Avatar

blithes

blithes

About

Username
blithes
Joined
Visits
0
Last Active
—

Comments

  • agree, i cant get in a regular 1v4 killer game outside of SEA at all so i dont even bother i haven't seen an OCE survivor in my killer queues in like a week its actually unbearable

  • @DaddyPyramid said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763905#Comment_3763905

    surely they can update the old customization to the current update no?

    i'd hope so!!! i think its just as atrocious as everyone else but i know the like main selection screen is here to stay unfortunately

  • @poorzoul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763550#Comment_3763550

    No, they didn't realize it was bad. If they did, they wouldn't release the new UI or made this one to begin with.

    pretty sure i saw on reddit that they had to release it as the old ui no longer worked/was able to be updated with the new platform, afaik they removed as much as they could but had to leave the original columns the same

  • @VASRIO said:

    I think having rotating gamemodes at all times will be very healthy for the game in general. I don't think this one in particular should always stay, as many people are not a fan of it, but having alternative gamemodes is a great way to prevent burnout and the game becoming too repetitive/boring. We'll see how the 2v8 gamemode works, hopefully it will be fun too.

    perhaps not a permanent game mode, but maybe a permanent toggle option when you're in just a normal lobby to randomise your perks if you so choose, i know myself and a lot of my friends enjoy not finding out our perks until we load in :-)

  • inner strength is fine as is

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408401/length-of-time-between-tome-levels

    My guess is that the developers think that players could complete the tome and get every rift thing in three days and then don't touch the game till the next event which would hurt the playercount. Another reason could be that some players want something from the rift so badly that they spend money to unlock it faster - which would not happen if they could grind the hole tome at the start. Both goes if they reduce the length of time between tome level. To announce a new tome level is also free promo for the rift to remind players it's there and should grind it. Also tome challenges were some time ago more difficult or needed more time to complete and some players have not much time so for these players the length of time between tome level are fine. Also, there are also old tome challenges for (newer) players which they can do if they did all the current challenges.

    yeah this actually would make a lot of sense, just sucks when i've finished most of the tomes to go back on anyway :-( i hate waiting

  • @BugReporterOnly said:

    People work and have irl stuff to do and they don't have as much time to do it so they give enough time so players can do it at a slower pace. That's what I think anyway.

    but what difference does it make if all the levels are open for the same length of time they are no,w instead of having them locked behind a 2 week time limit?

  • @Mandy said:

    The intention of the bubble is to obscure various views - not just to let you know when something has been completed.

    please enlighten me to views of what? because as far as im concerned it renders perks like bitter murmur useless unless run with lethal? and half the reason people run kindred is to let you know where the killer is going? you've said in the past that it is "by design to limit information that the survivors have with regards to the killers movements", but this does not align with aura reading on the killers end. both killers and survivors have been complaining about this since at least 2018, i think everyone would be happy if they got rid of it, or at least made it so relevant perks can work with it. i.e. like the image below.


    image.png


  • @nikodemo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654188#Comment_3654188

    because not everything is supposed to be handed to us. we have to work around inconveniences and adapt.

    a big part of the game is dealing with a LACK of information, and sadly they keep reducing that and giving more and more info.

    info is king in DbD.

    but the WHOLE point of perks like kindred and bitter murder are to show an aura when an action (hook/gen completion) is done, what is the point of those perks (outside of seeing other survivors with kindred) if you literally cannot use them because of the bubble without perks like openhanded/lethal pursuer

  • @RFSa09 said:

    the bubble counters the blindness effect, without it third seal would actually be a meta perk against solo q or even duo, imagine 3 survivors dying in the first hook

    i know which is why i said /rework because thats the only thing i know the bubble is useful for, but im sure they could figure out a way around that

  • @nikodemo said:

    No, I like it. Deal.

    u like it for what reason

  • you realise up until the first hook, gens are the survivors only objective, are you expecting them to run around aimlessly just to make the game easier for you?

