Avatar

JPLongstreet

JPLongstreet

About

Username
JPLongstreet
Joined
Visits
16,977
Last Active

Comments

  • @biggybiggybiggens said:

    This really shouldn't surprise anybody. The game is being held together by string and rubber bands…

    I thought it was spit and baling wire and wishful thinking πŸ€”

  • @jesterkind said:

    You actually can do this!

    If you're queued up as one killer, you can swap to another killer while queued to spend BP on them. When you enter the lobby, you'll be the killer you queued as.

    To my knowledge, you can't swap from killer to survivor, though. It also doesn't really work on survivors, since there's no separate queue- you're just queued as survivor and you enter the lobby with whoever you're currently on. You can also swap them in the lobby, though, so that's not a problem.

    I think they're talking about once in a lobby, not the Looking for a Match area.

  • @Rokku_Rorru said:

    You can literally use the momentum for boil over if you pay attention to the rhythm, by strafing in the direction you want to go, it just takes a bit of practice lol

    I don't see an issue with their perk honestly, the people who cry about them don't want build variety in the game, and that's just silly. Iron Grasp is if you have issues getting to hooks and you want to make it easier, Boil Over is just to waste time in most cases, as it rarely works on an experienced killer without help.

    @StudiousTome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907066#Comment_3907066

    Yes. All of this. Yet if these are things that ppl can learn to do, the system that encourages either side to run perks specifically to do nothing for or nullify the mechanic entirely makes me question its existence. Ignoring mistakes is against human nature, yet we do it.

    Doesn't work with a controller you can't sway into the wiggle fast enough and you make it even worse.

  • I never thought we'd get to the point of complaining about slugged bot survs. πŸ˜”

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905943#Comment_3905943

    May be a controversial take, but I think it's fine for there to be characters that play slightly differently, or more or less optimally, depending on the platform or control system you use on them. I think if skillful Kaneki players have more of an ability to avoid the Survivor hitbox to sling around them, and low skill Kaneki players don't have to crutch on the wide hitbox for the initial hit, the end result is a healthier game overall.

    Just again, do not touch the fatigue

    The disparity between playing killer with a controller vs. M&K should not be as massive as it is in DBD. There's no options for dealing with the deadzones in the sticks, the input delay is much more pronounced than way more demanding games, and a few years back they doubled the sensitivity of the controllers and said that's it that's the max we can do.

    Any killer needing super quick camera swings and movement and aiming always feels unresponsive and clunky. For DBD it always seems like using a controller is forgotten when designing killer powers, and that is frustrating. The Ghoul's very generously wide hitbox feels like a late development addition not thoroughly tested when someone there tried it with a controller finally. Yet another reason for expanded PTB's.

    They're adding M&K support sometime this year to the consoles, and I'm very glad that is way overdue. But how will it feel? How responsive will it be? We shall see. But very likely most of the largest portion of the playerbase will still use the controllers they have I think. That should be kept in mind whenever they design killers much more than it has been over the years.

    I get @TragicSolitude's view and concern here, though I doubt console-only matchmaking will never happen. That disparity of killer performance is just too large depending on the platform. And it goes back to how this game was made.

    An overly suspicious mind can think our PC cousins can get "gatekeepy" while they express their concerns with suggestions that will have an effect on what otherwise would be thought of as skillful play.

  • @cheapslurpiee said:

    How do I get down voted for asking what DBD would be like if people didn't have voice chat? LOL. I didnt even give an opinion. #forumthings

    I tend to ignore all of the votes either way

  • They haven't put out surv party sizes in a long while. Last time they did around half of all survs globally are solo (about 53% I think) and most of the other half are duos, with trios much less common and quads even rarer still.

    We definitely need updated stats for sure I'd also be curious to see them.

    dbdpartysize.jpeg
  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441805/ranked-solo-queue-needs-to-be-a-thing

    I don't think this is a good idea. I'll be one of the early ones to say the gap between SWF and solo is a serious problem and coms provide tons of benefits. But i think it should be the opposite of what you are saying.

    There should be 2 modes:

    • Casual match
      • Can only queue with 1 other person
      • Every match guarantees either 4 solos or 1 pair and 2 solos
      • MMR can still be used for matching
      • Game is balanced around lack of communication through like:
        • Perks can be tuned differently
        • Gen times are different
        • Anti-tunnel/anti-camp measures are different
        • More pallets
        • Basekit perks like kindred.
        • Etc.
    • Ranked Match
      • Can only queue with 3 other survivors and killer
      • Offers a bonus incentive for getting a high rank
      • Actually show your rank and MMR
      • Game is balanced around this style of gameplay through things like:
        • Static only maps that are always the same layout
        • Slower gens
        • Perk bans
        • Maybe survivors move slower even.
        • Etc.

