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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I didn't love this trial either. I felt very cautious going in and figured I would hold back for a few days and see if people were reporting problems before deciding whether to install. And then people were reporting the exact problems I was afraid of, so I took a break for a week before logging back in. I think there's still time to get the rift knocked out, but I don't love the practice of testing it live like this.

    I get the argument that, if you're testing whether the software prevents cheating, it's hard to do that otherwise, but IMO there's a preliminary step which is testing whether it destabilizes the game or breaks people's computers or can't get uninstalled properly, etc. I would have rather that had happened on PTB or something. I would also rather not be asked to install the most intrusive possible version of something just to try it out.

    But, like I said, for me so far the alternative is just "don't play the game during testing week" and that was okay. But it also would have been nice to get a clearer flag on when testing week was over and it was safe to launch the game again.

  • IMO, the time to do the ritual is not that big a deal — the time to open every chest on the map and not find salt is the big deal.

    Supposing that you find some salt on the first try and you get 3-4 people to unlock their powers early, that can be helpful. But it can also not be helpful, either.

  • It depends on what's causing the anxiety. If you have pre-exisitng anxiety related to being bullied / ostracized /rejected / judged unfairly / etc, then playing killer can trigger it because it's 4 against 1 and there's a high proportion of matches where at least one of the 4 is being antagonistic while the others either say nothing or take that person's side. If you have pre-existing anxiety about making a social mistake / not being able to read the room / behaving inappropriately, then playing killer can trigger that, too, because oftentimes the feedback you get is that you shouldn't have done what you did and you're a fool if you don't already know that.

    If that's the type of anxiety it is, then social support could be an answer. Playing in 2v8 means you're not alone. Or having some other line of communication open to the outside world while you play DBD alone — talking to someone on discord, or in real life, or listening to a podcast with one ear, etc. Something to help remind you that these four strangers are not the whole world.

  • To answer the question seriously — I play both sides, and, on either side, I try to be sensitive to what the overall match has been like.

    So, if I'm playing Survivor and the killer has struggled to get a hook all match, I'm not going to run over there and block them from their first hook in the late game, when we still have all hook states left. Similarly, if I'm playing Killer and there are still 4-5 gens but one of the survivors is very unlucky and keeps running into me right after they get unhooked, I might pretend I didn't see them once or twice.

    If it's late game and you purposely try to eliminate one of the survivors, I don't think that's a problem, personally, but it all depends on context.

  • It's feeling weirdly stale for me, too, and it used to be my favourite game mode. I appreciate that you can queue for survivor while you wait to play killer, but you still have to wait a long time to play killer. So, if I'm queuing up because I WANT to play killer, I feel like I have to play at least 3 survivor games between each match, and it's starting to feel a bit like a chore.

  • I played a few Survivor matches and they were all one-sided — either the killer got no hooks (or one hook) or else, in one case, we got zero gens (against Legion, interestingly — does Legion still get killer instinct or something?)

    I don't mind some of the buffs to Survivor — like, I think being able to see the doors is fine — but it feels like, much like the anniversary, all of the interactive mechanics went to the survivors and the killer's only new objective is "interfere with them using their stuff."

  • I haven't tried playing killer yet, so I'll keep an open mind, but I was underwhelmed when I read the description. The survivors have a bunch of stuff to do with special effects, and the killer even power is just, "Try to stop them from using it."

  • I was also hoping it would refresh every day. There are a couple of perks I never managed to pick up and I was crossing my fingers that this was my chance to get them. I did pretty well during last year's anniversary.

  • Yeah, at first the matches were short and now everyone knows to crouch so he can't see you and they're long. I'm not super upset about it because at least it's a different play style, and it will probably feel less annoying once he becomes an occasional killer instead of an every match killer. But right now it does feel like, "Okay, neat — here's my chance to do 25% of a gen and crouch-walk to the middle of absolutely nowhere."

  • IMO, it's situational and subjective, but it starts to feel toxic to me if it seems like the main objective of what you're doing is to make another player feel bad.

    People can also feel bad for other reasons, so it's not just that you do something and someone feels bad and therefore it's toxic. But if it seems like what you're doing serves no other purpose, then it starts to look toxic to me.

  • I agree that the stream would have been a lot more fun/interesting if they had not announced it beforehand and just let the community discover that there was this weird cabin thing happening. They might have been afraid no one would notice if they didn't announce it, but they kind of stepped on their own stunt by doing that IMO.

