Avatar

DarKStaR350z

DarKStaR350z

About

Username
DarKStaR350z
Joined
Visits
3,508
Last Active

Comments

  • @Shaped said:

    I wouldn't mind if escapes were a rare thing. I don't mind dying at all as survivor.

    I know it will never happen tho because most survivors disagree.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639414#Comment_2639414

    Me too. In horror games you just have to hope to survive. Not slap on overpowered perks and items and expect to survive.

    @pseudechis said:

    To all the replies about toxicity, skill and balance this has nothing to do with any of those.

    I think the issue here is expectations.

    What the game sells itself as is big scary killer chasing down fearful survivors desperately trying to escape.

    The reality is most games are time pressured killer sweats to get kills while cocky survivors run around and waste their time as much as possible.

    The latter is a much more lackluster game experience, for everybody. Because what's the point of a survival horror when your survival is all but guaranteed for a large proportion of your games. The game itself sets the wrong expectation in the theme and everyone gets pissy and toxic about it and rants about balance.

    I agree with these comments; the 'fantasy' of the game as it was portrayed to me (imo) is that I would have fun being chased and dying a lot and that escape through the exit would be a rare occurrence that should be celebrated.

    The reality is the opposite though and escape happens more often than not, with those times I die usually being down to useless teammates or a killer who has lost all hope and is face camping.

    As killer I do not feel like the threat they should be, and this is particularly egregious to me when you have the 'Horror Hall of Fame' with most of the biggest horror icons reduced to Scooby Doo villains; chasing round a box in circles and those pesky kids always getting away with it.

    People half joke about it DbD being a bully simulator but the more I think about it see the similarities to real life bullying, where the 'cool edgy kids' gang up and pick on\make fun of the weird loner. I hate that the game appears to support this kind of schoolyard bullying while also claiming to be a safe space for people from all sorts of backgrounds and walks of life.

    If I was being bullied at school then playing killer would just feel like more of the same misery you see in your everyday life.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637669#Comment_2637669

    Blight gets more nerf demands than virtually anyone else these days.

    I think we all knew he would be gone after next after Spirit got nerfed :')

  • I could see Negan as a killer, with the whistling as the terror radius and a whisperer cosmetic :)

  • @DragonMasterDarren said:

    one of the categories for survivor is linked basically entirely to the actions of the killer and the other one pretty much requires you to escape or do so many self-heals you are likely going to die anyway due to wasted time

    Killers are in control of ALL of their BP Categories, survivors are consistently only in control of 2 of them

    Killers have very little control over the Gatekeeper emblem which requires slowing down gen progress; this is entirely in survivors control as the killer physically cannot be in 4 places at once, but it does require survivors actually do gens and not crouch in bushes the other side of the map outside the terror radius.

    This emblem is why people run gen slowdown perks as you get basically nothing if all the gens get done in a few minutes and they are the only viable way to pressure gens. Normal kicking gens is not going to help much here.

  • @RenRen said:

    I haven't played the PTB but from what I've seen from various streamers, she does not seem close in strength to Blight or Nurse. Are they really complaining about how strong she is or is it just how fun she is to go against?

    Side note: Why do I see posts about buffing Overcome and nerfing Hex: Pentimento, am I missing something?

    Because they don't know how to counter her from a day or 2 on the PTB that very few people actually played due to the hackers and DDOSing shutting down all the big streamers.

    I've never seen so few content creators on the PTB for such a small amount of time; the killer changes that came last patch got more testing on the PTB than the new killer has had.

  • @Beaburd said:

    Chase music.

    But if I did choose something else to listen to, It'd probably be some Gilbert and Sullivan while playing Ghostface.

    Imagine crouch spamming to this masterpiece.

    https://youtu.be/FXf0o2d-W5w?t=136

    This is for looping :P

    https://www.youtube.com/watch?v=MK6TXMsvgQg


  • @VexTheHex said:

    I seem to recall a bunch of clowns on here saying Trickster didn't look scary enough and how he ruined the integrity of the game with his more human design. Just ignore Legion, Huntress, Deathslinger, Pig, Myers, Bubba, Clown, and Ghostface. They wear a mask or make up and are instantly SpOoKy to the these posters!

    Why so quiet about pretty lady who dipped her hands and feet in some ink and runs around making noises like a bird? She's pretty comical and even her pallet break animation is goofy as heck. Not sure how a stretched neck pretty lady wearing a red dress is so spooky, grim, and dark.

    Or wait... was this all a bunch of people with shallow self esteem attacking a good looking male killer while simping for the female ones cause a pretty guy makes it gay while a pretty lady makes it... NSFW fan art gallery for your secret little save folder?

    (Just annoyed at people acting like her design is amazing while she is one of the simplest and visually flat characters we have gotten. Even Twins has more character in their model than her.)

    The Artist:

    Hands cut off

    Magic ink formed hands

    Unnaturally tall

    Bird feet

    Weird bird head movements

    Unique pallet break animation

    Unique vaulting animation

    Conjures magic ink bird heads that can shoot across the full map

    Surrounds survivors in birds


    Trickster:

    No shirt

    Throws knives

    Wears contact lenses

    Laughs sometimes


    I don't see how you can even compare the 2; 1 is just a regular person with a bat, the other is completely unique in both her design and power.

