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  • @Yords said:

    Didn't happen to me at all when I was playing on someone else's account. Gens were actually being done. 3 were done in about 6 minutes which is good for low ranking survivors.


    Plot twist: the other survivors were actually all red ranks slumming it on alts to "apply what they'd learned" or whatever too

    😋

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810704#Comment_1810704

    But how would you nerf it though? Seems like an impossible task to me, like a perk you'd either have or not have. I don't see how the devs could really lessen it. Really, it's not much different to premonition imo.

    I agree with both @Zayn and @DragonPhoenixRage in some ways though.

    On one hand, it doesn't seem fair that one killers detected by spine chill yet anothers not, though Victor is quite loud for those of able hearing. The prob comes when you're not able to hear.


    It's akin to premonition, but also massively different in trade-offs to the point no one really uses premonition AFAIK.

    Premonition has that greater information value in telling you the direction of the killer and with an audio cue, though its hefty 30 second cooldown on accidental reads/false positives basically (the equivalent to common spine-chill flickers) mean you've never got it around when you actually could use the thing in my experience. It's always the inferior choice over the constantly active, but directionless spine-chill, with its added bonus of speed/skill-checks to hit as the sweet, sweet cherry on top.

    I'm kinda in the camp that Spine Chill is OP too.... as someone who relentlessly uses it, and loves the ######### out of it.... but I agree its hard to realistically shave off some value without effectively ruining the perk and making it premonition levels of meh.

    Any sort of cooldown, even like 5 seconds, seemingly breaks the perk now where it's basically flashes on and off at random that tell you about as much as the terror radius does already.

    Though I suppose they could lower the range from 36 to 24 meters or something, where it's still very valuable (especially in mindgames), but also significantly less time to skedaddle before the killer arrives, so there's a higher risk factor with that call to respond immediately and how much time you wait to confirm a real approach.

  • This is 100% typical to the experience of learning killer, and it's a damn travesty.

    Survivors are absolutely more toxic than killers in a way that exceeds the natural variations from encountering four times as many survivors in every game. It's not an "us" versus "them" thing, or about "good people on both sides" it's just simple fact here about the nature of this game. While you encounter more survivors, meaning more observations, the real defining attribute here is that this game is a 4 vs 1 so it's very prone to bullying situations, which is only furthered by the incredibly ######### up balance in this game by allowing voice-coms to create wildly divergent gameplay conditions and uncertainty, on top of which we've got the wildly "eh whatever" match-making system and devs who seem satisfied with artificial means of boosting killer players over genuine attempts to address the parts that drive people away in spades.


    Seriously the BEST advice for a real fix in the meantime:

    Don't play killer during peak hours (where the survivor queues are longer and "matchmaking" means you're going to be little-#########-boy), or at least avoid them until you're more experienced and better equipped to try those overwhelming odds every now and then. They'll always be overwhelming until you're great I suppose--or at least that's my experience still climbing the ranks--but the scale of insanely frustrating BS is heavily frontloaded at the start while learning.

    This game perpetually pushes lower queue times over player satisfaction or fairness... I mean why not? Probably the best move for any casual environment or balanced gameplay conditions... but this is Dead By Daylight. That's the wise decision allowing them to step over having to address inherent issues of player satisfaction that create the killer imbalance in the first place. Impressive for a game where you only need one freaking killer for every four players already here. Naturally the lower standards sow greater dissatisfaction, creating worse shortages, paving way for lower standards, and so on, and so on.

    Now you're playing Dead By Daylight where a "balanced" match at 8 PM pits a Rank 16 killer and rank 6 survivors as equivalent. That's 10 full ranks of experience tossed out the window. Literally half of the entire ranking tiers that exist deemed all A-okay good enough match-up here.

    So... yeah. Learning to play killer absolutely sucks in this game and it's the most bullshit thing around in this game. Hence the insane killer player numbers in a game where you get to live out the coolest scenario as the hero in all those slasher flicks who kills all the obnoxious teenagers.


    Eventually those experiences can be (marginally) productive at teaching you things, but for now its only sufficient for demolishing your will to the point of abandoning this garbage game, like so many killers who've traversed the path that lies ahead of you now. Stick to getting demolished by at least somewhat reasonable match-ups for now in daytime/off-hour games when possible.

    You might even have fun eventually. Though... in some ways that's worse.... because you know what this game can be, versus the beast you're forced to put up with so frequently instead. This ######### game

  • The range increase is helpful, as I often forget it existed based on the limited triggers …but helpful enough you'd ever actually run the perk?

    Now it's the benefits are totally situational compared to that flat value of removing keys from the equation at least.

    With the old perk, even the subpar items could still offset any value gained unless the killer manages to capitalize on the information revealed too. The searches buy time, but not as much as a couple impromptu sabotages cost, and those brown med-kits don't chew up anywhere near the same time (and pressure) as having to find another survivor for a heal. Seems as capable of hindering as helping in any given match.

  • So so soooooo glad I fought to knock out that twins adept achievement before this patch.

    Holy snips on snapper. The biggest value on that perk was that you weren't getting jacked with super strong finds since it's usually easy enough as a survivor to open chests off your radar or while you're too pre-occupied. Now its full-on a disadvantage by offering up extra late-game finds to work against you. LOL.


    Though main reason I fought for that Twins adept on first days was just cause I knew whatever changes they made to Victor's locker interactions were going to be half-assed at best. And yep. 10 seconds to get halfway across the map... with half that time going to the character animations. Them tactics!

    Okay, I guess main MAIN reason why I rushed to get adept: the hubris of every player that rushed into a locker trying to use an exploit right in your face... and the pure bliss of smacking them down with the part they hadn't heard about yet. 😋

  • Still an issue  😫

    I'd read on an achievement forum where people tested and confirmed the thing about the bug still working, kinda, where the counter goes up for matches where there's only one down FOR THE WHOLE TEAM!

