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Neprašheart

Neprašheart

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  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113732#Comment_4113732

    This is exactly what I mean though, they could make her more accessible to play AS and AGAINST and the game would be far better off with it. She should be more accessible for those that really enjoy the character.

    It's about time we start updating the game to be not like super hand holdy but more accessible for all, even if it's like just slight kicks in the dirt thats every now and then or moving fog etc.

    I'm hoping that's what they are aiming to do in the new version of the game.

    I personally don't believe that it's possible to provide any accessibility features that wouldn't lead to be a direct positive or negative balance adjustments.
    It makes sense to me why nothing's really been done, and I'm not expecting anything anytime soon, because.. Yeah, I've covered that up in my initial reply.

    That being said, let me get back to the feature of dirt being kicked around - Dirt or dust, eh.
    They've recently showcased somewhat of what they plan to bring into the game, such as way more polished animations for hooked survivors, rain drops on the ground, and so many more.. I do see it as somewhat realistic for the dirt to be included in that aswell, but we will have to see.

    The technology is most certainly up to date to allow for that, but the question lies in the optimization (let's not forget that Dead by Daylight has hundreds of chapters nowadays), and so there comes the question if the code can even handle it, as well as if the ordinary player can afford the required hardware to play the game in the future.

  • Oh, that..

    Those accessibility and quality of life changes started to be slowly removed once the game went F2P on other platforms, such as Epic or elsewhere.
    You could say, that we can't have those accessibility options because the game is currently balanced around competitive portions of the playerbase. As much as I hate admitting that I am half deaf myself, it is unfortunately necessary that no one's gonna hold my hand and help me with the difficulties that I face because of that.

    I've used to play Spirit when I wasn't half deaf, but when it happened.. Yeah, no.
    I can't hear what's going on from left side and behind me, no matter what do I do. I do hear some annoying sounds, but my brain doesn't register them as sounds, and as such I can't play Spirit properly whatsoever.

    The problem at hand is, those accessibility features are in a direct conflict with the themed and on-going competitive integrity.
    And that competitive integrity isn't going away anytime soon due to the game having implemented SBMM system already.

    You can't have anyone judging individual cases for people with disadvantages such as myself. It's impossible.
    And you can't offer anyone any in-game advantages because then there exists the common argument that „if they can have it, then I wanna have it aswell!“

  • As much as I see this perk going strong, it's a double-edged sword, if you get me.

    You do need AT LEAST three survivors to run it, otherwise those running it are quite literally putting those without Self-Preservation on the spot.. And that's really bad, especially if you are an experienced player and offer the killer the newbies who don't run the perk, y'know?

    It's the same issue as is with Jason; The moment three survivors start crouching while the other one doesn't bother hiding, the killer has a clear path and it goes without saying who's gonna be his next target. And by using Self-Preservation yourself, this does repeat the same issue like process, letting your team to a straight downfall.. While you are there to observe it.

  • Tunneling, slugging, and camping.

    I see tonsa killers resorting to tunneling me or other survivor ASAP, only to loose the match as three survivors are uninterrupted on the generators the whole time.
    And the killer naturally excuses it under the „You genrushed, so I tunneled.“ without realizing that they have to keep survivors away from the generators.. There is just too much focus on hooks and far too little on generators, which is something that applies only at the high-end levels.

    This typically goes hand in hand with the camping, the killer going like ten meters away, returning back.. Repeat the process, and even get closer when the hook stage gets closer to the second phase.
    Like, just yikes. The player can't play while being hooked, what have they even done to you-

    Same goes for slugging.. Kinda.

    Now, I wouldn't mind any of those strategies if there were some risks to be involved.. Like some added animations so the slugged survivor would be occupied with possible bleeding too fast if not stopped, getting dizzy.. That sorta stuff.
    Nope, the survivor is just lying there, and.. That is boring.

    What I enjoy is getting outplayed.
    There, I said it.

    I enjoy chases where the killer gets outplayed once, but punishes me the next turn, and rightfully so. I do also dislike when the killer just does something simple and getting away with it, i.e. not doubling-back, but only going forward and because I expect some advanced gameplay already, I get punished for overrestimating the killer.

    There are some more things, namely hitbox x counterplay oriented.

    Trying to get away from the Spirit with Stridor and the player using some E-Sport designed headphones with volume at 200%, so I am heard like 20m away or so.. Unless I run Iron Will.
    Those killers who do „force“ XYZ are just plain boring to me.

    I can prepare for it, sure, but to me even the general preparation and outcomes aren't satisfying to go through. Not to me.. But that's where I am in the minority these days, as the majority is nowadays consisted of purely competitive player who do only take victories as engaging, losses as disengaging and boring.

  • SURVIVOR

    Empathy

    „You can tell when someone's struggling or feeling under the weather.“

    • See killer's aura when within 14 meters of a hooked, injured, or chased survivor.
      Survivors' auras affected by negative status effects (mangled, hemmorhage, exhausted, …) are revealed whenever within 7 meters of you.
    • Being injured disables the perk.


    Stubbornness

    „The stubbornness personality trait has granted you the victim card of getting laughed at in ordinary life, but here it works as your triumph card.“

    • Perform repeatable actions (vaulting, pallet dropping, pallet reseting, …) 10% faster for each token, stacking up to three tokens.
      Lose a token after 3 seconds of not performing said action.
      Cooldown: 30 seconds after escaping the chase.


    Lion's willpower

    „The idea of giving up has never made sense to you; A few breaths, and you are more determined than ever to do even better the next time around.“

    • Each time you are injured, recover from negative status effects 25% faster.
    • Being afflicted with other negative status effects (blindness, hemmorhage, mangled …) increases the speed gained from exhaustion perks by 10%, but increases the exhaustion status effect by additional 50%.
    • If the injury inflicts exhaustion, grant a 20% faster speed boost instead.

