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Dustin

Dustin

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Dustin
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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467863#Comment_3467863

    Huge agree on the accessibility portion. Observer tools are minimal and buggy. Custom lobbies are awful and cause event pacing to suffer. So many restarts happen because loadouts get bugged, players fail to load in, maps fail to set, and you end up having to implement so many compensating controls with the tourney admins that you're jumping through hoops for 20 minutes just to get an all-clear to start a match.

    It makes the level of play suffer. People made fun of the players in BOTB. We had to be in the lobby in-game and in the discord 1 hour before our match time. But the stream was on a 30 minute delay so we had no idea when we were actually playing. Players sat in lobbies for an hour and were then suddenly told to start a match within 1 minute, so everyone was playing ice cold no warm up in front of 10k viewers.

    The setup alone would put me off from wanting to sit through and watch - I feel it could all be streamlined so easily if BHVR put a little more effort into custom games.

    Don't get me wrong - I'd love for Comp DBD to be more popular but with lack of support it's hard to get into both as a viewer and the desire to potentially want to try it personally. I used to be heavily into the dota2 comp scene and prior Team Fortress 2 and even with support from Valve sometimes the delays made it hard to enjoy in the early stages of both. Can't really imagine the patience some have in regards to DBD.

    I wouldn't make fun of the actual players in any tournament as it is typically out of their control with technical issues arise. Sucks if you competed and got flak for it but hey that's cool you were in a tournament - hope you had a good time for the most part.

    To be quite honest though the ball is mostly in BHVR's court on this one. Better spectator tools would go along way for creators in the DBD community although I get there is no direct financial incentive to do so which is why we likely won't see changes for a while if ever.

  • Comp DBD is boring to me because there's terrible observer tools in DBD. Compare any E-Sport or competitive game that's popular and the most notable thing is they have good spectator tools, Freecam, aerial shots, replays, a demo and playback system, relevant on screen information that can be toggled. Comp DBD relies too heavily on who ever is the one casting the tournament if it's even a tournament and not just a scrim. Commentary needs to do all the heavy lifting and they need to be able to show the right perspective at the right time or else it's boring and might as well just be viewed through one players POV the entire game.

    It could work if it were a occasional automated tournament thing in DBD and we had a proper spectator system in place but I don't see it happening. The actual gameplay is interesting watching people play in a more competitive environment. The thing is with that with comp DBD I never see a consistent set of rules so I lose interest. Every corner of COMP DBD is hard to even get into for the average player because the information you find on it is obscure and again there's seemingly no consistency with a lot of players on how they view COMP DBD.

    tl;dr - Comp dbd will never be a mainstream thing for this game or even relevant until good spectator tools are in place, information about it is easily accessible and everyone can have a consistent set of rules. I'm not going to factor in game balance because every game with comp has their own balancing per season and honestly I don't find it to be a relevant issue for this game.

    Also why is having consistent rules important? This is purely subjective but personally I won't invest into any sport or series only for it to "change things up" halfway through just to change. The best example of a worst case scecnario is that tournament that was hosted by Space Esports. Rules changed multiple times throughout the entire tournament.

  • Realistically - I want more news on planned reworks and a return to dev streams in some capacity - I loved seeing their design process on things. It felt like they were really open years ago when the dev streams were a thing.

  • I'm in favor of it not resetting. I kind of understood it back then - aura reading perks weren't that popular and I'm sure BHVR were worried about giving survivors far too much information. Now it feels like the killers power is good enough that it wouldn't be too bad. Wouldn't really affect SWF too much and solo players would have another perk option.

    Like we have Empathy and Empathetic Connection and Kindred that have a lot of information with specific requirements. Aftercare has its own simple requirement so it feels silly that getting hooked is enough to reset your progress on it.

