edit: Was working previous to recent updates.

  • Mine honestly seemed like it was from three or four years ago and they just forgot to update it…

  • Don't forget about the abundant amount of hooks throughout the map within spitting distance of one another making a wiggle out impossible even with perks to assist. Boil over, Flip Flop, Unbreakable, etc. Need every survivor to take a protection hit plus those perks to get free lol

  • Third confirmation. Upper level above basement/bathroom. Corridor next to office

  • @TonTon said:

    I seen many CC and people say STB is an extremely strong perk that will change DBD.

    Except in my many matches I haven't seen this perk at all except once and they just used it to go next faster.

    Why is nobody using this perk?

    Correct me if I am wrong, because it could have been updated when it first was released; but the killer can also see if its been used and who used it, potentially making them the tunnel target. Again, I could be mistaken, I just remember seeing it when I was playing my killer matches at release. So that right there definitely is a deterrent. With how matches and games have been being played and the direction the game has been, that perk can be useful only if you don't want to be in the match long and you want to be a "guardian angel" to your team before you leave.

    That would be my guess. I'm more of a stealthy, altruistic player but how matches have been its safer for all and easier not to use it and unhook/heal normally. Sub another perk to assist in escaping or hope you have a good team to help take hits so you can escape and hide to heal up.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862094#Comment_3862094

    If bleedout became an option I guarantee more killers would do what I do and not slug the 3rd... They would keep them alive as long as possible while protecting gens and looking for the 4th. There is a reason killers don't hook the 3rd...if bleed out was an option it would be no different to hooking with the suicides.

    And that's where Unbreakable and Soul Guard come in. Takes the choice out of it. Either let them bleed out quickly, or allow them to get up and possibly escape or even worse, waste your time while the other survivors finish the gens that are being neglected. Either way, chief complaint of matches taking too long is solved… at least part of the way. The other reason matches are taking so long is because of the greed for the 4k. Just hook and go for hatch, and kill the last survivor or wait for end game collapse.

    Survivors survive and goal not to be killed.

    Killers hunt and kill.

    I do believe in honor in gaming and being ethical as well as not toxic. Can't fault a survivor for surviving. Doing what they are supposed to do. It's in the name. Same with killer. Can't fault for killing. But leaving someone slugged and not killing just for the 4k, not too honorable nor respectful. Hiding in a corner all game and not helping your other survivor, (by either working on a gen, creating a distraction via vaulting on the other side of the map, blowing up a gen, etc., engaging in a chase, finding an item to assist in healing or saves, etc.) but literally just going from locker to locker in the basement; that is not honorable or respectful either.

    I see both sides, but I have also seen a lot that result in false accusations, just because the killer can't find a certain survivor, does not mean they were hiding all game. What most likely happened is they are doing gens, totems, etc, and walk to the next task successfully avoiding a killer's half-baked search. Not saying that's the case every time because I have absolutely had some dirt survivors. but a good bit of players I'm on a team with or going against, the case is the former. Just simply taking their time and good at avoiding being spotted.

  • Someone suggested this I believe 2 years ago… upvoted then, upvoting now! lol… New killer too… they have a deep well abyss of killers they could choose from.

    Like Crowley and his hell hound (Invisible like wraith) until an item that is found in a chest or carried in by survivor is equipped "holy fire glasses". Obviously would work similar to Houndmaster, except a little more freedom. For insrance, hellhound does NOT stop chasing you while killer unless trapped or escaped using salt or goofer dust. Crowley has the ability to teleport to key locations on map. These locations like anywhere could be set with a demon trap, keeping the killer trapped for 10s and hindering movement for 30s. or random debuffs.

    Or

    Dick Roman or a shapeshifter with the ability to transform AND Mimic the actions of other survivors, red stain will be removed. Can work on (or sabotage) gens, cleanse totems etc. Only way to tell who the killer is is with an item found, "Video Camera or Cellphone Camera" Unless on a map that has security cameras. Killer will then be highlighted in yellow.

    Or

    Demon with the ability to possess any survivor. Possession can be passive or aggressive. Killer will start in the body of a random NPC skin. It will look like there are 5 survivors in the match.

    Passive will be no one knows if they are possessed or not, killer simply getting a "ride" to where ever the player is going and can see everything from survivor perspective.
    Aggressive (Stealth) will be the killer is able to take full control over the player. This will be known by the possessed survivor by having black smoke around the outside of their screen. (much like being infected by The Mastermind). Other survivors will be made aware only by a flicker of black stain when within 3m and when both killer and survivor are looking directly at each other.