    KILLER

    Five steps ahead

    „The tendency of overthinking the silliest things have made you lose tons of time and energy, but ultimately preparing you for what's to come before others even see it.“

    • Whenever chasing a survivor and being farther than 5 meters of said survivor, each time the survivor drops the pallet or vaults a window, the animations of pallet dropping or window vaulting are 15% slower.
      Cooldown: 90 seconds.


    Fast metabolism

    „You had always devoured everything and demanded more despite already having more than double the ordinary portion.“

    • Destroying a pallet or damaging a generator grants you with a temporary 3% haste status effect.
      The effect is lost whenever you enter a chase.


    Night owl

    „Your sleeping schedule has always been messed up, making you more active at times when others were taking their rest.“

    • After having two generators left to be repaired, gain a token for the remainder of the trial.
    • For each token, grant a 10% stackable bonus towards destroying pallets, damaging generators, vaulting, hooking, picking survivors up faster, as well as decreased both successful and unsuccessful attack cooldowns.
    • Limit: Two tokens per a trial.
    • Requirement: Have less than four hooks by the time the three generators are completed.
  • Neat idea, but unfortunately appealing only towards the smaller portion of the playerbase, and that's not taking into consideration the competitive players swarming it and ruining it for the casual players aswell.

    The idea of seeing different survivors, different perks, and different killers is great. Yeah..
    That's unfortunately not how it looks and works in practice; Instead, you will either get some very specific killers or the same survivors over'n'over again due to the META being present and players.. Welp, wanting to win at pretty much all costs, with the huge portion of them doing so with the highest success as possible, which translates to seeing.. Four Megs every single match or something..?


    Y'know, any survivor as they share the same hitbox with the perks the players desire.

    There might also be the minor portion of the playerbase who'd still pick their survivor based on whom they like the best based on their outfit selection / personality, nevermind their perks.

    Also.. I'd probably refuse to play the game mode because I've been playing my whole life with Kindred as a solo queue player; That's the one perk that never leaves my loadouts, no matter what.

  • @buckk0097 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077477#Comment_4077477

    I just find it irritating that we got so many accessibility features yet if you play the game and pay attention to how little care there is in sound design and overall health of the user you start to notice the game doesnt car.

    It seems majority are ok with loud piercing sounds so i might be the problem here. I am playing dbd a lot of less because of it maybe its for the better

    I feel you, but do blame the competition in gaming and why the game is designed the way it is.

    If it were to be a purely casual atmosphere, there'd be no problem tuning in such accessibility settings, however the competitive DbD is what stops the thought and prevents similar changes alike to be made to the game. Because it'd make the tracking even healthier survivors much easier, so on and so forth, introducing yet another required balance adjustment to appeal to that.

    .. And the game is quite difficult to balance as it is, if not impossible due to its asymmetry..

  • @buckk0097 said:

    Do you guys find it ok to hit people on hook after hooking for this very reason? i ve seen survivors get salty at end game or in game if i do that.

    Also i dont have the game that loud. for normal gameplay yet the screams are are way louder than everything else

    Yes, that is most certainly OK by the majority.. The newer players who are not yet acustomized to some of the unwritten rules and terms derived from various terminologies might take it offensively.
    If you wish to educate them, you can only hope that they will be patient enough for your explanation.

    If the player sticks for long enough, they are bound to know anyway, especially if they read the forums as there are the terms camping, tunneling, slugging all the time.
    Y'know, tunneling being taken from tunnel vision, camping from exactly what it is in real life, and slugging from slug. Yeah, slug as in that animal.

    If the screams appear to be louder, respectively too loud for you.. Your ear might potentially be sensitive or has developed sensitivity to such frequencies..?
    As such, it is best to not take the risk and instead lower the volume.

  • That sounds like a nice feature, yeah.

    Naturally, I'd expect the game to have informations about where the challenge could be found, if not the redirection to the challenge's tome. That'd make things even better.

  • There have never been any plans to make specific sound interactions less or more loud, respectively creating a setting where we could adjust it, because it was predicted that players would've turned footsteps and cries in pain so loud while keeping almost everything quiet that running Iron Will would've been necessary for even the reasonable experience.

    Yes, once again, the competitive aspect of gaming has ruined or taken away what could've been a nice accessibility feature for ordinary players.

    It is what it is, so.. Best to lower your volume even if it's at the expense of your in-game performances.
    Health comes first, gaming comes somewhere afterwards..

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466948/i-miss-the-horror-aspect

    The game stops being scary after playing it for about 10 hours. Better to lean into the thing that has longevity.

    That is somewhat truthful, but the horror atmosphere has disappeared once they removed the fog and darkness from the maps.. Reworked Coldwind Farms (now they don't feel as „cold“ as the name suggests with the sunny weather), and overall improved the visibility and allow players to see each other across miles away.
    Back then, that was only possible up to like 30 m at max, and that's without the Reagent offerings that changed it.. Or Moon offerings that got retired aswell.

    I'd love some weather changes, even if they are tied to offerings.

    Adding rain, fog, pitch black night (even to Coldwind Farms and other day maps).. Oh, how would that improve the game to me and all, but I get it.
    The hardware requirements would've drastically shifted upwards, making the game unplayable for those who're not on PC and having up-to-date hardware despite the graphics still being what they could be, eh..

    Let's not even talk about the other effects, such as destroyed pallets no longer keeping the broken wood on the ground and having the Entity cleaning it up, or generators actually showing visual indications of being damaged or the sparks doing some changes to the ground.
    Or.. Upon getting hit, the clothes of the survivor getting ripped off or even torn out based on the weapon, hook, etcetera.

    Oh, how I would love to see those changes, but then again-

    There comes the hardware stability becoming the challenge, and even worse, the censorship as ripped clothes could potentinally.. You know what I mean.

