Avatar

PhilipOmnis

PhilipOmnis

About

Username
PhilipOmnis
Joined
Visits
396
Last Active

Comments

  • Anyone else found any additional solutions? Been having this issue for about 2-3 weeks and all the above solutions have not worked, sadly.

  • Further to my initial point, has anyone using any RGB software had any issues of late, specifically ICUE or similar? I have a feeling this may be an issue with EAC but I'm not 100% sure and looking for anyone else with issues. Desperate to try and get a shot at the Rift before it's too late.

  • Same issue for me. UK user, played all night with people who were getting BP incentives. Tried combinations of them being party leader, me being party leader, despite this I got no bonus.

    Sat there with a calculator and compared what I should be getting, can confirm it wasn't operating as it should. Also applied to both killer and survivor. About 500k BP out of pocket thanks to this bug.

  • If this is legit, wasn't intended and wasn't on their radar, it is now.

    Enjoy it while you can everyone.

  • As pointed out, the smaller bloodwebs have lower quality add-ons along while only being able to get one perk per bloodweb. It's not about how quickly the bloodwebs are completed so much as how much value you're getting per web (and therefore your BP). And if the value of each web stays approximately the same, then cutting the BP gains by nerfing BBQ/WGLF is a net loss. As for hiding it behind reducing "the perk grind", I feel like that's not inherently the only problem and actually makes the grind harder in many other instances.

  • @SammehStormborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466098#Comment_2466098

    I could’ve sworn I read you had to gain maximum mutation 3 times. Now I’m wondering if I read it wrong 😂

    Stop leading me astray, eh? :P Well, glad they rectified it. But considering it was one of the most iconic videogame crossovers to exist, a somewhat embarrassing blunder.

  • @SammehStormborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466038#Comment_2466038

    I think he just has a bit of a curve adapting to his power and when to use it, but once you do he’s pretty solid. 3 games still does feel a bit excessive - but Like you said, people will just cycle through if they don’t want to complete it. Personally, for how many games you have to play to achieve it, it should be a 45k reward rather than a 30k to incentivise players.

    I think 45k would definitely be a good middle ground. Don't get me wrong, I don't think it's hard to achieve. My issue is that it's hard-capped by the game mechanics. Like, down three survivors with chainsaws, but only one survivor per game. It just perplexes me. Thanks for the information though everyone ^_^

  • @SammehStormborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466025#Comment_2466025

    It’s only being reduced by one game. However, doesn’t bother me as I main Nemmy for the most part now.

    Huh, that still seems pretty off. There was a pretty solid trend of having the majority of dailies achievable in a single game. I suppose you'll have to convince people to play Nemesis somehow (or cycle a new daily :P).

  • @Orion said:

    This is being changed in the next update.

    This is good news. I don't know how it slipped through the radar but I did an audible double-take. 🤣

  • Having a fair few hours in both, I'm personally of the opinion that the games are too different to create any real competition. While I actually think Phasmophobia has the potential to be a respectable game in its own right, the differences are so vast they could almost exist as separate genres. As for the streamer interest, aside from the usual buzz that surrounds the latest "trend" both games just lend themselves very well to streaming as they are small, bite-sized rounds that make for decent viewing content. Sadly, DBD is still in a position of monopoly!

  • I haven't been keeping tabs so I'm not sure if this advert aired before today, but it's easily accessible on the main page of the XBOX app for PC. Here's hoping! ^_^

  • I talked about this a lot during the PTB as it's extremely debilitating for an often-M1 killer to not be able to see over loops that the survivors can see. If it's not been changed since the PTB, I tested in KYF and his FOV is placed somewhere around his chin (the floppy bit if I remember correctly). Stand next to a pallet with a friend and see for yourself.

  • I'm afraid not. I swapped a month ago and while I'd never look back based on the experience; having to face the grind again has been awful (especially as a streamer!). But if you think you'll take the plunge at some point, rip off that plaster and do it now. You'll regret every day you didn't.


  • @Liruliniel said:

    @Sauceman_Tim

    Alright let me speak a bit more into detail about SWF in general. I realize I came off extremely rude when I've seen so many of these I just straight up say the direct answer anymore.

    The Dev's themselves if you watch them play are at the bottom of the ranking system not saying all just from what I have seen in the dev streams. They tend to balance around these facts which makes Purple and Red ranks less balanced. Few killers in this game can deal with Hardcore SWF group.

    As for the efficiency of SWF that's more or less pressed onto you. Most people tend to dodge these lobbies because they can be rather harsh and tiresome. They complain about the difficulty in general of these matches without acquiring the set of skills playing against these people gives. This comes from the game being competitive and thus not wanting to lose rank. Though everyone is aware rank means very little anymore.

    The biggest example I can think of is most killers seem unaware that a 4 person SWF has eyes literally everyone yet depend solely on Ruin to help. Another issue is they dont provide additional objectives they play the game similar to a 4 person solo lobby. Everyone assumes this makes SWF unbalanced, but in fact all this does is make you have to learn different tactics for this game. Every game has multiple tactics and levels of play this is no exception.

    Skills you should invest in learning properly in SWF include the following list.

    Identification & Recognition, Map & Gen Pressure, Additional Objectives Creation, Fast Chases, Mind Games, Counter-Looping, and finally Survivor Pathing & Rotation.

    This may seem like a normal list, but learning these specifically against SWF will help. This may seem counterintuitive, but the best two killers for learning these skills are Pig and Spirit.