  • Since it's licensed wouldn't that be up to Capcom to put it on Spotify? I admittedly checked for the original Resident Evil 5 theme and seems the RE5 soundtrack is unavailable.

    in Music Comment by Dustin
  • I miss the old Pharmacy perk - I stopped running it when it required you be injured. It makes more sense now but I really enjoyed hoarding Green Medkits + it was a less opportunistic perk before. Now when you get injured you have to hope that you have time to get to a chest before it's opened and before the killer finds you and if a survivor finds you they can just heal you. Would really prefer it just be given the Rummage action like all the other item perks or something else entirely.

  • I love the new killer but playing them is very disorienting and frustrating. Having restricted range on biopods with windows is actually more troublesome in practice and it's very disorienting controlling a biopad and resuming chase. He's very clearly meant to use biopods in chase but the camera is never facing where you want it to in chase and it is really finicky snapping to a survivor sometimes.

    Singularity is good when they work but they could use some quality of life changes. I'd love to play them more but they feel like Twins to an extent.

  • I feel MFT isn't the issue but just stacking other speed modifiers along with it. Probably would do the game good to set a hard cap on Haste or just make it so the highest value of Haste you get from a perk is the value you get. Antifun change sure but realistically I don't see any of the perks as being problematic on their own and I can't imagine many others do either.

    Sure you might feel that way right now but if you reflect on your games have you had an issue with the perk when it wasn't stacked with Hope for example?

  • I enjoy versing Wesker so much I want every killer to share the same run animation as him.

  • I feel like the exposed should have been a unique exposed effect that could be dispelled while in chase by also counter using your invitation.

    Same thing with pallets - It should have been a resource war instead of abilities you cannot counter or fairly play around.

  • @Chilli_man2400 said:

    The cooldown should only activate when you successfully sabotage a hook not when you let go. It’s annoying how I go to sabotage I let go and have to go through it’s stupid cooldown just use it again for a little mistake.

    I've had the perk go on CD when I've meant to heal a survivor and snapped to the hook so I second this. Literally the main reason I don't use the perk.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465107#Comment_3465107

    Yes! You are correct I got it mixed up. Thanks for the correction :)

    Oh I wasn't trying to correct you I just remember at some point they swapped the priority of those due to the slugging. I just couldn't remember which was first because it had been so long. Admittedly you brought back a lot of memories by mentioning it.

    I think it's just kind of cool looking back and remembering how things were. Even remembering Freddy being used as a test model for when they were testing Spirit and them showing this live on a weekly dev stream.

    In fact here since I brought it up.

    https://youtu.be/b8NYSnA2B7k

    There's the full stream and at the second thumbnail is a timestamped video.

    https://youtu.be/b8NYSnA2B7k?t=2476

    I miss those weekly streams - To me it was the best part about the game was the dev interactions.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464513#Comment_3464513

    He wasn't oppressive people just didn't know how to play against him. The only possibly oppressive thing that the release version of Freddy had going for him was slugging (on release you had to heal someone up from dying and THEN wake them up), but even then Nurse & Billy were still better sluggers back then.

    I may be misremembering but at the start wasn't it you had to wake up the survivor while they were in the Dying State and then heal them? I remember something along those lines with every Freddy equipping Knockout specifically for slugging builds since they essentially had built in Deerstalker.

  • I find the chase fun when there are interesting tiles or balanced maps where it feels like losing the chase was your own fault and not unfair design. I enjoy killers like Wesker and Hillbilly because it's fun essentially dodging the entire killer that uses their body as a cannonball. I also love when high risk high reward plays are available to both sides making people try crazy stupid stuff instead of just robotically just aiming for objectives. My most enjoyable games is where no one wants to do generators and instead engage in chase with Hillbilly for example and the killer recognizes this and tries to aim specifically for curves.

    What sucks the fun out of me is where I feel my decisions don't matter and the outcome is just an inevitability or the entire game is predictable from start to finish. I particularly do not enjoy the event specifically because of how the invitations are weaponized. I especially do not like the invitation pallets or the exposed effect you can create with it. It feels like that should have been a separate gamemode. A notable example is seeing an RPD offering and then seeing Skull Merchant. I now know that the game is likely going to be a 20-30 minute slog where survivors fight for the center gens or give up.

