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  • Please god this.


    Please please


    Please god


    I'm so sad that no one else has posted in this theread.


    PLease god this.

  • The dance to normalize teabagging is so ######### ridiculous. If you want to hurt people, just own it.

    The medium is abstract, but the sentiment sure isn't. Mocking. Taunting. With the essence of "I'm better than you & there's nothing you can do", that's "HAHA YOU SUCK LOSER"

    If that's what you want, okay, cool.

    If it's not what you're actually meaning, maybe don't ######### do it?

    Hiding behind hypothetical ambiguity and "I don't mean it so harshly" is just cowardly. People interpret based on the context at large, which means the impact is exactly the same as if you had meant it, and I assure you the gesture of symbolically rubbing your genitals on someone's face is not a token of respect and equality.

    Stop deluding yourself about it being a "them" problem how the specific stuff you're doing to intentionally annoy and degrade people ends up mysteriously leaving them feeling belittled and angry.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426912#Comment_3426912

    It also prevents:

    Slug races

    Gifting hatch

    Clutch Deliverance plays

    Clutch Power Struggle plays

    Clutch Unbreakable plays

    Clutch Soul Guard plays

    Clutch Adrenaline plays

    Clutch Sabo plays

    Potential of crawling to hatch/exit gate

    Choosing the location of a mori

    Mori'ing anyone other than the last survivor

    The entire purpose behind Devour and Rancor

    Killer agency in deciding to mori/hook/mercy

    Sorry I'd rather tab out for a couple mins once every 100 matches and not lose a ton of potential game outcomes for the sake of a canned cutscene animation that will get old after 2 days.

    Seriously.

    I cannot fathom anyone seriously asking for some adjustment to slugging with some expectation that the end result would be superior to the status quo after that cluster-#########.

    That update they teased was legitimately awful to the point I'd have zero trouble walking away from this game and never even be tempted to look back.

    To be perfectly honest, the inevitable side-effects and limitations bound to come up with whatever alterations the devs might make with about any mechanic or means of griefing in this game are far more worrisome to me than just putting up with the occasional negative experiences.

    If getting bleed out for 4 minutes happens to you often enough that it's a genuine problem, then you must be the unluckiest person in the game or you're doing something very, very aggravating to players to warrant that sort of reaction, whether you recognize it or not. That is not normal.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424465#Comment_3424465

    "However, imagine if instead, SWF got regression penalties when with a party, and killers got buffs when survivors were partied up.

    For lack of better terms, it would be a f***ing s***show.

    Weaker teams would be unable to keep up, stronger teams would struggle to 2E's, weaker killers would become strong, and stronger killers would be unstoppable, it would be ridiculous."

    If you mean something else, clarify that


    And, uh, did you really read that? Because even with you isolating (one of two opposing) hypotheticals there as the sole context, your whole post is devoted to proving to the very conclusion directly stated ("it'd be a shitshow"). The bigger burst though: you argued it byway of these "we assume blah blah blah...." factors that weren't even present--let alone assumptions--before topping it with a thinly veiled insult to unseat "their position" entirely on a grounds of "just mad cuz they loose"

    C'mon. You clearly didn't read the thread and just spewed some canned response you've got on deck to positions and personalities (and flaws) you just presume. That's an exercise in propaganda, not discussion.

    That's bad enough since forums are useless when posters aren't engaging in good faith attempts to at least understand each others positions and evaluating (and reevaluating their own) in an ongoing process--but don't go putting this on them.

    Don't double down man. Own your mistakes to improve upon them.

  • @sizzlingmario4 said:

    Was the survivor asleep?

    The addon only works in the dream world. If the survivor is awake they can just leave immediately.


    O_O

    Seriously!? Ooofta. The text sure as hell doesn't say that part either. This ######### game.


    I honestly couldn't say if they were asleep. The survivor was injured, but I don't really remember when or know what might've happened in-between. I THINK they had that blue outline still, but might be my mind playing tricks on me since it's not really something I would've known was even relevant.


    Though in the second game all 3 survivors exited the same gate after I missed it open by maybe 5 seconds. I did hit the last one passing though, but at that point maybe the 15 seconds was just up, or he'd used an alarm?

    It seems unlikely all 3 were awake since there was like no downtime between the gens and the gates.

    On the other hand I was running Terminus so maybe they used the time to wake each other up since they couldn't heal?

    Occums razor I'm probably just wrong then.


    Man. Asleep.... ASLEEP! That's so, so, so much worse a stipulation for such an already crappy and situational expensive add-on in the first place. This ######### game again.

