TiredDBDenjoyer
TiredDBDenjoyer
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As many others have already said, I think this is a gigantic mistake. I truly cannot fathom worse places to gather critique or feedback for this game than the subreddit or the Steam discussions page. If you guys are shutting down the forums, thats fine, but you need to provide an alternative location that isnt hosted by a third party to provide direct feedback that other community members can see and discuss. The Discord is not a convenient place for people to share feedback, and shifting your focus there just ensures that the "vocal" community is going to be even more fractured and opionated than they already are due to a lack of pushback or critique from other users.
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Hello! Just want to preface that I love this update in terms of just how much is actually changing and I hope it continues in the future! If mid-chapters moving forward even have 30 perks change on this kind of a scale every time we get a new mid-chapter, then this is a very good sign for the future.
For my feedback:
- Unbound reverted back to 10% haste but reduced to 5s, 5% for 25s doesn't really do much to help the Killers that actually would like using this perk, those Killers typically value heftier amounts of haste over longer ones.
- Help Wanted regression reduced to 125% or Ruin buffed back to 200% now that Thrill is reworked. It feels completely absurd that you just get Ruin for free with Help Wanted's activation now, though I do feel 2 minutes for this effect is fair the regression in particular just either needs tuned down or Ruin needs rebuffed to what it was.
- Dissolution & Blood Favor reduced to 10s, these perks are still a little too oppressive for my liking and in all honesty I would just prefer them get full reworks in the future, but until that happens I absolutely think they should go down to 10s.
- Distressing upped to 10% at least, 8% is a very big nothingburger especially when its not always going to be applying to every Survivor working on a generator.- Dominance should retain its interaction with chests, it rarely happens but you do get info from it occasionally and its just a nice thing to have.
- Thrill changed to each remaining totem period, not just hexes for the block duration. This is how the perk has always worked and it should stay consistent, in addition to allowing for a little more flexibility in terms of hex perk selections.
- Insidious reduced back to 1s activation, up linger to 10s. There's just no reason to nerf this perk guys, you could make this effect 20s or even 30s and it wouldn't be that good for crying out loud. Let it have the 1s activation period at least.
- Knock Out range reduced to 8m. 10m feels a little too big to consistently get value out of atm and I think extending the duration would be a mistake, so I think decreasing the range to 8m would be a nice middleground between live and PTB values.- Ravenous changed to include 4% faster pickup per token as well, perhaps buff it to 5% for each effect as well tbh. Its a small enough effect until you start getting stacks going and you're already not going to be running this with Forever Entwined, so I think including this for Ravenous as well as an slightly weaker alternative to Forever Entwined is a good idea.
- Shattered Hope buffed to 25s for all effects, snuffing making totems break made basekit. 20s is a little too low, second part should be self-explanatory by this point I would hope. Literally everybody and their mother has been saying this is how snuffing boons should work, they should've launched with this feature basekit straight up.
- Undone buffed to 12% and 12s per token. 10% and 10s per token feels a little low but as to not creep on Pop's niche too much I think it'd be good to increase it 12% and 12s respectively.
- Whispers increased to 10% haste. This perk is very, very nice to have on stealth Killers but it really lacks the oomph needed to make a difference in your average match. Increasing this to 10% would allow stealth Killers to much more easily quickly maneuver around the map whilst retaining good information on who's nearby and possibly calling out the Killer's location to the Survivor's teammates. All this is possible as well bc its never going to proc whilst you're in chase, so I think this perk is very much able to receive a sizeable buff like this. -
A modifier for certain callouts like "I'm being chased!" or "I need healing!" to tack on "-at the Killer shack!" or "-at the main building!" to the end of those kinds of callouts if the player is within a certain range of those landmarks would be incredible. Callouts for "There's a hex totem near me!" and "I'm coming to take a hit!" would be nice as well.
By far the most important one is "Someone's coming to save me!" and "Nobody's coming to save me!" for when you're hooked is a must imo.