    That wouldn't be Dead by Daylight anymore, I suppose.

  • @SAWII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075946#Comment_4075946

    That's not how Play While You Wait works. You are never removed from the survivor game early; you play the entire game out and your queue for killer is saved and waiting for you until after you escape or die. No bots, just place saving.

    I don't recall seeing any informations about how does it work in-game, so I didn't know.

    @SAWII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076654#Comment_4076654

    The whole point of Play While You Wait is that there are too many killers and not enough survivors, hence long killer queues. PWYW eases the congestion by turning waiting killing players into active survivors. If you could try to play 1v4 killer while you waited for 2v8 killer, that would only make the killer queues in both modes longer.

    That I don't get whatsoever.. I've always thought that survivors were the majority of the playerbase..?

    And it's not like I'm willing to buy that killer is easier to play nowadays or what do the people claim these days around.. I wasn't around myself, so I do see things just like before and expect players to be better (regardless of the role, thus more of them leaning towards SWF, which logically means more survivor players overall) the older the game gets.

  • As much as the feature sounds good for the killers..

    • What does it do to the survivors who decide TO REMAIN in the match in question?

    The way I see it, an AI will be placed to replace the player, and frankly.. If I wanted to play with AI, I'd play as a killer in custom lobbies.
    This does completely shifts my mind and makes me wanna avoid the game for as long as this feature remains in the game, because that's gonna cause messy and unfun matches for the other survivor players.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075437#Comment_4075437

    I mean, we've had lots of recent perks and changes that have buffed SWF in ways that SoloQ connot benefit from. The chances of seeing Shoulder The Burden in your SoloQ matches are slim to none but I bet there are plenty of SWFs running this perk. The way they've nerfed Fast Track and changed Wake Up make those perks inviting only to SWFs as well. Sometimes they'll buff perks in ways to make SWF even more difficult to deal with (e.g. 150% speed WGLF). Meanwhile, we have Apocalyptic Ingenuity that can only ever be a trash tier perk because a full SWF / trio would be an absolute menace with it if it was ever to be made decent.

    My idea to nerf SWF would essentially be to make them play Chaos Shuffle with a random perk loadout equal to their party number (e.g. Duos get 2 free perk slots and two random, trios get 1 free perk slot and 3 random and a full 4 person SWF has to play with a full Chaos Shuffle loadout). This is the only way to mitigate the benefits of the extra co-ordination and free info without the use of perks that they can get from using something outside of the game for a competitive advantage. In most other games we would call this cheating but DBD is apparently held to a different standard.

    I know this idea is a nonstarter because the most vocal players would riot and kick up a stink on reddit/twitter/forums, even though limiting the strength of SWF would be healthy for the player base as a whole. They wouldn't need to try to balance DBD for two groups that are playing totally different games. But BHVR will never try anything controversial ever again to improve the health of the game after the failed anti slugging / anti tunnelling PTB (which I guess is fair enough, since their livelihoods on the line if it pushes players away).

    Anyway, they should either give Solos the real tools to be as close to a SWF as possible or find a way to nerf SWF. Add things like full voice chat (and chat wheels for basic communication between players using different languages) and let a party that plays well together keep playing to encourage the formation of SWFs. But this half way approach is not the way.

    Those are some nice points ya'r making, and I agree with many of them.

    I have lost count how many perks were changed over the years, how many times, and which ones at that.. It's been a while afterall, and the SWF had generally been granted the extra „benefit of doubt“ in a sense that they won't use them, so they're OK as they are.
    That's how it was at the beginning, at least, when the playerbase was still mostly casual-friendly and barely anyone treated the game competitively.

    Then, the game got expanded over to other platforms (Epic, Microsoft, …) and the arrival of the competitive players was inevitable.
    This was also the time when we've lost the darkness, and the game's lost half of its character for what made it a horror videogame to begin with; Nowadays, all you've got are extraordinary jumpscares (viz Michael Myers with mirror add-on(s), or some other stealth killer) or updated chase music that really intensifies the chases, at least to me.

    Welp, and then it was when the perks started to see nerfs due to the presence of SWF, which was yeears, yeears later.
    Even then and nowadays, some of the perks aren't truly adjusted for the SWF premades, but we're getting there and that has unfortunately only led to the solo queue getting a short end of the stick so far.
    Yes, we got some of the handy perks still being decent, like Kindred, Self-Preservation (got a really nice huge buff recently), and such, but it's still the minority of the perks.
    - The rest of the perks is either not worth running due to the predictable perk builds to face (almost each match has Pain Resonance, Barbecue & Chilli), otherwise they could be pretty handy.. Not to mention, you are more or less guaranteed to face the top tier killers these days around, and will almost never run into Trappers, Ghostfaces, Demogorgon (understandable), or the other labelled „M1 killers“.
    That is greatly supported by the limited perk variety.

    To explain what I'm meaning to get at with this is..

    Those changes happened because the competitive playerbase arrived.
    My point is, we can keep going along the same way, but the predictable future is nothing, but doom.

    I've seen it happen over the years with the niché and not really strong perks on their own getting nerfed or even reworked due to the influence of SWF and competitive players, and the same is to be followed with every single Chapter that gets added, shall we go down that road.

    I'd say, it's time to start nerfing, like really heavily nerfing perks and even the characters as whole, rather than buffing them and ending up with this limited character variety, because the competitive playerbase doesn't allow for the casual playerbase have more dynamic experiences with their perk and character picks.
    Sure, it is understandable that a character X is more fun than the others (example being, Huntress, Wesker, …), but what made them so fun was their strength being sorta balanced, you know?
    So, if we go ahead and start buffing them or even the perks, they will start getting out of hand, becoming more fun for one side, while becoming completely miserable to face for the other side (the arguably majority of the playerbase, the survivors).