  • B-b-but tHiS G@ME WOOD DIE!!!

    I mean.... it wouldn't. But it's not going to happen regardless.

    And if it ever did happen, it's not going to be the same as it would've been making that decision originally and rolling with it.

    It's way too late to put the genie back in the bottle and start being balanced and geared towards something that can do way more.

    At best we get some moderate measures to buff information or add emoticons/chat to solo that "bridge the gap" (lol)

  • Do you really think people are drawn to monumentally cool and original games being finely honed and crafted with a sense of balance and excitement, free to implement all kinds of modes and experimental features that are otherwise impossible in some washed-out compromise version of that game that foolishly got bogged-down and burned-out on a Sisyphean effort forever balancing two wildly different gameplay conditions as one without ever acknowledging any differences and drawbacks?

    No!

    You can get that anywhere!

    This game... LETS YOU PLAY WITH FRIENDS!!!

    Top of the charts. A #number one. Here's all the moneys. Dr Dimez $ay$: Forget da rest! 1 game $ecret for ma$$ive $uc$e$$!

  • @AnneBonny said:

    i think just straight up erasing an entire strategy from the game is a horrible, short-sighted decision made with no consideration whatsoever for how that's going to impact it solely because of a new, shoehorned in mechanic for a feature that was already nerfed to the ground.

    I'm verbose as hell and struggle with a need to quantify everything as best I can, so I got a special place in my heart for criticism that cuts like this: elegant, deep, damn near beautiful.

    It's poetry.


  • @Nazzzak said:

    Everyone focusing on basekit Unbreakable and ignoring why it's necessary to go hand in hand with the Finishing Mori option. They won't release the latter without some way of countering the inevitable increase in slugging. IMO they should just scrap the whole thing but I'm willing to see how it all pans out.

    I think the discussion is so focused on unbreakable because no one really cares about the moris in retrospect, one way or the other.

    Like it's not even in question: "Oh you can't have one without the other? By all means take everything back. Please. I'll help load the car."

    That's just a given as we talk about the giant pink elephant standing out as patently absurd in line with everything we know about the games balance that currently exists, where the 1 time self-pick up is strong enough that its already a major favorite and a shitload of builds revolve around it.

    Hell, to be perfectly honest, I don't want the mori finisher crap even if it were on its own. Not this type anyhow. And this all from someone who largely supports the last update simply for shaking things up so much, negative balance and playstyle impacts aside.


    I suspect that most people objecting would actually agree with you that the whole damn update should just be trashed. None of this is good. None of this feels fresh and new. Any parts warranted in some respects from valid positions (like "hey no one likes being slugged for 4 minutes, okay, so what do we do?") are so ######### broken that them doing anything is so much worse than leaving all the problems as is and backing the hell away.

  • I really hate how it robs any choice from devour too.

    Like, I frequently decide NOT to mori when running devour if its been a blowout or someone DC"d early etc. where I just go for the hook points and let survivors get the unhoosks for the sake of the game.

    I don't always want them to be sacrificed immediately. I'd ######### mori them if I needed them dead. Which was an option before, but now I'm given less choices for no literally no reason. Having a free mori at the end of the game doesn't preclude having one you earned earlier. ######### is with these changes?

  • I've always been a fan of STBFL, but there are some issues with how it can make rescue impossible in a camp situation even where all 3 players are coordinated and baiting the killer around the hook. Those end game camps where you've got all survivors alive really should benefit those survivor given the course of match and their strength in full numbers, and they traditionally do.

    That said, STBFL has always had that hook-slaughter element going for it.

    It certainly saved my ass more than once back in the day of old soul guard--with its uncapped endurance for the infinite self-recovery against hexes--letting me flip the script on hooligans running their WGLF/unbreakable builds where a 4 man can just keep picking each other up literally faster than the killer can down them. Actually... sounds like we're circling back to those days, so good thing they didn't touch STBFL....


    STBFL at least takes a perk and build-up to pull off. I think a bigger issue responsible for the sort of heavy gameplay we're seeing so much along low/mid MMR killers would be the inherent attack cooldown itself.

    One of the reasons camping spiked is because its just that much harder for a single survivor to pull off a guaranteed save against a face camping killer. It's not impossible, but the timing is that much tighter where taking a hit first doesn't even guarantee you'll get them off the hook without getting grabbed if you were just a bit too far when you got hit. If you did get them saved, your odds getting out of there to a loop/pallet are a lot lower too since the timing puts the chase on you that much quicker now.

