AykDanroyd
AykDanroyd
About
- Username
- AykDanroyd
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Then I don't see how the solo queue experience will ever improve with solo players not having a lot of the advantages of SWF players. We can't even see what perks our team mates are bringing or chat with them if they're on alternate platforms so we can have a plan and bring perks to complement theirs.
-
@Mr_K said:
Since this was nercro'd. A year later, is anyone feeling missed out from not owning this?
The ones that I really want that I missed out on are the St. Patrick's Day pot of gold charm from 3/22 and the Meg outfit from 5/22. There may be others since I wasn't following every thing they released.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536067#Comment_3536067
Why would you think you getting a Chinese Killer player would make you an arbiter on difficulty in Dead by Daylight?
You getting Chinese players OR thinking that Killer is easy has absolutely no say on the truth of that matter.
There is no rational way that could be possible. That does not make sense.
Your opinions of yourself is no basis or argument for setting or denying things for others. Luckily bHVR knows this.
I have over 5000 hours in the game and have been around for long enough to know when playing killer was difficult and when it has become stupid easy as it is now. Anyone can see how the last 2+ years of killers that have been released require little to no skill to play. If you don't know that or haven't been around long enough, then it is you who are not qualified to speak on the matter because you don't have the experience to. When a player who has as many hours as I do ends up dying 95+% of the time nowadays when it was nowhere near that amount WHEN I HAD LESS EXPERIENCE, that is a huge indicator that what I'm saying is true. Especially when others I play with also say the same. I play with someone who until recently mostly played killer (as Ghostface & Wesker) and he said the same thing---the road to Iri-1 as killer is stupidly easy whereas the road to Iri-1 survivor is a miserable experience.
Me getting matched with killers from China and killers with cyrillic names (likely Russia) is proof that matchmaking is done on a much more global level. Maybe your experience is different because you have crossplay turned off. I know console players are subject to this too since one of the console players I play with was with me when we both got these killers.
And what you are saying still doesn't negate the need for a filter idea. Killers can simply leave a lobby if they don't like what they see regarding prestige levels or can simply impose a killer with bugs or mechanics that 1 or more survivors in the lobby they're in hate and don't know how to counter. Or in the case of the alien with the tail issue, CAN'T BE COUNTERED. That deserves an alternative / opt out. Or else players will opt out by not playing and then everyone gets screwed.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536054#Comment_3536054
Do you realize that half of the 3 gen problem revolves around survivors that are excessively hiding and are refusing to commit to generators? I had many games where I was just walking from generator to generator, and I was never finding anyone because they were all pre-leaving generators at the first sign of the visual terror radius.
This is the only perk that feel like I actually have a decent chance to find survivors that are excessively hiding. I find aura reading perks to often be useless against survivors that are excessively hiding. I’ve had games where I tried to use Nowhere to Hide, and when the survivors figured out I had the perk, they started hiding in lockers, or running super far away from generators at the first sign of a visual terror radius, to avoid the aura reading.
And half the camping problem revolves around survivors that are excessively hiding, which makes it a waste of time to leave a hooked survivor. This is the only perk where I feel like it’s worth it to leave a hooked survivor, because I actually have a decent chance to find someone else if I leave a hooked survivor to patrol the map.
Survivors excessively hiding is the biggest problem with this game. If killers are supposed to leave a hooked survivor to find a different target, then killers need a reliable way to find someone else to chase.
So how is that a problem? If they're not working on generators, find them, chase them, down them & hook them. What, are you supposed to kill everyone within 5 minutes? It doesn't work like that. Matches are supposed to be drawn out or else why play this game on either end? That's how points are obtained. What is someone supposed to do if they're working on a generator in a crap spot on a map where there are no decent loops? Just stay there until you show up and get hooked? There are already perks like Whispers that exist to find them and Iron Maiden which punishes & reveals them for hiding in lockers. Infectious Fright makes them scream already too. I don't have or use Nowhere to Hide or Ultimate Weapon and I've been playing this game since long before these stupid perks got added and had actual fun hunting them down. It seems like you just want to be fed the info of where they are, hook them and finish your match as soon as possible. Why the hell would someone play survivor if the game was meant to end that fast for them? That's just stupid and completely contradicts one of the big parts of the game since its inception. You clearly don't want the survivors to have or use stealth.
If survivors had weapons to use to fight back and could kill the killer (like in Friday the 13th) or stun them long enough and if the killers' speeds were just barely faster than survivors, then you'd have a point. But when I play survivor most of the gens are in crap spots so when you get a terror radius if you don't run, you're getting hooked one way or another so long as the killer doesn't suck. Nobody is entitled to find and hook someone without a struggle and effort on their part. Once that effort/struggle is removed, this game is well on its way to its death since there is already so little that can be done on the survivor side to stay alive. Meanwhile there are tons of advantages killers have now that they never had before and people are still crying and wanting more while the solo queue has never been more miserable (was actually decent enough to be fun 3-4 years ago). Plus vaults have even been nerfed (which sucks even more for those of us with lag issues) so if you can't down survivors, that's a you problem. There are no damn excuses at this point. As a killer player WHO DOESN'T USE THOSE PERKS I have more than enough tools and experience to get at least a 3k for 75% of killer matches I play. One of the best killers I played against as a survuivor was a perkless Hillbilly (YES HILLBILLY) who destroyed all 4 of us without camping or tunneling anyone on one of the Crotus Penn maps.
I never heard of such complaints before these perks got added. People are just getting more & more entitled. Like the old saying goes, give someone an inch, they'll request a mile next. Why not start the game where 2 of the 4 survivors are downed from the start and the killer just has to use Deerstalker to find them then? That would make it faster. Or start the game with everyone already dead. Despite always having problems, this game was fine for years before stupid perks like these were added. In fact it was much healthier with a much bigger playerbase back then than there is now, given how many players have left.
To BHVR: you want players to play more like a team (given the reasons behind the medkit nerfs) yet you are only forcing them to use perks like Calm Spirit so that ultimately the solo queue will devolve into every one for themselves where builds involving only perks that personally serve survivors and don't have any team benefit get used (Self care, Left Behind, Calm Spirit, Distortion), so beware the type of changes you are making and the direction you are sending our game (yes ours because we as the players paid for it & many of us have invested 5000+ hours into it already). Don't be surprised when there is a mass exodus once players have had enough. Especially players who make up the majority of the game (4 to 1 ratio). And this is also pissing off old school killer players like myself who seek a challenge and are no longer getting one. I miss getting new killers who are fun to play and not for skill-less players. Killers who require mastery of controls and/or strategy to unleash their true strength.