    1. this game is a 4v1, quite literally the perfect design to play with friends
    2. if the option to opt out of swf was removed, no one killer would opt to play against them, therefore you lose a good portion of the player base due to inability for them to play
    3. removing swf will ONLY make killers happy
    4. not sure what your problem with playing with swf is as a survivor, if you make and effort to be a good team mate, they generally will make it too

    this is a bad idea and one that will never be implemented.

  • what you and everyone else who complains about people giving up on hook do not seem to understand if that if bhvr removes hook attempts, people will always find another way to get out of the game and go next, because if they don't want to play, they won't. they will afk, and then if an afk timer is added they will throw themselves at the killer, and if the killer wont kill them they might throw the game (ie throw all the pallets down etc) to ruin the experience for everyone else.

    bhvrs mistake was increasing the dc penalty after they added dc bots. they should incentivise dcing over giving up on hook, so at least the remaining 3 get the bot who is somewhat more useful than a 3v1. not saying remove the dc penalty completely but they implemented a fix that no one wants to use because no one wants to sit through the ban timer.

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631101#Comment_3631101

    As a console player I can't check hours. All I can look at is the prestige and the items.

    Getting depipped and low bps hasn't stopped any of my survivor teammates from dipping at first hook

    but you still have a greater idea what you are walking into than the survivor does, im not sure what you're not understanding about this??? killers can change their perks based on survivors items, etc. survivors just go in blind. these days a good majority of the player base has at least 1 p100 character, if not more, whether killer or survivor. it doesn't mean they are the most skilful dbd player known to man, and it doesn't mean they are going to try their hardest. i have 1 p100 survivor and often my friends and i throw the game just to have a little bit of fun in a game that is seriously lacking in that department, it does not mean they are good, it just tells you that they have sunk enough time and bp into that character to get to where they are. if you are playing against my p3 thalita lyra, you are ALSO playing against my p100 feng min, you're just ignorant to the fact. there is NO difference in the person that is sitting behind the screen just because they are playing a different character. once you realise that and learn to accept that p100 is literally just a badge, your killer games will go a lot easier, as a lot of the time i have found that the p100 can in fact be the worst player on the team.

    how did you manage when they released that test that hid the prestige levels? did you just dodge every lobby that looked remotely threatening?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629530#Comment_3629530

    Meh, not too big of an impact. Honestly. If you lose pips you don’t have to worry about going down in the rank for example iri4 to gold1 etc.

    i know its not, its just this guy is saying that giving up on hook because you don't like the killer and lobby dodging are essentially the same thing when they are completely different. for the most part killers have a general idea what they're walking into, often they can see the hours survs have, along with the ping, items, etc. survivors don't know what killer they are going against, their prestige, or their ping. they don't get to lobby shop based on prestige level or ping, lobby dodging has literally 0 consequences other than prolonged wait time for both ends, where giving up on hook has greater consequences, ie. down a team mate, depip, no bp, etc. which while they are not BIG consequences w massive impact, it's still more impactful than a extra min wait time bc a killer is dodging a p100 survivor.

  • because you're not in an actual game????????? what are u on about

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629489#Comment_3629489

    If a survivor gets a killer they don't like, the hooks right there. Gone in under a minute. Killers don't have that option

    you get penalised for that thru bloodpoint loss/depipping etc, you don't get penalised for lobby dodging

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628205#Comment_3628205

    Ahh. Good ol' "us vs. them" mentality.

    Of course it's only sweaty killer players that want easy matches and effortless 4ks. It's not like there are people on both sides that just want easy wins. Definitely not.

    i hate the us vs them mentality thing & agree that ppl def want easy wins for stupid reasons, but i think that does kind of apply here considering survivors can't see the killers prestige, survivors can't lobby dodge based on knowing the killer/their prestige

  • you realise killers are faster than survivors by default right? + bloodlust? hope only activates in end game as well like survs are basically playing 3 perks until end game, if you are at the point the game is essentially over anyway, move on, survs do not need all their decent perks gutted.