    They can tune each mode around a 50% win rate and can balance killers and survivors differently based on the mode.

    This proposed layout eliminates 3-mans completely, which are more common SWF groups than quads are. Plus two pairs of duos also couldn't happen?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905422#Comment_3905422

    That just isn't the case. Like i said, look at many of the perks survivors have that are just simply around giving information to your team. Do you think any of those perks are any good if you are on discord or have voice coms? Like, in what world would bond be useful there?

    That's how it happened back then.

    I personally think they underestimated the full effect that comms could have, but survs being able to team up with SWF was always intended from the start.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905346#Comment_3905346

    While i agree that its not that every SWF is like, doing tournament style clock callouts. And as such i know people aren't always talking about the match. But like, what SWF isn't going to go "its a trapper" as soon as they see the killer, or something. Or say, "hes over at shack" occasionally.

    The point is that discord provides "perks" that don't actually exist in terms of survivor perks. The game didn't launch with SWF and lack of information was a balancing factor for SWF as evidenced by the fact that SO MANY survivor perks are just "gives you some information about what your team is doing" or "tell my team what i am doing". Hell the idea of "looping" was mostly an accident too as the game was originally designed more as a hide and seek, but the players turned it into freeze tag instead.

    On top of that though, discord gives you access to information and coordination that doesn't actually exist in perk form in many ways.

    That's not to say i think it should go away, or that there's someting inherantly wrong about wanting to play with friends. But it definitely creates a big divide between solo queue and SWF. Which is why i think they should make a "ranked mode" that is only for 4 man SWFs which can have ranked rewards, and show your mmr and ranking and such and be where "the sweats" hang out. And then the more chill unranked mode only lets you queue up in pairs at most (and making sure that its never more than 1 pair and 2 solos in a match). Then they can have different balancing factors like gen times, perk changes, killer changes. etc, to account for the fact that the solo queue survivors aren't coordinating but the SWF ones are.

    SWF mode wasn't ready for launch back in 2016, but it was always intended. They could have either KYF or SWF done in time but not both, and quickly added in SWF not long after.

  • @cheapslurpiee said:

    Kill/escape rates, killer happiness, survivor happiness, player count, balancing, etc.

    What do you think? Would DBD be healthier, the same, or more toxic in your opinion? The big caveat in a lot of conversations is SWF. The major difference is simply information. Being able to speak with friends and determine exactly what to do nex given specific circumstancet; something DBD doesn't want you to be able to account for to that degree.

    If that elephant in the room simply never existed, what conversations are we having about the game, and what does DBD look like both observationally and statistically.

    I don't see how they could have ever avoided comms, as things like Discord are separate from the game itself, and it's built right into the consoles. For survivor it's a multiplayer team game, so comms is unavoidable.

  • Running Bond or Kindred is a double-edged sword. Yeah when solo you get far more info about who's where and doing what, but you also now see who's where and not doing squat. πŸ˜‹

  • @BalanceBothSides said:

    You aren't at 120 because your console can't handle DBD at 120 frames a second reliably or stabley. Join the PC gaming side or accept the limitations that come with buying prebundled locked hardware.

    I own an iphone even though android is far more open source. You gotta understand console gaming comes with pros (exclusive titles) and big cons (low fps, can't do 240/144/120 etc) for most games.

    It's less about the performance of the consoles and more about how DBD was originally coded, plus its iffy optimization.

    Back in May 2019 they set a goal of getting their game to run at 60 fps across all platforms. About a year and a half later they fessed up they just couldn't do it. Not because of the capabilities of a PS4 or Xbox1, but a resource bottlenecking issue that apparently was insurmountable.

    Our PC cousins also feel this because only the absolute strongest of machines brute force the game to run smoothly. The mid and lower end PC's get the microlags and stutters as well, and all platforms can see this game is an unusually voracious gobbler of resources. Despite years of tinkering and even an engine upgrade it's still the same coding underneath it all from 2016.

  • We're stuck in the void between comms or not when it comes to balancing. The HUD is awesome when it's used intelligently, but not the same as 2-4 survs who have gotten used to each other, know who's running what, what killer and roughly where, etc.