-
@mizark3 said:
Sadly, just like with when you play Killer against baby-Survs, the best thing you can do is mercy kill them, or gate escape as Survivor. Many Killers were the victim of 'Eruption Inflation' on their MMR, and you need to win against them to drop their MMR back to their actual skill level over time.
If you give them a free kill, their MMR will stay above their skill level, and they will continue to face people that far outclass them. On the other hand, if your Survivor MMR is deflated by too much soloq, you have to escape against them to raise it anyways. Both cases you should gate escape over any other option.
I don't like destroying baby survivors since I've seen too many friends buy the game who got that treatment and never played it again. It just turns them away from the game forever. Instead I'll terrorize them with 2 hooks each and lots of chases and downs but let them leave so they know what to expect from future killers. I even got some who only pressed W (or never looked behind them if on console) to look behind them to see what I was doing, so I think that was a plus. And since I play Twins a lot when I'm not playing Myers, I like getting them a little more used to a killer they don't normally see.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536043#Comment_3536043
Why would you getting a Killer from China mean anything regarding the queue other people get?
Go play in Comp if you think Killer is so easy then.
Because if I'm getting killers half a world away why wouldn't others be getting the same if there is any consistency in the game and the way matches are made?
-
What's Comp?
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536057#Comment_3536057
How do you know you will get the map beforehand? If you need a certain perk to make a map viable then the map has bad design. Wasn't scratch mirror the t1? That's a terrible addons on any map but Lerys, why would it be good on that map? There are many loops that are I reach of generators and as soon as you reach a loop with a pallet you are safe, unless he has 3 stacks of play with your food... I don't think Myers with that addons is any good on the game.
Huntress depends many loops are high enough to crouch the hatchets and if we take perks into account urban evasion helps against that.
If you go down against trapper near basement you already made a mistake, but yes the basement is better for trapper then on other maps since he only needs 2 traps to shut it down, I still don't think the map is good for trapper, you csnnot hide traps and if someone just follows and disarms you have nothing.
Not sure you play survivor, but if not give it a go and you'll learn why. Especially in solo queue where there is no communication. Hell, most of the friends I play with I never have discord on while playing with them (many are console and I've never interacted with them other than playing with them), so with friends it's not much better other than knowing someone will come for me if they're still alive and I'm hooked.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536021#Comment_3536021
Eyrie still favors survivors a little at least, the loops are all pretty strong and the main building is alright, it was just completely busted before.
Gideon is a horrible map with 20+ safe pallets, I will never understand how survivors go down against basic m1 killers on this map... Sure when the killer kicks all pallets the map has nothing, but if you cannot manage to end the game after the killer kicked 20 pallets than that says more about you and your team than anything else... I don't find Nemesis too strong on this map, just predrop and deny him t2 and he needs to kick pallets normally... Its not like you need to be resourceful with pallets anyway...
Go against a scratched mirror Myers or a Huntress and you'll see. Trapper could be dangerous on it if he basement hooks someone. Also Hex Blood Favor can make pallets a non factor and totems can be a pain to find on that map. So Blood Favor & Undying would screw things up for survivors. I use Blood Favor on that map a lot as killer.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533790#Comment_3533790
I don't care if a survivor isn't working on a generator if they are in a locker. If I hook a survivor, then I want to find someone else to chase, instead of feeling like it's a complete waste of time to leave the hooked survivor. Lockers shouldn't be giving so much immunity to tracking perks, because it just encourages killers to camp. Lockers should giving immunity to EITHER aura reading OR screaming, but not both, because it's too much value for too little effort.
This perk does have a major downside already, that it alerts the survivor when the perk finds them, so the survivor can react accordingly. This perk has a second downside compared to aura reading perks, that it just gives a single point of detection, instead of multiple consecutive seconds of aura reading.
BHVR should at least let the perk stay like this a few months, to see what the pick rate is when the perk isn't new anymore. We've been constantly told we should "wait and see" for Made for This, and we should "wait and see" for this perk too.
The do some gen patrol. THAT is how finding survivors was meant to be done. Not being given their location for free. You already have plenty of gen regression perks at your disposal plus OP killers to choose from. If you can't stop camping and do gen patrol, that's your problem. How the hell do you think killers played this game before any of these crutch perks were added? Why should perks like Distortion and Calm Spirit be needed because most johnny come lately players who play killer now are too lazy to do the legwork and actually search for survivors?
I've played both sides of the game for years and refuse to use those killer perks because then it's not hunting anymore when info is being fed to you on where survivors are and where they aren't. Killers never deserved to know where survivors are just for kicking a stupid gen or for free at the start of the match. Those were horrendous perks for Knight & Nemesis and this one is along those lines. At least with BBQ & Chili you had to hook someone and survivors within a certain distance from the unhook were not revealed. So that was fair. If you don't want to do the legwork to find survivors, then what you want to play is not DBD but some unrecognizable thing that this game has become. Why should brainless tasks like kicking a stupid gen or opening a locker show where anyone is? By that logic, I want a perk where entering lockers or vaulting windows gives survivors a gen speed increase for like 60-120 seconds? Both these scenarios are ridiculous because they both reward one side for not interacting (going against) the other side. Except one of them is real and already implemented in the way with those 2 perks and now this one of the Alien and the survivor perk idea isn't and will never be implemented. And Sadako gets to condemn survivors for just teleporting to TVs. That's all BS and unearned.
I literally don't recognize this game from what it was 3-4 years ago anymore and the fun factor is gone from both sides. Killer is too easy and survivor is almost impossible. No challenge on one side and a 90 degree mountain to climb on the other. And people on the easy side are STILL complaining. Play 1 match in solo queue survivor and then talk. Games are supposed to have a risk and reward and have highs and lows. You spend time looking for a survivor, and sometimes it's fruitless but when you find someone, your adrenaline levels go up. When you no longer have to look for them but their locations are fed to you, then there is no adrenaline factor and no fun or incentive to look or even play the game.