  • @Gastongard said:

    Dont you think it would be a bit overtunned all of that just for 4 hooks? I like the direction of demotivating tunneling but why the aura revealing? blocking all gens for 1 minute is already enough, instead of the aura reading, i think it would be nice to get a second stage where it does the same but for when you get all survis with 2 hooks.

    grim embrace already has 6 seconds of aura reading for obsession, maybe they could do like survivors that are more than 24m away have their auras revealed. it no different to t3 eruption really, that has 12 seconds of aura reading, and its still not all that a great perk.

  • i kind of agree, like every time i play killer i get put against like a 10,000 hour team when i have like maybe 150 hours max playing killer, and even though i lose like the games never change, like i could stop playing killer for months and still get put with these ppl? same with my surv games like don't get me wrong its a bit better, but if i'm having a bad streak like the games just don't get easier which is kinda what i thought was supposed to happen? like after 10 bad games i still get put with that p100 7,000 hour blight main and get stomped on. i thought like mmr was supposed to drop bit by bit every death or something, unless i have a complete misunderstanding of how it works. it's like the team mates that i get are so baby but the killer has high mmr, like its putting us with survivors that will hide the whole game, but still give us a super 'high mmr' killer?

    i don't really think the current mmr system is is particularly fun, or at the very least that its working as intended, however i don't think removing mmr is the way to go either. like i'm not saying i don't want a challenge, because having a killer with no hooks by the end of the game isnt particularly fun either, just want something like that allows me to actually play the game to an extent and not have everyone on death hook at 5 gens, or not have the killer be run for 5 gens or leave every chase when they see you.

    1. mft is getting a nerf, have some patience
    2. hope is an endgame perk, survs basically play 1 perk down until all the gens get done
    3. hawkins is already heavily killer sided, there is like 1 safe pallet, the problem with hawkins is that it doesn't really synergise well with more recent powers
  • @Skitten56 said:

    I think the best solution to fix buckle up is to only give it endurance to the person who recovers a survivor out of a dying state, not to both.

    I believe this is a good solution for everyone as you would need to run Buckle Up, FTP and We're Gonna Live Forever to get instant FTP revives. Spending 3 perk slots is reasonable to me to get such an ability. Also it is important to note that WGLF requires activation conditions so it will actually have to be set up each time. This makes it less easy to abuse and will make it so you can't get endurance protected revives at the start of game or at first down.

    This solution lets altruistic survivors still be able to have their fun but at a heavy perk slot price. Meanwhile killers won't have to worry about it being abused as much anymore given the activation conditions.

    but then that's just mft without the 3% haste, it'll just become as redundant as wglf has and even more ppl would be using mft than they already do

    maybe applying the same conditions that wglf has would make it a little bit better? because you have a good point about the pick ups at the start of games so that might make it a little more even? not saying it'll fix it completely but then at least if the killer gets run for a good while and a few gens pop they dont lose their only down/pressure at the press of a button.

  • it was such a strange rework to me, no one i know brings a med-kit to heal other team mates, except for maybe the off chance they are running ftp/buckle up. most people bring/brought med-kits for to use on themselves. i can understand they were strong before, especially that the green med-kit was quite over tuned, but i don't really know why they didn't just tone down the percentage speed of self healing.

  • @Ariel_Starshine said:

    What is Kobe?

    unhooking yourself w the 4% chance

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572227#Comment_3572227

    Doesn't change the fact that removing the DC penalty will increase the number of players who do it. This is a complex problem without a simple solution.

    Your are arguing bots are better than a player who won't play, so allowing DCs is preferable.

    I'm arguing you have strong penalties to stop players who won't play even joining the queue. In lieu of that, make it so that leaving is as hard and annoying as possible for said leaver to stop them trying to play.