    Hook-trading use to be way more stable, but what use to be a rather neutral-counter (trading pressure for other pressure, allowing a team to spread it out) ends up hugely favoring the killer because the chance of survivors messing up is meaningfully increased while the cost of messing up was always very severe, with half your team down & pulling the others from their tasks.


    I just don't know how to improve this situation at all without totally sacrificing hit cooldown speed benefit to normal chases, which I find a very good/healthy adjustment for the game and would hate to turn back the clock on, leaving the whole matter a conundrum in my opinion.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200872#Comment_3200872

    You have to use a perk slot to be able to pick yourself up in 22 seconds. Think about how dumb that sounds when currently you need to use a perk to even be able to perform the action in the first place, let alone that quickly. You can straight up bodyblock while injured and force the killer to have to pick you up and abandon the other person with one perk slot, while they're likely using one to be able to force you to hit them so they can body block for another, all while another person is chillin nearby with a flashlight or one of them gets downed under a pallet and you're given a basekit time limit to chase away or down anyone else in the vicinity or the just... get away for free. And the perk brings that time limit down to 22 seconds.

    I havent even seen anything about how this would affect perks like soul guard yet. This idea isn't even half baked and i hope the PTB makes it extremely apparent how much more thought needs to go into it before live.

    Edit: Also, just for emphasis, being able to pick yourself up for free without a limit on number of uses was the thing that was so strong about no mither it required being paired with permanent broken status. Just think about that for a moment.

    This is the crux of it: self pick-up was so damn powerful you needed a perk to do it once.

    Now its a given and infinite.

    What the #########.

    The change is a reckless and ill-thought out as circle of healing was, and I'm worried its going to destroy the gameplay in ways that absolutely mirror just how much that update ruined the killer experience and my preferred playstyle.

    As usual, they're implementing change without regard with the current discrepency between solo and swf. The jerkass bully squads are going to be all over the place with this.

  • LP a one and done perk with a potential buff to other perks, contingent on you actually bringing more aura reading perks...

    Do seriously want to face more 4-stack slowdown killers making the most tedious parts of the game even longer?

    Build variation is a great thing, and the buff to lethal is a MAJOR reason why we're getting as much as we are lately.

  • I've been playing a lot of Meyers lately to work on his stalking achievement mostly, and found that I actually really like a lot about a killer that I've largely shunned.

    I'd be down with them ditching Tombstone piece by next week with whatever random alternative they cook up instead, sight-unseen, but I'm not really pushing for them to change it since I'm way more concerned that once they got started they'd end up going too far and try to mess with his irris and other stuff that's just delightful as is.

    There seems to be an aversion to small incremental changes generally, and that's really disappointing. Kind of a rough analogy, but sometimes you want that new paintjob for your house now, but still want to let the larger remodeling decisions simmer. Even if it means doubling up on some work later, it's often better to set out the parts you KNOW you want for sure already and let them give you that value/utility in the now.

  • @SkeletalElite said:

    Because, unlike other mobility killers, he is not very loud and does not have clear sound queues that he is coming.

    Nurse has the global screech.

    Blight makes a ton of noise in general, and bumping/rushing is a clearly audible sound effect.

    Billy's chainsaw is obvious.

    Exactly this.

    Meanwhile he's got the build/appearance of any survivor and he's cloaked in jet black leather, so visibility isn't exactly prominent either.

    It's telling how a lot of his perk combinations stretch across the other TR extreme, using undetectable and oblivious to essentially sneak up on survivors and ambush them into the wall.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184236#Comment_3184236

    Why should the Survivors have to die when the Killer is holding the game hostage? With that logic you can also say that the Killer should go afk when they cannot find the Survivors because they are hiding.

    You are not forced at any point to give up the game. Neither as Killer nor as Survivor. However, if the Survivors are hiding and not attempting to do Gens, they are holding the game hostage. If the Killer is just defending his 3 Gens without any intention of killing the remaining Survivors, they are holding the game hostage.

    If the survivor could just die, they're objectively not being held hostage.

    Hostage holding is a very specific term that refers to gameplay where one side cannot end the game by any reasonable means other than disconnecting.

    Your argument is fundamentally flawed, mistaking being forced to remain in the game and being blocked from WINNING the game.

    The facts are pretty simple and clear here.

  • Please god no.

    At least Urban Evasion can burn the killer's time on searching your direction and traveling across the map. Distortion is just "tunnel my team" the perk.

    Never have I left a match thinking "damn glad that guy was part of my team" about someone and learned they were running distortion. It's always the opposite: "what a weasel... oh, distortion... well that makes sense"

    It was bad enough before the buff. Now those people who already refuse to help spread out aggro actually go out of their way to be teamkillers. They'll crouch around doing nothing to regain their tokens before engaging with anything productive that might actually put them at risk, just shifting more pressure onto their teammates.