Too many entitled people here who believe they're supposed to get 4Ks every game without earning it. This game was not like that when I started playing it. Back then the losses made the wins that much more appreciable and winning was nowhere near as easy. Now everyone playing killer expects to win every time. I don't think so, go earn it. For this same reason, the survivor side has become nothing but gen rushing and that sucks too. So no fun for anyone other than people who love just being fed wins and putting in the bare minimum effort. The same reason why so many things IRL are going to crap but that's another topic.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535997#Comment_3535997
I'm sorry but with how easy the killer experience is now, if someone can't have a good match as killer, that's on them.
Yeah, no granting Survivors special rights to filter but not Killer because you think playing Killer is easy is the worst logic I heard today.
And its not even past lunch. Hows that even remotely fair? You do know the people in queue changes for diffrent areas ye?
I've gotten killers from China (half a world away from where I live), so I don't know what you mean.
-
That still doesn't fix the problem of going against a new killer with a bugged attack that's causing survivors to get downed and hooked easily. A killer that is considered too new to killswitch so the survivors who are trying to reach Iri-1 get screwed every time they get that killer which last week was almost all the time and this week is still most of the time (in my experience). And of course killer players are abusing it to easily reach Iri-1 which was already easy enough without the bug. So I guess forget about giving survivors something to combat this nonsense with because we know it'll happen with more killers.
At this point I'd even bet the bug is intentional to lure more killer players to buy the killer and make them think this is how easy it'll always be and I'm not even convinced they will fix it. If anything, they may buff him even more like they did with Knight, Skull Merchant and Sadako.
-
The Artist's map was too before they made it smaller. I used to have good and bad matches on it as killer & survivor but now it's mostly good for my killer matches and bad for survivor (especially against toxic killers).
Gideon is pretty balanced unless you're going against a scratched mirror Myers, Skull Merchant or Legion. Huntress & Nemesis are pretty OP on that map too.
-
The most balanced maps in my opinion were Hawkins and the old RPD before they changed & ruined it. Those maps had both killers and survivors having good and bad matches on, which is how maps should be. I have died every time on Nostromo and there is too much dead space and crappy vault locations. And if you have any latency, the pallets in the loops they're in are meaningless.
-
All I know is something has to improve. It's not fair that a killer can lobby shop but survivors who have no control over the killers they're matched up with have no recourse when the killer already sets the pace of the match and decides who dies early and who doesn't. Having to deal with all that plus playing OP killers someone can't beat who may tunnel on top kills any fun. And as a killer player too, I don't even have fun playing such killers since it doesn't provide a challenge and I feel guilty slaughtering everyone because I know how it is on the other side.
At the very least the depip and ban time for DC'ing (as a survivor at least) should be eliminated since they added the bots. Or else remove the bots and lets go back to the old system since it makes no sense to have the bots plus depip and ban time. Right now the majority of the game, i.e. the survivor side, is being forced into playing killers they may not want to play. And instead of fixing those killers, we're told to take it or stop playing. If there's something not wrong there, then I really can't bother explaining it anymore.
-
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535604#Comment_3535604
The only fix I can think of is just adding different modes to the game so people can sort of better tailor their experience to what they are looking for.
Like there are a ton of players who only want to play against very strong opponents and in optimal ways.
There should be a mode for them to sort of gather in and just have at it. I'm just really used to setting my build up based on what I see survivors bringing into the game and I'm also a very vibes based player who backs out if it doesn't feel right or if there is more than one toolbox.
I would say switch to drop-in/drop-out matchmaking so games could go back to starting with fewer players like in the old days, but now with the benefit that someone can be thrown into a match in progress to take the place of a bot. It wouldn't really help much for lobbyshopping by the killer, but it would sort of solve backfill once you had a killer.
I said myself that the game should be split into Solo & SWF modes. In solo, the perks would be buffed for survivors back to levels where they were prior to the big perk rework of 2 (maybe more now?) years ago where Dead Hard, Spine Chill and many other perks were nerfed. Meanwhile killer perks would be nerfed in Solo queue mode and things would stay the same in SWF mode or with changes as-needed (if killer perks needed a buff). It would improve things though some things would still be atrocious in Solo since nobody you play with are people you know or can really count on for sure. The game would be able to detect if anyone in a lobby is friends and thereby place them in the proper mode. Or perhaps survivor players would choose the mode and only SWF mode would have the option to add or join friends.
-
I say prestige levels should be shown to fellow survivors in a lobby only and not to killers. It's BS how killers can just tunnel out a P100 survivor when the game switched to this new system with 100 prestige levels and screwed over those who preferred the old system. The only way to counter that is to hide their prestige from the killer. But other survivors should know what to expect from fellow survivors even though prestige level is not a good indicator of skill level like the rank levels that used to be shown were, but it's at least something.
-
@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535981#Comment_3535981
There would be four players, each with a blackball. That's four Killers they can block - why would it only be a problem if people played 1 or 2 Killers?
Freedom of choice doesn't apply to skill-based matchmaking. If you can opt out of it or twist things in your favour, it isn't skill-based matchmaking.
There is no skill based matchmaking. That's a lie. If that existed, survivors who are new at this game would not be paired with survivors who are veterans, which happens to me a majority of the time. It maybe used to be like that, but there is a reason why queue times are less now and that's because there's no more skill based matchmaking. It's also why they decided to take out the ranks from the player lobbies which used to be shown because it would be that much more transparent that skill based matchmaking is a farce if they left those in.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535981#Comment_3535981
If there are no problems with the status quo then nobody would use it.
There is a problem that is large enough to lengthen queue times under that suggested system. Just because your suggestion fixed a perceived slight does not make the consequences on the suggestion worth implementing. That is why its a bad idea.
However if we ARE going to have such a system, I want to be able to filter out a Survivor and their perks. ahem
I know of many players (including myself) who have gotten so sick of playing against the different perks for example that they don't even want to play Killer anymore. A filter like this would only make it take slightly longer to connect to a match against another survivor who is not on the filter list and even if the wait time is considerably longer, it would be worth it for those who choose to use the filter.
Since you are all for 'freedom of choice' you should agree and let me have that.
Filtering perks would be a step too far because then that same thing would have to be given to survivors. I'm sorry but with how easy the killer experience is now, if someone can't have a good match as killer, that's on them. Survivor in the solo queue is beyond miserable and disgusting. Killer for me is disgustingly easy that I don't enjoy it anymore. Nothing in this game is fun anymore. And I have less fun as survivor because at least I can have matches where I screw around as killer and troll survivors but let them go. As survivor, all I get is the same camping or tunneling or going against a killer that has too many OP perks and other advantages in their basic power(s).