    Both answers have flaws, and I don't think there is a perfect solution. It's more a case of what concessions you're willing to put up with, and in my case, encouraging more people to swap for bots is an unacceptable compromise.

    i never said remove the dc penalty, i said cap the dc penalty. how many times do i have to say that having strong penalties wont do anything except reduce player count, increase queue times significantly, and put you with/against fewer people who are at your skill level, that means more 10,000 hour blights, and more 10 hour jakes. but if thats what you want, go ahead and keep advocating for it.

    more often than not, people give up on hook because its a killer they don't like, or its something like everyone is on the floor at 5 gens. there are 33 killers, you don’t queue up knowing what killer you are going against, which is why people give up if its one they don’t enjoy going against. unless behaviour for whatever reason added a way to see the killer you’re up against (they won’t, thats half the fun of the game), people will continue to find ways around playing the game.

    you’re literally arguing for a system that is making the game worse for the 3 remaining survivors. the whole point of bots is that they are relatively useful and do the objective, i’m advocating for the fact that people should WANT to dc over giving up on hook, which in the current system, no one wants to do. you’re advocating for a game where you want people to go out of their way to throw the game and find different ways out instead of playing because you want people to have days worth of penalties. no matter how much of an effort it is, people will still throw if it means they won’t get a penalty.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572222#Comment_3572222

    Lot of assumptions there dude.

    I realise I'm posting with hard tone in this thread to emphasise the point, so I'll talk more normally.

    It's not about escaping or winning, the problem is bots are a band aid and nothing more. Once a player quits the game, its significantly harder for survivors to win. Can you still win? Ofc you can, but it's much harder. More often than not, the rest of the team gives up too, because now the battle is very much uphill, so this whole game becomes a wash.

    Its not even fun for killer, when I'm playing killer, I have much less desire to play when a player DCs, cause the game just swung a huge amount in my favour. I don't even camp or tunnel, so I am someone who is playing more casual. More often than not I kill the bot, get my hooks and then let everyone go, cause the 'game' doesn't really matter anymore.

    My point is, this game is designed for 5 players. You can't incentivise people to leave the game and reward for kicking their toys out of the pram, otherwise you'll just get more people who do it.

    If you make is so someone can't leave easily, that empowers other player to so something about it. You can bet as killer if I see someone afking and ruining the game for everyone, I will happily slug and let that person bleed out as punishment.

    incentivise doesn't mean reward, it just means that you want them to do something rather than another thing. in this case, you WANT them to dc instead of giving up on hook so the team gets the bot replacement.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572164#Comment_3572164

    Now you see, you can't incentivise DCing, that's not a solution. Bots don't fix this game. If you're not gonna play, don't queue. That's the problem.

    This game is a game that requires 5 players. If you're not gonna commit to that, get out of the game, don't play it, stop ruining it for everyone else.

    I personally advocate for tracking players who SOH via various mechanisms and hitting them with hard bans... I'm talking days. However, we do get this newbie problem as @JPLongstreet says.

    So if that's not possible as the route to take, take the power out of players hands entirely. The community can't be trusted with the power, so take it off them.

    The other option is, have the reporting system actually do something. Players regularly reported for bad behaviour need to get banned, with appropriate weightings put on individual reports vs. SwF reports, cause that'll be abused too.

    you would rather have a team member afk/throw the game than a bot who actually helps the team? to me that's crazy, and while bots don't fix the game, they are a hell of a lot more useful than a team mate that doesn't want to play the game. i don't think you have a real grasp on the fact that if someone doesn't want to play, they really will not, and you will have a worse experience in a 3v1 than if a bot is in the game.