    Edit to add that its pretty sad seeing all these comments that if you don't like Trickster it must be because he is Asian, male and pretty; can't possibly dislike the design as its just a normal person. I honestly dislike Legion for the same reason and not because of the characters' nationality, gender or attractiveness.

    Side note to say that I think Trickster would suit the name better if the Trick Blades were default so you were actually doing trick shots <3

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/294646/where-is-the-cenobite

    As others have said, Pinhead is the epitome of 'high risk, low reward'. He's very difficult to play while at the same time not being all that powerful - aside from 1 specific addon which oddly enough was not the focus of the nerfs. And that's before we get into the various dramas around NFTs and his voicing.

    As survivor, I see a lot of Huntress, Bubba, Spirit and Nemesis. I'm seeing a few Tricksters now too thanks to the season.

    I've only ever seen 1 Hag and 1 Myers. I've never seen a Pig or the Twins.

    Can I ask how long you have been playing and what region etc you play?

    So weird to me that you have only even seen 1 Myers and no Pigs; Myers especially seems really popular.

    Maybe you're at a much higher MMR than me maybe? Though I do see a lot of Blights at mine.

  • @LegoChest said:

    i listen to meme music lmao cause its funny or like james bond theme song or mission impossible when im playing survivor only tho. Song meme song i like are sandstorm, the pink panther theme, spanish flea (one of my fav's), crabvibe (from crab game) SONIC green trill zone (another fav) or can you feel the sunshine, among us drip song pretty fire too, Super mario bubblaine or sometimes tetris music is good. Anyway it fun hiding from the killer or running while you have the james bond theme in the background makes me giggle. <3

    image.png

    Arise thread, long since dead!

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634987#Comment_2634987

    Really? like medkits, boon totems and toolboxes aren't enough to make gen rushing a killer's nightmare? do you think chasing only takes a minute and all the killers have to do is hit a survivor and comeback to the gen and pop it? all it takes are decent enough survivor with only few OP perks, tools, and add-ons to end a game in less than 8 minutes, meanwhile killers needs to rank other killers bloodweb, master each different killer abilities while having to deal with a steep learning curve or practice weak killers into viability and having little to no guiding hand to save them from losses since killers have to learn to play the game ALONE against SWF.

    if all of that isn't as fun or rewarding i rather play as survivor and do gens cause its less stressful and not as complex.

    and right now most weak killers are not good enough to have fun with or be viable for farming and when i'm not having fun i always play The Nurse, with a vengeance. and it will only make the toxicity go full circle. so pay the killer proper bp or you'll only see toxic killers.

    Honestly 8 minutes sounds like a nice long match compared to some of the sub 5 minute games I've seen :)

  • @Virghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605671#Comment_2605671

    Maybe look outside one perspective and look at the totality of the game.

    Errr, what?

  • @Volcz said:

    Just a simple question and I'm curious about how people feel. Do you get more frustrated by your teammates or by what the killer does/acts?

    I myself get more frustrated with teammates. As a solo survivor, its the natural reaction. I am usually the one who focuses gens, but can read situations pretty well and go for saves if the situation calls for it. But lately, its either people getting impatient and killing themselves on first hook, or they go down in 15-20 seconds of the match starting and demand a save or else they throw, or we actually do pretty well until mid-late game where 2 teammates snowball the match for the killer. I just question these people's IQ, especially when I see 3 teammates just walking/running around/putting a damn boon totem up after I ran the killer for 2 minutes + and no gen pops.

    Note to other solo survivors; do not run Kindred or Bond. Seeing how your teammates play will annoy you more than aid you.

    Slight rant. Genuine question.

    Yes! I also run Kindred or Bond in most of my builds and have commented on a few threads saying how bad it feels to be on the hook with the killer in front of you being shown by Kindred, and watching your teammates crouched the opposite side of the map outside the terror radius hiding from nothing.

    I blame the MMR system valuing escapes and nothing else, so rather than doing all 5 gens alone plus running the killer for 30mins but getting caught and killed making your MMR go down; people hide and wait for someone else to take the killers attention and their teammates to finish the gens so they can sneak out an exit having done nothing for the team but raising their MMR. Its all sad and a bit depressing tbh :')

  • @Shaped said:

    Hey guys. I played a few surv games after a short break and didn't notice big issues like the ones during the halloween event.

    Is it better now without pumpkins and stuff?

    All the other freezes are still there, unhooks are still really bad often; and there seems to be some sort of freeze when moving near even empty totem spawn locations and\or something to with the interaction prompt popping up for stuff like Cleansing or Chest opening.

    Someone mentioned it earlier in the thread and while I've managed to get it to happen at times, I can't seem to recreate it consistently so unsure.

    TBH its still hard to tell what freeze is caused by what as it can happen so frequently.

    I've had a few games against Nemesis since the Halloween event ended and its still absolutely horrible to play against, with freezes happening very consistently throughout the match. I haven't had the strength to subject myself to testing playing as him in a match yet but I imagine its no better than it has been recently, freezing when bringing up the tentacle or using it to break pallets etc; seems heavily based on killer power and how much the map stresses the system.

  • Makes it seem weird that they gave him addons that make the chain range longer in different ways, when it looks like they knew it was worthless at range all along lol?

  • @LeonxJiwoon said:

    Alright thanks for the reply guys ^^ Last but not least if she does not run a video tape playing the normal way of her it but uses 4 traps during the match and those come off she also dont get no more correct?