    And when you call them out on it, it's that typical mind-numbing hypocrisy about other players usually being selfish, as if assuming everyone else to be a POS somehow excuses/explains being that very POS for every game where the other players engage in goodfaith as a team.

    I've seen too many easy full-team escapes get flopped into a 4k with like 1 gen left thanks to the typical distortion user... and I do mean 4k... those sleazy hatch-hiders still end up dying like half the time anyhow.

  • No doubt keys as a whole could use an adjustment, though I really like this idea in the short term.

    Pulling broken keys from the loottable is one of those simple, elegant, easy ideas they could go fix right this second and get out in the very next patch if they really wanted to. Unlikely, but we can always dream.


    For an quick/easy bare minimum change to keys overall, I think they could hide keys from the killer in the game (or lobby at least). Call it the pockets patch.

    Needing to use a key (for hatch) is damn rare in the first place, but having one when you need it is like finding a unicorn. When you actually bring one you're liable to get tunneled out based on pure instinct from years and years of hatch-outs giving everyone PTSD the second the see one still.


  • @CluelessWanderer said:

    Funny to see a 34 game win streak on Wesker when the forums are rife with threads to nerf Hyperfocus and toolboxes for being overpowered. The irony

    No? Not even remotely.

    There's nothing strange or funny unless you're erroneously & selectively projecting some special meaning onto this one arbitrary player's self-report (with one specific killer and build in whatever region/playtime) as somehow embodying every facet of DBD balance enough to indicate--let alone actually invalidate--anything at all about some other arbitrary set of self-reported anecdotes (and any logical arguments or observations stemming from their discussion) regarding a totally different matter that at best, may or may not--we don't even know--mildly overlap with some segments of the initial anecdote we crowned... and without any specifics to offer about the extent of impact, if any, wherever that might be, naturally.

    That takes some major league observation bias I think.

    Well, I guess its funny how people slump into validating preexisting expectations to such absurdity and obliviousness... But only kinda funny. As long as the people can realize they hit a pitfall and will adapt to avoid more. The people that just double down are way too depressing.

  • @Lineheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173658#Comment_3173658

    When they hade behind a pallet. Swing at it, should proc DH, annoying yes. But once you know it's easy to play around


    Thank you so much for this info. I'm not big into streamers and community content so I miss a lot of practical tips like this that seem damn near essential like any loading screen tip for the convoluted reality of game these days.

    Does the hit need object collision or can I trick their scripts by just whiffing into the air at close enough distance?

    If it needs collision, then does it need to be a special object like pallets or would, say, hitting the edge of a wall as they loop around it do the trick?

  • @TheLastHook said:

    Imagine being The Trapper in that map, with no addons.

    Or the add-on to make traps darker.

    😥


    Personal experience.

  • @Emeal said:

    This isn't a technical issue.

    ...or is it? Ehh? Ehhh?

    My thinking was either way it'll take employee knowledge to answer, and none of the other forums fit any better either. Tech didn't really seem like the right forum to ask, just the best forum for the question... providing the most direct route to official interaction & actually intersecting with a general support purpose.

    Gotta say Ask The Community sure isn't looking equipped to better answer my question after-all... at least so far.

  • Basekit kindred yesterday.

    Streamlining information is literally the only way to ever start making up for the massive gap between SWF and solo.

    (I mean short of removing voice-coms entirely or fully utilizing it so there aren't two massively disparate conditions the same killer condition is meant to match equally simultaneously, but most people prefer this homunculus, so its about minimizing distortion as much as possible)

    And, as mentioned above, there are all kinds of perks like shattered hope that really should've been default as well. The "option" among insanely competitive perks is atrocious game design and mostly this joke "we fixed it" solution. Boons were such a major clusterfuck.


    The quarterly DLC/perk release formula cannot last forever. They just aren't meaningful gameplay modifications and adjustments that will keep people playing on their own in year 6.

    As maligned as the last update was regarding balance, it was actually a massive step forwards at addressing core gameplay issues they previously tried to mitigate with perks.

  • @Audiophile said:

    Where there’s smoke, there’s fire. I always argued with my friends that BBQ was the strongest perk in the game. Why? Because it was extremely high usage and responsible for finding tons of survivors every game. The sheer amount of impact it had was ridiculous. Now you have most killers running Lethal every game. On the OP killers it’s a game crusher. On ranged killers and highly mobile killers it can start a killer steamrolling. Not bad for some stealth killers either. And its a perk that disproportionately hurts solos.