    Ugh. Good luck on that solo.

    Oldest mentions of this issue date back to October of this year. Though I also found something maybe semi-related in 2018, where someone was complaining of it getting countered multiple times for the same match. Presumably this achievement had the inverse problem (and correcting that got botched), where it'd go up for everyone in a march who only got downed the once and escaped...

    https://forum.deadbydaylight.com/en/discussion/4782/near-death-experience-achievement

    Well thanks for getting that one fixed ya... goon faced, uh clown, town, guy  😡

    

  • Some people have reported the same in the bug compilations thread(s), specifically on the twins, but some other killers also not getting the BP too it seems.

  • "SWF like barely even exist and stuff damn"


    "EVERY KILLER IS ON A VPN I SWEAR IT!!!!"

  • @maaadinsomniac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792807#Comment_1792807

    Ofc, it's too early but it doesn't mean it's not actually bugged for some people over here. As you can see above, this guy have his Merciless Killer but he didn't unlock his Adept achievement yet.

    ….hence "doesn't necessarily mean anything about it being bugged or not."

  • @alaenyia said:

    I have to agree that the changes to accommodate SWF at the killer's requests have made solo survivor almost unbearable. But the killer's are still not happy about the SWF just existing I guess. So for players like myself, and I assume Ricky here, who play mostly solo, every match is pretty much quiet drudgery. But as Mellow pointed out, as bad as a sweaty crap killer may be, having terrible team mates is at least twice as bad.


    As someone who only plays solo, I wish I could play the game you're describing. What changes are actually referring to here?

    Do those changes even slightly mitigate the fact that just 2 players sharing instant communication still massively distorts a game designed and balanced assuming player isolation (where communication and coordination normally is limited to what can be expressed via perks and pointing in real matches)?

    I had a match this week where being able to tell another survivor the NOED totem popped right behind them would've changed the game from a 4K to a 0K... and yeah, it was pretty frustrating when my head exploded in a pig-trap while searching the last box, all because I stopped to do that totem myself after she ran off immediately and got downed with another chick.

    Most examples aren't so overt and that's not applicable to every game (though damn near identical situations happened plenty enough), but the point is how the most minimal of information can heavily alter the course of a match. That's one big impact, though just one change, and a casual as hell "chillin with friends" example and proving the common "only 4 man sweat squads count" is just BS goal-shifting. Hard intent exists or not, obviously a thousand little decisions optimized with impossible information throughout the match will massively reshape the match circumstances beyond isolation.

    You describe the proclaimed changes as if going against SWF is all but moot, but the reality is that even casual voice-communication of just two players is still a game changer that's as dramatic an impact as some players using a wall-hack in a team FPS, or steroids in baseball. Win or lose, any VC is a performance boost inseparable enough to be asterisk worthy.

    I play both sides of the game almost equally, with an edge towards killer if only because I tend to pick role based on the queue times (maybe getting the worst of both worlds). Survivor matches are inherently more enjoyable and relaxing than killer ones still. Having terrible team-mates for sure sucks, but it's still a major pressure reliever having any team. Aside from the de-facto cheating that VC creates, the bullying effect of 4 vs 1 is worsened by a huge rank variation (up to 10 ranks better even) due to a shortage of killer players. And while a bad survivor match usually means you're out early and can move along to the next one, killers are stuck for the whole ordeal and usually up until EGC expires since so many won't accept a win without teabagging you too.

    I hate to presume anything, but my impression is that you probably don't play killer anywhere near as much as survivor, and I suspect your take isn't all that up to date. I'd very much recommend you try killer out exclusively tonight, ideally from like 8 to 10 pm, though however long you end up playing.

    Let me know if you still feel too OP after that experience, but even more, I wanna know how much fun you're really having there.

  • As a rank 10 killer, there isn't even a ######### rank 10 in this game. If I try playing in the evening, it's only red ranks. But that's not even exclusive to my rank, as I've climbed the ranks I've found the hard limit is 10 rankings difference (barring SWF where of course they let everything fly out the ######### window again) where at rank 14 if you play at night you're facing up to rank 4 players already.

    It's not matchmaking that's the issue. There's just a serious killer shortage, so in order to keep matchmaking times somewhat reasonable, they just say ######### it and keep piling on with the sort of BS matches that make playing killer such a miserable ######### time in the first place, which results in even fewer people playing killer... and so on, and so on.

    The problem ultimately roots back to SWF, which really means voice-communication as far as being an issue here. But the devs refuse to either (a) implement VC for real and balance accordingly, (b) separate gameplay modes and balance accordingly, or (c) prohibit VC in any way whatsoever.

    That last one could even just mean that instead of saying VC is all good and totes not a problem, they could maybe try expressing the obvious and see what happens, like "hey maybe dont use voice comms in public matches okay? we'll even just go on the honor system here, but this game is balanced around players who can't even ######### type messages to each other, so no ######### even the most casual of instant communication is gonna massively distort the gameplay events to the point that makes steroids look like a reasonable accommodation for baseball players."

    But they're so afraid of rocking the money boat that they keep piling on these short term fixes leading to more and more troubles down the line.

    The thing that really sums it up: it's pathetic that a game needing only one killer for every four survivor players could ever end up having shorter killer queue times... but it's BEYOND pathetic that they're so out of whack they have to dip into sub-rankings to make the times even remotely reasonable and basically toss out the rankings entirely to the point that literally half the ranking tree, 10 levels, is deemed an acceptable deviation for matchmaking.

    BHVR deserves real contempt for letting the situation get this bad.