    I do fully support any balance adjustment made exclusively to the SWF premade(s), because I'm honestly exhausted by the changes over the years.
    I do hate getting the nice quality life perks nerfed because they're overtuned whenever SWF comes to mind, but fine and not even that strong on their own during solo queue.. That also limits my own options, as there are barely any unique perks lying around; Most of them are simplified / updated versions of one or of the other, while next to none are unique anymore.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075425#Comment_4075425

    To be fair, it's in the Match Details screen, so you could always just not look there and preserve the mystery, right?

    While I agree with that, I prefer knowing the killer's ping, so whether to approach the looping structures with the delay in mind or not.

    This does matter in situations when the killer could swing me based on the distance, but won't swing at me and allow me to reach the window vault due to their higher ping.
    There, I can assume the same to happen again, and in theory extend chase time solely by seeing the killer's ping.

  • Will there be an option to turn these settings back to the old ones?

    As much as I'm aware of the benefit, I'd like to keep the killer hidden and the way it is until the update, so to provide me with a bit of a challenge and figure things out for myself rather than having the game do it for me.

    If there's something that I genuinely enjoy about this game, it's the element of surprise; Updates such as this one are removing it, so to compensate for the competitive environment that I absolutely despise of, because I've seen it ruin the games' potentials far too many times over the years..

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075310#Comment_4075310

    You act as if it is a bad thing that Perks which hurt Solos more than SWF get changed.

    .. Indeed.

    Some were quite oppressive, but that's not the point; The point is, the overhaul of the perks has caused a shift in the META (which is not a bad thing), but most importantly has outright removed specific strategies and made the game far more predictable, easier to learn, and has removed the variety that you'd see in the matches.

    The said removed variety because players do no longer run those perks and them not feeling as oppressive has also lowered the average skill of the player quite significantly.
    I've used to be able to hit Great skill checks nearly all the time when old Hex: Ruin was the META; Ever since they've nerfed it, I stopped feeling forced to go for them and can no longer hit them as consecutively as before, despite the fact that I played on 30 FPS and not on the todays 120 FPS cap.

    ..
    And this is just one of the many examples.
    Let's not even talk about the addition and buffed aura reading perks, despite the game losing its darkness amongst the other things..

  • As has been mentioned, it's because SWF exists and VOIP is allowed.

    Knock Out has used to work differently, maybe some other perks used to work differently aswell, and a handful of those perks, both on killer and survivor side had to be reworked / nerfed due to the existence of SWF and the possibility of them using VOIP.

  • I have noticed a couple YouTube video recommendations with titles along similar lines if I recall correctly, and as you do probably know, streamers do have a huge influence on how does the playerbase operate and play the game,

    All of them had titles heavily promoting slugging and intentionally avoiding hooking, generally speaking.. Which means in the majority of cases where a hook would've been far more beneficial.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074157#Comment_4074157

    Not really as Mina is a skin so if you buy another Mina skin you can use that skin without owning the original Mina skin as the skin is for Trickster not for Mina as even the original Mina is a Trickster skin.

    Yup, and the idea is to have MiNA „merged“ into the Trickster.. But that could create an issue with those who don't have and don't wanna have MiNA, eh..

    Thus, that leaves up the more expensive option for those who want more MiNA skins, to pay full prices for each - The overwhelming ~1755 Vs. the ordinary ~1200 +(-10%) per set.

    @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074168#Comment_4074168

    Just discount the rest if you have one of them, simple.

    or just sell them at the normal price to encourage people to get multiple, it can't be that bad.

    That.. Would be ideal.
    But, I can't imagine this to be working. I'd love that, and the possibility alone made real would truly surprise me, but that's almost like a miracle.

    I don't expect that to happen anytime soon..

  • It'd probably vary by what's it gonna look like, but I'd very likely get at least some of them, shall they ever appear in the store.

  • @Rogue11 said:

    Nerfing laceration decay might be ok. With the current ammo totals and slowdown when throwing, he can't spam freely as much before. Im curious to see how his stats level out in the next few weeks after the initial surge from the update.

    Yes, exactly!
    How have I disliked facing Trickster before, when everybody ran the extra pouches for more ammo.. So, you had like 50 - 60 knives, which meant easily spamming half of them per a hook without a care in the world.

    Now, I've got something around 30, and I gotta make them count if I want them to last for up to three hooks.
    It's not necessarily about injuring survivors with the knives, as sometimes throwing a few convinces them to change pathways halfway through and allow me to M1 and save a couple.
    Could be a thing of lower MMR, but I do see it happening.

    Honestly, I'm satisfied with where is Trickster right now.
    Any more buffs will probably inflict and include some debuffs aswell, which could make him far less enjoyable to face and play.

    **
    Speaking of, I would be up towards reworking all ammo related add-ons and have it finally set.
    That'd make for much easier counterplay and possibly allow to count them up, and make it far easier to rebalance, shall any other issues occur because there'd be no need to pay any consideration to the „what ifs“ for Tricksters running the ammo pouches, and have the default state nerfed as a result.

  • The only two instances I can think of are..

    • To spear one survivor, go to the nearest generator and hit another one while they get no whereabouts of your presence;
    • To spear the survivor, and eliminate the necessity to double-back and hide your red stain. Especially handy while near a pallete.
  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067977#Comment_4067977

    I am not saying they were using the perk I am saying they literally saw the bird fly off with their eyes. I have found a lot of survivors hiding because of them flying off when survivor accidentally alerts them while hiding and not noticing.

    That's the thing.
    There were no birds to be seen taking off because those have been two indoor maps, Léry's and Silent Hill with closed corridors.

    I do understand the concept you're describing, but unless you see the bird through walls, there's no way you can notice it, not to mention hear it because the distance was well past fifty meters.