The only other thing I could recommend is splitting the game into solo mode and SWF mode where the perks would be buffed for survivors in solo mode and buffed for killers in SWF mode. If a single friend is detected amongst survivors, they would be sent to SWF mode. Other than that, this game will just get worse.
-
People playing together tend to have similar tastes and killers they can't stand because they play together and have a track record against killers. If a certain killer is always impossible for certain friends playing together to escape or do anything against to gain progression in ranks or decent blood points, then those friends would both/all very likely filter out that killer since their partnership in playing together is not working against said killer.
Likewise I can say players who don't want to play against a certain killer they have negative experiences with shouldn't be punished. If anything, that makes them quit the game, if not permanently, then at least it makes them DC or kill themselves on hook. Why should anyone bother playing a match against a killer who they know they have no chance to escape (unless that killer happens to play nice which almost never happens) or have no fun playing against because it's all the same fruitless experience 95% of the time?
If you're so worried about such a system, then it means there's a huge problem already that many here are sidestepping. And if someone's favorite character is a broken mess that makes survivor players not want to play, then that also says something about the game. Nobody is entitled to have fun at the expense of and cause misery to 1-4 other players opposing them. Those 1-4 players should have an alternative and choose not to be in such matches. Killers can see survivors and their prestige levels in a lobby and choose to leave the lobby if they so wish but survivors don't have any such luxury. I can see why they wouldn't want to reveal which killer a survivor team is going against to those survivors in the lobby (because then they would load up the perks that would counter the killer) but giving them a way to opt out of playing against killers they don't like is fair and gives them options.
-
Sorry I don't buy it. If there are no problems with the status quo then nobody would use it. And if they use it and want to wait, then what problem is that to you? As long as the killer(s) filtered out are shown under the survivors in the lobby (so that it's transparent to fellow survivors) if you are in one with people you know, you can choose to leave that lobby if you'd rather not wait. And if there are as many people playing the game as they would like us to think, it should have a minimal effect. During the days the queue times are small anyway.
What you're saying would only happen if it ever comes to a time where killer players are all only using 1 or 2 killers, and that would be a problem with the game, nothing else. At that point people will stop playing the game because every match will be more or less the same and might as well play another game that also only has a handful of killers to play against.
Or if a new killer that almost everyone is using for a while is being filtered because survivors hate or have gotten sick of playing against that killer, it would be up to each individual survivor player to decide what they would rather do, wait a lot longer to play against other killers or say screw it and play against that killer anyway (i.e. not using the filter). So it's a freedom of choice and I'm all for that as everyone should be. What's better shorter match times or getting into a match where someone DC's almost immediately or kills themself on 1st hook which screws everything up for other players?
-
@Mr_K said:
Since this was nercro'd. A year later, is anyone feeling missed out from not owning this?
Not owning what?
-
But when everyone is playing that killer how is it fair to the opposing side which outnumbers killers 4 to 1?
-
I agree but for some different reasons. As a player who has plays both sides, killer is ridiculously easy while as survivor I escape on average less than 5% of my matches in the solo queue and just slightly more when playing with friends.
So killer is no longer a challenge, especially with every single killer from Nemesis (I can even say Trickster in some ways) onwards being ridiculously easy to regularly get 3-4Ks with. And if something is not a challenge, it's not fun. When I started playing, you had killers like Myers, Hillbilly, Oni, Deathslinger, Demogorgon, etc who took some skill and relied much less on a passive system for their killer power than the recent killers like Pinhead & now especially Sadako to name a few. The strong killers like Nurse & Blight required skill so there was a payoff to learning them. Sure there were stupid easy/brainless killers that required no skill too like Legion, Wraith & Hag, but nowhere near the numbers like the last 2+ years of this game.
On the survivor side, it's ridiculous and survivors have turned into cannon fodder to placate a bunch of players playing killer who have no skill & could care less to learn a killer who requires it and this is being incentivized in every possible way when you look at the last bunch of killers. The developer is looking for casuals and could care less about the skilled killer player anymore. When I started playing, were also campers and tunnelers, but now we have easy killers with broken perks (Lethal Pursuer which ruins matches from the start since very few team mates use Distortion which was never necessary prior to that damn perk; Call of Brine; Hex Plaything; Nowhere to Hide; Hex Pentimento which when combined with Plaything is disgusting & should be banned from combo'ing; Sloppy Butcher after the buff that turned it into a much worse version of Hex Ruin for healing; Eruption...) who also camp & tunnel so it's worse in every way. Back when I started playing, survivors at least had some ways of countering things like Dead Hard prior to the last 2 nerfs, Spine Chill before it was screwed; Decisive Strike prior to its nerfs, the old Hatch mechanics where multiple survivors could escape through it & where keys meant something, better Medkits (with more charges), and fairer maps where it wasn't ridiculously easy to get 3 gen'ed by a killer who camps a specific side of the map like the new RPD maps (old RPD was much more fair and required everyone to move around more---survivors to hide & try to avoid the killer and the killer to look for gens to kick and find survivors). We didn't have killers who placed drones (Skull Merchant) that screwed you if you interacted with them & screwed you if you didn't. We didn't have Pinhead's box (which also screws you either way), a killer (Artist) who could shoot 3 crows at 3 gens each time brainlessly to easily find survivors & then cut loops with the same crows, a killer (Knight) with ghosts who double camp you & can kill the possibility of even getting a speed boost after going from non-injured to injured, a killer who has zombies (Nemesis) that move on their own & can attack and regularly show up at the worst spots at the worst times, a killer with broken lunges and slams (Wesker) who is regularly used to camp & abuses their insanely high terror radius with Infectious Fright and other perks, a killer who gets rewarded for brainlessly & skillessly teleporting to TVs that make the survivors condemned so within minutes players can be killed off as they fight to try to get tapes to put into VCRs that now disappear upon getting hit by said killer. I can go on & on and I haven't even mentioned the killer add-ons of these killers (especially the iri ones).
So the challenge is lacking (for me anyway) on the killer side while it's too much on the survivor side to the point where it's a rigged game. Killer should not be this stupidly easy. The killer gets to set the pace of the game and has the power to end another player's game early depending on how they play. And despite the killers getting ridiculous buffs and being OP out the box in their base kit, players who play killer are still for the most part tunneling out a player early or 2 hooking someone from the start which is also tunneling because at that point, that player shies away from unhooking or doing anything useful that would expose them to the killer. You always had tons of players wanting to play killer even back when survivors had a lot more going for them and killer queues always took longer, so there was never a lack of players.