  • @maaadinsomniac said:

    Tally Screen Results

    "Merciless Killer".

    • 16 Killer Goals would result in +2 Rank Pips and the win message

    And also,..

    https://us.v-cdn.net/6030815/uploads/2H9VBCG73YFL/image.png

    Nothing wrong, huh?

    https://forum.deadbydaylight.com/en/discussion/comment/1790453#Comment_1790453

    btw. Did you see the message on tally as Merciless?

    This might not mean anything after all if you check the other achievement percentage rates.

    Of the six new achievements, only the Eloise one has .1% completion, while all the others sit at 0% still like the Twins adept. However, I've seen a few people my friend list nail the 8 perk-less escapes already, so I know that achievement isn't really zero competitions either.

    Steam probably just rounds to a tenth of a percent for the global player base statistics, so that 0 doesn't necessarily mean anything about it being bugged or not.

  • What add-ons were you using?

  • Being a bug seems unlikely to me. Others already mentioned but this actually pre-dates this DLC by some time, and only affects the new maps.

    (Or at least if we're considering "bug" as an unrelated/unwanted change in another system, not just any result of an intended change where they didn't consider the logically related systems it would impact and whether that's something they actually want)

    Seems like a very specific change coded into those maps specifically, presumably with the intent to eventually update all the maps with those restrictions. Just a guess here, but maybe that's part of streamlining the code? Where they're defining restrictions by map rather than per characters, where maybe before this new characters required going through all the old maps and setting specific parameters or something? I dunno.

  • look im a developer:


    Assignment Of The Day Week Month: IMPROVE TRAPPER

    Hrmm could take 10 seconds changing the "base traps carried" variable from 1 to 2 finally...

    Eh, but what else is there---EUREAKA! Trapping the exit gates!

    I'd certainly hate that if I played this game!

    Oh--unraveling the spaghetti code will burn through my next project time too?

    Well totally worth it!



    😎

  • @I_Be_Pro_Fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786407#Comment_1786407

    Kind of a vicious cycle, isn't it? Killers get bullied by SWFs, second chance perks, gen rushing and whatnot, so they quit the game or take a break.

    Well, now we have less killers in red ranks. So expand the matchmaking. Now we have an inexperienced killer facing the same thing, except they generally have less time on the game or aren't ready for the red ranks, now they lose more often. So on and so forth, only slowed by the Devs releasing new killers, challenges, or powerful perks (but that's been kinda been going down in recent times, and I am seeing a lengthening of my survivor que times)

    For sure. This game has suffered from crazy intrinsic issues for a long time now. It's like a corrosive disease working inside the whole while leading to systemic failure of other components, like some sort of canc...ker sore. Ah yes. A canker sore. The perfect metaphor. (Don't wanna make a mod upset with something on the list of no-no analogies on the forums for here murder simulator videogame we all love).

    Truth be told, Dead By Daylight is massively underperforming, yet many fans/devs/producers get tunnel vision thinking that any positive performance values are themselves indicative of success. But opportunity cost matters. This game for sure represents an economic loss compared to the potential its not pulling.

    People just hone in on active players, financials, game performance, stream popularity, etc. When (any) positive, that's good enough affirmation of the status quo. Dismiss the vulnerability reflected by actual player satisfaction, retention (particularly new players), and queue times. So, any new "labor of love" award goes on the pile, more than enough "aha!" for direct claims that the corrosive stuff like voice-comms and toxicity are even essential to the game's success. With VC especially, people claim the game flat out dies without it... yet I'm confident that's all twisted around.

    I firmly believe the fact that Dead By Daylight keeps limping onward is a testament to its amazing concept and its (fleeting) potential for fun. That's been enough to prevail against odds that should've killed it long ago, yet the disease and symptoms keep increasing in severity over time too. You can't hold off uh--canker sores forever.

  • I think the problem is that matchmaking isn't really broken.

    How often does a mid rank survivor ever face an upper tier killer? I honestly can't even recall if that's ever happened to me as a level 10 survivor (same as my killer rank). MM is working exactly as intended to produce the best possible match-ups in the most reasonable time frame.

    The issue is deeper: Dead By Daylight has a major killer shortage. And that's actually pretty messed up when you consider how it only requires 1 killer for every 4 survivors in the first place, and killer is the big badass pop-culture icon role too here.

    The shortage is increasingly an issue at the higher ranks where the experiences are more sweaty and less casual for obvious reasons, yet those root imbalances and fun voids (*cough* voice coms *cough*) are neglected, and the game relies on artificial boosters (tomes, dailies, points) to boost up killer player and the looser matchmaking restrictions.

    Naturally though, the frustrations only end up passed on down the line, and with increasing severity. The initial imbalance (the steroids of voice-communication and dynamic shift for a game designed around players who can't even ######### type messages in normal games) and the natural escalation of toxicity levels are only amplified by those skill differences of regularly 5 (but up to 10) player rankings. This all even more significant too as the player base itself attempts to adapt to their individual woes: where killers avoid peak gameplay times with more likely SWF resulting in even worse matchmaking at those times, and even with the normally reasonable pairings it's more likely whatever normally balanced rank 5 actually has 4,000 hours and plays at sub-skill levels to avoid the increased match making time too. It's all exacerbating the effects of what are essentially bullshit and unfun matches that run off killers in the first place with a process that leads to running off more killers, and requiring more bullshit to compensate.

    (But just git gud actually cause games dont need to be fun, and those players are entitled to your time as a punching bag for sick voice comm maneuvers and trolling antics. What you gonna do about it? Quit? Hah ha hah... oh, right.)

  • @GoodBoyKaru said:

    Bro I swear this community picks and chooses whichever parts of a dev statement fits their narrative of "dev bad" and ignores everything else.