    Correct. Pig has no way to get any more traps once the match has started.

    As ChiSoxFan11 said above; you get 4 traps base and can add one with either Jigsaw's Annotated Plan or Jigsaw's Sketch.

    Both of those addons add 1 extra trap so the maximum she can ever have is 6 traps; the base 4 plus 1 for each of the addons.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634039#Comment_2634039

    Yes I think they made a mistake. As in Character select, their names are Feng (last) Min (first); but its Yui (first) Kimura (last)

    Should either using their correct form: Feng Min ; Kimura Yui

    Or using English form: Min Feng ; Yui Kimura

    I tried Googling both Feng and Min in the same manner I did for Yui and both are listed as surnames and neither as first names (outside of thenamemeaning.com); and there are famous examples of both the Feng family and the Min family :')

    image.png

    Looking at this picture shared above though its entirely possible the names could be either way around, as BHVR could have tried similar to translate Feng (first name) and Min (last name) but got the characters the wrong way around, or vice versa.

    Its definitely not as clear as Yui's; I would love an official comment on this from the team <3

  • @ohheyitsbobcat said:

    I'm also led to believe her first name in Min due not only to the Adept Min thing but according to this thread talking about the same thing, a person brought up this picture.

    https://us.v-cdn.net/6030815/uploads/223/C0UAL2F5AMJK.png

    Seems like they were trying to go for the last name-first name for her but switched later on. It can be assumed they did the same for Feng. I did some minor looking on the forum but couldn't find any devs/mods confirming or denying how her name went.

    In regards to this I did a search and found this:

    Searching Japanese surname Yui brings up this: Yui (ゆい, ユイ) is a feminine Japanese given name which can also be used as a surname, and rarely a male name. Yui can be written using different kanji characters and can mean: The given name can also be written in hiragana or katakana . Yui Hirasawa (平澤 唯), a character in the anime and manga series K-On!

    Searching Japanese surname Kimura brings up this: Kimura (written: 木村 lit. "tree village") is the 17th most common Japanese surname. Notable people with the surname include: Arawa Kimura (木村 現, 1931–2007), Japanese footballer Arika Kimura (木村 有香, 1900–1996), Japanese botanist


    I think its safe to say BHVR tried to be authentic but made a mistake?

    Edit to add that searching Japanese name Kimura, or Japanese given name Kimura also brings up the same results and I cannot find a mention of either Kimura being used as a first (given) name, nor Yui being used as a family name.

  • @[Deleted User] said:

    Also i believe her adept achievement has always been called "Adept Min"

    This is quite curious and it also refers to her in the trophy description as 'escape with Min'.

    I wonder if this is an oversight or mistake back when they added her with the Doctor DLC all those years ago?

    The trophy for Yui is Adept Yui and refers to her as 'escape with Yui Kimura'.

    It also seems they included both names in the trophy descriptions from some point and changed back to only using 1 name later.

    On PS4 the trophies are split into 2 parts, part 1 seems to go up to the Stranger Things chapter and only uses single names; part 2 starts from Yui's chapter Cursed Legacy (Stranger Things seems to have no achievements I can see strangely).

    All names in part 2 use both first and second names up until Binding of Kin, where Elodie only has her first name listed and every chapter since has gone back to using a single name instead of both.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633785#Comment_2633785

    Wait hang on, so Chinese name is Last-First or First-Last?

    Because we Vietnam has it Last-First

    I believe it depends on the language you are using the name in.

    So Yui (first) Kimura (last) is Kimura Yui in Japanese because they write their names that way round; but in English, Japanese names are used in the same order English names would be.

    I'm pretty certain of this but I could not swear to be 100% correct; hopefully someone else can clarify.

    Chinese names are used Family (surname) Name, First (given) name.

    So in English it should be Feng MIN, whereas in Chinese it should be MIN Feng.

    The Cultural Atlas aims to inform and educate the public in cross-cultural attitudes, practices, norms, behaviours, communications and business skills


  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633920#Comment_2633920

    Because buffing killers would be a better solution than making grind harder for one side. Or better yet making maps smaller/nerfing tiles for start.

    I understand how miserable killer is atm trust me but survivor getting more bp wouldn't hurt killer as much as you think.

    But buffing killers also makes things harder for survivors, particularly solo survivors; its why we recently saw so many undeserved nerfs.

    Theres plenty of things they could try to make balance better, but until then giving more BP to survivors to use on items and addons they don't really need while the game heavily favours survivor at the higher levels seems like an awful idea until the balance is more even.

    But how do you balance for the same players but one time the survivors use no items but the killer uses Iri addons and meta perks etc, vs killers using things that are more fun but weaker against the same players but using the best medkits, toolboxes and addons they can buy.

    The more BP involved the more the balance is going to be difficult to manage imo, but thats another debate altogether I think :)

    My worry is half and half; half it would hurt killer, and half it takes away one of the few remaining draws of playing the role if you aren't already suffering through playing the role right now.

    I think encouraging people to play both sides is a noble goal and one that would massively benefit the game and community, but so many only play survivor and giving the same BPs would give them even less reason to even try it out let alone suffer through what can be a very miserable experience at all levels of play.