    Aggressive (Loud)- Everything will remain the same for the possessed survivor, maybe add a little red to the screen. All survivors will be made aware by normal red stain and killer terror radius.

    Possession is able to be exorcised by demon trap and exorcism, or just by exorcism found either in chest or carried in by survivor via recording on cell phone. (multi use item, definitely can find more uses for a new item as well for other killers. Bottom line though, need a new item. lol) Killer will be able to escape if not trapped.—-

    But the list goes on, Wendigos, Witches, Ghosts (randomized), Angels, etc…

    This is such a great idea though for Supernatural to be incorporated into Dead by Daylight.

    as for Sam

    Hex Bags - for survivors that work like the old Distortion. 3 charges and recharges if within killer radius OR must find materials to make more hex bags scattered throughout map. (Seen only by the one with the perk equipped)

    The OG suggestion I was talking about a couple years ago mentioned

    "Dad's Journal" - I believe for Dean though. If I remember correctly they suggested it do something like show auras of everything in map or gain haste effect… I can't remember. I just know that it was mixed in with the family buisness. Saving people hunting things…

    Gahhhh there are so many good ideas for this as well as endless possibilities. The Devs would have a daunting task on their hands if they chose to go this route and add Supernatural. But if done correctly, I think both sides (survivors and killers) would be extremely satisfied especially if being Supernatural fans.

  • And add a filter to where we can prioritize what gets purchased first. e.g Med kits, flash lights, party streamers. OR Red first then Purple, Green, Yellow, then Brown. OR during events, purchase event items first then continue with preferences.

  • @Dark_Vorahk1 said:

    Anti hiding solution: Sudden Death

    After 15 minutes in trial Sudden Death begins. Survivors who fail to apply 10 charges to generators have their location revealed by Killer instinct and become exposed for 10 seconds. This timer begins after 2 minutes of failing to apply charges. After 30 minutes the timer is reduced to 1 minute. After 45 minutes the timer is reduced to 30 seconds. While exposed, survivors apply 2 charges per second.

    Anti slugging solution: Sudden Escape.

    After staying in the dying state for 60 consecutive seconds, the survivors wiggle progress is reduced to 0 and wiggle at 50% efficiency, then the survivor is revealed by Killer Instinct. Should the Survivor remain on the floor for an additional 60 seconds, the hatch will spawn. If the hatch is closed end game collapse begins as normal. The system repeats spawning additional hatches during the collapse. Should all remaining players be downed during the collapse, an option to summon the Entity, Instant Collapse, appears; which will play the collapse animation killing all survivors. Instant collapse cannot be activated while an exit gate is opened. For the survivors, Self Collapse becomes possible if all Survivors are downed and the gate is not open.

    I believe both systems would prevent excessively long matches by offering additional incentives to play the game "as intended."

    Sudden Death prevents the killer from being held hostage against survivors who refuse to do objectives, while offering a considerable boost to said survivors should the killer be actively guarding generators without committing chase.

    Sudden Escape provides a solution to excessively slugging by forcing the endgame during stall outs. With 120 seconds between down to collapse, this allows plenty of time to slug for pressure as well as allowing the killer the chance to hook even against egregious anti hook builds.

    I like this, I think my only real suggestion for this, is if the killer is having malicious intent and refusing to hit the "instant Collapse"… instead of the killer having that button. Maybe have each survivor have the ability to end themselves individually. Only becomes available if all survivors are downed regardless of a survivor having UB or SG. Usually that only works out if the gates are open already or the hatch has spawned, or to make another type of play, typically ending in that survivor getting downed again anyway.

    But yeah, definitely some good ideas there.

    I do also feel that this would completely obliterate the remaining stealth survivor players in the game as well as any stealth aspect. As well as, taking away their reward for playing well as a stealth player. (Those who still do gens and are being a team player. Not talking about the ones that just hide in the basement and in lockers all match.) Just an observation.

  • Honestly what I am seeing and getting most is the last person is slugged just to get the mori… prolonging the game. They will camp that last slugged survivor until the other survivors die on hook. Then will mori the last survivor no matter if the they were right in front of a hook or not.

    A bleed out button is definitely needed so survivors can bleed out faster so they may move on to the next game, or base kit unbreakable or both.