    By jove, that's it!

    The perfect tagline for this thread:

    "Brought to you by the folks who called BBQ & Chili OP!"

  • @Chilli_man2400 said:

    They should give hunk his own voice to match RE2 and 4

    #########, I thought that was the whole joke with these comments.

    I never realized that later cameos finally bothered giving him a voice.


    Hope Tofu is still pure at least 😮

  • BHVR totally out to whitewash this "Carlos" character

  • To expound on what other's have said,

    Subjective it may be, a line does exists somewhere out there between ordinary gameplay activities and the same activates taken to such extremes and severity that a player is overly--whether they'll admit it or not--acting with an intent and desire to make their opponent actually feel bad for their own petty pleasures.

    I.E., it's that brand of toxicity that real world sports often implement run-rules to shutdown

    There's a genuine difference from simply playing to win, however that subjectivity really complicates the whole issue in both discussion and observation. The people guilty of this type of griefing can more easily hide behind that "just playing to win" excuse too. Meanwhile, people simply unhappy with a game or getting frustrated of their own accord can be prone to interpreting maliciousness from ordinary competition exists. Both cases might involve shameless liars trying to gaslight, but both are also convenient means for people to delude themselves, complicating things even more, even more. Though, to deny any line exists at all only helps people excuse their ######### behaviors to themselves.

    I think people try to define toxicity in terms of specific acts and behaviors since the objectivity is much easier to pin down, though--to be more precise at the cost of accuracy--that's all ultimately irrelevant anyway. Acts aren't inherently meaningful. They're just the medium.

    These behaviors people catalog in threads like especially common/likely mediums for expressing that intended message & experience which we're truly concerned with when we talk "toxicity."

    That aspect to toxicity that ultimately matters is someone seizing a game--this experience we collectively engage as inherently fun and trivial--and weaponing it to make someone experience pain, degradation, and/or embarrassment for their own petty, shameful amusement and whatever sense of supremacy that can possibly provide.

    Essentially.... toxicity exists wherever it exists. Yeah, not a very helpful practical definition. Like "I'll know it when I see it" it's just the proper one per situations that involve enough intellectual honesty to apply it. Unfortunately intellectual honestly is in short supply these days.

    If that general level of introspection and honesty were really possible though we wouldn't have that mind-numbing "Its just ctrl bruh" and all the other abstractions/delusions people just keep parroting again and again despite falling to complete ######### after like 2 damn seconds of thinking about communication as a process at all, or comparing real world parallels and prohibitions to see how society at large actually handles things and the default expectations of interaction...

  • Balance? Fun? Crazy possibilities and new modes? Sure, I guess, but who cares about balance if you cant BE CHILLIN with friends?

    It's 2020 something. These days its all about the party chat if you wanna go big.

    You think any game without that huge draw could survive--dare you say outperform--the experience we've already got and always complement here?

    It's Schrodinger's Dead By Daylight. Survivors all linked, all the time! Also, totally alone! Balance!

    Because ######### you killers. Because ######### you solo-queue. SEE THAT"S BALANCED BECAUSE ######### YOU BOTH!

  • Dead By Daylight will surely die without MAH FRIENDZ too.

    In fact, in fact, in fact.... it will also give you herpes if you even TRY to penalize or compensate for that massive performance enhancer voice-coms provides literally any/every team over that same team's ability to perform without said booster.

    Don't you DARE address the sort of advantage that outclasses stretched resolution 50 fold! The whole POINT is easy mode. Duh.

    You just want to PUNISH ME!!!

    You can't PUNISH ME!

  • Dead by Daylight is a game that didn't exist before you could PLAY WITH MAH FRIENDZ .


    That's "PLAY WITH" meaning "exploit 3rd party communication software for a massive steroids-equivalent boost over having to play without instant communication/coordination that--at a bare minimum--eliminates the routine redundancies and inefficiency solo teams stumble across attempting to overcome the gameplay's designed information gaps with an important perk trade-off selection"

    That's "MAH FRIENDZ" largely meaning "people you've never even met, and exclusively refer to as AssMuncher69"

  • okay so just play 12 games of killer then who gives a #########

  • @Bullettimegod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882416#Comment_2882416

    Ahh yes my favorite response. Swf is equal to cheating. @deKlaw_04 we cant play together anymore. According to this guy we are cheaters if we play with more than 1 friend. Sorry bud. This is the way.