    Hmm how about some sort of bonus BP when you play survivor if you played a killer game previously, or a BP multiplier that builds up while you play whatever the more needed role is at that time and can carry over to your matches on the other side. This way players get more BP but have to experience the other side more than just throwing the game for 1 daily challenge or a Tome challenge thats blocking your route to the Epilogue.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633846#Comment_2633846

    I play killer too you know. I understand you need more bp because you really need add ons. As a survivor I don't really use or need items.

    I still don't see why is it a problem if survivors get more bp. Some people want to bring items every game, play different characters, try different builds. Not everyone wants to play only one character like yourself.

    Survivors getting more bp doesn't hurt killers unless we are in vs mindset like most of the community.

    As someone who plays both sides myself, that's why I can't understand your position on this one as someone who plays both sides yourself.

    You say survivors getting more BP isn't a problem, that they might like to use it to bring more items and addons; yet you also say that it hurts killers if they are in the vs mindset like most of the community.

    If most of the community has that mindset, and survivors getting more BP would hurt killers who have that mindset and are 'most of the community', why would you endorse this?

    If it will hurt most of the community, its probably a bad idea right? Or do you want to play against people who only put their Bloodpoints into 1 main survivor and everything else earned if not playing killer to need it there, would be put back into the main who has everything perk wise already and would only be getting more items and addons, which survivors already don't need to make the killers life miserable.

    I thought anything that makes killer a little less miserable (mostly at high level) and survivor a little more challenging would be a welcome addition?

    Surely increasing Bloodpoint gain to help newer survivors would have the knock on effect of making high level play more miserable as there would be more abundance? Same as what happens when you balance for low level play, high level play becomes miserable?

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633826#Comment_2633826

    Because I like playing different survivors and builds so I leveled them up.

    Ah so cosmetic reasons then and totally not necessary unlike killers being completely different.

    That's fine but don't think its grounds to ask for survivor bloodpoints to be the same as killer, even though they are if you play well anyway :)

    I have more than 1 survivor levelled up though 1 is always my main that has everything I want unlocked on it so I can use that to play and get points to level up other things.

    The same does not apply to killer who if you want to play the new and totally different powered character, have to level them up and go through every teachable you were forced to unlock on every other killer so as not to only get 1 or 2 perks at lv50.

    When Mikaela came out, you didn't have to play her with no perks unlocked to experience the new killer power; you could play another survivor exactly the same but looking different to level up the new survivor you want to look like.

    When Mikaela came out all I had to do was level her to unlock the new teachables and then they instantly appear on my main with everything; when the new killer comes out I can either play survivor to unlock the killers perks, play a different killer than the new one everyone wants to play against, or play the new killer with no perks and get stomped by survivors doing what I do to unlock new perks on them.

    Killers need to put in more effort, get more bloodpoints, but also need to use more and are more reliant on perks than survivors - outside of personal cosmetic choices which should be viewed as similar to Prestige cosmetics.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633749#Comment_2633749

    If you have a lot of survs teachables, it takes too long. Unless you get lucky.

    Spent 3m on mikaela and I am still missing the perk I want.

    Why did you buy teachables you don't want on other characters?

    Most of my killers have at least 1 or 2 teachable I haven't unlocked because its too expensive to have them polluting the bloodwebs of any other killers I want to 1 or 2 useful perks on lol :)

    My Demogorgon didn't have any teachables unlocked until I was basically forced to because I was only unlocking 1 perk per level at lv50, because like most killer perks its are trash. Though at some point I had to buy 1 just so I could actually unlock proper perks on it, which eventually turned into 2 because the Entity always eats the non teachable unless its Monstrous Shrine or some trash.

    Now Demogorgon has gone from the store they force unlocked the last crap teachable I didn't want so its another 3 times I have to buy it on every killer from now until the end of time if I ever want to see the 1 or 2 perks that most consider necessary for having a non sub 5 min game.

    For both roles there's like less than 10 perks you'll almost ever see and its only for cosmetic reasons you would want to level up another survivor as opposed to each killer being completely different.

  • @ThiccBudhha said:

    Nah, if a game is 5 years of age, we need more mingling. Excluding a massive portion of the audience makes no sense, especially in a party game like this. At least the weirdos in fps games are hyper competitive, so it explains why they want to be segregated.

    Can you not accept that because SOME think its a 'party game' (lol) it would also be fair to have a separate mode (like most other games) where people who want to be competitive can play without having to either stomp casual 'party' players, or have games competitive integrity (what little there is lol) spoiled by 1 'party' player not playing the game very well in the environment.

    Its baffling to me because almost every other game has modes for both types of player rather than forcing them into the shitshow we have in DbD atm.

    You aren't going to convince people who want to play DbD and be competitive to not do that, just like you aren't going to convince 'party' players to start playing efficiently.

    Why can't we have a space for both? Is there not enough of one type of player or the other? It looks to be doing pretty healthy from a player numbers perspective, and if one of the modes had barely enough players to sustain, or too many of one side or the other; then that would either need looking into why and changing things or doing away with the less popular side and trying to encourage people to play in the way you want them to for that game mode.

    I guarantee though that it will be easier to convince 'party' players to get better as they play more, because that happens naturally no matter what you do in anything; than it is to convince competitive players to 'not be competitive' or 'not play so efficiently' lol :)

  • @Incarnate said:

    It's kind of interesting and sad at the same time, that both survivors and killers post chat complain and tell the others how to play and how they played was this and that - basically what in their view, is wrong. But here is the thing, so many are so quick to judge others but they themselves play in a way that could be critiqued. It's up to each player to decide how to play, as long as they don't break any rules and abuse exploits in the game. What this comes down to, is when people feel that their opponent somehow played unfairly.