    The insta mori idea is bad because that negates any soul guard or unbreakable chances. Killers really have no excuse to slug extensively or excessively any longer because of the hook respawn, and being that the only way to wiggle out is if you have teammates block or sabo multiple hooks, or the killer is just "lost"; definitely no excuse for waiting to hook. 99% of the time it is just to get the mori.

    As far as the last survivor hiding… they are doing what they are supposed to be doing… surviving. That is on us as killers to hunt them down and kill them. They are waiting for hatch. Even match of 1v1 both going for hatch. RNG works pretty well IMO. Always seems to be luck of the draw unless an offering is placed. Hook the 3rd survivor and hunt the last and close the hatch to start endgame.

    The problem is now that the game has been saturated with so much aura reading abilities that its become a crutch and heavily relied upon and most killers now lack the skill of hunting without the aura reading handicap on top of becoming lazy and complacent. Then have the nerve to say "EZ" in post chat when all they have are wall hack perks… get the 4k without any perks, tunneling, and camping… that would be impressive to me as a survivor.

    Yeah I know… unpopular opinions… have fun- smh lol

  • @TotemsCleanser said:

    You know how some folks say survivors should have basekit Unbreakable or killers should have basekit old BBQ? Well, what perks do YOU think should be basekit? They can also be mechanics that do not currently exist as perks.

    Personally, I vouch for basekit Corrupt Intervention and Unbreakable. I think that survivors having access to one (1) instance of self pick-up would alleviate the slugging issue a lot. Whereas some killers struggle a lot with the early game and Corrupt Intervention is a necessary staple to their builds, leaving them with a permanently occupied perk slot. BEAR IN MIND that incorporating these two perks as basekit would require other adjustments to be implemented into the game so that they are balanced.

    Unbreakable basekit with a RANDOM timer between 20-120 seconds. That will deter excessive slugging because no one will know how much time before the survivor is able to get up. The lower times of course will be more rare to receive than the higher times. 20 seconds could be a 10% chance. 30 Seconds a 15% chance. 40 seconds a 25% chance. 50 seconds a 60% chance. 60 seconds and up you have a 75% chance. Spitballing random numbers, but that would be an idea that would make it fair for both sides not knowing. Carrying the perk will give you the recovery speed bonus plus one extra up. Prioritize the base kit first or maybe the perk. They would have to PTB that to see if there is a hindrance or not on which one goes first.

    As for killer: 100% agree with corrupt intervention. being a good basekit for killers but instead of only the furthest away, have it be random. Could be furthest, could be closest, could be middle, or could be mix and match. Either way though, it will give the killer an advantage to get situated.

    Or Hex: Crowd control…

    or better yet base kit will be a random hex. Survivors won't know what it is, killer won't know, it will be completely random. Survivors could get lucky and its only something like ruin or undying. Killer could get lucky and it be something like Devour or Third Seal or Two can Play.

    One thing I will never advocate for is any basekit that includes aura reading. So any hexes or perks like that definitely would not be part of it. Part of the fun is actually looking and finding the survivors. The "thrill of the hunt" if you will. lol

  • @StalkingYou said:

    To preface this I want to say that this is just my opinion. I will not intend on being rude or sassy to anyone so I ask the same for everyone else here. I am just trying to voice my frustrations and have a conversation and I hope that people will respect that.

    I have over 3k+ hours on the game (mostly on killer but I dabble in SWF from time to time) and I think the state of SWF is completely broken, but SWF itself is not the problem.

    SWF in of itself is a good thing. Being able to play with your friends is great whether you are good at the game or not. It also allows you to avoid Solo which I understand is a nightmare in of itself.

    Most SWF groups I come across are chill and relaxed if I am being honest. Usually they are beatable and its much more fun than going against more Solo potatoes.

    Then there are the cracked SWFs and before anyone says anything: I am perfectly fine with people being insane at the game. In fact I love to see it. If you dedicate time to something it's awesome to see that you are very good at it. It's the same for me when I play killer.

    But most of the time when anyone (or at least myself) loses to these teams it just feels… unfair? And I know that may sound like a standard case of "skill issue" but please hear me out.

    Dealing with teams that know the game well and can loop well/ are efficient on gens is FUN. If you lose to them then that means you got outplayed, plain and simple. And I'm willing to accept that when it happens.

    The problem is that 99% of the time, this is not how it goes. The SWF that contains members which are already completely insane at this game win because of the myriad of basekit handouts given + meta perks.