    As killer specifically for the most part I find the role fun when it comes to learning how to use my skill and planning to improve. I love playing Clown and Deathslinger and occasionally Hillbilly because I love killers with a learning curve. Singularity while a little tedious to play is fun because the wide range of uses the power has makes them interesting to play. EMP's and map design could be improved though because a lot of the time I cannot place biopods due to windows blocking them.

    To shorten it though - To me DBD has always been about unpredictability and experimenting with fun builds. The game loses its charm when you are able to predict your entire game on a flowchart. What makes the game amazing is all players doing just random unpredictable ######### that makes the game a surprise factor for both sides.

  • To be honest I'd be fine with an option to just die on the ground if it's just you and another survivor left. I get a killer wants to get that 4k sometimes but can I not bleed out on the ground for 2-3 minutes doing nothing. Sometimes it genuinely just isn't possible to come back from that.

  • I feel like he needs some tweaking on both spectrums. If all survivors are picking up EMP's his power is very weak - However when not all survivors are grabbing EMP's with just one opening he can snowball pretty hard. Granted that's if one - maybe even two survivors only get EMP's and the other survivors ignore them all together.

    The only thing I've noticed is some EMP's are just deployed when I approach them - I don't know if this is automatic or other survivors are finishing the box and leaving it but I feel like if the printer is going to have full finished EMP's in its current state the pickup animation should be a little longer. I don't feel I can grab them mid chase if I'm being chased but if I see someone being chased I literally just do a drive by at the box and run along the chase to make sure the biopods in that chase are useless and there's literally nothing Singularity can do about that.

    I don't feel Singularity's power is useless - It feels strong if the EMP's aren't prioritized but when all survivors realize how strong EMP's are using Biopods to find openings are very rare. First impressions on live servers is the issue is how readily available EMP's are. I feel everything else about them is fine.

  • Congrats on the huge milestone!

  • Badham.

    The entire realm is a mood killer when playing. They could do so much better.

  • Twins - I actually enjoy playing against this killer and never see it.

  • I feel like the only change this perk needs with this affect is it should let you activate the cooldown / refresh at will. It's bad enough with skillcheck RNG this perk seems like it may be an equivalent to Autodidact now. It's going to rely on good timing for something else to come up so you can hop off the gen at a good time.

    Then again - I'm absolutely fine if this perk becomes far too opportunistic because toolboxes are too strong as it is.

    The main issue I see is running this perk and you're not trying to use your item just normal repair - You're trying to clutch a generator and you hit that last great skillcheck and the perk activates and all of a sudden the next 30 seconds your gen repair is slow. I get that you can argue just don't hit the great skillchecks but again this could be in clutch situations where the perk causes you to lose a game.

  • I like Clown's stunned noise - I mostly wonder how they thought to record the sound. It just sounds like a

    "HUrrrrrrrrrrr"

  • I've seen a lot of content creators enjoy TCM but most of them have said and acknowledged TCM isn't a DBD killer and won't replace it. Of course streamers will enjoy TCM though it's a good game and it's a new experience that's an authentic recreation of the source material in video game form.

    TCM has a lot to work out though and I admit even though TCM is one of my favorite franchises I don't know what it's going to do long term since it's restricted to just TCM unless it brings in guest characters.

    @mikewelk said:

    Probably because the only thing we've been looking forward to are bugfixes that introduce more bugs and nerfs/buffs. Even the new map isn't really the best to play on.

    I agree with this though - Personally the only thing I'm looking forward to is Nicolas Cage of all things. I have 2m bp reserved just for him.

    @robrob909 said:

    Let’s be real here if people were playing tcm for 6 years which is very unrealistic I have no faith in this game lasting even a year. But just say people had been playing this game similar to dbd for reasons none other than the only choice. Imagine dbd comes out similar concept as now just updated graphics people would be saying the same thing, the hype would be insane. People are just bored playing the same game and tcm isn’t the answer it’s fun but we had a couple days with it and I already saw too many glaring issues that will make it impossible to succeed in the long run.