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Mark my words. This is going to heavily contribute to an extremely disproportional amount of players playing each role and queues are going to become even worse than they currently are here in a couple months. I never thought I'd say it ever since we got the old emblem matchmaking system back in the day but we may genuinely see a return to 10-15 minute queue times.
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DBD hasn't been a scary game since 2016, and it definitely hasn't been a horror game since 2021 at the very least. You got giant cartoon bears, Lara Croft, Nicolas Cage (as himself), Survivor skins that strip them down to nothing but their undies, and a Killer with a $20 skin that turns her "big and scary" dog into a poodle. Sorry to say but the horror aspect of this game is long gone, it's pretty much a horror-themed Scooby-Doo chase simulator at this point. The sooner you accept that, the more you'll enjoy the game I suspect.
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They "bugfixed" those Killers being able to activate Unbound with their power vaults with TWD patch, it's in the bugfixes section. So allegedly Unbound was never meant to be activated that way to begin with.
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@TimberGoingDown said:
My killer queues are short now that the event is over. Maybe a minute?
I've noticed non-USA regions typically have better queues, but I am definitely waiting 3-5 minutes on average for a killer match.
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@jedimaster505 said:
What they should really do is remove incentives entirely and balance the game sensibly. Making one side more powerful by design and then bribing the other side to play while punishing them for DC is kind of silly. It's like the game mode itself is rage bait from the devs.
I mean you can live in fantasy land talking about what ifs that require 90 things that just aren't going to happen I guess, I'd rather spend my time thinking about things that are actually gonna happen though
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@Hex_Ignored said:
The devs aren't doing anything as that has been the case for months now, so at this point, we simply have to assume that the incentives have been intentionally reduced for some reason
I knew something felt off with incentives since the Springtrap update, I didn't realize this was going on long before that though. Why the hell are they reducing incentives? Survivor is arguably at its most miserable atm because of everyone still spamming Ghoul, trying their absolute heart out every match, months later, so why in the world are we only getting +50% to put up with that??
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964834#Comment_3964834
BHVR's problem with Unbound was that the HASTE EFFECT (faster walking speed) triggered off of power vaults. BHVR's problem with Bamboozle was that the HASTE EFFECT (faster vaulting speed) triggered off of power vaults.
This is consistent.
lol I don't think you know what haste means dude, you can't just call any faster interaction "haste"
Haste specifically refers to the status effect that grants bonus movement speed, literally nowhere else in-game are faster interactions referred to as haste. Not even mentioning faster vaulting speed and faster movement speed are two entirely different effects that affect entirely different archetypes of Killers.
chase Killers, typically, don't really benefit much from haste because their power is typically strong enough to not need it. whilst M1 Killers benefit greatly from haste because of their poor ability to close the gap. subsequently, faster vaulting speed doesn't really help M1 Killers because they still have to actually catch up to the Survivor after the vault with no chase power, whereas someone like Wesker or Kaneki who already have fast vaults and strong chase powers would be able to close that gap easily.
so if anything, it makes more sense to remove Bamboozle's interaction from power vaults entirely including the window block because it severely disproportionately benefits Killers with already strong chase potential, essentially eliminating most of the input that Survivor would've had in chase. plus this way we still retain the benefits that Killers without some kind of scamper ability would have from vaulting a window normally with Bamboozle without nerfing the perk's numbers.
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@SkeletalElite said:
Bamboozle's faster vaulting effect does not apply to killer power vaults and the devs equate haste on vaulting with the speedboost from bamboozle, not its blocking effect, in this regard it is consistent.
@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/ZJOFFFEAQLPC/image.png
Bamboozle hasn't stacked haste with killer powers since Wesker was released, which was August 2022.
Just popping back in here to clarify, I never meant the faster vaulting aspect of Bamboozle, I meant the window blocking aspect that absolutely functions with power vaults on Kaneki, Wesker, etc.