    The most notable examples being: Decisive, Off the Record, Unbreakable, Deliverance, Map Offerings, busted items, basekit BT + anti camp. 70 second hook stages.

    Now I know what people will say. "Most of those things don't work if you're not tunneling" and I understand that sentiment, but only to a certain degree. I agree that these things are fine against decent players + solo q. I think it makes the game balanced against those players. I understand the want for killers to play nice because it is fun for everyone.

    However expecting the killer to play like that against good SWF is just unrealistic because playing nice really depends on the survivors going down quickly.. These survivors split up on gens and are extremely good in chase to the point where if you try to play nice killer then you get obliterated because the gens just go so fast.

    So what is there to do? Well, this is where the title of the post comes in, because the only option left is to tunnel. And since survivors have perks like DS and OTR which, in the hands of a good looper, make it so trying to kill them early takes 5 minutes unless you're playing Nurse then you're kinda out of luck if you do try to tunnel.

    This is the point of the post where people will question my own skill and again I understand that. But please keep in mind how these games go. You spawn in, 3 different survivors are split up on gens, you chase one for a long time because they're insane at looping and the map is fresh with resources and if youre lucky you down them in a minute. Now you have to deal with 3 gens at 60 sec each (excluding pick up times, carry times, and time it takes to go to generator).

    And the worst part, if you try to play efficient too then you end up eating dirt because the perks + basekit abilities combined with the pure looping and efficiency skills of the survivors make it physically impossible.

    Having 4 different survivors split up and run quadruple decisive + one Deliverance + a couple dead hards and adrenalines thrown in there (+ the BNP and ultra rare med kit add-ons) and losing makes the outcome of the game feel so artificial. And that is where the frustration comes from for me.

    I'm not going to even point of the irony of survivors using these "anti tunnel" tools offensively and body blocking you when you try to actually play nice and get the unhooker. "Just ignore them" it's : a little hard when they are in my face. "Just hit them" that's a hit I could have gotten on the unhooker. "Tunnel them" then they have DS and you either wait the 60s or pick them up and restart the loop. And if they are good at looping and youre not playing pure anti loop killer then good luck.


    Side note, I think that 70 second hook stage change was horrible just for this reason. Even if you play nice, that's +10 sec on gens for the survivors. For what? Why do the SWF teams who get 3 gens in 5 minutes need that?

    TLDR: Losing against SWF feels artificial most of the time. It basically never feels like you lost mostly due to their skill, more of their skill combined with the busted tools at their disposal. Like 65% tools 35% skill.

    Again I want to emphasize that I am going to be nice to everyone so I would like it if everyone would keep it civil and be nice back when sharing your opinions. Thank you for your time

    I would say once you establish that it is indeed a SWF, change up your tactics. If you have a good looper… don't chase them. Don't take that bait. Focus on the gens and picking off the survivors working on those. Get a hit, force them to heal. If you see that they are manageable, take them out. Unfortunately, changing up tactics and playstyles as a killer is necessary without going into tunneling or camping the hooked.

    But once you get the hang of the different and new tactic, switch it up a little bit and take skills from the different playstyles and apply them to the SWF. That will keep them guessing and on their toes.

    Do not forget to clear your corners too. That will help with the sneaky buggers. If they are a toxic SWF, well do what you have to do. But I am speaking on the average SWF that is chill and good sports just trying to have a chill game and make some good plays. That is part of the game, the puzzle of figuring out which tactic or combination of tactics will be most useful against the current SWF you are going against.

    I will say though… give the soloQ guy a break. lol. USUALLY, you can tell which one's are soloQ by how they are playing and interacting with the others.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/352480/reverse-vaulting-lets-talk-about-it

    In theory it should be ok. But either make it an exhaustion perk or fix the maps or both. A low tier killer on a bad map with several vaults against this extra feature on the side just adds another jab they could do without.

    I get what you mean. However, the reverse vault or fakeout vault DOES cause the entity to block the windows. So there is already a limited use on one window. As far as pallets, killers can break those. Moreover, after a killer falls for it once, I doubt they are going to be so quick to fall for it again. Some might, but most probably won't.


    Thank you for your feedback :-)

  • @RobustLaser said:

    already mentioned plenty but coming in assuming bad faith on the part of detractors and actively insulting them is bad form BUT

    I think a fake-out vault would make for a decent exhaustion(?) perk. Already have a fakeout locker perk with Deception after all.

    More so mentioning that this post doesn't need those comments. Actual feedback and discussion about it would be nice. However, dually noted.