    I watched a few minutes of it on Tofu's stream and then went to bed once it seemed like nothing was happening. LOL'd when I woke up and still nothing was happening. Forgot completely about it and found out later it was Jason. So it was not frustrating for me, so much as confusing and boring, but I can understand how, if you went out of your way to be available to watch and then nothing happened, it would be annoying.

  • I feel like either this is an amazing promo for a Blair Witch chapter or someone at BHVR has lost their mind.

    Either way, I went from finding it annoying to finding it hilarious.

  • I think there are probably a lot of factors that go into which characters get new skins and/or high-effort high-resource skins. I don't think it just goes in one direction — I think there's a loop where we like characters like Meg, Kate, Feng Min, Yun Jin, and then BHVR is like, "I bet they'll like Sable," and they put a bunch of effort into making good cosmetics for Sable, and we do like Sable and we buy her good cosmetics and it further reinforces the loop.

    They aren't really trying that hard to convince us of what's sexy and cool about Haddie and Jeff.

    I also don't think the loop is random — it's part of a larger culture where we're used to thinking that the way clothes look best is when they're draped on one particular body type, and so if no one is deliberately trying to steer out of that, that's what we all steer into.

    I actually do think BHVR puts effort into making lore-accurate outfits for a lot of the characters, but it's almost like that's treated as a completely separate exercise from making something people will want to buy.

  • I agree that getting locked in place feels bad, even if it makes no difference to the outcome. You're in the middle of a chase and then you're not chasing, you're standing still.

  • By the time the first chase starts, you pretty much know who the killer is based on game sense, so I think this is less a change to help solo queue and maybe more a change for people who are inexperienced. And the game is hard to learn when you're inexperienced, so I don't completely hate that, but I also don't think it'll help that much.

  • No one should ever be forced to farm or bullied for not farming. If someone wants to play normally, let them finish the gens and go.

  • I'm on team "always just run with the blood can." It's annoying, I won't lie, but I've been trying to take an attitude like, "There are blood gens casually around the map and, if I am casually near a pump, I'll tap it and see where the closest one is. And then if it's not fully on the other side of the map, I'll run some blood over," as opposed to fixating on finishing a specific gen.

    My peeve is honestly the same as last year, which is that it feels stupid that I can be injured and bleeding on the ground all match and that does not help me with the blood gens at all. If the event were reworked to encourage people to play injured, that might be more interesting.

  • I'm usually pretty unbothered if the game goes down for a while, but it feels like it's been happening a lot lately. And now on the first day of the event.

  • FWIW, I always wanted to play Trickster but I couldn't because I was so bad at aiming knives. And then I could play for a while when he got a speed boost because I mostly just used him as an M1 killer. This update has allowed me to play "properly" using the knives for the first time because there's an add-on that lets you have a crosshair in the middle of the screen. If nothing else, that's the most important change for me.

  • I didn't mind Legion in 2v8. My normal experience was just that Legion interrupted a lot by running up, stabbing everyone, and running away so that you had to mend. It could be annoying, but that's what their power was. It wasn't especially deadly unless the other killer capitalized on it.

    And I can also say from experience that if you're queueing up solo for killer, Legion didn't feel particularly powerful. It felt FUN, because you got to run fast and stab the maximum number of times. But nine times out of ten, your teammate was nowhere near you and not really trying to come with.

  • I have not been paying attention to this and didn't know. I would love it if Trickster got reworked into something easier for me to play. I like his cosmetics but I cannot aim the knives. :(

  • I usually switch between Guide and Medic. Guide feels the most strategic to me, which makes it a little more fun; Medic is the most mobile. So, when I'm sick of doing gens, I play medic and run to the opposite side of the map from where the chase is, and then I feel really satisfied when the cage spawns right beside me.

  • I'm used to it now, but it still doesn't make sense to me.

  • I don't miss fighting over three gens for half an hour.

  • I have a similar experience to the OP. I almost never feel like the killer is trying to mock me or insult me when I play Survivor — usually I feel like the killer doesn't even notice me as an individual and sees me as interchangeable with the other three survivors. But when I play Killer, I frequently feel like there's at least one survivor who wants to be rude for no reason and, whether I win or lose, that extra little bit of unpleasantness makes me want to go back to Survivor queue.

  • I agree. I don't understand sculpting well enough to say why it looks wrong, but there's something in the cheeks and jaw that doesn't match the actor's appearance at all. The old Nancy model may or may not have looked like the actor, but it captured the general sense that you get when you look at her, which is that her face has a lot of angles and strong bone structure. I don't even see a resemblance in the new one.