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@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956491#Comment_3956491
yep the changes butchered the animatronic, he already got pretty much nerfed from the ptb, and even there he was an A- killer, now he is just a B, i made a HUGE post while he was in the PTB with changes to make EVERY SINGLE ADDON good before release and if you read it they did pretty much the opposite.
Again since im pretty experienced, watch the statistics go boom with Endo CPU + guitar. Because these are the ONLY usable addons still…
I don't think his changes from PTB to live were really that severe besides nerfing Celebrate Poster, which arguably deserved it since it granted way more of a bonus to the Killer than the Survivor because of how lunges work. I can confirm though I was using Endo CPU and Foxy's Hook with Superior Anatomy and Unbound on him yesterday, and I'd say probably 1 in 3 of my games had at least one DC or someone giving up after I downed someone purely from speed differential. I have no idea why they're encouraging this playstyle, I'll be honest.
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@Orthane said:
Yeah it makes 0 sense. Hell the Party Hat nerf makes even less sense because it's not even very good… like who the hell was even using that? Also the buff to Foxy's Hook which is a very problematic addon that should have been reworked is also baffling.
Agreed but Party Hat actually got buffed, not that it makes it much better though considering the only reason you'd use it is to more easily trigger Foxy's Hook, Chica's Bib, or Endo CPU, aka his most problematic addons I'd argue.
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Bumping because this is still an issue. Had this happen to me just now, as if compromise perks needed even more reason to not be ran I guess.
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Bumping this because it's still an issue, We'll Make It still does not proc after using Shoulder The Burden.
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@Rizzo said:
Could you please attach the logs and a clip if possible?
To find the logs:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
I have uploaded a video of a full Springtrap match where I get plenty of axe hits, a couple axe grabs, and 2 office grabs, and ended the match with no Chaser emblem at all. I will also attach my log file as requested. This was the last match of the last session I played before writing this reply and linking my log, so hopefully this is enough to narrow down the culprit of what's causing this. https://youtu.be/TzuYuDX-e3A
DeadByDaylight.log -
Bumping this because this still rings true even after the hotfix. It's pretty much impossible to progress your grade once you're gold or above if you're playing Springtrap.
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@DEMONANCE said:
i see no reason botany needs a revert, ever since self healing was nerfed it didn't need the efficiency penalty are we forgetting the reason it had that penalty in the first place? it was at a time of pre nerf medkits and boons and both those got destroyed so botany had no reason to stay the way it was
if you got a medkit out of a chest and you had botany you were screwed this is not fair at all and only made the perk useful for altruistic heals but then you could just run we'll make it or smth and get better value.
pls stop having knee jerk reactions to everything whenever a new perk or a buffed perk gets released people scream it's op for no reason then they get heavily nerfed before we even see how they effect matches and then never get seen again we don't need more terrible perks.
"Knee jerk reactions" dude I've been running this perk in every Survivor match I've played since the patch came out, I'm telling you it's not healthy for the game lol. I literally heal myself in less time than it takes for the Killer to hit me most of the time, even when they have something to apply mangled. It's ridiculous.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948206#Comment_3948206
Wouldn't because all healing perks need massive nerfs. Why add ons offer 5 % heal speed and perk does 50 %? Like seriously.
Botany: 50 % → 10 %
Desperate measures: 20 % → 3 %
Do no harm: 50 % → 10 %
We'll make it: 100 % → 20 %
Empatic connection: 35 % → 7 %
Circle of healing: 100 % → 40 %
Reactive healing: 50 % → 25 %
Solidarity: 70 % → 35 %
Inner healing: 10s → 20s
And much more. Healing got out of hand already. I wouldn't mind making self healing bit better, but healing others in 4-6s is just ridiculous.
Say you don't play Survivor at all without saying you don't play Survivor.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948221#Comment_3948221
If you want selfheals with perks, then it didn't really change at all.