    I believe someone already mentioned it in the next comment, but it is such a quick maneuver that exhaustion wouldn't make much sense. I kind of go back and forth on it being a perk, however same reasoning still applies it's so quick and would be so rarely used that it being a perk would be counterproductive, Now a perk that enhances it might be good and THAT could cause an exhaustion after three tokens are used.


    Thank you for your feedback :-)

  • @Hex_iButt said:

    So for the requirements, you're pretty much saying to undo the bug fix? Big downsides to needing a flashlight for this is killers will just start using Franklin's more as their response, denying survivors chances to try out the fake vaulting. Killer POV being in first person seems like it would hinder them more if they could do this as well, losing sight of their chase; not to mention all but 2 (Wesker and Legion) are locked to windows.

    If they decide to bring this mechanic in, it should just be a perk.

    Pretty much yes, to undo it but fine tune it and make it better. I do see the downside with flashlights v franklins... ive seen an influx of franklin users recently. However, I think that is worth the risk. (balances) Risks of doing it fall on the survivor, and if the killer would like to waste a perk slot with franklins, so be it. I definitely see your point. May need to be thought through more, fine tuned. Could do away with the item completely and just make it base.


    Thank you for your feedback :-)

  • @GrimReaperJr1232 said:

    You start this by calling killers low skilled, telling them not to soil their diaper, only to say you're just discussing.

    Friend, that's the *opposite* of how you start a discussion.

    ahh you twisted the words... I said "the low skilled killers" implying those who are not as skilled at the game. However you misread and reorganized the words to "killers low skilled" which implies ALL killers are low skilled. I don't think that at all. There are a lot of great killers who are actually skilled at the game. Some it's their first time playing and others have been playing for the longest time.

    In no way shape or form did I ever say "all killers are low skilled" However, that is how you took it. I am sorry you took it wrong and assumed a harshed tone. :-) Thank you for your feedback. :-)

  • @Gandor said:

    I think it was nice addition to the game (even if I didn't use it).

    The thing that made it awkward was need to use flashlight. That made no sense. Vaulting and flashlight make 0 things in common. What would actually make more sense would be maybe an addon on key? Like rubber neckband. Keys are useless the way they are now so having something useful for a change would make sense. And you would be able to use it only if you used key for whole duration of vaulting (meaning if you initiate it and have enough key energy left, then it will be applied and take out whole vaulting-duration worth of key energy).

    also @Crowman why do you think the game is better without it? I mean outside of hacky usage it required to this point. Why would it be bad for a game if this became feature attached to some more meaningful interaction?

    I agree with you on that, the flashlight thing did make it awkward. Took me forever to get it and I STILL wasn't able to get it every time. I do like the key idea! Might actually give the Broken Key some actual use. lol I don't know if I would go with a one time use feature, because the vault is pretty quick and survivors going against a killer that actually likes to go into chases and hunt, may have multiple chases as well. I would say make it a difficult maneuver but keep it at a as long as the item lasts naturally. Non insta drains.


    Thank you for your feedback. :-)

  • @Crowman said:

    I know there's not point in interacting with you, because you've already discredit any form of disagreement as just being a "low skill killer", but I don't see making this bug a feature is beneficial to the game. The game is far better without it.

    I am curious though, why do you think it is better without it? Is it because you like to end chases quickly and the game quickly? Or another reason? Just curious.

  • Honestly the only time I give up as survivor is for tunneling and camping. After having the 9th killer tunnel out of the game, it gets frustrating, boring, and its just not fun. So I let them have the kill because it seems like they need it more than ever. But if I get an actual skilled gamer who is playing well and challenging themselves as a killer, Im staying til the end. Won't care if I get sacrificed, as long as fun is had then all is good.


    As killer I hook everyone once before I hook anyone twice, then I hook everyone twice before I sacrifice or mori anyone. Then I choose an order on how to sacrifice them. (i.e Top to bottom, Bottom to top, Middle then outside, Gals then Guys, Guys then Gals, Etc..) If I find it is still too easy I allow the survivors to reset, heal up, and maybe complete a gen. I will go to a far corner and count to 30 or 60 depending on how big the map is. I also try to scare the hell out of them or creep them out if I'm Myers or Pig or another stealth killer. Won't be toxic unless they are first (Tbaggers and clickers). Seldom do I ever have a survivor give up when I play like that. Most are happy AND they still gained points AND I still got the 4k. (not every time is a 4k, but they happen often)

  • They should probably fix those hit boxes on those vaults too.