    My favorite issue is how lobbies feel like an eternity if not everyone readies up. Also how the intro to each round takes forever.

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443405#Comment_3443405

    "but it started becoming more competitive when BHVR felt the need to touch up the rank system" ofc xDD

    ahh you mean the "competitive matchmaking" which according to the statistics also shows that it is the same garbage as the emblem system, the stats of red ranks was freddy the killer with mostly kills, nurse, blight, spirit were far away from other killers, with MMR (high mmr 5%) Wesker, Plague, Dreadge are much more advanced than who? right Nurse, Blight, Spirit, the statistics alone show that people who think like you either have no idea what they are talking about or they talk themselves into it so much that they believe the lies themselves that the game is "sweatyer" because of mmr, the old matchmaking that was in there at the beginning it wasn't good but it was totally ok a real matchmaking it stayed in the game for about half a year until bhvr made it a hidden emblem system then what you said would be true but it's not so!

    but it doesn't matter... this community is so weepy just embarrassing xD your dirty task is to make 5 gens as a survivor and run out through the exit gate as a killer you try to stop it with all means if you don't feel like it take a break or look for another game! damn it, i've never seen anything stupid like that, it's also just a dbd phenomenon, after years of csgo (played main for 3 years), i heard someone who said "sweaty, why do you always try to kill the opponent every round, just play a few rounds with pistols instead of always buying an ak" or in league "why do you always try to fight through and destroy the nexsus of your opponent? play less sweaty and only kill the monsters next to you" what's that? right if you do this too often you will be reported (rightly so!) you are just a griefer because your task and the fun of it is to play the game, csgo: kill opposing team, league: kill opponents and destroy their tower first, dbd: make 5 gens and go out through the exit gate, killer must prevent it, PLAY THE GAME OR LEAVE IT! First of all, don't complain about people who are good, good at looping - killers who are good at mindgaming and playing efficiently, make them think that's a bad thing, if you're too bad and can't loop that's it, but don't start useless and use it as an argument "I'm not sweaty" no! you want to play dbd without playing dbd take the perks you like but if the killer wants to tunnel you and win then he is not a "sweaty" because if you want to admit it you are just no good and easy prey for him , if I go in with my 9k+ hrs perkless and the killer me tunnel I'll still finish him :))

    the real problem is that people who aren't good ehmm sorry I mean of course "casual not sweaty or chill survivor" are matched with others who are too good for them but I've given up with dbd and the worst mm i ever see, I've got my eye on texas chainsaw massacre where I don't care if I'm matched with bad mates because I can escape for myself it's a dream, people who are bad and don't want to "sweat" can just die I don't care because I don't need them xD

    The majority of your post I wasn't even posting about but thanks for your opinion I appreciate it.

    The only thing you could refer to my post that you stated is as simple as - When this game launched to pip you just needed to get a certain BP score. You could do literally anything and still pip so most people had fun. However a lot of people complained that it wasn't good enough and we kept getting arbitrary rank requirements everyone stresses about which yes - Takes away the fun for those who care about it.

    As for people trying hard or not - Who cares? I certainly don't.

  • It's way too easy to defend generators on the map and most of the time you can secure a 3 gen no matter what part of the map you're on since you're always passing by generators near the center when patrolling. You have to somehow get into a really long extended chase to lose a gen in the middle roads or just get the worst RNG in the map where everything spawns out of sight.

    One thing I'd like for the map is for a new tile to be added on the corner that's almost always a dead zone and for generators to be moved around a bit. I'd like the gallows and saloon ones to stay where they're at though.

    That being said - I love the visuals of the map and want another map from the realm to be added but doubt I'll ever see one.