  • I haven't seen that stuff, but I also don't follow the online chatter about the game that much. :/

    I'll be honest — there's a difference between what I think would be good character design and what I think is the most aesthetically pleasing portrait. The truth is that I don't pay that much attention to the lore in this game, because it doesn't really affect the gameplay. I'm mostly concerned with which character I'm looking at for the next however many minutes. Which is why I sort of feel like it's BHVR's responsibility to have artistic integrity and only put options in front of me that make sense and tell the story they're trying to tell — like a personal chef who makes sure all of your options are healthy, no matter what you choose.

    If there IS a problem with the voting — and I'm not sure if there is — but, if there is a problem, I think the problem is less about what people are voting for and more that maybe one of the options didn't match the others or doesn't seem to fit the lore as well. I'm hoping that, no matter which portrait wins, the rest of the design comes together in a way that makes sense.

  • I haven't seen very meany cheaters over the years, but there were two in the past month who both followed a pattern of spawning directly on top of survivors and insta-killing them (instant skull). One, I think, forced everyone to spawn on the same pixel had had insta-killed us all before the camera finished spinning.

    They must have found a new way in or something.

    The only bright spot is that it's over really fast.

  • It depends what we mean by friendly. I almost never want to farm, but I appreciate it when people bring a playful energy to the game instead of acting like their life depends on it, and we can all acknowledge when something funny happens, etc. I also appreciate a killer who can tell when the other survivors are griefing you and doesn't help them do it.

  • I would also like the ponytail. I think they just copied it from Thalita, but it looks nice on both characters.

  • You're talking about the problem where a train is about to hit a group of people and you have the chance to pull a lever and make it hit one person instead?

    I play both roles — I would try to stop the train some other way if I could, but I wouldn't pull the lever. The group of people got unlucky; the solo person got lucky — not my place to decide the solo person should have been unlucky instead.

  • I didn't watch the whole stream but, just from that clip, it sounds like he's using the word "hand-holding" to mean the game was holding your hand as a tutorial would by telling you what it thought you should do next. I think he meant to say it was overly-prescriptive or intrusive — not that it was giving you an advantage.

  • @Datisi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011658#Comment_4011658

    surely it cannot be that hard to make RECOLORS of old skins. especially compared to making 6 new ones.

    It takes effort to make nice recolours. And I would rather have nice recolours than the thing where they make everything lime green or bright red or something. But I agree this is a downgrade from what we've gotten in the past.

  • Yeah. At first glance I'm not sure if we're getting fewer premium skins or if we're getting fewer free skins and they just compressed how the skins are released across the rift.

    On the one hand, I like getting the premium skins sooner because then I can actually play with them while I work on the rift instead of having to wait a month for the one I want. On the other hand, there is a long climb at the end where you're not really getting anything new and you're just trying to earn your cells back.

  • Yes, one of the pleasures of 2v8 is going against a lot of people who are worse at chase than I am, so I suddenly seem like I know what I'm doing.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997384#Comment_3997384

    This is good in theory.

    In practice, you also need to be consistent with responses. Because being inconsistent about who you listen to, and when, and how you respond, is a quick way to be accused of bias.

    I mean, I guess you can accuse them of whatever you want, but I don't think the inconsistency is really about supporting players who prefer one character over another — I think it's just that BHVR is not super consistent about anything as their normal way of doing business. There are times when they communicate really well, and times when they communicate really poorly. There are times when they're super careful and take things slowly and there are times when they rush something out when it's clearly not done. I'd like to praise them when they're slow and careful and communicating well.

  • I was happy to see that this is delayed. We want BHVR to test stuff and respond to feedback about it, so it's good to hear that they're being thoughtful about this.

  • I guess I'll wait to see what people discover in PTB, but my initial feeling is still that it would be much simpler and less convoluted to switch to cages instead of hooks. It's much easier to get a safe rescue from a cage. It's harder to camp a cage. It's harder to tunnel from a cage. Cages eliminate the thing where people troll a dead zone with no hooks. Cages eliminate a bunch of the annoying stuff about carrying.

    You could still even give BBQ when people send to a cage, and all of the extra endurance stuff when released from a cage. You could also still let people crawl while they recover — I think that's fine.