  • @indieeden7 said:

    I can't agree, I absolutely believe that Trickster needs buffed, but making him default movement speed just makes his power seem optional, you should have to use your power as killer, especially those with ranged attacks.

    If you are struggling to catch a survivor with your power, that should be seen as area for improvement rather than just having the option to walk them down.

    The most I'd want to see in terms of buffing his movement speed is make him 4.6 when he doesn't have any knives left, or at least <6 knives. One of his biggest issues is that reloading is a guaranteed chase loss, this would mean he isn't forced into being a 110 M1 killer if he runs out of knives mid chase.

    Indeed, and it should probably be optional, given that Trickster is the only killer who suffers from the laceration decay issue; I can't see why should it be allowed to decay while being in a chase. Once the survivor leaves the chase, fine.. But as long as they're being chased, it shouldn't decay and reset the progress that the Trickster has earned during the chase.
    That'd fix the issue entirely, and there'd be no need for buffing his movement speed.

    Or, another option would be removing the speed debuff while throwing the knives, but that's probably too strong.

    The problem isn't necessarily tied to being unable to finish the chases, but that it's too time consuming at times, and that's something that the killer has no time for. Especially those who can't even compensate for it in any way, like Trickster.

    Huntress may recover because her throw speed is actually increased the longer she holds the hatchet, but Trickster has nothing like that.

    That reminds me, another possiblity would be to buff his wind up speed and allow him to start throwing knives about half a second earlier. That might be too much, but something like that would eliminate the huge loss of time while attempting to use the power.
    Yeah, the power outright sabotages his own chases from time to time.. Unless the Trickster's running the bouncing knives, of course.

  • Ever since I got Mina for Trickster, I've been playing Trickster pretty much the whole time.

    Back then, I mained Spirit but then I had some complications and became half deaf, so.. And picking Stridor doesn't help aswell.
    As such, I gave up on Rin more or less forever.

    I have tried Huntress as her gameplay used to be enjoyable, but she's too held back by the map selection and .. Welp, unless I run heavy generator regression builds, I'm not getting anywhere against the saboteur SWF premades.
    There was also Wesker whom I tried back then, but I got his MMR so high that I'm too scared to even touch him. I have no interest in sweating the matches or face such players, so him I gave up upon aswell in a way, and for the time being at least.

    So.. What?
    There's Nemesis, but he needs zombies and since each match is at least two flashlights.. Meh, that's not gonna be fun for me.
    That also eliminates the consideration of picking up Nurse or Wraith due to the shadowburn or how is it called.

    The only other considerations are Freddy, Demogorgon, or Xenomorph.
    Kaneki is too easy to play that it's boring. Honestly.

    Xenomorph however also suffers from SWF premades stacking up the turrets and such, so again. Nothing for me.

    Thus, it leaves Freddy, Demogorgon, and Trickster as the only possibilities.

    And Trickster is the only one who laughs or speaks after getting a few hits or so, which is something that I really like and enjoyed about Wesker.
    I do blame the SBMM forcing competitive match-ups, so once I get too high with the Trickster, I will probably drop the game for months once again or so.

  • I'm aware of Spies From the Shadows, I've been using it around 2020 on huntress for months, and even then.. That's just ~36 meters.
    Those situations have been at least ~50 meters and further, literally on the other side of the map.

    So, besides this.. It's probably just a bad luck with the cheaters, as I suspected.
    It's kinda wild, that I run into such players when the scoreboards aren't working or loading properly from time to time, so I can't even report the cheaters.


    Thank you everyone for your answers.

  • Well, yeah.

    You don't look at P100 and say that they're good.. But on the other hand, there's that underlying expectations as P100 most certainly means at least a few hundreds of hours spent playing the game.

    Then again, this is a doable and crosses with the OG players like me, as back then bloodpoints were rather rare.
    The multipliers were only during events, and each part of the bloodweb was numerous times more expensive.
    We're talking about a few millions worth of difference per a singular prestige, which in conversion to time means a few hundreds of hours back then, whereas nowadays just a few tenths of hours.

    That's kinda wild, isn't it?
    And that's why I just scratch it off and don't pay it any attention.

    Most players do factually play better than me, and I'm well aware of that.

    That's just how it is when you leave the game for about five years, come back, but don't pick it up on the fly and burn hours into it on a daily basis. It's not gonna get fast.. And there's also the matter with the bloodweb being more accessible than before, that both parties do use add-ons and items these days 'round.
    Back then, many players such as myself played add-onless and without items, so to save up some bloodpoints in the long run. That's not gonna be the case, making matches much easier overall and raising the skill gap.

    Yeah, the players are getting better.
    The lobbies are getting more competitive.
    Classic, nothing out of the ordinary for any multiplayer videogame that's been out for years.

  • @EinRaikou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004937#Comment_4004937

    I think people also say that the male survivors tend to be louder and bigger, so harder to stealth.

    Despite that, however, there are folks who exclusively play male survivors. For me its Vittorio and Gabe. Recognizing that its a community contest, we are still part of that community.

    I dont think its too much to ask (not sure why the poster above you got down voted so much) for them to consider including categories to separate male/female presenting survivors for such a contest. Otherwise, its honestly a waste of time for designers to even submit male survivors (Jake being the outlier for last years) when we know this is likely how it will end up.

    Yes, the bulkier models will be more difficult to hide as they will take more space aswell. That is only logical, but I don't know about them being louder; That's probably a subjective matter.
    I mean, I do barely hear anything that appears in certain frequencies, so.. Haha, it's just a personal preference to me.

    I do recall running into some folks who'd play male survivors exclusively, and.. Woah, those always had such a good sense for which outfits to pick! Not even my Feng was a match for them, it was completely mindblowing to me!

    That said, that's a really neat idea to consider - But then I'm a bit wondering whether it wouldn't bring up even more confusion in th end..?