  • I've played since 2016 and this wasn't necessarily always an issue but it started becoming more competitive when BHVR felt the need to touch up the rank system. This was due to players complaining that matches were unfair, had no rewards, there was no progression, etc. So progressively over time in an attempt to balance the game BHVR keeps touching up the rank system so it's more a matter of careful what you wish for. I know you personally didn't ask for it but more so over the years the community has demanded the same thing and BHVR has tried over and over because they seemingly are uncertain what to stick to at times. Anybody remember the Victory Cube?

    As for the "community" ruining this game - Does DBD really have a community. We have the forums, Reddit, the official Discord and various Twitch communities but every part of the playerbase is so isolated from each other to a degree it doesn't really feel like a collective community - just a bunch of smaller groups. Community just kind of feels like a buzzword thrown around. Granted I feel this may be a hot take but I feel the biggest issues with DBD has always stimmed from Twitch communities or DBD personalities - Mostly toxic ones that were enabled by BHVR before they actually started focusing on community development. Things are a lot better now but I feel the worst aspects of what you'd refer to as community in DBD stem from the entitled mentality formed years ago.

    Honestly my worst experiences in this game outside of Death threats and being ddos'd before a report system and dedicated servers became a thing were from mid level streamers who I'd just constantly run into who had a toxic audience or they were ######### for the sake of providing content for their stream.

  • How do you play that many games a day? On my extreme game binges I can at most get 20 games in if I literally play all day.

  • Disappointing but I suppose it's closure - I miss seeing Demogorgon in games. I know people own them but I wish Demogorgon was accessible to everyone who was willing to pay for it.

  • The atmosphere the maps had.

    On the meme side of things I'll never forget dribbling survivors as the killer because of Decisive Strike.

  • Genuinely never would have predicted this being a crossover but I'm 100% in.

  • Here are a few clips where you can see Wesker's eyes

    https://youtu.be/zUVzSbGo-DI https://youtu.be/CliHkoO4ILM?t=65 https://youtu.be/PBumAjfiw_o?t=851


    To answer you - The outer part of the eyes are typically red and the inner parts are typically orange. The best thing to compare them to is the original title screen for OG Resident Evil 2.

    Edit - Corrections - I also now see some inconsistencies with some games and now it's going to bug me but I guess that's the most accurate answer. For DBD I'd blame the world lighting rather than the model / material being incorrect.

    Edit - Another timestamp from Re5

    https://youtu.be/JUteDaWlhA4?t=1321


  • I don't care about new survivors or killers - I want quality of life updates and improvements to existing content. I'll list the QoL changes I personally want but I'll also state why I know they would make a difference for everyone.

    • Survivors see other survivors perks in the lobby and on the menu while in game.
      • This would allow all survivors who cannot communicate with each other to know exactly what role their allies intend to have for the duration - No communication needed just an understanding of what will happen during the game.
    • The Tome allows players to select multiple challenges at once (On each side) and adjustments to values are made to compensate the fact that multiple challenges can be done at once.
      • Currently if you bother with tome challenges it's frustrating playing through an entire game and not being given the option to progress unless you tunnel vision your objectives throwing the game - This is mostly a survivor issue but this is why you have some very poor quality games
    • Sacrificial Ward lowered to Uncommon Rarity
      • If BHVR doesn't want to do anything about map offerings then they should make their bandaid solution more readily available for all players - You're already sacrificing the ability to potentially get more bloodpoints that round by using your offering to veto a map instead of a BP offering or what ever else. The map offering itself is literally just a map veto for something that may not even be used by the other team - It shouldn't be so expensive on the bloodweb or Rare for that matter.
    • Disconnections offer a concede option to all players within lobby when specific conditions are met
      • No one really wants to endure a game where the other side clearly doesn't care to play it out if it's already looking like it won't be a normal game - If there's an early disconnect allow a return / requeue option for the other players in lobby. Typically what happens is a survivor disconnects and then the others have to either play it out in a severely handicapped game, just let the killer kill them, or say ######### it and disconnect. Having a proper compensation for players time being wasted and a proper punishment for the Disconnect should be the focus here.
    • Skull Merchant's Drones can no longer be placed when the scan overlaps a generator
      • I don't care to justify my reason other than I am ######### sick of 30 minute+ games where the SM focuses only on a 3 gen. I predicted the changes would only make 3 gens worse and more frustrating and guess what it did.