I've said it in my streams and I'll say it here, this game should've been split into 2 modules: Classic and New/Modern. Classic would have all the killers from Trapper through The Twins (who felt like the last classic DBD killer) and New/Modern would go from Trickster onwards and on the survivor side Classic would have Dwight through Elodie while New Modern would have from Yun Jin onwards. There would be no mixing of killers or survivors or their perks from one module to the other. Players who liked the old DBD could play Classic and perhaps occasionally try the New/Modern module so see what is going on whereas casual players who have no interest in the previous style of the game could stick to New/Modern. This way you satisfy your classic fans who have been playing the game for a while and you also satisify the newer players/casuals with the type of killers & survivors that have been getting added as of late. It would also make balancing the game easier since it would place a finite boundary to the Classic killers & survivors so that the way the game was at the time of the Twins release (minus bugs and various tweaks) would remain while making it that much easier to tweak the newer killers & survivors and their perks. Because a game that has no end to new perks & killer powers & add-ons coming out is impossible to keep fair.
Remember this is a 4 vs 1 game and if you turn off too many on the survivor side to make it impossible to enjoy, you're killing the game by punishing every 4 survivors to 1 killer proportionally. And if one day nobody wants to play survivor anymore, you can have all the killers you want and the game is dead and BHVR only has itself to blame. I'm already at the point where I'm thinking about playing killer only in DBD and saving the survivor experience for other horror games, which there are more & more popping up every day. Because with each new killer that has come out over the past 2+ years, I've hated playing survivor more & more. Especially with the latest killer. If the status quo of this game was the same at its inception, this game would've never made it beyond a year.
-
I got downed by the tail last night when it didn't even hit me. If he is bugged, then why isn't he being killswitched until it's fixed? It's unfair to allow a killer with a bug that favors them to be playable until & unless that bug is fixed.
I'm not even getting into all the ways the alien should be nerfed yet since that's a different topic, but it's pretty disgusting and pointless to even bother playing against the alien at this point. Every match I've had has been multiple survivors hooked before the first gen got done and a lot of those only had 1 or even 0 gens done before everyone was dead or someone luckily found hatch.
-
They need to add something where players getting camped who unhook themselves get endurance for every second the killer chases them if the killer decides to tunnel them or else this feature will be worthless.
-
@BougieBlackChick said:
The difference is, exclusive items that come from the rift, shards, prime gaming content is free. You’re not having to buy auric cells to get it.
And yes you pay for Amazon prime but how many people were already paying for Amazon prime for other reasons anyway like it’s most basic one which is to get free 2-day shipping on their items? I don’t have the numbers but I’d be happy to see any numbers showing me that the majority of dbd players who have Amazon prime, bought it specifically for the prime gaming content. I doubt that info exists because I don’t think that’s the case but if it does I will certainly eat crow if someone can provide it.
the point is IRI shards, rift stuff and prime gaming content is FREE. So if you miss it oh well you missed it but you didn’t have to go into your pockets for it.
That’s the difference between the issue with making time limited items only available with auric cells. You’re creating a situation where people feel they have to get it now before they miss out and the only way to do it is to pay for it.
also yes, other companies do the same ######### but that doesn’t make predatory marketing tactics okay just because others do it. And if your gaming audience is unhappy with you doing this, it’s not wrong for them to say so.
again, I’m saying this as someone who doesn’t really care for myself because I’ll just pay for the auric cells. But I understand that not everyone can do that for whatever reason. Also keep in mind that 500 auric cells is $5. So if you’re buying a cosmetic for 1080 cells you’re essentially paying nearly $11 for that single cosmetic. That adds up.
Not everyone pays for Prime or can afford it with the expenses they have. I don't, so none of that stuff is free. The rift has to be purchased with cells and is only "free" if you reinvest the cells from the previous rift into the current one (if you haven't spent them on other things in the store). So that's just not true. So not everyone can afford paying for Prime on a nonstop basis.
If anyone who has control of the DBD Prime Rewards is reading this, I would rather have a choice on Prime rewards going forward if possible. What I mean is if we can choose between the current Prime Reward or one from the past that we missed out on, that would be great. I have not been happy with the Prime Rewards the few times I've been offered free trials. I thought the blood points and Rift Fragment rewards were lame and lazy since they are obtainable in-game anyway and would gladly have chosen for example the Meg outfit I missed out on or the Pot of Gold charm than those. I'm sure others here would also love a system like that too where we could choose something from the past we missed out on instead of the current reward. That would be fair and be better incentive for paying for Prime, if not for anything else, for DBD rewards.
-
@LeFennecFox said:
Killer has been the stepping stool of survivors for years besides blight/nurse it's only recently that they're giving killers some love.
Wrong, ever since Trickster (especially when he got his buff and Legion got theirs) killers have gotten extremely easy to play. It has never been easier playing killer as it is now and as someone who plays both sides, killer should not be that easy. No killer is entitled to getting a 3 or 4k every match yet that's how 99% of my solo queue matches go. They're miserable. The killers since the Trickster take 0 skill to master. Blight, Nurse, Oni, Hillbilly are all killers who are strong but take skill. What do we get nowadays? Crap killers who have passive powers like Pinhead where he doesn't have to do jack to get his damn box to terrorize survivors. Same with Knight and his damn ghosts, Sadako's teleporting and so many others. Even Doctor has to wait a bit until his static blast builds up again, while Knight can spam away like the broken ######### he is.
Then we get perks that if combined like Plaything and Pentimento create an unwinnable match. Same with other combos like Overcharged-Eruption-Call of Brine. These combos should be banned/forbidden and a limit on the amount of A tier regression perks needs to be placed. Or a cooldown of X matches after you use a perk so that the perk can't be used until the cooldown is over. That cooldown idea would be great for both killer & survivor sides to kill any possibility of a meta and get more perks to be used. Something like a 5 match cooldown for meta perks would be fair, that way killers & survivors would rotate perks they's use and not shoot all their payload in 1 match only to have only weak perks for the next 4-5 matches.
I still can't believe how Discordance has no cooldown. One of the easiest ways to find MULTIPLE survivors and there is no cooldown. What a joke. I don't ever want to hear that killers have had it hard until lately. Last time killers had it hard was back when the Twins were released. There's a reason the dc rate among survivors is at an all time high with the misery that is the solo queue for those of us who aren't lucky to play on SWF teams when we play the survivor side.