  • @Shirtless_Myers said:

    There's a massive elephant in the room with this contest. Where are the male survivors? To make matters worse, regardless of whether it was intentional, male characters still feel second-class to the females, and for the Developer Pick, you completely ignored them once again. With this addition, the outfit ratio is unbalanced in favor of killers, and I feel fans of male survivors deserve something to look forward to as well. It may be a good idea to rethink your approach to these contests so that everyone feels valued, as this is quite disappointing.

    All I can think of is that the male survivors are much less picked, that there are statistics to back that up and so to appeal to the majority rather than the minority, more female designs got picked.

    From what I do recall being claimed from years ago when I still watched streamers, played the game daily, and all..
    That the male survivors have felt bulkier and slower to the player as they in fact had slower moves in animations (unsure if that's still the case as the animations changed over the time), but moved with the exact same speed as the female survivors.

    **
    Let me also add that if this was indeed a community contest, then that'd support that claim aswell.
    - That if there are more players who do wanna play female survivors, they'd naturally vote for female designed skins rather than male designed skins.. As they wouldn't even play the character.

  • Those are some really great designs, to me clearly done by talented artists and no newbies to it whatsoever.. Which is nice, but unfortunately means that the less talented participants get to draw the short end of the stick here.
    Oh, well.. I'm not complaining.
    I so can't wait for Feng's cosmetics to come out, thus all I'm waiting for are the possible release dates if they get shared, that is.

    If I were to throw my bias towards Feng away..

    - Jane's clearly the most polished one in my eyes. This is clearly done by an artist who's been at it for years.. And if not, then I'm all the more surprised by how GOOD it is… Seriously great job!
    I don't play her, yet I feel impressed. And here I've told myself that nothing can really surprise me anymore, eh..
    - Deathslinger's also showing a great deal of experiences and polishments. Attention to detail.. Something that the survivors' skins do seem to be missing, or I might be seeing things..?
    But hey, sometimes the simplicity works wonders and does better than when the details overwhelm the audience.


    That's not to claim that others aren't impressive in their own ways, just that those two did really made the trigger of surprise within me.


    I can't wait for some more contests like those for the future.. Because given this norm, I'm bound to get impressed, haha.
    And I'm lovin' it.
    That's perhaps something that the artist appreciates even more, right? To have the audience feel the emotions, get emotional upon seeing the creation..

  • I don't think there's any reliable counter. The best advice I can give is to just.. I don't know.
    Use W, and hope that the killer misses the early tentacle attack; If the killer hits you and you are injured, then Made For This and hope that you can reach a safe loop or remain around it.

    Either way, I do doubt you can last more than ~30 seconds against an average player, because the tentacle hits are ridiculously huge (seems to be higher than Huntress' hatchets from survivor's POV) and pallets or windows aren't gonna work.

    So, yeah.
    Made For This, otherwise call it a day, I suppose.. Or, always bless a nearby totem with Boon: Dark Theory. I guess, you could loop the killer for a little while with it in combination with Made For This.
    That however already means two perk slots, both of them being barely used against classic M1 or other killers.

  • Generally speaking, as a Solo Q. player..


    - Aura reading perks are the most powerful perks in the entire game.
    I'd even go ahead and claim that Better Together is a lot stronger than Windows of Opportunity, the same applying towards Kindred.
    I do consider those perks stronger a lot more because they have no cooldowns.

    And, that said-
    Blindness is one of the most powerful debuffs in the entire game aswell.
    Situational, sure.. But the auras do provide the vital informations that one can play around, changing one's gameplay from night to day. It's that much efficient, yet people don't call Blindness overpowered.

    What I mean to say is, the perk isn't overpowered and wouldn't even be overpowered without any cooldown to it.

    Also, I do strongly doubt that the plays are being done and efficient due to the Windows of Opportunity. And even if they were and you weren't being mistaken.. It's still better to know that you're being outplayed by a perk than being outplayed by luck, no?
    I mean, if a survivor can't know whether the crucial pallet is used or not, but simply happens to run into it and escape you.

    I don't know about META.

    The game got too many killers and perks by that time that no META is truly a META anymore.
    Otherwise, we could argue how Hex: Haunted Grounds and Infectious Fright is the META, as it allows for the killer to end the match within this minute with the Nurse, right?
    Let us add Distressing and Monitor & Abuse for further information range, and the match is over in that one minute.

    The game isn't that simple, hence why Windows of Opportunity will never be META for that reason alone, but one of the best perks to learn the game.

  • I wasn't even aware of that being a thing..

    All of the characters are hated. It's all dependable on the time and place; The place being the present match for the player, the time being the moment when the player gets downed, hooked, sacrificed.. Or makes a mistake. People do rarely treat this game casually, so tonsa more hate is going together with that mindset.

    Oh, and as a side note-
    People don't read the characters' lores. Only fans or those who're genuinely curious do, but most don't.. So even if the character's design fails at that, they're not gonna know.
    That's at least as far as I know. It'd be nice to be proven wrong, because that'd restore a bita faith in the current gaming communities.

    I will keep on playing Sable, Feng, Mikaela.. Whomever I see as fit.. Though I admit, for some reason my performances are the worse the fancier outfit I choose. From time to time.
    And it's not like I'm purposefully throwing or not playing well.. It's just that I don't play as frequently as I have used to, and so my performances are below average, but that's not something one would expect from a veteran like me with about 2k hours, right?

  • And, yet another report of mine.

    The beginning of the game was all fine, good.. But as the match kept going on, I have started to lose FPS; At first, the loss was about 10 - 20 FPS, so no biggie.. But then it turned out into a loss of over 80 FPS, at which point I was back to playing at 20 FPS like years ago.

    I don't know what has been done during this update, but it's making a mess for me.