When we talk about medkits, you need Gel Dressings, which is iri addon and at that point just use syringe…
I like that I can use it simply with default medkit with no addons for 1 quick heal and then it helps me heal others. The annoying builds with it, didn't really change that much imo.Huh? The hell are you talking about? The problem is with only 1 perk, you can get 2 full solo heals faster than the regular heal speed, aka it would be slower to have your teammates heal you instead of just healing yourself, which should just never be the case. This was the whole reason Med-Kits got reworked a couple years ago because if self-heals are too fast, then it leads to a gigantic time efficiency issue for most of the Killer roster, especially the ones without mobility or map pressure. Not to mention this perk just entirely eclipses Do No Harm at this point because they give the same heal speed bonus except Botany is always active and it applies to yourself. Also not to mention that you could get a quick full heal from this med-kit and still run a syringe with it, in addition to something like Desperate Measures to give yourself a ridiculously fast syringe on top of a fast regular self-heal. This perk provides too much value in pretty much every way because it has literally no downside now.
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@PetTheDoggo said:
Yeah, it's very strong, but I wouldn't say it's more broken that what we already have.
2 full heals, with 2 perks. Seems just as a worse instaheal medkit to me.You can get the 2 full heals without Streetwise, I'm just running Streetwise to get the extra Med-Kit charges for my teammates.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/448835/botany-knowledge-needs-reverted
Not only reverted but nerfed. Jack of all trades, like healing wouldnt be fast enough already.
→ Revert efficiency on medkit
→ Reduce healing from 50 % fo 10 %
This perk would be literally useless. Horrible idea.
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Batteries Included should 100% get the 7% back, that perk was and always will be useless because it encourages the Killer to chase Survivors in an area where they're not supposed to if they want to win the game.
Unbound nerf is disappointing and it's definitely not great again, but I can't say it's unjustified with how obnoxious it was on Killers like Kaneki and Wesker with Bamboozle. Shack was pretty much always a free down if you had this equipped on them. Though I do think Unbound does deserve some kind of buff, I think the idea mentioned in the thread to make it not time restricted and just activation restricted like Superior Anatomy is a good idea, but I'd also like to see it get a duration increase to help it kind of settle into the niche of a perk that helps M1 Killers catch up against Survivors that hold W or Survivors that are trying to abuse a window on main building. 10 seconds is far too short, so ideally I'd like to see it increased to 20. 15 would be a decent middle ground, but if we want it to be a perk most Killers actually keep in mind and consider when making a build, it should go up to 20.
The Machine Learning shift is fine imo and I prefer the longer duration over 2% more haste honestly.
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This "mechanic" is actually the entire reason I stopped playing Xenomorph all together several months ago. Xenomorph's tunnels already aren't particularly that great, so making them spawn 900 miles away from any point on the map that would be useful for the Killer because people wanted more bloodpoints by using their cakes is nothing short of frustrating and annoying. It got so bad during the last anniversary that I genuinely made Ovomorph a permanent part of my Xenomorph build, purely because I realized I wasn't getting any value from my tunnels and there was next to no reason for me to actually use them most of the time because it was genuinely quicker to walk straight to the gen I was trying to get to instead of walking to the nearest tunnel which was at the edge of the map. And you can be sure that this effect will eventually hit Springtrap players and his play rate will plummet because of this really annoying "feature", just like Sadako and Xenomorph's play rates.
This is genuinely such an easy thing to fix, you guys clearly already have the code to prioritize chests over Killer items when it comes to spawning these things in, all you'd need to do is invert it and make Killer items prioritized over chests instead. The Killers this "mechanic" affects aren't even that good either, most of them are below average if not towards the bottom of most people's tier lists, so I don't think anyone's going to be complaining about a "buff" to these Killers.
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Not a bug, Kaneki has the same hit after power vault mechanic that Wesker does.