    The game is what it is, and if it can be done in the game, then people will have to deal with it, at least until it's changed. The killer is supposed to kill, whatever means are necessary to achieve it, in the end, it's at the expense of something else. The survivors are supposed to escape by whatever means necessary.

    Is that how it's supposed to be? As long as players can do so in game, then it must be. The way I see it, unless there is actual rules that can be adjudicated and enforced correctly by the game, then I don't see it could be any other way. Mainly because unless the rules are game mechanical rules, then the rules of the game is nothing more than a social construct. And here is the thing, when one side complains about the opposing side's play, it's to achieve a form of control that makes it more difficult and limits their opponents options during play, so that when others, including themselves, plays against this player - a form of control that makes it easier for that side to win.

    Let me give you an example.

    Many expect the killer to not tunnel, camp, slug, respect the 4%, etc. while they expect the killer to switch to a different target after successfully having hit a survivor, and if the player doesn't do whats expected, then he/she is definitely going to be told post game. It's possibly also a matter players have a sense of entitlement. In many cases the word "expect" can be replaced with "want". Same goes for killer players with regards to survivors not looping, body blocking and teabagging - in other words - what both sides really want is - FAIR PLAY & Good Sportsmanship. But this game doesn't reward the players for it, and even worse, it in a way actually encourages using whatever means necessary that will ensure victory. For some, it's not the victory that matters, but the stress, frustration and humiliation it causes in the oposing player - which is quite sad.

    It used to be that all 5 players could 'win' under the Emblem system or scoring matches.

    Its clear that the killer was supposed to kill and the survivors were supposed to die, and all 5 players could rank up even if everyone died, as long as they played according to the Emblem system.

    Over time the win condition has changed for the worse (imo) to be this kills vs escapes which encourages the tactics players hate.

    Valuing kills over hooks means camping and tunneling are simply more effective ways to raise MMR; its backwards logic that a killer who hooks everyone twice (8 hooks) loses MMR while a killer who camps someone on first hook will raise MMR (1 kill).

    Same for survivors, valuing escape and nothing else encourages solo players to play selfishly and I often see (with Kindred etc) players crouched the opposite corner of the map (nowhere near the terror radius), and no one going anywhere near a gen; because it doesn't matter how many gens you do or how many get done while you loop the killer for 10m minutes - if you don't escape you 'lose' and go down in MMR where someone who hides and does nothing all game will raise MMR if they manage to open and exit when the hatch is closed, its awful on both sides.

    Why take any risk if its not rewarded? Why touch a gen when you can escape without doing one and thats what the game cares about? Why chase and hook multiple survivors when camping 1 or 2 will be rewarded more in the MMR system? Why risk going on a gen if theres no reward? Why leave the hook if theres no reward?

    Current system just makes no sense and encourages more bad behavior than the challenges that cause people to throw games in pursuit of them.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633481#Comment_2633481

    I dont know what bloodpoints has to do with the ingame action. Its an old system. I mean even the BP farm perk is way better for killers with a better secondary effect.

    Also theoretically you could farm BP on killer and give it to survivors. Or vice versa.

    Also there are clearly more survivors and perks for survivors.

    I actually do it the other way around; killer is stressful, difficult and unrewarding for the effort put in, survivor is easier and I use those points to get the couple of perks for killer that actually allow them to be played against good survivors.

    Plus once you have the meta build as one survivor there is very little reason to level another unless you prefer their look or cosmetics. You only really need DS and the rest is optional; and even then without DS the killer will still often respect that you have it if you don't. Same with BT. Unless you're playing at really low MMR where killers don't know to respect those perks yet?

    Each killer requires certain perks to not have the game end in sub 5 mins with 1 or 2 hooks.

    If killers and survivors earned the same Bloodpoints, what do you think the incentive is to play the more difficult and stressful role? Outside of challenges or masochism of course :)

    If you want more Bloodpoints, you could always play killer - though I suspect the reasons above are why people don't. If its because you play in a group with friends well then its even easier and why would easier = more points?

    There's a reason most of the daily challenges are killer all the damn time even if you don't want to play the role; because they need to encourage people to play that side so we have 5 people for a game.

  • I noticed that there was a Dev Message when I started the game up today... telling us there's only a few days before Stranger Things content leaves and advertising that we should spend money on it; nothing about any of this though.

  • @TheDarkTyrant said:

    Can we just get rid of rifts? They are completely pointless as the only exclusive parts are the charms which no one cares for. The only ones I ever cared for were licensed. So Left 4 Dead. Other than that they are just a waste of resources. The skins come out shortly after and even the ones people paid for on the paid track after being resold but now in the store are just available for shards now which is kinda dumb. Makes the entire major point of the rifts... Pointless!

    Charms are trash IMO and I don't equip them at all; they'd probably impact performance on consoles more than I would ever look at the tiny useless things.

    Nothing makes me sadder than 1 or 2 parts of a set being locked to the paid track, cosmetics for characters I never play, and 70 levels just to get the 3 parts of the 1 free cosmetic which is often just a trash recolour like Fengs Mime skin in the Rift currently.