    **Doesn't seem to be happening every single game.. Just once in a while, where and when that stuttering even results in some huge performances issues, making survivors and myself teleport from one place to another. The teleporting issue, dunno how do people call it, is rare and doesn't happen to me all that much as I experienced it for the very first time in years a few hours ago, but the performance drops.. They've become the thing ever since the update, so something musta have changed..

  • I am reporting back here..

    That the issue has resolved itself on its own?
    I don't know how, why, or what.. But it's no longer present, yay!

    Back to The Fog I go!

  • Am here to confirm that I'm facing the same issue.

    The game went from about 100 FPS to 30 - 40 FPS.. And with me being used to play at around 144 FPS due to my monitor's refresh rate, it doesn't feel all that worth to keep playing at all.. I'm not having fun, at least.

    Hopefully, there'll be some news regarding that - Some explanation for why that is the case and some fix towards that.. Besides the obvious upgrading the hardware, which however is a very cheap explanation and even more expensive investment into the future gaming..

  • I haven't made any calculations by recording my gameplay or knowing the number of matches played.. But it's usually each second or third match; Upon escaping a few times in a row, it's to be expected and doesn't tend to happen each fifth match, otherwise I'm being tunneled ASAP.

    It's way too common.. Due to the certain part of the playerbase taking this game competitively and truly wanting to win the match and get the four sacrifices, even if it means to resort to tunneling, camping, or otherwise slugging.
    That means, however, rarely ever one sided matches.

    When it comes to the rare and fun times, that's typically coming from the casual playerbase - No tunneling, nothing.. But also next to no „unplayable“ challenge aswell. The tension, atmosphere is very different from how the veteran playerbase plays the game, so matches are more or less one sided or very balanced.

    Heh.
    Pick one.. Too difficult.
    - Competitive playerbase X balanced matches..
    - Casual playerbase X (un)balanced matches..

    So, the killer either lacks the experiences or has them and uses them to end the match ASAP for some players.. And in the case of not having them, can't end it nor prolong it.

    If I get tunneled REPEATEDLY, I don't play the game for at least a day or few.
    But if I don't get tunneled.. Then I'm playing it a lot..

  • I'd be a lot interested to see Spirit there, possibly.. Doctor, yeah.

    Given Spirit's long cooldown and 110%, she'd definitely struggle there, making her fun to play due to how challenging it would be.
    As for Doctor's terror radius.. It'd need to be tweaked (lowered) or kept the same. There are eight survivors, even if you zap one, you've won the hiding game due to knowing their locations. You don't need to zap them all at once, that'd lead to really unfun experiences.

    Myers and Ghostface don't need to be mentioned. They'd struggle a bit too much, making them not fun to play.

    Clown is interesting, but probably a bit too overpowered unless the duration of the tonics would be lowered or their AoE radius reduced.

    Amanda could make it interesting.. Traps in eight survivors would've made her weak, but it'd be fun. Challenging.

    Bubba is out of the question for obvious reasons..

    Freddy coulda work..

    (…).

  • Whenever somebody disconnects early, I.. Get disappointed.
    The match gets ruined by that due to the skill and gameplay variety between an AI and players, both, from the killer's perspective (2 Vs. 8 game mode) or the survivor side (both game modes).

    I don't really get the reasoning to .. Leave early, unless it's an emergency or a network connection blows up mid-match.
    Those are the only reasons and cases I can tolerate, but it's mostly players throwing tantrums, which is why it's that disappointing to begin with.

    Surprisingly enough, the most fun matches are the most balanced matches - Matches when both sides keep making the other side losing and winning the very next moment or both sides being equally good.
    Ah.. That takes me back to the old days when players were sticking within the match until the very end.. Daydreaming sure feels nice.

  • I have tried some SWF because my acquaintance is new to the game in comparison to me, and we haven't grown comfortable enough to talk about life yet, so all we talk about are informations about who the killer is, what kinda perks theya having and therefore what to watch out for, whether there's time to finish that generator before the killer hooks / deals with the chase, and so on.

    The informations regarding precise areas and pallet placements aren't being discussed at all. In fact, everything is put into a really vague way, to the point that one needs time to process those informations and that means that before the time we understand each other, the killer is already on a completely different page - That information is no longer accurate or does no longer hold as much value as before I finish spilling it out.

    That said, knowing which perks to watch out for can easily prolong a chase by more than twenty seconds in some cases, or it doesn't help at all in some.. But that's something one gains access to by playing with voice communications, and that kind of .. Yeah, does work around some perks and gameplay of some killers that wouldn't have been a thing without them.
    If there was ever planned some introduction of punishments due to being in SWF, they would've been here for years.. But because nothing's changed over the time, nothing will change even now.

  • Hag and the Trickster, of course.


    Lisa sets up X traps around the basement / their perimeter, meanning nobody can get out and inside at the same time. That also means refusing to commit to the chases, and so if you get hooked, you are guaranteed to not get out and the same goes for whoever attempts the rescue. This is being combined with Agitation, Save The Best For Last, Hex: No One Escapes Death, and a perk of their choice in most cases. Tends to be something like Corrupt Intervention, so they can manage to get that one fairly early on.

    Ji-Woon has next to no counterplay.
    If you manage to hide behind an obstacle, you are still being outplayed because each of them uses the bouncy knives add-on, meaning they'll simply bounce it off the walls and get you. The fact that you can do nothing while being in an open area makes him very annoying and boring character to face.

  • Yeah, I played one game with Wesker and .. I got really confused, wondering why and what's going on. While I had a hunch that it's gotta be about some new bug or something, I wasn't sure.
    Thanks for shedding the light onto it.

  • The combo is interesting and only punishes those who wanna treasure their items; Those who drop them during the trial by getting hit, for example, do get punished in the beginning, but then adapt without using those items, effectivelly countering two perks by only doing one thing, no?

    Also, fun is a subjective term; What's fun to you isn't or may not be fun to other people, and vice-versa. You can't argue with subjective terms in mind.