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Can corroborate the Singularity bug, placing cameras genuinely feels borderline unusable right now.
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I knew I wasn't crazy when playing Singularity on RPD the other day, I swore I remembered those surfaces near the stairwell used to be valid because I used to have a cheeky Biopod spot that covered both the vault and the outside generator.
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Experiencing the exact same thing. I've genuinely played more matches where I get "Dedicated server is not responding" lately than I have actually finished matches and gotten the rewards for finishing them. Most of the time these server crashes happen right near the end of a match too, super frustrating. Unironically makes me not want to play DBD right now.
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@radiantHero23 said:
I presume, that it would become too strong on maps like Gideon or Midwich. I do think reassurance is in a very good sport right now. Especially with hooks now lasting 70s without reassurance being touched at all.
The real problem in this scenario is more deadlock than reassurance if you ask me. A perk that gives guaranteed value for literally 0 effort.
This wouldn't even necessarily be true because it'd be incredibly simple to change how the hitbox for Reassurance is shaped to just be box shaped instead of sphere shaped and just make it have a set width and height. (Meaning you'd still have to run just as close to the hook to trigger Reassurance on those maps, only difference would be it actually reaches basement now)
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@Vellioh said:
Eh IDK. Anywhere around the basement if the killer is sitting there you're gaining the ability to escape yourself. If the killer isn't anywhere around you, you should be able to rescue from basement. If the killer comes back as you try to rescue from basement somebody is getting hit and that is the penalty of the basement. Its meant to be exceptionally difficult to escape from compared to other hooks. That's why its the basement.
This would be true if anti-camp didn't tick up significantly slower, if at all, when the Killer is on a different floor than you because they're technically further than if they were just standing next to you.
Reassurance is a great anti-camp and anti-tunnel perk, and pretty much only punishes bad killers looking to gun someone out ASAP. There's no reason Reassurance shouldn't reach basement, the scenario where this is incredibly likely to happen (especially against Killers like Huntress, Bubba, Dracula, etc.)
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786440#Comment_3786440
The problem is Killers hardly have to put in any effort compared to Survivors. And I don't know how you can say entry threshold is high for Killers; for new Killers its like shooting fish in a barrel as long as they have a minimum of playing a few hours of video games in their life.
See I think this is where it gets difficult when discussing these kinds of things because different Killers have the game easier/harder depending on which ones you're playing. Killers like Wraith, Nurse, Clown, Spirit, Trickster, and Skull Merchant can pretty easily achieve 4Ks without even putting in remotely the same effort as Killers like Hillbilly, Huntress, Pig, Deathslinger, Pyramid Head, Nemesis, Wesker, etc. Ultimately that comes down to individual Killer balance and how strong/weak the devs want simpler killers to be. Which, if Skull Merchant is anything to go by, is pretty strong or at the very least oppressive and boring. Survivor gameplay, for the most part, is a lot simpler than Killer gameplay. You're almost always either on a generator hitting skillchecks, healing and still hitting skillchecks, unhooking your teammates, or getting chased which is arguably the hardest part about playing Survivor as it requires extensive map knowledge and killer knowledge to last even a moderate amount of time.
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@dwight444 said:
just got on to play and first match I die on first hook after trying to save teammate while our 3rd was healthy at gate just standing there. Traded, both teammates ran to opposite gates instead of resetting and just left
killer camped his first kill in basement but it was an easy 3 out that turned into a free 2kthese are the types of players you’re suggesting we finish our matches out for btw
culmination of bad matchmaking and cheesy mechanics that allow a killer to secure a kill that way and will scare off survivors from attempting a save because they assume they’ll just be camped too
I never said you should be forced to play out those kinds of matches, I'm not naive and I know solo queue is miserable from personal experience. It's why I think the overall healthier option is to just remove the DC penalty and let people who don't want to play DC and just start banning people who give up on first hook since they're intentionally griefing their teammates at that point.