    Trash recolors should take the place of Charms on the free track, there should be more than 1 decent cosmetic (often for a charaxcter you don't play) on the free track, and special looking sets should be the premium track reward.

    Of course that wont happen though as they can give away Charms instead, and charge more than multiple DLCs for 1 set cosmetic in the store.

    People don't like it being compared to EA but this looks an awful lot like the Apex Legends store and battlepass (though even that has some really cool stuff on the free track), and even that is a free to play game unlike DbD.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2632262#Comment_2632262

    I have instant matches as surv in Europe. 5-10 min waiting as killer

    Depends on the time of day you play.

    In the evening its instant killer queues all night; if you play in the day when most people are at work, or just after the kids get back from school, then more play killer until they can SWF later in the day.

    Most seem to be only playing for challenges though until it gets super sweaty from both sides at night.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2632707#Comment_2632707

    60fps vs 120fps is absolutely perceptible to the human eye if you have a high refresh rate monitor, e.g. 144hz. Once you've used a high refresh rate monitor you can't go back, 60fps vs 120fps is very, very noticeable. Games at 60 fps for me are almost unplayable.

    Consoles don't even run at 60FPS, Hell they don't even maintain 30FPS and constantly freeze or dip way lower.

    Been waiting for 60FPS since they gave us this detailed outline how they would achieve it over the year; this was nearly 3 year ago now and they just don't talk about it anymore or answer questions about it. I've had my questions deleted from the last few Q and A threads because they just don't want people talking about this anymore in the hopes people will upgrade and despite their not being cross progression for lots of formats.

    @not_Queen said:

    Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.

    This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.

    When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.

    Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.

    See below for a high-level view of our optimization roadmap.

    STEP 1: UPDATE TO UNREAL ENGINE 4.20

    Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)

    The engine update was a necessity to move forward with the optimization process.

    All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.

    STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS

    Target: Chapter 11 and ongoing

    This is the core of the work to improve the performance and the game’s frame rate.
    There are many opportunities for optimization, but here are the three main pillars overarching our efforts:

    CPU optimizations: improving the game’s baseline systems

    This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.

    GPU Optimizations: Overall Graphic Optimizations

    The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.

    Contextual Optimizations: Performance Spikes for Specific Actions

    We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.

    STEP 3: UPDATING OUR GUIDELINES AND PROCESSES

    Target: Chapter 12 and ongoing

    While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

    Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.

    Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.

    See you in the fog,
    The Dead by Daylight team


    I would settle for a cross play option that most other games have, limited by controller type so M+K players would only play against other M+K players and vice versa, unless you choose otherwise.

    The difference between new PCs and new gen consoles is small because the performance is comparable, and the difference between new gen consoles and last gen is small because the controller limitations are the same; last gen consoles are at a massive disadvantage in multiple ways against most PC players. Switch there really is no good answer for it seems, as even if they were matched against mobile players, the mobile version runs so much better than the terrible Switch port.

  • @R2k said:

    Almost everyone uses reshading or some sort of brightness adjustment. I'm more curious someone has his game *dark*.

    Half the playerbase is on console and the TV brightness setting does not count, this game is dark unless using something outside the game to make it look different than BHVR intend; which is really damn dark :)

  • @zarr said:

    A good way to do it is to just stand somewhere and let them search for it. Sure you don't get to feel like you have "given" them hatch as a sort of act of mercy, but then the question becomes whether you are actually giving them hatch because you care about how they feel, or whether you are mostly doing so to feel better yourself. If you let them get hatch on their own, sometimes they will even feel as if they've escaped rather than you letting them escape, which can be an even better feeling for them.

    There's the risk that they will stall even if they find the hatch, or that they will act gleeful in post-game chat about having gotten hatch, but at least if that happens you know they are a pesky person, and imagine if you had actually carried such a person to the hatch yourself - they don't deserve that!

    I prefer to have that last chase because they can sometimes find the hatch mid chase and really earn it; it kinda of feels like giving up to not chase the last person and would suck to rob them of the chance of getting a clutch escape. Plus sometimes its how well they do in that final chase that makes me want to give the hatch <3

    If I'm playing survivor though and get dropped away from the hatch I probably wont crawl for it and give them the satisfaction of knowing I haven't put the controller down. Almost as many do this as let me go sometimes it seems :) Though still not as many as survivors who wait in the exit to give the killer a 'free hit for the bloodpoints' as they Dead Hard out the gate ;)

    As some others have said, if picking up a survivor I might swing my weapon and hit a few random objects and that often stops them wiggling; or if they wiggle out then sort of following them and attacking thin air from a really far safe distance or lunging in the general direction of the hatch.

    Depending on your killer you can try and use their abilities to show you aren't a threat; Shredding\Chainsawing walls obviously no where near them but close enough they can see what you are doing; Doctor\Pig etc spam the ability without letting it go off, ranged killers you can make it clear you have no ammo by throwing them away for them to see etc.

  • @Desh said:

    A lot of complaints in DBD are primarily centered around SWF's and the Solo Survivor experience. Killers that are difficult to go against as a Solo Survivor are a walk in the park for even a mildly decent SWF team. This leads many to believe that BHVR tweaks buffs/nerfs the game based around the Solo Survivor's play.