    But I feel like the system described in the update creates new incentives to grief your teammates by letting them die early and new incentives to troll an area of the map with sabo plays and stuff. And I think it makes it too complicated for killers to figure out what they can and can't do because it takes options that are available to them and would help them meet their objective and artificially makes them detrimental.

  • LMAO — 2v8 now lets you join an infinite queue for survivor while you sit in the infinite queue for killer. It's everything I dreamed.

  • I think most people who complain about the solo experience want to play solo — they just also want that experience to be good. The solution shouldn't be "don't play solo."

  • This is interesting. I didn't know about the bug, but it makes sense in retrospect. I had some weird games as survivor where there was something "off" about the way chases were starting but I couldn't put my finger on what.

  • @ohheyitsbobcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970527#Comment_3970527

    If had to make a wild guess at what's happening by going from the above responses, there was some "bug" where the complete 3 quests this week were counting towards the 48 completion total when it wasn't supposed to.

    Eventually they fixed this so they no longer counted and took away the progress those quests were giving but in doing so it broke the counter and it no longer updates. So while it might say 46/48 it's actually at something like 42/48 and will update properly once the person does every quest since it's working in the backend, the counter just isn't updating to reflect this.

    This is of course a big assumption on my end but since people are completing it by doing every quest, I'd assume this is what's happening. It seems like people who did enough quests before this "fix" don't have to worry since they already got the reward. -_-

    Edit: This is exactly what's happening. I only have one challenge left now after playing a bit and my progress updated to 47/48 from 46/48.

    I think you're right — the intention was probably to complete "all quests" for the final reward, but they messed up the count somehow. I am down to one quest remaining and the counter finally moved to 47/48.

  • I'm stuck at 46/48 and, when I manage to do something that's NOT a completion quest, the count still doesn't increase. For example, tonight, I knocked out an old quest to hook four survivors in a single match and I got all of the rewards for completing that quest and it gave a check mark but my count stayed at 46. It happened with another quest earlier in the week as well — can't quite remember, but I think I had to fully deplete a med kit or something. Got the quest, but the count stayed the same.

  • I have seen this a couple of times, most recently on the Vecna map. Tried to take a screenshot but the weird light box didn't show up in the screenshot — only in the game.

  • One of my longstanding peeves is when I try to do a quick hit and the game turns it into a grab and then cancels the grab and then the survivor runs away. I genuinely feel that if the timing was that ambiguous, it should get converted into a hit and not a random swing at the scenery.

  • Yeah, he's destroying solo queue in every match I play — not sure what the experience is with SWF. My personal experience is that I couldn't use the doors at first because the sound was bugged (thanks to everyone who explained that that's what was bugging the sound; knowing that allowed me to at least play the game), and I didn't know the door panel flashed during a teleport until I read that online, and it didn't even occur to me until recently that I could backpack the axe once I had it.

    Although I definitely did notice he was invisible, and that was confusing while I was trying to learn the powers.

    But, yes — I don't know what specifically is doing it — I just know he gets hooks a lot faster than we get gens most of the time.

  • I think different people have different opinions about how casually you should DC from a match. From my POV, you should almost never DC on purpose and accidental DCs should be pretty rare, so having to eat a 5 or 10-minute penalty very occasionally because my modem wigs out doesn't sound like a big deal to me. That's less time than I waited to play killer in 2v8.

    Now, if it starts happening all the time because the system's bugged or something, that's different, but it hasn't been active long enough for me to know that.

  • I'm conflicted — as a self-care-enjoyer, I would love if it were stronger on its own so I didn't feel like I had to run another healing perk to go with it. But also I can see that there are lots of different healing options in the game, and it might be balanced to say, "You can heal yourself any time and place you want, as often as you want, but it takes a long time OR you can have a faster heal that only works in the basement OR you can have a medkit that only works 1-2 times OR you can combo any of those things with a perk that partly heals you in specific circumstances OR you can run a perk that lets you find your teammates faster."

    I think we have a good set of options.

  • The audio issues drove me away yesterday, so I haven't see how the go-next prevention works yet, but if you literally can't do anything when you're on the hook now, it's a step backwards. One of the big problems this game has is that it's based around denying action to the other team, which isn't fun. Players need to have choices they can make at every stage of the game.

  • Yeah, I came here to complain about the sound. The game is basically unplayable if you're getting sounds from wrong directions and it kind of made me feel crazy and stressed out? Not in a fun way — in a nails-on-the-chalkboard way. So, just as there's new content, I have to take a break until the sound is working again.

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