    Well that's adorable

    Your "favorite response"...is the objectively true and matter-of-fact status that voice-coms is effectively steroids for teams, being a means of cooperation & coordination that inherently & indisputably boosts gameplay in a game where players are normally unable to even type something as mundane but potentially momentum changing as "trap right there."

    You cannot eliminate all that inherent chaos and mistakes which constitutes normal gameplay and pretend its remotely the same still. The impact id inherent and immeasurable. Doesn't take "seal team 6" or guaranteed wins---it's about a performance booster per given team over their real ability to perform in that match under normal gameplay conditions.

    It's as much a steroids booster as someone playing with sound in the world of the deaf.

    But what a lark!

    Meanwhile your only/entire rebuttal of the facts.... is repeating their position in some mocking tone while no-irony, honest to God actually pinging a friend to back you up over like, I guess, what a jabroni this jabroni must be or something... trying to invalidate the position by force of number/popularity/pressure and not a single logical positions or valid counter points. Delightful.

    For the record, people pushing for the balanced & quality game format that does/can exist--yet which has been buried by the developers trying to accommodate two incompatible gameplay conditions as if they're identical--isn't about oppressing you.

    Cite "MAH FRIENDS" all you want, though it's really "HOW DARE U OBJECT TO PLAYIN WITH (that cheat-level booster for) MAH FRIENDZ!"

  • A genuine statistical variation of one-sided players ending up here? Not ######### likely.

    In my experience, people who constantly shout about bias are actually just so insanely biased to the inverse extreme that their whole world naturally does feel dominated by whatever grand Jew liberal killer-main conspiracy that surely must be keeping them down

    It's rather telling that you think you can even measure that sort of thing, especially based on a first impression, as if anyone around here who voices some opinion about the killer side of the game facing way more problems must inherently mean they're a big bad killer only mainzzz.


  • Luckily there's always a hindsight hypothetical for every possible circumstance. Even luckier those contingencies aren't accountable beyond the initial handwave to ever navigate all the other aspects of that inevitable "you're #########" situation that would usually lock down the same ultimate outcome regardless.

    Otherwise we woulda had to admit that their post was a damn fine example of where MMR/pips/scoring can just be a total joke at capturing the intended aspects its proposed to represent. Damn near perfect.

  • Oh man. I ######### hate SWF as a killer, but I ######### HATE SWF as a survivor.

    I can't count the times where they've clearly just said "nah" it at the end game and decided to ditch... or outright hook farm... no matter how much you helped them or had their backs, as long as they're getting out together because they don't have the same stake in the game having to depend on 3 strangers.

    God. This game can be sooooo good under its actual premise, but it's totally bastardized and corrupted by trying to be two things at once without leaning into either for real.

    Oh but we can't actually go giving people about a choice about the thing that makes this game impossible to ever balance, a form of de facto cheating you gotta just accept for every other match, and boosting the toxicity out the roof. Cause THAT would just KILL THE GAME!!!! Because no one likes games that are balanced and good and fun more than playing with friends... who get burned out after a week and then you end up playing with strangers but over voicecoms anyhow.

    ....

    Sorry. Haven't bitched about the insane contradiction of SWF in awhile and the back of my mind is loaded with those hypocritical "PUNSIHED FOR FRIENDZ!!!" talking points as if that means we deserve to be "punished" by having to play with your scumbag FRIENDZ then.

    Like I said... been awhile...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789848#Comment_2789848

    I don't remember reading about the part in the movie where both Jigsaw and the Survivors are caught in a game of chicken for an indefinite amount of time.

    I mean... Amanda's whole deal was making lose-lose situations rather than giving people a chance at all. It's actually kinda perfect and why they picked Amanda for DBD when Jigsaw's personality isn't exactly a good fit.


    For the record though:

    You're not being "held hostage" because you can't progress the game WITHOUT LOSING. It's not being able to progress a game AT ALL that's a bannable offense. If they want out, they do the gens and die.

    Otherwise every successful 3 gen strategy would be hostage holding by definition.

    Essentially: if a player can't end the game without DISONNECTING, that's hostage holding. Everything else... ain't.


  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788719#Comment_2788719

    Uhh I didn't say winning was bs? How am I whining? I stated my opinion, nothing more. Further they can't "outplay" my triple stack of perks that I don't use.

    It's your own standards. The poster you quoted there didn't say "End game is BS" either, but you rolled with your own generalization that fits well enough--while dodging their entire point--so you could chalk it up as smart players with solid perk choices making strong plays. Hypocritically, you're whining that winning is BS anytime the killer goes about it using strategy you don't like... even though that strategy is actually hand-in-hand with countering the otherwise un-counterable combination of plays you just validated as fair game by virtue of player choice and "coordinated" moves.