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I think something a lot of people are missing here is the fact that a lot of the grievances with solo queue that lead people to give up aren't fixable because they're not issues with the game itself, it's a playerbase issue. Sure, I agree, BHVR could and should absolutely do more for basekit Survivors when it comes to things like slugging, tunneling, and camping. But giving up because your teammates are bad isn't really something that's fixable, that's just the hand the game dealt you. I'm not saying you have to try your absolute hardest when you get teammates like that, but there shouldn't be any scenario where you're able to just instantly give up and screw all 3 of them over regardless of how well they're playing.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786385#Comment_3786385
Killers can and do just go stand in a corner until the survivors leave. Don't even have to be at your keyboard for that, and .. oh look, zero consequences there too.
I mean sure this sucks too but it's not like the Killer has any teammates that completely has their experience ruined by them doing this, in addition to it just being a free win for the Survivors.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786367#Comment_3786367
it was meant more as a general statement as to the state of solo q. I did not say the game was not fun, but solo q, which is what I primarily play, is just bad for anyone who plays alone (which is most). Suggesting players just drop the game is not really addressing the problems within solo q or matchmaking of which there are plenty. You don't queue up knowing what's going to happen although you have a pretty good idea based on history, but you hope for the best.
I don't go into a match ready to kms or dc, I go into a match ready to play and help the team so that some of us can get out at least. I don't mind not escaping, I mind the entire team losing because I get hooked and see one guy walking back and forth, injured, scared to play the game til someone finds him and heals him. I mind the entire team losing because 1 guy with a flashlight made it a 3 v 1 because he did nothing but spectate every chase just to get one save all game. Or when one guy goes 2nd stage while the other 2 stand there unwilling to save him against an m1 killer.
maybe these moments seal the match, maybe they don't, but they definitely give you a good idea of how your team plays and you can make a pretty informed decision that while the match is winnable, it won't happen with your team because they do not understand how to play beyond hold W and drop every pallet. A few consecutive games of that and yeah, I'm not gonna blame anyone or myself for just giving up in a later match.
make improvements to the solo q experience and I bet you'll see players DC and give up at a lesser rate
I mean I totally get where you're coming from, teammates like that are miserable. But there's just genuinely no way to make MMR or any sort of semi-functional matchmaking system actually work in DBD. There's way too many variables and the system is extremely black and white at the moment that more or less just encourages ratting until you're the last survivor and then escaping through hatch rather than actually trying to do gens and escape through the gates. The problems you listed aren't fixable because they're problems with the playerbase itself not the game, the best thing we can do is make it easy to go next whilst not screwing over teammates who still want to play it out.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786363#Comment_3786363
If you're burnt out and pessimistic, don't play the game. Go uninstall and do something else. You shouldn't be able to leave the game early without a penalty.
Just because you don't like the killer you're matched with doesn't mean you should ruin it for the other 4 players. That's a selfish way to think.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786367#Comment_3786367
I don't think so. Making it more difficult would deter people. There would still be people who go AFK, but I think there would be less people giving up overall.
I've had people who are currently giving up, but then I go save them before they miss their skill checks, and they continue playing like normal.
Path of least resistance, and all that.
I guess my question would be: How do you actually implement that without just killing self-unhooks all together and being forced to rework perks like Deliverance, Wicked, and Slippery Meat? Because if you just make it so self-unhook attempts don't diminish the Survivor hook state bar, people will just start spamming self-unhook until they eventually get it or go struggle phase. There wouldn't be any reason not to at that point.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786361#Comment_3786361
Ok.
So the devs have made the game an unfun slog for enough of the player base that the game is starting to shatter.
"Let's punish them" doesn't solve any of the root issues here, and is a great way to kill the game.
Exactly my point. We're not going to be able to fix Survivor sentiment overnight, the best thing we could possibly do is just let people get out of the match easily and quickly through DCs whilst still letting people who want to actually play out the match have a fighting chance with the bot that replaces them. DC penalties made sense when we didn't have bots, but recently all it feels like is the best way to completely ruin the solo queue Survivor experience.