    Is there an effective way to create segregation between Solo Survivors and SWFs that wouldn't negatively impact the game such as turning players away or increasing queue times? I had some suggestions and was initially writing them out but it's too long.

    I think it would be better to close the gap between solo survivors and SWF; a great start would be to give all survivors a map wide Bond, the aura changes colour when they are injured, and show the killers aura within a couple of meters of the hook. Then delete the perks Kindred, Bond and Empathy.

    This at least gives solo survivors close to the level of information that an SWF might share over voice communications.

    I think balance is already enough of a challenge in an asymmetric game with so many different variables of perks, items, addons, map and RNG etc; and there's so much of a difference between solo\SWF that any significant killer buff or nerf is going to inevitably be magnified. Any killer buff to help with SWF will hurt solo, and any nerf to help solo will make killer miserable against SWF.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631494#Comment_2631494

    I got mine to watch Chucky.

    American tv shows saving lives here

    That show has been absolutely brilliant so far :)

    .

    I take it VPN does not work for console users then? Its not something you can set up using a laptop to protect you while you play on console?

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/294111/huge-mmr-gap

    Ok the starting mmr is kind of high up there for a new player. I would say just keep playing and look at outside sources for help this game doesn't explain enough still

    Thing is it will never be able to explain enough because of how fast they keep adding new things; every few months there's another 3-6 perks to have to know about or they affect you without you even knowing what to look for.

  • @bumrushed said:

    Devs can't balance for high ranks because they've never been there.

    Theyre making decisions based on data without experience like Lieutenant Gorman in Aliens

    https://static.wikia.nocookie.net/avp/images/d/d5/Gorman_panicking.png

    What do you mean they're abusing perks and mechanics? How could they man, they're animals!

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630556#Comment_2630556

    Oof, like an hour after posting this you saw BHVR's news announcement.

    I feel your pain, man. I am so sorry, for both our losses. 💀⚰️

    Just seen that, it really sucks sorry :(

    Hopefully it means there's more focus put into improving the performance in the meantime. <3

  • I can't even remember what the reason they gave back in the day was for not including a brightness option, I want to say something like preserving the horror aesthetic but wouldn't swear to it its been so long.

    As any PC player who wants an advantage can do so with the filters that come with their graphics card, it seems like it would only be fair to include brightness settings for every format to level the playing field as much as possible; PC already have enough advantage with the control method and massive FPS difference.

    Even some of their own Fog Whisperers use those filters and I would expect the game representatives to be happy with the game as the rest of us have to play it; and if they aren't then shouldn't that tell the team maybe it should be looked into?

    Three things that would make an astronomical difference to us console player is the FPS\optimisation being fixed, more controller options for acceleration\dead zone, and brightness\graphics options so we can get the game looking and running in a comfortable way.

    That would massively improve the whole console experience and shouldn't be a big deal to implement, providing they spend some time improving the huge amounts of content they already have rather than spending all their time and resources adding even more new things on top of the insane amount of content this game now has.

  • I was kind of hoping performance may feel better now that the event has finished and freezing pumpkins are gone, but guessing from the comments not lol :')

    I'll keep an eye out for any issues that could be totem related

  • @BabuDweet said:

    Yano like they could easily release a huge patch instead of a chapter and fix many issues with the game but yano, money is more important than the game health of course

    I think at this point I would pay the normal chapter price to not get a chapter but get the optimisation issues fixed instead and maybe some controller options :')

  • Kind of echoing your guys comments with my own thoughts.

    First, I worry as theres a lot of fancy effects going on, especially the transparencies.

    Second is I wonder how aim reliant she will be; as even Blight\Hillbilly can be really hard to aim on controller because of having to have the sensitivity up so high to not get 360d.

    Lastly I'm curious about the Spirit optimisation from the patch notes, as I am also in the same boat that thought the game actually seemed to run a lot better when playing as Spirit than most other killers. I wonder why she was chosen when my anecdotal experience made her one of the killers that impacted performance the least while Nemesis didn't get looked at instead when there are a multitude of severe examples of issues in games where he is present here in this thread. Sure there are very good reasons and I would love to have it explained to me so I can understand the big picture.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622528#Comment_2622528

    Thank you.

    Please keep the clips coming, anything that shows hitches when a perk status happens etc, all those are extremely helpful as it allows me to visually explain the issues as well.

    Just spotted this as you mentioned perks specifically and this match had bare minimal perk variety so may make it easier to identify.

    Both are freezes when I get hooked 1st and 2nd time so the only perks that would activate would be BBQ, Pop, and Kindred.

    Killer perks: BBQ and Chili, Monitor and Abuse, Pop Goes the Weasel, Brutal Strength - Addons: High Stimulus Electrode and Interview Tape

    My perks: Borrowed Time, Dead Hard, Decisive Strike, Kindred

    Survivor #1: Borrowed Time, Dead Hard, Decisive Strike, Plunderers Instinct - Common Medkit with Butterfly Tape and Rubber Gloves

    Survivor #2: Borrowed Time, Lithe, Iron Will, Spine Chill

    Survivor #3 : Borrowed Time, Lithe, Iron Will, Windows of Opportunity

    2 BP offerings and the RPD offering were burnt

    https://www.youtube.com/watch?v=KKp-svfWc_k https://www.youtube.com/watch?v=3CMCTnxzUpQ


  • @Star99er said:

    The recoil on his blades is too strong to make him use of his power outside of a close range. I've been trying to finish his Long Bomb Tome challenge for hours and despite doing very well in my matches with him the recoil makes it too difficult land hits at mid range. It's much more frustrating vs not being able to perform flick hits with Oni or Blight.