    Anyhow, you're whining in the same sense as the OP... which is to say it's really just a cheap and vague insinuation to easily disparage and provoke people for expressing damn near any level of concern or restraint about damn near anything.


  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788489#Comment_2788489

    You do not have to camp and tunnel in order to win. If that is the only way you can win you are simply bad.

    @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788474#Comment_2788474

    End game is not bs. Each side bring perks to help with their weaknesses. OP is whining because they coordinated a rescue.


    Winning is not BS. Each side has strategies that make up for their weaknesses. You're just whining because killers are actually smarter than you and outplay you at your own game everytime they know to counter your uncounterable triple stack of 2nd chance perks by tunneling the hell out of you before you'd ever get your chance to deploy them in endgame, where they are so powerful & where you'd be pretending that's because you're totally outplaying them there instead.

    If you can't win without a psyops campaign challenging the abstract inherent worth of a win... well, you are complexly bad....

  • Wur mah chards ate!?

    If it matters... I didn't actually submit a ticket or post my CloudID here though.

    I'd read @MandyTalk post something along the lines of the team not wanting/needing that stuff anymore, so I got the impression filing an individual report now would be counter-productive & flooding the system. I had the gist of that right, right?

    Signed,

    Shardless in Seattle. (And not even in Seattle)

  • Also shardless.

    I even had my Smarface mask equipped when the patch dropped.

    Figured BHVR would screw something up and might forget to steal ones people are wearing.

    😄

  • I actually majorly preferred the game defaulting to xbox prompts for my DS4/5 controllers. :-/

    No doubt that's insanely confusing to younger gamers and/or anyone without a feel for that xbox design though.

    I've just been conditioned by years & years of every PC games defaulting every controller to Microsoft's 360 design that I instinctively recognize both bindings as the same thing. I honestly don't even consciously notice the actual binds are wrong until I decide to change them or something else draws my attention to the fact there's a B instead of a circle.

    The issue with them changing then? It's just that mimicking that default 360 design makes those prompt icons stand out a whole lot better. You don't even need to recognize that character shown because the whole icon is basically color coded already. In comparison, it's colored symbol outlines inside a dark blob now. Even with the L1/L2, they end up using these dark off-greys trying to mimic the PS4 controller I guess which end up making it harder to differentiate than LB/L2 even if its just a single character difference.


    Might seem strange caring when I should have everything in this game down to muscle memory anyhow. I just play around with this game's button bindings all the time since every combination I've tried still feels off to me. After yearts I'm still trying to figure out some bind design that doesn't require some compromise or another for what I really want from DBD controls.

    I know what I'd run if I still had a 360 Elite controller, since the paddles mean I don't have to compromise about what has quick trigger access while leaving me both hands on the joysticks. That's just not an option anymore since I'm never going back from that DS4/5 trackpad as an even more important controller element for a wider range of gaming (which also gives me a lot of uses in DBD too, it's just not by trigger-set dead hard option)

    The new build-in toggle option should open up a whole lot of options though, so maybe I can find "just right" Though that does swings back around to the first point. it's gonna be even harder adjusting to try different binds since they're not as distinctive. Oooofta.


  • @Tubby_Squirrel said:

    Like don't get me wrong, its a strong perk, but is it any stronger than the likes of We'll make it? Botany knowledge? Green/Purple medkits?

    You have to always keep in mind the advantages you do have: You know it takes 16 seconds to light it, there is a map-wide auditory que alerting everyone, killer included, that there is a boon in play, CoH does not bypass the Mangled or Broken status. The boon eminates a chime that, combined with experience and knowledge of bone spawns, lets you find them fairly easily.

    In fact in my experiance I've had a ton of games where survivors straight up threw the game to try and keep CoH up instead of finishing gens. Games where they re-lit a boon 3-4 times next to a gen that I just keep kicking with pop or overcharge or whatever I'm using that game.

    Now imagine the survivors don't suck....

  • Holy #########.

    This is a work of true beauty.

  • @BlackRabies said:

    I don't understand why some people be so upset over this. Switching it to skill checks would be better less damaging on the hard ware since your not spamming ADADADADADADA or constantly putting the control stick under motion stress. Also helps for those few extreme cases were some people can't do it due to whatever disability they might have with their hands.


    I thought it sounded like a great idea in theory but the actual implementation of skill checks has me totally baffled so far. It's nothing like I was expected or seen in the game so far with the rotating directions (or so I think, but I'm not sure if its constant or alternating, or if they even go in the top part of hte circle or if its just a pendulum actually) .