  • As a rule of thumb for me as a perkless nurse main and former spirit main, I like to challenge myself. Hook every survivor once. Then hook them all a second time. Trying very hard not to hook the same survivor twice in a row. Once everyone has been hooked twice, then I go for kills. It's challenging and requires a lot more skill to do especially against a veteran SWF. If I find that the survivors are going down way too easily, I will find a corner of the map, count to 60. Allowing the survivors to reset and heal up. After 60 seconds then its game on. This way its still fun and challenging for me, but also allows the survivors to also have fun during the match, maybe a chance to complete a challenge and earn BP. I'd much rather have end game chat be filled with "You scared the s**t out of me" or "That match was really fun" then toxic bs.

    Don't get me wrong, if a survivor tbags or over clicks with toxic behavior, I will down them, and give a single hit on hook. If they do it again, I will tunnel them out of the game and allow the others to play the game through.

    But going against a camping killer or tunneling killer is so over the top boring, it really does make the game unplayable. Especially when you literally have done nothing wrong to deserve it.

    MOST (not all; so don't get your panties in a bunch) camping killers I see can't complete a chase to save their lives simply because they lack the motivation to attempt to get better and learn, or they are just plain lazy.

  • Looks like you stepped to the side just enough for her to get by. I have tried doing pallets after a vault and if Wesker is still standing there I can not vault back over. Try tracking the survs movements but do not move your feet. Just pan the camera. That should help.

  • The crafting I was just thinking to clean up the abundance of common offerings, items, and add-ons that are in inventory. I rarely use any of my commons, it is more of a general annoyance for me than anything having things in inventory I do not and will never use unless I am completely out of better items. Thinking others may feel the same. (not all, but some). Hell, I would settle for tossing items or selling for bloodpoints at a fraction of original cost. Just want to get rid of them. lol. The crafting idea was so they would not go to waste and better items could be utilized.

    As for the bloodweb, yeah the animations do add a lot of time to it. I was just figuring, "hey, I have 2 million bloodpoints, that I am obviously going to use on this whole page, a buy all button would really help speed this along" Optional of course, for those who do like clicking each item one by one.

    Just a thought

  • Okay... picture this. You soloq or SWF. (we are ignoring discord for now) and you are going in to have fun with your friends, sneaking around. They can't hear you and you can't hear them unless they are nearby in ear shot depending on how loud you speak. Fully immersible voice proximity chat. And even better, you and your friends or other survivors are working on a gen, just chatting away. Mike Myers stalking you, hearing every single word when in proximity. I think that would add a whole new value to the game. Now to combat the distance... either radios found in game or an item (run on batteries like flashlights, just longer) or a built in survivor base. Again, still running on batteries. Meaning they have limited use.


    If someone talks on the radio to you and the killer is near, they can also hear the radio and whats being said.


    Have a TOGGLE option for streamers and just loud background speakers. As well as those who are soloq and or do not wish to hear or speak to their team.


    I think that is a pretty balanced suggestion.


    I know when I SWF. I sometimes find myself automatically doing the "whisper or not talking" in discord when sneaking past a killer. If proxy chat was added in, I would 100% ditch discord to be fully immersed in the game. Make it more real. Think... Phasmophobia proxy chat... just better. Realistic static when batteries run low, fade outs, etc...


    Honestly, I think that would have a lot (not all but enough) SWFs also opt in for the proxy chat instead of outside sources as long as its done correctly.


    As far as killer speaking... Ive toyed around with the idea of killer having this available, Im thinking "no" as far as speaking, only listening. (before you all get up in arms about this, here is my reasoning) How many of the killers in this game or movie do you know actually speak coherently? They only listen with the exception of killers like Ghostface, and even he only really talks on the phone. lol. Again, we are going for immersion and authenticity here. I know as a killer, I get immersed in and don't speak because I treat it as real scenario or movie.


    I don't know, anyone else have thoughts? Survs and killers alike.

  • This has been an ongoing issue, the response I received was that, "We do not have the ability to control how the matchmaking ban operates due to it being system controlled." ... Power outages do happen, Computer and game crashes do happen. We shouldnt be punished by it especially when immediately after a crash we get a report to send in. So obviously the game knows it crashed... should be disabled until a better alternative is produced.

  • Actually because of the no score event, makes me miss the spacebar spam. No bloodpoints rewarded and has taken the ability away to just "wrap up" the sacrifice.