-
My controls got completely ######### after the update. Everything was reset to something else (maybe the default) and I got royally ######### in the 1 match I played because nothing was working. All I could do was die. I don't even remember what the exact settings were and last time I dealt with this issue (when it was the result of installing this game on a new PC, not some updating messing everything up) it was a nightmare and took several matches of dying to correct because there is no damn module where we can freely play as survivor and tweak ######### until it's to our liking.
As for me, between this and the COH screwjob, I think I'm done playing survivor or maybe even DBD as a whole. This game has never been less fun and more toxic and more negative than it is now. I remember what a joy this was to play 3-4 years ago and how crappy it turned with no bottom in sight. I hate saying this, but I suggest you find another game. A better game where the develepor actually cares about you and fixing issues you & others are having than mindlessly adding DLC and only seeking ways to get more money which in both of our cases ended up screwing us over. You with your friends list issue and me with my controls. If they cared, they would've tested things or not even bothered with this completely unnecessary update.
These are the same people who broke this game in countless ways when they added the Knight---one of which was screwing the controls for those who play with controller & mouse (which is how I play killer) where the game started having issues of which to give priority to when inputs from both mouse & controller were being received by the game to the point it didn't know which to give priority to. Before that Knight update, it would give equal priority to both, but after this issue started the controls got very unresponsive. To the point where I had to many times press a button 3-5 times until it finally responded, resulting in survivors getting away and losing a lot of traction in the matches. I main Myers and just getting him to stalk got severely screwed where the survivors would be out of the line of sight by the time the stalk button started responding. I reported the issue 3-4 times and to this day it has not been fixed nor will it ever be fixed because they simply don't give a rat's ass.
-
Disable his chainsaw while camping by a hooked survivor or even a downed survivor for XX seconds. Fixed.
-
Lethal needs to be removed from the game or changed. It was never intended for a game like this or else there wouldn't be 2 stinking offerings that start multiple survivors at the same spot just to screw them over with that perk. Had Lethal existed when the game was created I can guarantee you those 2 shrouds would've never been added. This game in its inception intended killers TO SEARCH FOR AND FIND survivors, not be fed free info on where they are at the start which throws off the entire match and has lasting effects. I could care less about distortion being available to use---many of the teammates in my solo queue matches or even in my SWF matches don't bring it and even though I do (and thus waste a perk slot unnecessarily) I have to expose myself to the killer sooner when they get caught & I have to run in for an unhook than I would have had this bullshit perk not existed like in the good days before the first damn Resident Evil DLC was added (screw the RE killers and the unbalanced ######### perks, terror radii & powers they have). Also, there are plenty of times where even though I have Distortion on, I start near another survivor who doesn't and I get caught as a result as well when the killer finds them and sees my scratch marks as I start running from the others when I lose a token.
DBD has a hunting category. Hunting in its very definition is looking for the survivors and using a process of elimination to find them. A lazy killer who doesn't bother looking for them getting free info on where they are from the start IS NOT HUNTING, no matter what anyone thinks. I main Myers and it makes it ridiculously easy to get a 3K minimum when bringing the Judith's Tombstone & Fragrant Tuft of Hair add-ons, which was never intended. I remember how hard it was to get a 4K when I got his Evil Incarnate achievement before that perk existed and as much as it would help me as a Myers main, it just should not be allowed.
Its primary function of showing auras at the start should be changed to something else (maybe showing auras when bloodlust is gained since that would live up to the name Lethal Pursuer). Keep the secondary function of extending the auras, but the primary function is just bullshit and should've never been allowed. Or add a penalty of giving survivors faster gen repair speed for the rest of the match as a counterbalance if that perk is used. I'm really sick of the lazy killer's build of Lethal-Nowhere to Hide, BBQ and other aura perks. You want to play killer, do your damn job and hunt for survivors by searching for them. It's bullshit that survivors should have to waste a perk slot for Distortion for every match just to avoid something that never existed in the good days before the adding of Nemesis (one of the most broken killers with his terror radius, speed, zombies who appear at the worst spots, add-ons, and his damn perks). The zombies should have been added as a double edged sword where they could help him by downing survivors or they could hit him when he carries a survivor, causing him to drop them. But why should anything in this game be remotely close to balanced. Just imagine what BHVR would do to Distortion if every survivor ran it. They would screw it over like they did DH because in their stupid minds survivors should have to sit & take it up the ass and be found early. Yeah that's their logic for you.
DBD loves living on its roots and the reputation it built for itself back when it was released and the 3-4 years following when it attracted a great player base, but does everything to trash those same roots at the same time by forgetting what its original intentions were. The best thing this game could've done is split itself into a classic module and a modern module where Trapper through the Twins (and Dwight through Elodie on the survivor side) and all their perks would make up the Classic Module and everyone from Trickster through Skull Merchant (or Yun Jin through Thalita & Renato on the survivor side) and their perks would make up the modern side and there would be no intermixing of any elements between the 2 modules where the classic module would retain the state of the game as it was when the Twins/Elodie DLC was released. Then let players choose which side of the game they'd play. They'd actually be able to manage the modern side of the game much better that way. And they would make older players happy for one damn time.
-
What they should get rid of is the pick up off the unhook. That's one of the biggest bullshit ways to get multiple undeserving downs without doing anything other than camping and some of the most trash killers I go against do it. You want a pick up off the unhook only allow it once the last gen is done, like the reverse of Decisive Strike (it was killed after last gen, the pickup would be activated then). Or change it so that killers like Spirit or Nurse who can suddenly appear without camping can do it disallow it for anyone standing within like 4m of the hook for more than 2 or 3 seconds. I can't believe this camping incentive is still in the game, let alone was ever allowed to begin with.
-
Weird, it's back now. Last night & this morning a friend & myself checked multiple times and it was nowhere to be seen. Not sure what happened.
-
Do they have to be purchased with cells or can they be purchased with fragments too to qualify for the charms?
-
Also, don't forget if they bring toolboxes it will give them more contribution towards the completion of the gen.
-
How is this still pending and not acknowledged? Unbelievable!
-
After tonight, I'll be taking another few days off from this game and if it's not fixed within 3 days max I'm done with this game and will delete it. I have better things to do with my time than waste it on a fruitless and futile experience.