    Their complaint totally dumbfounded me too, so my gut reaction was agreeing with this, but, to be fair, the attribute that makes this statement true is the same pitfall of evaluating any collective really. Any opinions conveyed by a minority (or even individual) within the collective technically qualify as a response from that "community," even where the grand majority might actually disagree entirely.


    At the moment, there's about 1 upvote on the OP and 28 on the first post calling him out about it.

    Where this event is actually a great sign of BHVR making efforts and very much a positive thing, maybe this thread is actually a positive testament of how the community REALLY feels in response to those efforts. It's just not the OP that's so telling after-all. :-)

  • The whole "ITS JUST A GAME BRO" mentality is just the most obnoxiously tone-deaf BS excuse. "It's just a game" is why you don't treat people like garbage in the first place--within the game sure, but particularly with regard for sportsman ship after the match. You don't take the competition seriously enough to actually try to distress each other over it, and you don't carry it outside the arena.

    When you were a kid, after a sports match, there's a reason the coaches always have you line up and say "good game" to the other team twenty times in a row. They're trying to teach you something that you're expected to know by now as an adult: conducting yourself with proper respect, humility, and sportsmanship.

    Despite what the internet might lead you to believe, "games" aren't an open avenue for judgement-free cruelty where you can be a tuff guy and finally make other people miserable for a change Just because you can't see those people, or the way your actions affect them, doesn't make them videogame NPCS to be disregarded. You're express the same sensations of belittlement you're venting from real life, yet you've likely deluded yourselves into thinking it doesn't count by saying it's just their fault for getting distressed by the things you're specifically doing to provoke distress and aggravation in them.

    It's not some "snowflake" internet sensitivity imposed. The realms are backwards here. The anonymity of the internet is what facilitated this false entitlement in people to always do and act however they want, free from judgement or condemnation. Yeah, in the real world you're free to act however you want too.... and you get judged for being a piece of ######### there too, and private venues kick you to the curb.

    People wanna think of gate teabagging as their "sport" equivalent to spiking the football? Ok, great, perfect analogy. In the real world spiking the football is actually obnoxious as ######### and regarded as incredibly poor sportsmanship to the point that something like that in a pro-game will really cost you. Literally. Upwards of 5 figures, if I recall.

    Real world institutions actually don't tend to tolerate these things. Other game studios like Blizzard not wanting overt toxicity in their games aren't the outlier here. It's more unusual for BHVR to be so lax about the game atmosphere they cultivate. Here, it's like, okay... uh, I guess racial slurs actually guarantee punishment? With a soft maybe on the guarantee there. It certainly doesn't seem like people are afraid of punishments, whatever they may be. Actually, comments are even more vile and vicious from red ranks, so it'd seems like the most invested are actually least fearful of reprisal, so the community seems pretty sure about the company's stance anyhow.

    I think BHVR should absolutely be more proactive about toxicity in this game. Bans aren't the only form of discipline or discouragement. And if they are doing things about it at all, then it clearly wouldn't hurt to make that known at all and put some actual examples out there...

  • I don't even know what the penalty is after 5 minutes, so I'm always weary of these threads complaining about undeserved lock-outs.

    If we're talking one or two real crashes after you've actually amassed a pile of intentional DCs with calculated "pffff, I was gonna quit after this match anyway!" moves, feeling all slick about a DC penalty that can't touch you... then zero sympathy. You absolutely have it coming.

    Those starting low penalties are built with the occasional crash factored in. How many crashes are we talking about to even get that high?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761382#Comment_1761382

    Judging by the comments and upvotes (and also some messages on discord from people who don't have a forum account lol) clearly people did find humour and value in this post lmao.

    If you didn't like the joke, move on and ignore it. Nobody is forcing you to interact with me or this post.

    I wasn't commenting about whether anyone else would find it funny or not.

    I'd actually figured my second post already clarified my own thoughts about the real aim of the joke well enough. That "eh" was sort of a symbolic shrug and walkaway without much else to elaborate anyhow. It would've been my last post if not for the barrage of rather confusing insults and arguments, which I was then responding to with my own arguments and a desire to clarify the parts of my prior post either misrepresented or confused.

    Naturally I'm not forced into anything. I keep responding to your responses because that's my ambition here. I'm actively voicing my thoughts in response to the thoughts you've voiced, engaging in conversation; however, that's not something where you're obliged to interact with me either or this post if you don't actually want to.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760416#Comment_1760416

    My guy ate a dictionary for breakfast and hoped that I wouldn't understand him lol.

    Look, I get that you're salty that you missed a joke everyone else in the thread managed to comprehend, and also found funny. You clearly didn't get that it's supposed to be a joke, since you asked if it was or not lol.

    It's literally a parody. Most of my threads are. I thought it was inherently obvious when I started calling Quick and Quiet and Calm Spirit OP meta crutch perks, but I guess people really do need the /s everywhere to make it obvious.

    If you didn't like the joke, that's fine, humour is subjective. Just move on.

    I feel like I'm reading a reply to a post I've never read...

    Eating a dictionary? What? How did you possibly conclude that my word choices were designed to intimidate you rather than express my own thoughts as accurately as possible? Which words should I have even anticipated as being beyond your vocabulary? That's such a bizarre take.

    You even say you still understood, so feel free to rephrase the actual point I was making and maybe respond to that then, because the rebuttal here feels a non-existent in favor of a post veering from calling me salty to calling me stupid.

    Of course I get the joke. No, I didn't find it funny--but mostly because it's the sort of sarcasm that people post after any balance changes from either side, and I've seen it literally hundreds of times. That wasn't really really the criticism though, and--despite what you may feel--I'm not just aimlessly trying to dunk on you about whatever I can.