    I could rant for literal hours about many other things but right now this is what is ruining my games the most so I'll complain about it.

  • @Heytherebigguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426023#Comment_3426023

    Sorry but running a perk that I don't wanna run, for the slight chance to get a killer I don't wanna face, just to beat that said killer that doesn't want to actually play the game, it's not a solution.

    Glad you see the problem with the killer.

    I don't like running it either all the time but it saves me headaches when I face SM. Usually the first SM I get for the night is the game I call it and do something else because I don't feel like playing after. Amazingly even with this tome being about SM I rarely see her. No one enjoys playing her for the most part so that's the silver lining.

    My entire build is pretty much meant to solve issues with the game.

    I run Bond because it's helped me spot other survivors cheating such as flying, moving incredibly fast, teleporting for flashlight saves. I will absolutely rat out a cheater.

    I run Potential Energy for SM.

    I run two varying perks based on certain situations I just don't feel like handling on that particular day.

  • I don't really expect to win against SM's in solo without a heavily coordinated team. BHVR's changes were meant to reduce camping but it just made her chase game stronger and she can just focus a survivor out and it's much harder for 3 or less survivors to deal with the drones at that point. Not worth the amount of unfun you get to put all the chips in.

    I will mention you have to plan to break the three gen at the very start usually and it's why I started running Potential Energy. I specifically run this perk for Skull Merchant and it helps a lot but it's also just unpleasant having to run it just so I don't suffer a 30 minute plus match against SM.

  • All survivors can view their teammates perks both in the Lobby and while in game by opening the menu.

  • This game has made a lot of progress since 2016 and I appreciate the hard work the devs put in. It takes a lot of love to stick to a project like this years after it's launched and I'm glad that many of the people working on this game are passionate to continue working on it for the years they have.

    For all the criticism we give BHVR they do listen.

  • Legendary Jack Baker skin for The Hillbilly with the chainsaw scissors please.

  • I don't mind it per se but almost every killer that hard commits to it prioritizes slugging half the game although suppose that's just my luck with matchmaking. I've had some fun games with some killers doing it but most of the time the hit and run games last the longest which take a lot of the fun out of DBD. I think the best example is Sadako building up Condemned and absolutely not committing to anything but that's more an issue with the killer.

  • I'd drop this game if BHVR's standards were low enough to add some dogwater low effort mascot horror game. My friends peer pressured me to play the first one since it's free and the most fun I had was figuring out what graphic setting combination gave me the best appearance / most frames.

    Genuinely such an awful game if you want "mascot horror" I could list at least 5 games right now.

    Look I know you're trolling but please god don't even humor that trash game. It's genuinely awful enough that people have remade it in a week as a challenge to see if they could do better and guess what? They did.

  • @KMainEZ said:

    I hope this game improves for the people left playing it. Was fun for a minute there. Be nice to each other, glhf

    Take it easy and hopefully you left off on a good note with the game.

    @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421055#Comment_3421055

    I’ll never understand people who play games they hate. Plenty of other games out there to not suffer through.

    Usually it's riding that high with the hopes that the old feelings of enjoyment return for what ever reason. When the feeling never returns it turns into resentment for the game.

    I know this because I've had a few games I experienced this with in the past. I absolutely don't feel like that with DBD even though I absolutely hate some decisions BHVR make personally. I know they're doing their best for the game and that's what keeps me playing.

    in Laters Comment by Dustin
  • I would like to see The Shape updated as their model is very outdated. I remember when they were added and it looked like they had flat shading on their back instead of smoothed out shading for the quads. Model could use a lot of love to be quite honest.

    Outside of that the only thing I'd realistically like to see touched up visually on the killer side is probably Wraith as well as improvements to mori animations for Trapper, Wraith and Hillbilly.