Already the survivor side has been ruined by a plethora of crap killer players who can't do anything but tunnel & camp along with a disaster of a solo queue where survivors have been screwed over with the perk rework plus screwed even more with broken killers who were made especially easy to appease the average no-skill killer players that BHVR caters to these days (and they STILL play toxic even with those easy, broken killers). Not to mention a buff for bloodlust during chases which makes it even easier for killers to now catch survivors and perks like Lethal Pursuer, Eruption, Hysteria, Hubris, Plaything, Starstruck, and so many others that killers in DBD were never meant to have (yes I agree the same about Boon perks for survivor but they still don't come near the level of the perks new killers from the Trickster onwards have been given). Now the killer side has also been ruined (at least for me and other players who use controller & mouse) by broken controls.
There's pretty much no reason to play this game anymore. There is no wonder I am seeing DC rates at the levels I'm seeing these days (especially since 6.4.0 where it's shot up even more) and I can't really blame them. BHVR is literally killing its own game by not caring.
-
Well anyway, I hope the idea gets considered for next year since it's too late for this year. If I had or knew how to use photoshop I'd make a mockup but here's what I had in mind for Meg:
On top of the bear hood would be a Santa hat with some other Christmas-themed things on the body like maybe a wreath in the middle and maybe a backpack shaped like Santa's sack or a Christmas stocking.
On top of this, another survivor could get a toy soldier outfit. Maybe Bill since he was a real soldier and it would kind of fit him in some way (as crazy as the idea of Bill in such a skin would be haha)?
-
Neither of those look like Christmas outfits though. The dress one looks more like a Valentine's day thing. I like the snowhat on the 2nd one but I was hoping for something more in the line of what Dwight, Claudette, Ace, Elodie and Zarina got.
-
Sorry but having to deal with multiple killers at a time plus broken perks and who has way too much info on where survivors are is not fun for me. I hated Artist and I hate the Knight even more.
-
@HugTheHag said:
It's true that DbD is insanely frustrating as a beginner, to the point that there is not much more than spite to hold on to for those first hundred(s) of hours until you're at an okay level.
However, it's extremely difficult to balance the game to take into account both killer and survivor fun, and at all levels of skill.
DbD really is a complex thing, and for all that we can criticize BHVR for how they handle everything, I don't know anyone who can pretend to know better how to handle those issues.
The very first thing that needs to be done to balance DBD is rework every killer perk and customize them to each killer. No perk should work the same on more than 1 killer. Some killers are stronger in areas and some are weaker and come with the perks they do for a reason. When you take that perk and it's used by a killer who's already strong, they go from strong to OP. Some perks should not even be equippable by certain killers, such as:
-Thanatophobia or Sloppy Butcher by Legion (Legion is insanely easy enough)
-Lethal Pursuer by a Myers who is using any tombstone add-on (and I am a Myers main saying this)
-Make Your Choice by the Hag
-There are many many more examples of this
Also pick ups from the hook should be disabled until the last generator is done or the endgame collapse or else killers just camp around the hooks waiting for unhooks and get a 2nd survivor. One killer I played against had someone hooked, was carrying an unhooking survivor they picked off the unhook and then dropped them to go for a 3rd survivor also trying to unhook. There's no way a killer deserves to get 3 hooks and/or downs that easily. That's just broken and resulted in the 1st hooked player DC'ing and I couldn't blame them.
Also depip protection needs to be also added. It's BS when survivors depip from a bad match after one of their teammates DC's early on and also BS when they depip due to an AFK killer considering how hard it is to get pips in the gold & iridescant ranks and how easy it is to already depip by tunneling killers (and by tunneling I mean early on in a match), which are in my experience over 90% of the no-skill players who play killer these days.
Then you have every killer from the Trickster onward who is broken and unbalanced in some way or another. The Twins should have been the last killer in DBD and everyone after should have been part of a seperate game or different chapter of the game (and by chapter I don't mean like the DLC but in a seperate area of the game where the older survivors with their perks would not play against them but new survivors with much stronger perks). The boon perks should have been part of such a 2nd chapter/part of DBD since those killers require them to have a better chance against. Look at Trapper and compare him with Dredge, Nemesis, Trickster, Artist, Pinhead, Wesker, the Knight, etc (also older killers who are now unbalanced like Legion and ones who were never balanced to begin with like Hag) and it's not even close how easy it is to get kills with the latter and how hard it is with the original killer of DBD and many who came after him unless you happen to get a map that really favors them like RPD
RPD itself is a disgusting nightmare to play on now. Before it was a nice and big map where both killers and survivors could have great or poor matches on and everything in between. Now it's so small that a killer can easily stay in one portion of those 2 RPD maps and force a 3 gen situation with very little effort. Add in tunneling so there are only 2 survivors left during the 3 gen and it's an easy 4k.
To address early tunneling, they could easily add a 15% (perhaps even stackable) gen boost that remains for all remaining survivors for the rest of the match as a penalty against the killer.
Another thing that can be done is splitting the game into SWF mode and solo queue mode where SWF mode (where if you even play with 1 friend) the survivors are subject to the survivor & killer perks post-rework and killers & survivors in matches where all the survivors are in the solo queue (playing with no friends) would be subject to killer & survivor perks pre-rework.
At the very minimum every perk's effects need to be customized for every killer or else things will always be broken. This is an assymetrical game, but there's a huge difference between assymetrical and broken and now it's broken. It used to be fun playing it 3-4 years ago but now the survivor queue is like an exercise in futility and killer is way too easy that I end up being nice to many survivors because of how much of an advantage I have and how easily I down them without tunneling (unless they're a SWF team which is when I won't hold back). There's no way killers should be getting 4Ks with the ease and lack of any talent that 90%+ lack from what I experience these days. Wesker for example is easy enough and players who play him usually camp the hooks and get an immediate hit on unhooking survivors and then use his dash slam attack to quickly down them after the unhook. At least with Hillbilly steering him with the chainsaw takes skill but not with Wesker. And with Oni it takes injuring and collecting blood orbs to power you up which Wesker again doesn't require. This is what happens when BHVR caters to the lowest common denominator (players who are new or not good at killer and need to play as killers who can get easy kills). They are killing their own game. These new killers will never be as good as some of the legends I've seen if they don't learn from mistakes. Instead, in post match comments when I ask them why they played like that, the reply I get is "I was scared of the prestige #s I saw, that's the only way I could win". If that's not a BS excuse to play toxically and not learn the proper way to play killers, then I don't know what is. This entitlement where killers think they deserve 4Ks every match is disgusting. If you want a 4K you have to earn it with skill, not by camping or tunneling out players early on. When I started playing this game it was on an underpowered laptop that had bad lag when playing as Spirit or Oni & using their powers and at times I would get my butt handed to me. But I never resorted to that type of gameplay unless a team was very toxic to me. And that's the furthest away from what I am reciprocated with these days.