    I know I'm raining on your parade by pointing out the the joke's value is more of the same "us vs them" hooting and hollering, but I'm not wrong about that.

    (And I think even you recognize it)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760380#Comment_1760380

    no this is what's called a "joke". this is me making fun of those types of posts.

    I get its suppose to be a joke, though the preemption is what comes across as more about antagonism where its not actually parodying the point of any specific person(s) and all about dunking on the strawman perception of what some people just be like I guess.

    Eh.

  • Is this just another US VS THEM thing?

  • Wait... #########? I just checked for myself.

    It's not an outfit anymore and you can mix and match.

    This is one of the examples of them doing something good now.

  • In my experience, YES ABSOLUTELY.

    I've been going through adepts achievements on killers, so that's what my experience is relative to, with me having snagged both of those finally.

    Nurse was certainly brutal. I went through a WHOLE LOT of lost games, and naturally all the harassment and taunting that entails (DBD's community is so F'N toxic it hurts), where I couldn't get a single hit. But her mountain is steepest at the start, where after that initial "impossible! impossible!," I could at least tell I was improving and getting the mechanics down better until I eventually pulled off the achievement.

    I wouldn't say I'm decent with Nurse now, but I say I "get" her as a role and I play her from time to time still. Even though my skills fluctuate back and forth any given day until I play a few warm up matches.


    Blight was the one I thought I'd never actually get until I managed to get it somehow... and now I'll never touch Blight again! 😄

    Must have taken me at least twice as many games... or maybe they were just twice as miserable? I ended up having him over level 35 by the time I finally pulled it off. Easily highest level/tries of my Adept attempts, where I think next is Demo at level 28. (this vs like Legion or Spirit, where I did adept without that 4th perk slot even unlocked)

    His skill mountain doesn't start off so steep, where I could actually get hits in every game (well... m1 anyhow), but it was actually being able to parlay the power into anything useful at all and dealing with loops that ended up being a goddamn nightmare. I still don't know how I did it... His power is so disorienting already (with such tight stun periods to readjust and spin again) but the POV is what really kills me. Maaaybe I'll try him again once that changes, but until then YIKES!


    PS: Oh and they're also both alike in being buggy as ######### with how obstacles around them interact with their power. 😎


  • @Tricks said:

    Killer that thinks bringing a Mori or making Devour Hope impossible to break entitles them to a Mori.

    lol

    Survivor wants to leave for a match not riddled with cheese and sweat that's their prerogative.


    TOPHAT THINKS LANDING ON THEIR BOARDWALK HOTEL ENTITLES THEM TO $2000

    WELL IF DOG WANTS TO FLIP THE BOARD OVER LIKE A ######### THATS THEIR PEROGATVIVe!!!!

  • Why do people keep saying "IT'S A HORROR..."

    Clearly yall never seen NIGHTMARE ON ELM STREET 2

    https://www.youtube.com/watch?v=3-M_s2Q9k0M

    https://www.youtube.com/watch?v=ncO4Ow8be2U


    Click me: https://www.youtube.com/watch?v=RRNcdwqYG9Y


    PS: for real though, there's a lot of great critical analysis of NOES2, and even though its easy to disregard those moments as comedic, the subtext absolutely amplifies the horror themes to make the movie retroactively end up one of the best entries in the franchise where taking it at face value renders the work subpar at best

    PPS: the general levels of horror knowledge by fans of this game around here feels damn near shameful

    (edit: switched video for better one)

    (double edit: switched video for the BEST one)

  • @kylerabdcgamer10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744853#Comment_1744853

    dude its just extremely annoying considering that this is a horror game where that is un necessary


    Argument is that if its unnecessary then it'd be unnecessary at all to include any sexual prefs, yet there are explicit hetero characters, hence the desire for the same treatment for homo.

    Also I'm not sure if I buy the irrelevance at all anyhow given this game's heavy appreciation for its lore, and how much can they really reveal about any of their characters if they need to dance around such fundamental aspects of the human experience. It's only inevitable.

  • TWIST:

    Every character who wasn't explicitly mentioned as being straight is actually gay.

  • Basket Case is a 1982 American horror film written and directed by Frank Henenlotter, and produced by Edgar Ievins. Kevin Van Hentenryck stars as a normal-looking person who seeks vengeance for the unwanted surgery that separated him from his deformed conjoined twin brother.


    Ah come on people it's a classic!

    There's 3 of them!

  • @Mooks said:

    I think the concept of the Twins is pretty similar to various fan concepts for Chucky. I am not saying the Devs were stealing the idea, just find it very interesting. So in those concepts human form Chucky would be the main killer and could switch into the Doll most people know as Chucky. That way the whole hooking problem would be solved etc. This is pretty much the Twins but Charlotte as human and Victor as doll.

    Now, Chucky can’t get the same power, or some slight variation from it (well he probably can maybe even as a Legendary cosmetic but it wouldn’t be very original..)

    Do you think this hinders the chance of ever seeing Chucky? Or do you see potential in a full doll Chucky concept that circumvents the hooking another way? Also Victor might be a first try for a small Killer like Chucky!

    Basket Case is a 1982 American horror film written and directed by Frank Henenlotter, and produced by Edgar Ievins. Kevin Van Hentenryck stars as a normal-looking person who seeks vengeance for the unwanted surgery that separated him from his deformed conjoined twin brother.


  • @Mdawgu said:

    Who cares. Playing against better people is an opportunity to get better. Just do your best.

    Hell yeah that's why I love to run tackling drills with my nephew's peewee football team.

    KA-BA-BA-BOOM-BITCHES!