    I can't even tell if I'm struggling at all. Maybe its my controller (or the bind specifically) since they've also now showing its PS5 controls for the first time ever instead of defaulting to xbox through steam's controller config, so seems like there were other config changes.

    I'd tried individual binds and I'm just as confused about the left/rigth and seeming to fail no matter what I press. :-/

    Maybe I just need more games to figre out what I'm missing here, though I didnt feel like taking 20 minutes to queue again at the time :-/


    For now... dear god I hope they leave the option.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771213#Comment_2771213

    Yes, but the "what are you going to do to make the role less stressful" came after all the question asker's reasons for asking, and those reasons were that they were feeling burned out and not respected. The answer to that is that the question asker should take a break.

    Answering the actual last part would be validating all the whining. Now, not picking this question, that I'd be more on board with as a fair criticism, but it was picked, and the answer it received was correct. Period.

    Heres that link again cause its necessary.

    https://www.youtube.com/watch?v=tvRMd7aQ5v4

    Please watch that again and tell me you just haven't seen that in yearsand your own memory failed you here..... cause your post got me to watch that video again for the first time in years---and again from pure shock---in case my own memory was insanely clouded by time.

    Now I'm just mad having watched that insufferable nonsense on the possibility there was a smidge of validity to your POV when I should have heeded the absurdly contrarian and unreasonably colored interpretation on instinct. 😵

    Dude..... That wasn't just one of DBD"s most embarrassing moments. At the time, it spread across the gaming sphere like any jaw dropper, sharable, ridiculous Johnathan Blow / Phil Fish level controversy things that people talk about & revile.

    It's not just game meme BS being parroted out of context for years. That's one of the worst and most tone deaf public responses from any company representative I've ever heard. It's a mindbogglingly bad and arrogant response even as linear/engineer/development thinking, let alone when you involve marketing or PR considerations.

    All the "whining" you're talking about wasnt even some diatribe. Theyre setting the stage with context and explanation to relate what they feel and WHY to elaborate a problem the developers clearly don't have the capacity to recognize on their own. These matters shouldn't even break Cote's skin, let alone make him hostile to point out obvious opinions are obviously opinion.

    It doesn't help that 'whiner" (as true of most customer interactions in those circumstances) embodies widely felt customer sentiments (some now actually), so his glib refusal of "validation" is still spitting on everyone else invested in how they're going improve killer gameplay, if they even realize they need to....

    There's simply nothing about his response reasonable or valid from any POV he'd been answering from, especially the one as someone actually paid/expected by a live service game be in-sync & recognize player sentiments & experiences & their complaints most of all...


    I'm just saying if you're still not seeing it maybe avoid microphones too, for your own benefit....

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769953#Comment_2769953

    So basically, even though it's already been illustrated that there is one map that has an area in which Boil Over flat out makes you unhookable no matter what, and several more where any combination of Breakout, weird hook spawns, petrified oak, sabotage, great wiggle skill checks, and even a single swing's worth of bodyblocking will make you unhookable too.

    That's an issue with a map, not with the perk.

    I understand that people are afraid the perk will be abused, however if that's the case it's going to be easier to see this kind of results on a bigger scale than the PTB.

    Again, I'm not saying you are wrong or that it cannot be an issue whatsoever, I'm just trying to see the thought process behind it.

    That's not their thought process, that's the contingency. "Piss 'em off too much, we'll yank it back like 5% so enough dopes stick around"

    They don't need extra data or a wider scale to know the abuse potential already documented in their sample wouldn't magically disappear when available to the whole playerbase.

    Their real perspective just isn't concerned with abuse potential. Their real perspective is ######### counting on it.


    To understand BHVR's thought process: it's whatever (they presume) is going to fill their pockets the fastest.

    They're thinking SWF spends lots of money, and SWF ######### loves playing bully simulator, so that's what should define this game most of all. BHVR is gambling they'll rake in way more money by cranking hard into those one-sided frustration-for-fun aspects... even at the determent of the actual game balance / player morale / reputation / longevity, as we've seen them do time and time again. It's just expected the game can absorb the blows forever & bounce back easy enough from the next round of gimmick crap... it's worked so far I guess.

    Hell, maybe they're even right. Maybe BHVR just gets exactly how hard they can squeeze their player-base before the lack of air would kill them off, so they walk this insanely fine line. That seems pretty damn unlikely, but I don't know for sure.

    One thing either-way... the whole matter sure as hell looks the same as any other company that's so twisted up about their core value that they can't even differentiate between stripping their walls for copper wire and actually building something for tomorrow anymore.

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