    Honestly the recoil isn't really the problem, its the lack of control options like acceleration, dead zone and multi zone settings most other FPS games have.

    Guns have recoil in lots of popular games and people are able to manage it very precisely because they can customize the aiming to their preference.

    Apex, CoD, Battlefield etc are all good examples of games with varying recoil patterns that players get used to managing with practice and comfortable control settings.

  • @Plsfix369 said:

    Can somebody explain to me how can a single survivor was able to destroy the whole match in a span of 14 seconds starting from first second they spawn?

    i was playing hag with only one single hex perk, which is ruin and as the game started I immediately rushed off to secure my totem, when suddenly, poof, it was cleansed like it was nothing, not even a chance to fend it, and i arrived there 3 seconds late, after that gens just kept popping left and right. the match didn't even last 8 minutes.

    how long has this been like this!?

    Like this:

    https://www.youtube.com/watch?v=62a6OSY6Cm0


  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622528#Comment_2622528

    Thank you.

    Please keep the clips coming, anything that shows hitches when a perk status happens etc, all those are extremely helpful as it allows me to visually explain the issues as well.

    I thought this clip might be notable:

    https://www.youtube.com/watch?v=KcTM1jZkXAQ

    It starts with a smaller freeze on unhook that we've seen before, but theres a big freeze as the other survivor comes to help heal and I noticed it seemed to coincide with the Safe Unhook score event; I wonder if there might be some link?

    There is a big freeze at the end too but I'm unsure what the cause could be.


    This next clip is a freeze when I get infected by Nemesis:

    https://www.youtube.com/watch?v=UFJ_yNzQIeY

    As I am full health none of my perks are in play here, but I did notice that again around the time of the freeze\hit the Safe Unhook score event is there again.


    This is right at the start of the match against Freddy and looks to be caused by a failed skill check to wake up by Meg; I've had to assume some things there but I don't think she would've made it to a clock to wake up another way and don't think there is any other option?

    https://www.youtube.com/watch?v=YxQ5WP7UX-c

    Not sure how useful these last 2 will be but this one just seems to be caused when the survivor is downed by Nemesis:

    https://www.youtube.com/watch?v=KOvg_6R3seg

    And this is just another example of the freeze when a different survivor unhooks across the map; I have a few of the unhook ones if any more clips of that are useful, though I don't want to bombard you with clips if they wont be any more help <3

    https://www.youtube.com/watch?v=OLrZvFZqAhk


  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622885#Comment_2622885

    That add-on was a bit over the top, despite the good jumpscares that it gave me. However I loved her collision and lack of vault animation.

    The sheer strength never bothered me. It was just so creepy and it fitted so well in DBD.

    That is the Spirit I really loved.

    I actually prefer her without collision as it makes her feel more ethereal to me :)

    I loved her old vault animation though for the same reasons! I would love to see them give her a modified version of Pinheads where he phases through <3

  • I really enjoyed playing against old silent Prayer Beads Spirit :)

  • @Mandy said:

    @GrimoireWeiss @bm33 I thought that by the dates on the posts, but I wanted to make sure. Thank you for confirming so quickly.

    Thank you for everything; just to have this sort of interaction does wonders for (my) morale, and while I am not putting any expectations on anyone it does renew my hope that things might always improve in one of these patches\hotfixes in the future - which honestly means so much.

    It would be a dream come true to be able to get hyped up with everyone as the new content arrives and be there enjoying it along with everyone else <3

    There will always be bugs or issues with new content but to make some progress on the optimisation would make a lot of the other problems people experience seem minor (to me at least) in comparison. I can deal with a hell of a lot as long as the foundation is solid and have been there for some of the really rocky launches over the last few years.

    I do have some more clips to sort through, hopefully tonight; but if there is anything I can do to help in anyway then please let me know and I'll do whatever I can <3

  • @SkerpiTwitch said:

    Imagine having injured survivors going into dying state after some time(lets say 2 min) if they refused to heal.

    This moment, beeing injured does (almost) nothing for the killer besides beeing that 1 hit away or having thana as a perk. It should be more punishing running around injured.

    See it as an extra deep wound that also gets paused on beeing chased, hooked, etc..

    I would honestly like to see a small repair speed debuff for injured survivors; that way it encourages killers to look for a new survivor rather than returning to the hook because they know that they will not be working on gens as fast as the other survivors

  • @Clowning said:

    It's been like this for me ever since they've changed it, since escapes and kills do not translate into actual skill, random results are to be expected.

    This is exactly it I think.

    Escape raises MMR and you can escape while stealthing around never touching a gen, so you do get players at higher MMRs when their skill is lacking in areas the game used to score you on such as the emblem system etc.

    Same for killers; I've been mindgamed at every loop but the killer 'played fair' and went for hooks instead of securing kills and so their MMR went down, but I've played a lot of killers now who can't loop for anything yet I'll get caught with NoeD or they'll catch and camp 1 while the rest of us die trying to get them out so their MMR goes up.

    It really needs a way to score by things like chase time, time on objectives etc I think.

1 … 6 7 8 9 10 … 16