    Sure they don't have any hope... and of course they'd learn far more competing against superior opponents within their realistic skill threshold... and maybe whatever skills they do adapt are too distorted by the crying and the cowering to translate to their other matches.... and it's only natural that all that vicious pummeling would run at least a few of them off for life here... but, okay, so what?

    We're forgetting something here, and it's the one thing that matters above everything else.... ITS SURE AS HELL FUN FOR ME!

    😁

  • @Chilli_man2400 said:

    If I were to change This perk I would make it so when lifting a pallet the killer can’t break it and it takes 3 secs. After that the perk is on cooldown for 80/70/60 seconds. This would actually make people want to bring this perk.

    To me, their changes suggest that your ideas are actually opposite of how they want people utilizing the perk.

    Granting extra opportunities at the expense of a longer set-up time (and just above the chase-time the move buys) would indicate they don't want you lifting pallets in front of the killer at all.

    IMO, using it in front of the killer feels anti-thematic too, while the game already has problems where killers feel weaker than survivors; and the only real value to double-stuns seems to be bullying... which is the last damn thing this game needs to facilitate these days.

    It's not an active chase tool, it's about strategy and support. It's a brain play for setting routes the killer takes for granted, whether for yourself or someone else later, and something you can utilize when someone else is being chased provided the killer doesn't notice you revitalizing even a pallet that they even saw dropped just 10 seconds prior. Even if its not designed for a chase, they kept the set-up short enough to apply in a hunt.... being where the killer is still on you in that area but you've dodged them just long enough to convert that time into the perk for a guaranteed window you'll sprint away unimpeded.

    In the right conditions, it's a perk that might give you even a second or third use of what people call "The God Pallet," so I'm thinking there's enough value without it helping to dunk on killers even more... at least not without something risky to somewhat earn that double dunk anyhow

  • Absolutely.

    The impact massively promotes superior gameplay (from killers as well as survivors), and whatever downsides are so nebulous and immaterial that the resistance honestly feels like something to chalk up as that inherent "eh why change anything" fallacy where people favor the status quo just for being the status quo.

    At the very least it's a small extension narrowing the information gap between solo survivors, with their intended communication/information limitations of perks and pointing, and voice communication, with its unlimited flow of 3rd party interaction providing that same information (and even better coordination) without wasting any perk slots at all. And, the more that solo/swf gap narrows, the more accurately developers can gauge power levels to better balance the dynamics between killer and survivors as a whole, making a better game in all.

    Naturally, kindred doesn't come close to filling that gap when voice-communication basically rivals the strength of any ten perks still... but of course that's what makes VC de facto cheating in the first place (whether people admit it or not). However, we'd still make some progress with this change at least.

    Solutions don't need to be perfect, just better; and base kindred would improve this game above any reasonable doubts.

  • As survivor, when I'm in that position where a killer's got me snagged and bagged, yet decides to let me escape... I'll always leave whatever item I'm carrying on the ground as an offering if I can. This totally baffled me when I first noticed other people doing it as killer, but once I found out what it meant I loved the idea as a fun little custom that I immediately joined the club.

    As killer, if I find out you have OoO, then you die first. Solo, SWF, I don't got time to sort that out. You die first and I will tunnel my way to camp Mori-My-Ass if that's what it takes.

    As either... never trust a Steve. Okay, okay, that's just observation bias, but I been burned too many times to risk it.

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728278#Comment_1728278

    It's for future reference, but thanks for being a smartass. Furthermore, if you're going to get on a public forum then share your story then don't pout when you don't get the response you like. The whole situation was your fault. Then you have the gall to whine about it and blame the killer.

    You're so worked up about this issue that you still don't even recognize that my smart-ass comment actually served a purpose in pointing out "hey, no #########, that was a story about coming back and finding a different environment... in response to a post about said environment having changed... agreeing with their assessment" without having to lay those facts explicitly and matter-of-fact like I would for a child.

    Maybe try reading it all again without the baggage. The anecdote directly opens with that statement "I learned my lesson quickly," and the ending acknowledges "it's my own damn fault for trying to do something nice" ...so what possibly lead you to believe that's something I've tried to do since then? And if you did follow along, then what purpose does your condescending reiteration even serve?

    What are you actually expressing beyond a kneejerk interjection "NO! DO NOT DO!" because of a tangental relationship to this issue you're so clearly spun about right now? (To the point of obliviousness and overt hostility I might add)

    You're tilting at windmills. I don't even disagree with anything you've said in the thread, and I'd upvoted many of your posts. I don't go to the gate anymore either, yet here you seeing one amusing story and only see ZE ENEMY. I guess because everything is Pro or Con, black or white, support or refute, with nothing in between. Especially not good natured conversation.

    So here we are where you don't even realize you've taken what's meant to be a simple amusing anecdote and arrogantly interjected your own reading between the lines into the equation to white-knight "what REALLY happened" about a series of events that, for all you know, I just made up entirely. That's arrogant to the point of delusion. You're spun up about something here to do that, and gonna read whatever you want to read anyhow. …And now you've tripled down with a display of overt bad manners and hostility based on even more projected interactions.

    Go for a walk, maybe take a few shots, and check your own whining, friend. This issue starts and ends at you.

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727978#Comment_1727978

    They had no way of knowing you were trying to let them get a free hit and probably assumed you were taunting. There's literally no way to voice in intent in this game. You should have left. You've seen the outpour of responses that are negative towards waiting at the exit gate. Leave. It was avoidable.

    "Leave" yeah just let me travel back in time and get on that.

  • @LordRegal said:

    A good while ago going to the gate was a good choice...you got hits, they got the escape, and everyone got as much BP out of the game as they could at that point without deliberately farming. In those days I was happy to go to the gate.