    i'm also not sure why a new player giving up on hook is okay but an older player not? just because the game has a big learning curve doesn't mean they should be able to give up and 'ruin' everyone elses game experience? i have a few thousand hours on the game and i still get poor matchmaking? i've been put with people from 10 hours - 10,000 hours, how is that fair for me but not a new person? arguably the new players should be the ones to stay in the game longer so they can learn the mechanics of the game no? i've been put in lobbies with new players before, but by your logic they're allowed to give up on hook, so how is that not ruining the game for us? in my eyes, the only people who ruin the game are the ones who hide edge map or in lockers all game and don't do anything, which is where a bot becomes significantly more useful.

    like i said before, to most people this is a CASUAL game. games go on average maybe 10 minutes, if not less. behaviour will literally never implement hard bans like you're suggesting, because like i said before, if they do, player count will drop substantially, queue times will go up, and behaviour would lose significant amounts of money.

    if someone quitting one game for you is ruining your entire experience of the game then i think it becomes more of a you problem than anything else. 10 minutes is such a short amount of time, and then you can go to the next one, more often than not games are less than 10 min if someone gives up, it really is not that long of a wait.

    if the ONLY way that you find fun in this game is by escaping, i think you need to take a look at yourself and maybe try out some different ways of playing. people should not be getting banned from reports for giving up in one or two games, it is a casual game that people play for fun. if someone is not having fun, they have no obligation to keep playing said game.

  • "The obvious point is, we can't force people to play, but if it were made a big pain in the arse to suicide on hook, more people would just leave for the DC instead of self-unhooking to death"

    you're right in the fact that you can't force people to play, but no, they wouldn't just leave for the dc. the 4% is not the problem here, the mistake bhvr made was increasing the dc penalties when adding bots into the game. they really missed the mark, what was the point in adding a feature to help the team when you don't want to play, but then not incentivising giving the team that extra help. i'm not saying pull the dc penalty completely, but the fact that they increased it was a bit questionable.

    for most, this game is a casual game, not a comp game. if someone doesn't want to play, they won't. if they don't want the dc penalty, they'll attempt on hook. if thats removed, they'll afk. if they add afk penalties, they'll throw themselves at the killer. killer won't kill them? they'll bleed out on the floor or run around griefing/doing nothing. if they start penalising every way out of the game, people will stop playing their game. 90% of the time there is no way a person who has decided they want out will change their mind and decide to start trying.

    bhvr need to incentivise dcing if anything, not removing every other way out of the game. personally i think they should just cap the dc penalty to 20/30 minutes, anything over that is kind of obscene. 20/30 minutes allows people to go and cool off and revaluate whether or not they want to keep playing the game, it gives them a break from rage queuing. along with that, considering their servers are so shoddy and kick people out the game for no reason at the moment, 20/30 minutes is not an insanely long wait time for people who have incorrect dc penalties.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571064#Comment_3571064

    It almost is like in the Sims when you have the front wall down, back wall up option. The problem is it is based on character model location, and camera location. That means since Killer is first person, the wall behind you of the portal is dropped, but the one in front is still up. It's almost like a shower curtain, you have to go in to see in, then do a loop-de-loop around it to make sure they aren't still around. (kinda... mostly...) If it were like the Sims mode where all walls are down (regardless of distance), then this wouldn't be a problem, and people wouldn't be complaining.

    ohhh i see yeah that is stupid then, knowing bhvr they probably wont change it this event but here's to hoping for next year they do if they do something similar

  • @Crowman said:

    Considering you can crouch walk through the drone area and standing still to avoid being scanned by drones, survivors already have the tools to avoid being scanned outside of chase. So I don't see a reason for the scanned to decay.

    didn't even know that tbf, thanks 4 the heads up

  • @Raconteurminator said:

    Having played her a lot lately, I feel that time-limiting the stacks of Lock-On or giving Survivors a way to remove stacks would just ruin her completely. Stacks already reset on hook, and I feel that's enough. Getting scanned is supposed to carry with it an element of danger, and without stacks really meaning anything, that danger would diminish greatly.

    fair enough i've literally never played her in my life so the input from someone who has is good! maybe its just because its a relatively new rework and i'll get used to it eventually, i think at the moment it just feels a little bit overwhelming getting so many debuffs with in such a short period of time like healthy to broken to deep wound to hindered + debuff addons etc feels like a lot all at once. hopefully something i get used to over time!