  • When they initially changed it I was uncertain it was the right call but after the change it feels like there's a lot more thought that needs to go into using the perk rather than just blindly pressing the button each time it's ready and you hear a TR. I prefer the perk in its current state now and I find it to be very good regardless.

    in Blastmine Comment by Dustin
  • Old DBD while it has a lot of nostalgic value was a terrible unbalanced mess. The absolute only thing I would bring back is Hillbilly before they stealth changed their animations and then two or so updates later reworked them. I do miss how atmospheric old DBD was and the way the fog worked allowed some stealth killers to thrive.

  • I love playing against Demogorgon players who know how to hug walls and hit those tight angles. I do admit I hate playing against this killer when they essentially do the equivalent of a backrev on Billy or Huntress Hatchet throw all game. It's just a lack of the killers true potential and it's boring. Some addons suck too but that's typically when it's an experienced Demo player.

    Demo is one of those killers that if the player is good it can be one of the most fun games you have alongside a good Wesker or Hillbilly who know how to land their power and don't rely on M1's. Even more so when the player avoids M1's and prioritizes using their power.

  • @Seraphor said:

    Without forcing new players to grind through hours of tutorial games, I'm not sure there is any other way to make it more welcoming. The very format of the game being an asymmetrical PVP game, means that you have the 'power' side for the killer, and the 'numbers' side for the survivors. The thing that gives the 'numbers' side their advantage, is coordination, something that only comes from experience, meanwhile the 'power' is always there from the start for the killer.

    The best thing new players can do, is play killer. This gives you the initial advantage against the players you should be being matched with initially, and moreover, it will give you the experience you will ultimately need to play survivor at a higher level. Playing killer makes you a better survivor and vice versa, so you're getting that 'head start' on survivor by playing some killer first.

    Other than that, it's mindset. You need to be able to accept a loss graciously (evidently easier said than done because very few players can do this). You're ultimately playing a horror game, where you can play as a weak human survivor, against supernatural killing machines. You're going to die, a lot, so get used to it. You wouldn't go into a Souls game expecting to win first time, the learning curve for DBD is kinda the same, you need that experience to get to a point where you can realistically 'compete'.

    That said, I do think new players could do with some sort of 'incentive', to soften the blow and ease the initial grind a little. It's pretty rough when you have no perks to play with, and because you're losing a lot you're not gaining much BP to be able to afford to unlock more perks. A newcomer bonus of +100% BP for the first 30 hours of play or something would be pretty neat.

    Without forcing new players to grind through hours of tutorial games, I'm not sure there is any other way to make it more welcoming.

    To be honest the new tutorial for both sides was an improvement but the survivor one absolutely needs an overhaul and you could scrap the current one in favor of adding live tooltips that don't take away control in the bot game that's on Ironworks Of Misery

    A more brief positive tutorial that simulates actual gameplay would be more proper than what we have.

    Current tutorial has issues with the following

    • Doesn't let you wiggle when you have the chance to see what it does
    • Doesn't emphasize that struggling on hook can be bad until you watch the survivor die in the killer tutorial
    • Doesn't put you in a proper chase
    • Doesn't explain Hex Totems
    • Constantly takes control away from the player during important moments when it should be possible to show them what they need to know without taking the camera focus away

    I would normally say starting as killer is good as you mention here

    The best thing new players can do, is play killer.

    For the most part I would agree but again the tutorial doesn't show you how to chase survivors around tiles or for that matter that survivors should be using them. The main issue though is when I tried a long time ago to get a friend to learn killer first it was ruined by smurf accounts. DBD has so many of them because the game is always so cheap and steam sharing lets you just make a fresh account sharing a copy of DBD that at times you have veteran players purposefully playing on a newbie account to ruin new players games or as their excuse is "Just a chill game".

    I agree with most of your points though - especially losing. Some players don't understand that someone is going to lose in this game. The tutorial could easily teach this but also the post game stream does feel pretty ######### regardless when you outright lose due to the audio design and message you get.