    At some point in my long, year and a half break from the game, the meta shifted and standing at the gates was purely for BM. It's well under half the time that someone lets me get a single hit in now, it's just "wait until they're in lunge range and run out lol!" at best or TBag and leave before a chase could start at worst. I'd much rather pull up a short video and not bother with it, much healthier from a stress perspective. Alternatively if I know hatch is far from a gate I'll go post up there so no one gets it.

    Hah, I quit DBD for about as long and discovered that same surprise. Learned my lesson quickly though.

    I was going for an adept achievement against a Hag who was just having a godawful match. Super easy to ditch, maybe 2 hooks the whole game. Everyone else escaped without consequence while I opened that last exit gate.

    I know how frustrating those matches can be, and use to main Hag, so I wanted to do a solid and waited to make sure they got at least one customary free hit, like I'd always appreciated as a killer. And I do mean waited. Took 30 seconds to get to my gate. I stood just far enough from the finish line so they'd get the gist. Even stayed stationary as they approached to be totally clear this wasn't some BM or selfish extra escape.

    Okay they're coming. They're coming. Still I'm waiting patiently as they sweep to my side a bit, and uh okay, well just take the hit so I can go and... NOED.

    Mother ######### NOED. Their first and only end game hit. My first and only down. They desperately snatched me up off the ground and gleefully darted to a hook as if they'd finally showed me what's what, adding that last swipe at me on the hook, as that type so often does.

    Escape I'd earned. Adept I'd earned. My own damn fault for trying to do a nice thing 😑

    That's DBD for ya.

  • Sweet christmas!

    I saw this was posted an hour ago and thought I was screwed, but wowza wee wow that is a lot of codes. First random one I stopped at worked for me.

    Much love for sharing!

  • Don't hate the player, hate the game.... wait, I actually mean that.

    You're not describing player incompetence; that's Dead By Daylight's stubborn refusal to ever explain much of anything.

    This game loves blending incredibly complex with maddingly obtuse. DBD damn near requires players whip up their own tutorial when it comes to new characters/mechanics by either using the wiki, guides, or watching other players. So it's a necessity to study, or you gotta sink a buttload of time into discovering those innerworkings via trail and error... mostly error... a whole lot of error, and with players eager to give you hell and calling you 'brain damaged' along the way for not already knowing these things.

    Only reason I know about it is because I watch at least one video guide before starting to learn any new killer so I can actually see the essentials first and learn all that common stuff that their descriptions leave out entirely. Also reaaaly helps having even mild qualifiers for those terms like "moderately increases" when they're all over the place anyhow. Or maybe you happen across the right tooltip instead. Idunno.

    It's down another circle of hell entirely for new players too.

    After at least what, two years, that play-tutorial is still the exact same and the most barebones breakdown of the game ever. There's no way to ever practice outside of live gameplay or someone willing to AFK for you. Even the descriptions were changed to make them LESS helpful by removing the most basic definitions of the numerous game statuses like whatever "blindness" or "exposed" actually mean.

    (No joke, this month was the first time I learned the statuses are even still listed anywhere in the game/ I was randomly dicking around in that about gameplay section that I thought launched the tutorial and found there was a written tutorial part at all, with them at the verrry end)


    Their naming conventions ain't that hot lately either.

    Trapper: you pick up traps. you place traps. catch. repeat.

    Nurse: you blink... ok it just means teleport, but sure sounds cool, right?

    Executioner: Well, see, you use the rites of judgement to place trails of torment that activate killer instinct and if a player is tormented by your trails of torment that enables you to send players to the cage of atonement, and the players can only remove torment by saving someone else from a cage of atonement or being saved from the cage of atonement, and you can also switch from your rites of judgement to a punishment of the damned. ...What wasn't clear about that?

    You gotta imagine how they reads to someone reading for the first time. Yikes.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725341#Comment_1725341

    Stealth? LoS blockers? The Nurse is not unbeatable, she just requires a different type of play that most survivors are unwilling to use.

    Absolutely. This is actually why I think Nurse is the best killer in the game with with regard to design too.

    Those ambitious rumors about their other early killer designs (flying and breaking apart the map as the match carried on) really vibe with their approach to Nurse as their first DLC killer.

    I think it'd be cool if far more killer design was focused on evoking a different play-experience and truly embraced the variety of ways horror (and horror icons) could manifest in the gameplay. That comes at a hefty cost of consistency, and makes balance even more nebulous, but that's the exact sort of variation match-to-match that's worth incorporating in a game centered on fun above all else. Too many influences keep pushing the game towards competition scaling of esporting which demands a much more limited scope with more comparable/equivalent experiences and power levels rather over an enjoyable array of ######### possibilities.


  • @kaeru said:

    Don't act like you never had forget to press Ready in your life. Sometimes it happens to everyone. Be patient for 1 minute. This minute is actually very impotant. You can notice that you didn't take offering or item, or maybe you didn't change your build or character because you were memeing last match. Or you see ping jumps to higher numbers than usual. One minute is not a high price to make youself confident that everything is ok.


    Everyone has a sometimes. It's about the inconsiderate flubbers who most of the times or all of the times.

    Specifically also a difference in those times where you're chilling another 30 seconds because half the players benefit from the extra wait versus the times where everyone else is ready to go yet one person holds them all back for like 20/30/40/50 seconds over whatever it is they're doing (or not doing) instead of trying to make that quick decision and rolling with it.

    The needs of the many, Captain. The needs of the many.


    (But even when I mess up bad with the wrong build entirely, once that 4th person is greenlighting, then I'm in rush mode to minimize any delay on my account alone, so I'm looking to the classics and making a quick calls. Sometimes you just gotta eeny-meanie-miney-moe that #########.)