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571082#Comment_3571082

    The question here is how when they didn't touched anything about vaults as far as patch notes go. It's insane.

    for real, they need to sort their code out

  • pretty sure there is a new one as of today/last night, tbh they seem to be the equivalent of slow vaults ngl, bhvr is aware of it though afaik

  • @mizark3 said:

    The portal being opaque is an issue (it should be transparent). The lack of information is an issue (glow blue when you activate a ghost, you already do it in the shadow realm). The imbalanced time and effects for Survivor and Killer are an issue (Unrelenting versus old BTL, really?). Killers not being normalized to 4.6 in the shadow realm is an issue. People actually interacting with the event isn't an issue, especially if your issue is people can have a level playing field against a Blight/Nurse.

    There is no red stain in the shadow realm, so you can fake a vault and mindgame a hit quite easily, or burn extra window usages in the worst case. Bloodlust still exists in the shadow realm, so hits can be bruteforced.

    It hilarious that after a bunch of time with the event, standard M1 Killers are a lot better and more enjoyable, and you can just hide out Oni's power or a tunneling Nurse in the shadow realm. That is good. Weaker Killers have better odds, and stronger Killers have lessened odds. That is ideal.

    i know the portals are opaque visually, but correct me if i'm wrong but at least as a survivor (i'm yet to play killer), you can see each other when you stand in the portal? you just kind of turn white and the silhouette of the survivor is shown to be standing in the middle portal if that's what you mean by opaque portals. maybe that's not what the killers see, if so that's stupid and should be changed

  • i agree, or at the very least they could make the charms that are relevant to the killer available to the killer, would love to know their thought process behind this lol

  • i agree, what was the point of adding dc bots and then increasing the dc timer simultaneously, they are literally incentivising giving up on hook and making it a 3v1 as opposed to making ppl want to dc and provide the team w some kind of help.

    i think its an unpopular opinion, but personally don't love the idea of removing the 4% and i don't think it should be penalised either. if i'm on the hook and want to give the last person chance at hatch, i think we should be allowed to do so, and if the whole team is on the floor at 5 gens, i'll be the first one to admit i go next.

    if people don't want to play, they won't, no matter what kind of intervention you try and implement. don't want the dc penalty? they'll give up on hook. remove that? they'll afk. add afk timer + penalty? they'll throw themselves at the killer. killer won't kill them? they'll just bleed out on the floor or just run around the map mindlessly trying to get out. there is no feature you can add to the game that will make a person who really doesn't want to play say 'oh i suppose ill stay in the game to avoid such and such'. the entire point of bots was to add a team member that was more useful than one who didn't want to play

    i don't think people understand that if they penalise every way out of the game, people will stop playing. they fail to realise that a majority of this player base are casual players, not comp players, if someone wants to go next, feel free, games only go for like 8-10 min anyway, if someone quitting one game is enough to ruin your entire day and experience of the game, i don't know what to say other than get a grip, it's not that deep, people have fun in different ways, and if someone isn't having fun, i don't think they should be kept hostage.

    if they were to implement a bunch of penalties, i could get behind at the very least having a cap on them. someone mentioned 30 minutes and i don't particularly think that's a bad idea, i'd say its enough time to reflect and revaluate if spending time on something that is so frustrating to them is worth it mentally. i also don't think they can implement such drastic penalties until they fix their servers as well, i can count on more than two hands the amount of times the i've been kicked out of the game for literally no reason, i'll still have internet, still be in call w my friends, just for some reason the game decides it doesn't want me there anymore, and i cop the penalty for it.

  • whomp whomp let ppl have their fun this game is boring enough as it is

  • me too!!!!!!! and same with another of my friends!!!!