    If you would like further explanations please dont hesitate to ask.

    Appreciate that you've gone through the effort to actually summarise your feelings as I know this is quite a re-hashed issue. Apologies if I come across a bit strong, I've not actually had the ability to discuss this issue as I'm still new to the forum.


    The use of skills such as "Identification & Recognition, Map & Gen Pressure, Additional Objectives Creation, Fast Chases, Mind Games, Counter-Looping, and finally Survivor Pathing & Rotation." These are skills that are required at top ranks, irrelevant of SWF and should be something you strive toward if you play the game on a vaguely competitive level (or if you're simply trying to be the best that you can be, which is how I try to play). With regards to: map & gen pressure, fast chases, mind gaming/counter-looping and survivor pathing & rotation, these are all things that are mostly outside of your control at top tier play.

    Map/gen pressure is something that SWF subverts with relative ease, as pressure ceases to exist when you know what the killer is doing. A lot of pressure killers have in the game is through uncertainty, and even top tier killers cannot literally be on three gens at once. A good SWF team will have whoever is in a chase be sure to loop -away- from any active gens, further reducing your ability to apply pressure. Which leads me to:

    Fast chases and mind-gaming/counter looping. These tend to end up being a coin flip on unsafe loops, and impossible on safe loops. My favourite thing to do sometimes as a killer when I've eliminated a survivor from the match is to focus down the guy with the most loop ability, just to see how long it would physically take to down them without leaving the chase. Some chases can last a -long- time. The solution? Drop the chase and revert to map/gen pressure. Only with SWF, the looper can now feed this information of "killer pathing" to make anyone in imminent danger leave the gen prior a terror radius even being detected.

    Survivor Pathing & Rotation is certainly helpful but is a base skill that doesn't actually contribute all that much more to SWF than solo. I can identify those using mics and coordinating, and that definitely affects how I predict survivor movements. But that doesn't actually guarantee anything, it just means I make less mistakes and survivors are doing things more in line with my expectations.

    With regards to additional objective creation; I don't know what you're really saying by this. Outside of picking a killer that has this as part of their base kits (Pig traps, Freddy sleep objects etc) and aside from hexes, which are their own gamble, one cannot create additional objectives.


    Also to clarify, when you say "Few killers in this game can deal with Hardcore SWF group" do you mean killer characters or players? Got a tad confused there.


    At the end of the day, at the top end of the game, a killer is stuck punishing survivor misplays in order to win. You can force a survivor to misplay with mind-games, good map pressure, intimidation and other methods. SWF has the added layer of strength in that it can help to forgive any survivor missteps or bad plays. And this is on-top of all the other benefits that come from it.


    I honestly stand by the fact that we just need to bring solo play to the same level, by incorporating certain perks as base kit and to off-set the redundancy of these perks in an SWF environment. Kindred, bond, better together. Shoe-horn things like that into a solo's base power and then we can give killers the appropriate tools to combat these things.


    SWF isn't a problem for me anymore. I even enjoy the challenge. But I will be stomped at a much higher frequency, and be forced to enjoy the game less than if I were playing against solo survivors. With that in mind, I have zero blame for anyone who dodges SWF lobbies. We come here to have fun, and it's taken me hundreds of hours to get any enjoyment out of facing SWFs. If you can only play 2 hours a week, dodge away. I'm just sorry that they're trying to change the lobby system so you can't even predict SWF prior to the start of the match.

  • @Raccoon said:

    They may as well make Bond, Empathy, Kindred, etc all baseline at this point.

    With SWF, the perks do not serve their intended (any) purpose, and Solo Survivors are forced to choose between running information perks or meta perks.

    This. I'm part of the "Buff solo survivors to have the same quality of life additions SWF has, and then adjust the game accordingly" gang. Ideally they should do it all in one sitting, rather than buff solos and then leave it a year before bringing the killers in line...I'm looking at you BHVR.

    As a Rank 1 Killer, on PS4 no less (yes, I'm flexing, suck it up) I feel like the "git gud" comments are both right and wrong. SWF are entirely beatable. I've had my butt handed to me many times, but also doled it out in equal measure. But, the entire premise of "You need to be an entirely different skill level than you currently are" to face SWF literally shows how unbalanced it is. If a killer can play adequately against solos, but struggles with SWF then it shows that the game is different when using this function.

    When I play as survivor, I love SWF. Playing with my friends is great. We don't need to get rid of them. We don't need to nerf them. We need to bring everyone up to the same standard SWF are playing at. And using the argument "Not all SWF are Alpha Squad" - You need to balance from the top down, which is something BHVR struggles with and is also the thought process behind why they're readjusting the Nurse's add-ons for once.

    We'll get there one day, friends.

  • Thanks for the response, much appreciated. I'm really not sure what's causing it. Next time I have some free time I'm going to compare PS4 audio to PC audio, but no settings I change deal with the audio on PC correctly. It's just so baffling because I'm losing all my usual tells of survivor movement. On the one hand it seems like the sounds are ramped up which might be good (survivors from 10ft sound like someone's smothered them in gasoline and then stubbed their cigarette on them) but it means I have zero precision with my favourite killer.

    Any more ideas please do let me know!

    Cheers!

  • According to the official line dropped by one of the dev streams, Legion was buffed rather than nerfed. My best guess from that? It'll be a long time. Keep those fingers crossed!