  • @AmpersandUnderscore said:

    It would help to understand how your approaching this issue. The devs have given a huge number of info perks over the past couple years, so instead of just having BBQ as the only option, there are a ton more perks available now for finding survivors.

    What perks are you running here?

    Any time I see this issue, I can only picture someone with quad slowdown running around blind and then posting for the devs to fix it. If people aren't using to use the tools the devs give them, then there's really nothing more they can do to help you. That may not apply to you specifically, but there are absolutely people who this does apply to here.

    That is indeed how it usually is.
    I have yet to play a match with the killer running less than three generator slowdowns, plus BBQ.

    • Nobody ever uses Whispers, Spies From The Shadows, A Nurse's Calling, (…) anymore. It's all about generator slowdowns, which I can understand if the killer keeps on facing SWF premades, but those are non-existant during the day, yet, the slowdowns are still present.

      Unfortunately, most players seem be seeking action ASAP by refusing to hide and instead wanna run the killer for X generators 24/7. They can't calm down, and do hurt the team by doing so while the killer is benefiting from it while having fun.
      However, the moment the killer encounters those hiding survivors, they do become clueless, not knowing what to do.. So they just run back and forth in-between the generators, lacking the patience to wait a little or explore the areas near the generators.


    Furthermore, those suggestions about having the survivor revealed.. Why?
    If it's because looking for the survivors is boring, then.. Then they can surely run some of the aura reading perks or perks helping them find the survivors. At that point, it is of no issue, without a doubt.

    Now, to not run out of the topic, I do agree with OP more or less.
    The survivors MUST BE progressing the match in at least some way - Be it by cleansing the totems, healing themselves, adding even by 4% repair progression to the generators before going to hiding. If they're not, then.. That's what I see as unsportsmanlike, refusing to participate in normal gameplay.
    The same, however, could be said about the killer by not going out of their way to find the survivors and instead only going from one to another generator, you know? It goes both ways, and so all of the players involved are then those who're playing or participating in the unsportsmanlike gameplay behavior.

  • It has been a mess for me.

    Team mates giving up on their second hook, as usual by the time I arrive a few meters next to them, intentionally refusing to coordinate and escape the killer; Instead, they do walk right to the killer's arms and right below the hook, signalizing the killer to hook them for free.

    And, as if it wasn't enough.. It has been pretty much Blight 24/7 with the most busted add-ons, sweaty perks like Corrupt Intervention, Scourge Hook: Pain Resonance, Sloppy Butcher, and Ultimate Weapon.. Pretty much every single match. Naturally, tunneling the first survivor they can - Even if I body block them and offer myself, they still go after the recently unhooked team mate instead of hooking me, leaving me and the other survivors bleeding on the ground.

    And when I play as a killer with my usual build using non-META perks like Brutal Strength, Rapid Brutality, Save The Best For Last, and Agitation? I get SWF premades with Commodious, Mechanic's or Engineer's Toolboxes with Brand New Parts, Swivel Sockets, Sprint Bursts, Lithes, Adrenalines, and who knows what else.. Along with each match at least one survivor sided map offering, like Azarov's Key or stuff like that.


    And once I get a match that has chill players in it?

    The players are either so bad that I feel bad for having experiences to know how to easily outplay them despite not sweating it, or that the players literally look like they're throwing the matches from my perspective due to me being a veteran, whereas they're new to the game.

    I don't know what I'm supposed to think about it.

    The balanced, the truly balanced matches usually play out quite well until one of the survivors decides to throw the match into the killer's favour or outplays me so well that the result of the match becomes more or less guaranteed.. Barely any match gets to be played to its end, which is a real shame. This does only happen against the coordinated SWF premades with Brand New Parts and such, but those aren't giving up because they're giving it their all and sweating it.


    The odds of encountering actual mature and casual players who don't give up and merely wanna have fun are literally non-existent.. And as such, I have barely played the game during the Event, except for the first week to finish the Bone Chill Tome completely. I will give it a try today, but I'm already being somewhat hopeless, to be honest..

  • Because the tunneled survivor doesn't get to play the game, just like if the survivor was camped by Huntress or Hag.

    The moment a survivor touches a generator or totem, however, I'm absolutely going after them to punish them for being careless and taking the risk of getting to the objective while being vulnerable (injured). If somebody offers themself and takes protection hits, I don't mind changing targets unless a perk is in the way (obsession X Save The Best For Last, ...) so I don't lose the Tokens.

    So far, people have been mostly very positive about my gameplay and sometimes even purposefully halted their objective progression just so everybody can play all parts of the game, like repairing X healing, and chasing X hooking.


    The moment somebody recently unhooked body blocks, then they wanna be chased. Simple. Whether I hook them or not is up to me, and I mostly prefer to take it the easy way by going after the previous prey rather than risking taking the Decisive Strike or something like that.

  • Why do you wish to make the game even less fun for the majority of the playerbase and more fun for the minority of the playerbase?

    Yes, the majority of the playerbase does consist of casual players or semi-casual players, who're here to play for fun; Reworking or otherwise nerfing the perk would only promote the competitive mindsets and behavior by forcing people to remember the location of windows and pallets of all the million RNG spots.

    Like, can you even imagine how much time would it take to memorize over few hundreds of vault and pallet locations while adding the RNG factor at the same time? Without a doubt, a few thousand hours, if we're not assuming that the player would spend over five hours just memorizing the layouts instead of playing the game.


    No, thank you. Such would be my answer.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603940#Comment_3603940

    That's because those players haven't turned off their console since the killswitch.

    So, some players like them are still there.. And so are their flashlights.

    The only option is to dodge the lobby in case of encountering some more players with them, right?

  • .. That's what I have thought. No, they're still very much present even at this time.

    20231207223641_2.jpg


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