  • i just wish we were able to see it in pregame lobby, survivors were able to see it amongst themselves, or we had an option to turn off our prestige (like valorant does)

    i hit p100 feng min and like the next day they introduced the feature so i don't even get to see the badge in the lobby. i think they should've just made it so killer can't see survivor prestiges, to me that seems like the more reasonable answer. in my short period of having p100, i've had 1 survivor dodge me, they said 'yuck p100 stooge' and left, then were very quickly replaced, so there rly is no harm in letting us see it amongst ourselves.

    i think the fact they completely removed it for everyone in the lobby is a bit dumb, if they don't wanna give me a p100 reward, at least let me see the badge!!!! i feel like they went all or nothing and it just sucks.

  • i learnt a few months ago that hit validation is always killer sided, grabs are always survivor sided, and those jank hits where you stun the killer and go down anyway just comes down to ping.

    pretty sure the fix for this is to increase the dedicated servers but the chances they'll do that is slim to none at this point.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567281#Comment_3567281

    Can you make one single post without being patronising?

    If you think the difference between a bonus progression cosmetic and a store cosmetic is the same as the difference between a plush tiger and a real one, I don't know what to tell you.

    You can talk all you want about linguistics or whatever, but that really doesn't change that they're still saying one thing and doing another. The context change is pretty irrelevant in this case. They're happy to exploit the fear of missing out when it nets them cash, but then deny something else while claiming they care about it. Do both or none, stick with your reasoning. Saying it's "too much progression" is a bit of a cop out, they're not worried about people spending "too much money" on limited time cosmetics.

    I don't know what using your free time to defend a company's ######### marketing practices gives you, but go off I guess.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567288#Comment_3567288

    Ah, I see, this makes a lot more sense now. Weird hill to die on though.

    i agree with you, i think its kind of ridiculous to say that don't want to lock things behind prestige but then proceed to give you 2 weeks to buy some cosmetics. i personally don't see why it would be an issue (maybe other than a licensing issue) to just give each character one simple cosmetic, even if it was just a cooler recolour of the default or something along those lines. it would be a permanent cosmetic anyway? people aren't missing out because the cosmetics would always be there regardless of how slowly they are working towards it anyway.

    i'm not super fussed on whether or not we end up getting a cosmetic, and personally i don't particularly mind the seasonal shop either. i just think they should've used a different excuse rather than 'we don't want ppl to have fomo' when fomo is basically their whole marketing tactic all year round, i think its scummy tbh. people put thousands of hours into their game and all they do is pander to brand new players, trying to suck as much money out of them as possible. saying the licensing would be too difficult or they couldn't be bothered would've been a better and more acceptable excuse imo.

  • i've been waiting for someone other than me to bring up the fact jolt is bugged, i'm so sick of the constant screaming non stop it does my head in

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393519/consider-synergising-more-killer-perks-together

    I feel a huge underrated perk combo is rancor + game afoot, sprinkle that in with remember me and NWO as Singularity and you're REALLY a threat

    i rly like going against that build too!! i think builds like that rly keep you on your toes and are super fun to go up against

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550631#Comment_3550631

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550673#Comment_3550673

    "imo if people don't want increased queue times, don't use the feature"

    You are blocking 10 people for everyone you are in the lobby with. Not just yourself. This will blow out if everyone online has a list of 10 people.

    everyone will have a list of 10 people? if its 2/3 people (that rotate out), you are missing 8-12 people out of a player base around (more often than not) 20000 people. but unless you're playing in a 3 man swf it doesn't really matter? because if you are already in said lobby of people (that have supposedly used the feature) you're already in a game to play. if someone doesn't use the feature, they will have more people to play with due to having those 2/3 extra people in the pool no? i really don't think it would be as big of a deal as you think it is.

    + if someone is being blocked by SO many people that no one wants to play with them i think that someone needs to look on the inside and evaluate how they are playing the game.