  • Hell, apparently that's no guarantee either.

    The amount of times that I've loaded into a game this weekend and ejected to the victory screen after 30 seconds is jaw dropping redonkulus. No exaggeration: when playing survivor, I've stopped bringing items at all and rush to the first chest right away to make sure there's at least a consolation prize for another few minutes wasted.

  • @Clevite said:

    Some of us take shots of bourbon then a quick piss or blunt before a game.

    Maybe chill a minute, we will save you when you get hooked first!!!😎

    Hey I like to do things before a game too. I just do 'em before the game.

  • @Angelicus23 said:

    Just had a last game of the day with my second and we got into a match in lery's against an oni who slugged me for the 4k without even knowing where the last guy was. I went to pee and feed my dog in the meantime and not even half of my bar was off.

    In normal circumstances I would DC but I guess punishing players for not waiting 10 minutes without being able to do anything is very healthy for the game.

    The best part was when we later arrived the stream of the killer, who only made fun of our english grammar and got so salty against us when we just asked why slugging for so much time was even fun for him, ending on banning us and his chat calling us toxic survivors and that I should have just not got down (?????)

    Edit: is funny how you can report survivors if they hide so much that you cant find them when not repairing, but you cant report killers for making you waste 10 minutes unable to do anything because they dont want you to die too soon.

    Every other sentence is a whirlwind of #########.

    Slugging can sure be annoying for sure, but are you really complaining about an endgame slug to try and find the last survivor? Seems incredibly obvious. Remember that hatch thing? It's also a gamble typically: maybe it ends up in the 4K, but it risks 2 people making it out alive instead of just one... and could damn near guarantee that one will get out. When they're camping the downed party, that's a lot more time (and much safer) hunting down the hatch.

    This attitude is exactly why the DC punishment should never go away. That's not okay.

    And who is "we" by the way? I'm inferring that you're also playing in SWF.... wait, was your friend the last survivor here too? Because if they could tell by your play style that you're SWF, then no wonder they camped. That's usually a guarantee the bait works, and if not then chances are that one of you will have seen hatch already anyhow.

    I'm gonna take a guess: you use voice-communication too, right? That doesn't change these points here, but I just love reminding people how totally fun and fair it is when the other players get to effectively cheat with unlimited/instant communication in a game where players can't even type messages to each other normally....

    You are still salty about it now so I don't know why you're pretending you're not. It's also creepy that you followed him out of the game at all, and that question is clearly just pretext for whatever confrontation you intended. Don't do that, man. Just... don't. (PS: Also maybe double check your grammar in any sentence about someone insulting your grammar.)

    There's a huge difference between waiting a fixed time and holding the game hostage (and that's by NOT repairing, only hiding endlessly). The former is more like having to wait for people who won't leave the exit gates during EGC. You just accept it an wait because that's part of playing the game.

    You don't DC because you've got to wait out the EGC, and you don't DC because of slugs. Hell you don't DC because of SWF using VC even though that's effectively cheating given the game's design and super prone to the sort of toxicity that renders the whole damn match a miserable slog.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1704453#Comment_1704453

    If it was unfair, it would be removed from the game 🤷‍♂️. Really that simple. The insanely good SWF's are not the norm despite what you all on the forums foam at the mouth about. In all my hours of playing this game over the last two or three years, I have gone against one bully SWF and I still managed to 4k em. SWF is not the problem. Playing with friends is fine in this game (if you have friends who play anyway). Hell I find a good SOLO player will outplay and outperform any SWF group. I promise you.

    "hey guys I think [x] should be illegal"

    "uhhhh, If it was bad, then it'd be illegal already"

    🤪


    There is clearly something simple here. Of this, there is no doubt.

  • @HommeBizarre said:

    https://forum.deadbydaylight.com/en/discussion/200749/dont-be-satisfied-with-only-10k-shards

    Stop playing DBD if you aren't satisfied, nobody forces you to stay.

    But stop complaining because you are useless to this community

    If you don't like people complaining then you shouldn't read the forums, nobody forces you to stay.

    But stop complaining about complaining because you are useless to this community.

  • Realistically though... greed for sure. They've only got so much goodwill banked and they're squandering it on the silliest ######### lately, as if they're just entitled to customers and their money.

    Once BHVR burn though that last little bit of influence-capital per person, the increasing array of competition will pull away even the die hard fans. They expect that addictive urge and sunk cost fallacies to always pull the customers back, but rebounds get lower and lower when the only thing they're left remembering is that lingering bad taste. Once that next viable obsession gets the slightest hook on that disgruntled customers, even that link is severed.

    DBD will limp on for a damned long time turning a net profit, but I find it incredibly hard to believe that they're making an economic profit even now. I very much suspect they don't even see it, continuously mistaking sub-optimal failures for roaring success.

    I honestly wonder if they've ever even consulted with an economist. It's not even that they're so relentlessly pursuing income that ends up being the problem for customers... it's that their approach seems so damn short-sided and counter intuitive. They've got to have either incredibly calculated pricing strategies based on projected models... or the exact opposite---they're winging it after glancing at sale stats and discovering "higher prices... more moneys! aha!" Either way, I can't say I've got a damn clue about their approach to customer outreach and responsiveness in an business model so dependent on facilitating that symbiotic relationship with customers for a long term ebb and flow. It's another thing that just seems taken for granted.

  • Nuclear apocalypse. Oh, not cause the game lasts that long, it's just coming to claim us all very soon when someone loses an election and literally goes scorched earth in one last act of petty impotence, anger and madness by cementing the fate of a world that long ago succumbed to self-parody and lingers drifting towards insanity in a state of pre-post-apocalypse.💣️

    BABY DONT FEAR THE REAPER

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