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@ReverseVelocity said:
They need to make it so you can't suicide on hook from the first stage. It allows you to leave the game while circumventing the DC penalty.
I know it won't solve every instance of people giving up, but allowing penalty free ways of leaving the game quickly is basically encouraging it at that point.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786352#Comment_3786352
Honestly, I think a good amount of it is entitlement. People getting upset that the match won't be absolutely perfect for them and then immediately calling it quits.
In a lot of my killer games people just immediately give up from the get go for zero reason. I'm not camping, tunneling or running 4 slowdowns or anything, they just immediately give up for no discernable reason.
Maybe it's because they don't like the killer I'm playing? Even then it's not like I'm a Skull Merchant main, I think I've had someone go next at 5 gens on every single killer in the roster at this point. I roll my eyes every time it happens.
It's probably one of the biggest things weighing down on my experience as a Survivor, and the only way to guarantee it doesn't happen is to 4 stack. Even 3 stack games can be ruined by the random tapping out early.
It feels like I'm spinning a roulette wheel as to if I'll have a full team for the majority of the game. It's so frustrating.
I think all this would accomplish would just be extended periods of people giving up, this wouldn't deter people at all. They'd just go AFK after they get hooked and not do anything for the rest of the match and we're left with the same problem.
@dwight444 said:
imo it's a symptom of the state of solo q but not the problem
solo q is not fun. the odds are stacked against you in solo q and in my exp it's mostly due to your teammates. This is due to the lack of comms and just the overall lack of trust/confidence that your teammates know what to do and when to do it or what not to do. It's cyclical and I have to think that others, just like me, just get exhausted and just say f some matches and want to go next
Sorry but I'm going to sound like Mathieu Cote for a second, but if it's not fun why queue up to begin with? If you're not having fun with the game, why not just play Killer or a different game entirely? You're not being forced to play the game, it sounds like your time would be better spent playing something that you actually enjoy instead of ruining matches for everyone else and perpetuating your own misery. Nothing personal intended, obviously.
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@Halloulle said:
idk, if it's that wide spread it seems like an issue with how the survivor match experience is rather than an issue with the players
I mean when people are just giving up outright at the very start after zero interaction with the Killer so far this clearly isn't the case. Obviously it's a problem with the playerbase but we're not able to fix that directly. The point of my post is really just I'd rather have no DC penalty and have bots for teammates so I can maybe still escape rather than someone just instantly giving up and being forced to play with 2 (or less) teammates because someone didn't feel like playing.
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Had the same thing happen in both of my matches as Singularity earlier, I think this is probably a bug instead of an exploit considering I've seen nothing regarding certain perks triggering this.
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The video file was too big to attach I guess, so here's a link to the video.
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Same situation, just started happening a few minutes ago. This patch has completely broke bloodweb spending, honestly incredible.
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I think I've figured out what's bugged. For some reason, at least in my case, the adept achievements will ONLY activate IF the End Game Collapse is activated before the match ends and provided you kill all 4 Survivors. How this came to be, I have no clue. But every time I've downed all the Survivors left alive at once, saved the last one until I could find hatch, close it, then hook them, I've consistently gotten adept achievements on every Killer I've played today. (Plague, Oni, Deathslinger, Pyramid Head, Blight, and now Twins.)
Another thing to note: DC's do not count as kills towards the achievement/Merciless Victory result, so if someone DC's you're SOL. It's not a huge deal if you know what the bug is, but it's very frustrating nonetheless. Hope this is hotfixed soon.
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@Mandy said:
I need ID's of players that are affected by this - Steam 64 IDs for our steam players, or Gamertags for those on consoles?
Same problem, met all the requirements for Wraith (twice), Nurse, and Huntress and didn't get it.
SteamID: 76561198951402605