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550640#Comment_3550640

    overwatch has a different MMR system. Overwatch makes fair matches>queing time, dbd does not.

    In DBD there are like 3 brackets, and you can match with all players in your bracket. If you are over 1600MMR you can match with the best killer and best survivors in the world. DbD "tries" to find partners with similar MMR, but if noone qued than the circle will just extend more and more.

     i think a lot of people forget (and i'm not sure if this applies to you) but a majority of the player base ARE casual players who just hop on to have some fun, or maybe just play with their friends, and playing against the same thing over and over, especially when it's maybe a killer you're not fantastic at looping, or one that is going out of their way to make the game miserable, is boring and ruins the whole mood and enjoyment of the game.

    Totaly agree with this its a game for fun and thats why you should not have to play with people you dont enjoy playing with.

    yeah i get that, and i'm not gonna sit here and pretend i know all about dbds mmr system, but i don't quite understand why dbd implemented sbmm if they are not going to prioritise it over queue times. i get queues suck, but so does the random team mate you get that hides in lockers the whole game. i'd be willing to wait an extra couple of minutes if it means the game is at a level that matches/is similar to mine.

    i think if it is advertised as something that while it blocks out people you don't want to play against, with the trade off that it may increase your queue times slightly, i don't think there is any real harm in such a feature? queue times for where i live are normally pretty quick anyway, but regardless i don't think removing 2 or 3 people from the queue if going to tack on a whole lot of extra queue time like people are making it out to be.

    imo if people don't want increased queue times, don't use the feature

  • i mean overwatch already has something like this where its only up to two or three people and i'm pretty sure resets after a period of time and as far as im aware. regardless of what these other people have said i think it works fine and i don't think it would really harm the queue times either. more of a casual player myself so take that with a grain of salt i suppose.

    i can sympathise with the running into people frequently at certain times, as an oce player i tend to run into the same 10 people every couple of games i play, and the way some team mates play and killers play i can definitely understand the desire to never play with/against them again. i personally don't believe hidden matchmaking delay works that well as i have been placed in multiple games against the same person, even with said delay on.

    i think people can be a little exaggerating in scenarios like this (like no one is blocking anyone for charms/names, be serious). like if i don't want to play with urban evading leon, or kate who runs around dropping all the pallets on the map, anytime soon, i shouldn't really have to. i don't think blocking people they're really good at the game or someone you don't want to play against is a crime either, there have been times i have gone against the same really good, oppressive blight 3 or 4 times in a row, its really unfun. i don't think you're alone in wanting a feature like that, plenty of people in my group of friends have voiced that idea too. if you are a casual player, there's a good chance that you don't want to play 5 games in a row against the comp blight or #1 trickster lacerations oce and i think its a fair opinion to voice.

    i think if they were to add this feature it would have to be similar to overwatch in regard to having a timer, along with a cap on how many people you can avoid, and if you want to avoid someone else, you have to choose which person you want to return to your player pool. i think a lot of people forget (and i'm not sure if this applies to you) but a majority of the player base ARE casual players who just hop on to have some fun, or maybe just play with their friends, and playing against the same thing over and over, especially when it's maybe a killer you're not fantastic at looping, or one that is going out of their way to make the game miserable, is boring and ruins the whole mood and enjoyment of the game.

  • @[Deleted User] said:

    It’s the same way you counter many other info perks: You don’t. Get good at chases.

    my capability to loop is fine, thanks for the concern tho. its the constant screaming that does my head in, pain res, ultimate weapon, longer screams at the hook, jolt, eruption etc. gives me a headache

  • @MikeStev said:

    oh sorry, its still on PTB

    so we'll be able to hide in lockers next update (permitted it stays as it is in ptb)? i havent played ptb this coming patch so im not rly sure of the changes outside of the like obvious ones (sm, camping, trapper etc)

‹ 1 2