    I still feel the best decision is BHVR should stop backburnering the tutorial. Even with the revamped one it feels like it wasn't fully planned out. It's better than what it was but I'm absolutely confident a lot of your feedback and everyone else's wouldn't be an issue if there was a little more effort put into the tutorials - at least the survivors tutorial. The scripted AI holds back a lot of the time which doesn't teach players anything. The best example is the game not giving you a chance to wiggle as survivor or when killer the survivors don't wiggle for you.

  • If it's a chapter similar to Project W then it will be good.

    If it's a chapter similar to Tools Of Torment I'm out.

  • Normally I'm against DC'ing and my views have changed over the years with it but I do feel that given several scenarios with bug abusers, cheaters, griefers and just general unfun mechanics I feel the first DC should be free in a day. However I feel that your DC shouldn't start ticking until after you've left the lobby you're in as it's currently possible to "Disconnect" and then spectate the game you just disconnected from watching it play out and by the time it finishes usually your penalty is gone.

    As for if someone should have the right to DC. This is where my views shifted over the years but I get it. BHVR takes forever to balance things and occasionally adds things that are so unfun I don't blame people for DC'ing. Original RPD, 15-20 minute games on the minimum with Skull Merch / Knight, bugs, being locked in a game with a griefer or a hacker? Yeah all of those things I would understand someone DC'ing to and even to an extent - Go for it. Those things can easily kill my mood playing so I don't blame people at all.

    The main issue with those things that I'm fine with people DC'ing with. BHVR takes forever to update their game and their report system is terrible. The feedback when reporting someone is terrible and you never know if the ######### you just had to put up with is or will be handled so you're always left unknowing. Also takes literally months at the QUICKEST for changes to be made to the game which is where the biggest source of issues were. People become content with how the game is and DC'ing just becomes a natural cycle of this game.

    Also forgot to mention - The Tome. People tunnel vision their challenges and DC if they don't get them at times. In both cases these ruin games but with the way BHVR does challenges it makes everyone play the same way at the same time since everyone is following the same linear track. Challenges need to be randomized per player in the order they are on the track or there needs to be a way to just select challenges or even multiple ones so not everyone is dead locked into doing one thing their entire game for the sake of a challenge. The Tome ruins the quality of games and just compounds with the other two issues I mentioned above.

    All of this put together ruining the quality of games makes people DC. Until BHVR improves some of these a bit more I'm honestly fine with people DC'ing in some situations. I feel there should be a DC penalty but not on the first one per day.


    Also - I agree with the casual / competitive argument foodie is bringing up.

  • I mean personally - I feel Blight has 2 addons that should be reworked or hard nerfed but I feel for the most part it's more representing the strength of heavy tunneling someone out of the game with slowdown perks. I personally feel basekit is absolutely fine though.

  • I knew the changes BHVR made wasn't going to reduce camping. All it did was improve her chase potential letting her go back to camping gens afterwards faster.

  • @Ἥφαιστος said:

    Why isn't Valve dealing with review exploitation? They should legitimately be banned from Steam for review bombing Dead by Daylight. Absolutely disgusting.

    It's not your responsibility or mine to take accountability for a multi million dollar company getting bad reviews - I feel you shouldn't worry about it.

    Valve has a system in place to counteract review bombings by automatically flagging them - Users who don't want this affecting their store can toggle this on or off. If it's really a problem for BHVR they can respond to it by either giving a public statement or adjusting their game. Truth be told BHVR does this to theirself because when ever a balance change mass upsets the community it's because everyone became content with it because it takes them forever to make balance changes. That or they do something insane like nerfing Hillbilly when the majority of the community would say that for the most part they were fine.

    Do you really feel people would have been upset about Decisive Strike or Dead Hard for example if BHVR didn't wait years to change them? Other times BHVR has gotten review bombed was because of the removal of Pinhead's voice without announcing anything (I get it I guess - licensing) and the NFT drama surrounding that and a few times some employees have said questionable things.

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