-
Yup I posted the same thing. I'm even getting skill checks while on hook for the first few seconds.
-
I think a Meg I played against today had the same thing happen to them (injured without being attacked by me). I think she had & used For The People later on in the match but when I saw her get injured she didn't have the broken symbol by her name and I was playing as Wraith so there were no traps or anything on the map that should've injured her.
-
Just to confirm, the framerate with controller & mouse is still fine for me, it's the interactions and the movement that's messed up on my end. I guess whatever they did has mixed results from player to player.
On the survivor side the wiggle meter is completely lagged to the point where I get skill checks while placed on hook and I only play with the controller for survivor unless I use a flashlight (which I'm obviously not doing when trying to wiggle). The wiggle meter itself is very lagged and not like before with the instant bounceback and the lagged timing is throwing me off.
-
It happened again. Yes I think you're right. It was horrible and almost impossible to play. Hooking, opening lockers, kicking gens, and sometimes I was even unable to move on the map and was stuck as if someone was body blocking, but there was nobody around. This game is seriously broken and they need to fix this ASAP. It's beyond just the M2 button. So far I hate everything about 6.4.0. None of this ever happened to me prior to this update.
-
@azjerrylee said:
PC, Steam.
Ever since the patch went live, my game has been displaying in 15-20 fps. After all the normal troubleshooting I found it was due to my odd way of playing the game. I use a gamepad in my left hand (The joystick is superior to WASD) and the mouse in my right hand (superior over joystick camera movement)
Using only keyboard and mouse the game runs fine, using only gamepad the game runs fine.
Trying to use both? The game chugs under 20 frames. This only started happing today after the update.
Below is a video showing the issue
I understand this is a specific issue, and definitely shouldn't be a priority over game breaking bugs (Like the Spirit Fury Bug right now) But this issue does make the game difficult for me and my condition.
I play the same way for killer only. For me the frame rate seems the same but certain interactions have been very laggy like the skill checks during the wiggle when the killer takes you to the hook. The need in the skill check gauge used to immediately bounce back every time you pressed the button/key during the skill check. Now it lingers before the bounce back and I even get 2 skill checks when I am hooked. I had a match as Dredge to do a daily I had where actions like kicking the gens, hooking, teleporting, and maybe some others were laggy. I had to press the button several times to perform the actions whereas before the 6.4.0 update, that was never an issue.
-
I will keep saying it, this game will continue to be broken until every perk is adjusted per every single killer. No 2 killers should have a perk affect them the same way since some are weaker in areas and need help from the perks and others are already strong and that same perk makes them OP. And some perks should not even be allowable on certain killers. There's no reason any Legion player should be allowed to use Thanatophobia or Sloppy Butcher with how easy Legion is to play without those perks. With them the entire match becomes mend, heal, unhook, etc where you're lucky if 1 generator gets done.
Make Your Choice can also be abused by Hag who can place a trap by the hook, then leave far enough away, wait for the unhook and then teleport to the hook and down the unhooker without much/any effort. Combine that with Devour Hope and you have a miserable, 1-sided match (even miserable without Devour Hope).
I'm a Michael Myers main as killer and I say he should not be allowed to use Lethal Pursuer when he is using any tombstone add-ons, as it makes building up a fast stalk for a fast instant kill too easy.
I can go on with other killers but I won't because I'm hoping my point was made.
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3236677#Comment_3236677
No offense at all towards you - but the language used in these interactions alone indicate a level of intimidation.
You are declaring that players should feel discouraged from inviting those on their friends lists when they are flagged as 'playing killer' which, in and of itself, is designed to create an atmosphere where sending invites to those flagged as 'playing killer' would be deemed as socially unacceptable.
In the end, you'd either still get the same invites from the same people regardless of your status - which restarts your cycle of feeling guilty and wrongfully obligated without change ... or people with a genuine interest to interact with you feel that they are committing a heinous atrocity by asking for your time when you are flagged as playing Killer.
The two are not directly connected until they are mentioned as much.
It's not so bad on paper to declare the status of your friends. However, as evidenced by the post and your response, there is a negative stigma that surrounds this implication; which is enough to warrant great concern.
Sorry if that was true, then do not disturb signs and things like that would have no use or purpose. Fightcade, A FREE EMULATOR, has an AFK system where if you are AFK you are unable to be invited and placed on an AFK list.
DBD can follow the same thing where being on that list would make someone uninvitable so there are no wrong signals sent or interpreted. The same can be done for players playing killer in the killer lobby (they too can be placed in a list/area where they are uninvitable by friends). An option could even be added to allow players who are waiting for the killer queue to give them a match to cancel their spot in the queue & accept the invite to play survivor as can currently be done now by accepting the invite (which removes them from the queue & takes them to the survivor lobby instantly). What I'm proposing gives the killer player the choice to stay in killer lobby or instead join their friend(s) without sending the wrong signals because there's no way for their friends to know they're playing killer or in another survivor lobby and could thus interpret that as a brushoff/disrespect.
This is a non-issue regarding downsides/cons no matter how anyone looks at it if done properly. Right now is when all the wrong signals can be sent with no global in-game chat to let people know you are unavailable. If a free emulator like Fightcade did it right so simply, then surely a paid-for game like DBD can do the same.
-
Oh it happened again yesterday when I played a match for the Tome 13 Level 3 Reverent. I got 1 kill as Nurse and it didn't count it & I got 0 progress. I can't believe this is still not fixed. New things are being added yet broken things that have been broken for a while or maybe since their inception are left unaddressed. I guess there's no money in fixing the bug that plagues every Reverent challenge so who cares. smh
-
Happened again in Tome 8:
My 1st match I got 4 sacrifices & got credited only 3 of them. In the 2nd match (seen above) I got 3 sacrifices (the 4th bled out so it wouldn't count) and only got credited 2. This sucks because nothing has been done despite how long ago all of us have reported this issue and this is my very last tome challenge I need to 100% all previous tomes in the compendium.