    Imo the true strength of SWF isn't the comms any way, it's midigating the randomness of solos tremendously. You know if they're doing a challenge/adept. You learn each other's strengths, tendencies & weaknesses, but you also know they'll most likely not sandbag, not let you get into second stage, bodyblock, and will come back for you.

    They won't add in comms, and it doesn't look like they'll ever add in proximity or chat wheels either. But the truth is there's just no way to regulate comms either. Most players are on the consoles which have built in comms, can't touch that. PC has Discord and many other options, cannot realistically do anything about that either. So here we are.

  • @rampagestreet25 said:

    Why would u remove the 180 chucky flicks in this update? it was completely fair and fun and now chucky scampers are useless. p100 chucky and i dont think im touching this killer again since y'all made it survivor sided.

    Probably because they think it's unintended? Or maybe impossible to do with a controller?

  • Once the gates are powered securing that hook is pretty much all the killer has left to do. No gens left to patrol, and going to gates (or looking for hatch) will likely cost them that kill.

  • @Jadelysta said:

    Can someone please explain this change to me like im a 5 year old? I am at work and i cannot for the life of me figure out what exactly this means lol. I know on badham there's like 600 versions but like does this mean they are getting rid of all realms except one within MacMillans, Coldwind etc? for example they are keeping ironworks and thompson house but getting rid of the others?

    There's five variants of Badham for instance, and this change eliminates four of them. So no more Badham IV or II for example.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903445#Comment_3903445

    tbh if you see four survs with identical cosmetics they're clearly there to troll and there's no point in playing

    I get the frustrations of groups like that, but simply dodging them is just passing along what you believe is a problem onto others and messing up the matchmaking at the same time. Has to be a better way.

  • How about they take out Perk variants next? Make all of the a single tier?

  • @Khastrx said:

    Let's be real, the majority of players don't read dev notes or even patch notes sometimes. Sure they MIGHT glance over them if it's a chapter that piqued their interest, but a lot just don't pay attention at all. I'm not saying there should not be Developer Updates, but you gotta consider how many people actually benefit from it you know apart from the most dedicated players.

    I imagine most players just fired up Otz/Scott Jund/Tru/Paulie a day or two before a chapter or major update, if they do any research at all.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899099#Comment_3899099

    And you are not entitled to pick the easiest game possible for you. Killers cherrypicking their Lobby has to end at some point.

    @Topic:
    Highly agree. Either it should be removed completely (e.g. by removing the pregame-Lobby) or it should be punished by a longer wait time. The more someone dodges, the longer it takes for them to find a game.

    Removing the pregame-Lobby is the better solution tho - it would not increase wait times overall and once you have 5 players, you can go into the match immediatly.

    Should the lobby as is is now go away, I think killers should still be able to see surv items so they could consider Lightborn or Franklin's. I'm iffy on cosmetics, as they too can inspire dodges.

  • @Nomade said:

    For survivors, calculating MMR based off of escapes is just a bad way to do it because it rewards cowardly play rather than actually helping your team. Often the most skilled survivor on a team gets sacrificed because they are the ones getting chased or running around doing riskier unhooks and trying to make plays.

    You're right about that. The best surv on the team will likely be taking agro right as the last gen is done, their actions making it possible, but they are now doomed. The current system doesn't reflect that, nor many other factors.

  • I think them removing Prestiges in the lobbies did help their matchmaking system a lot, but more is needed. I've always believed the backfilling issues are the root cause of most of the evils of stomp matches.

    Dodging & shopping around for lobbies imo need to be addressed further, and possibly slightly longer wait times to pair up more evenly. Could mean locked lobbies, could mean profiles can't be clicked on, could mean less ping tolerance too. Things like that I'd like to see tested out.

  • @ManOMaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902835#Comment_3902835

    I've seen this sentiment said before and while I am yet to play him I haven't found going against him too unenjoyable. What exactly give the impression that he's awful for both sides?

    Back when I last tried Trickster he still had that awful recoil that made him unplayable with a controller. It sorta alternated left and right but you couldn't swing the sticks quickly enough to compensate and attempt to stay on target.

    It's exactly the same reason Boil Over is rotten to deal with on console, even at max sensitivity, but is barely noticable with M&K, and why Singularity is rough to run as well. Ranged killers in DBD in general always feel clunky and unresponsive with the controller, and thankfully later this year M&K support will finally be coming to the consoles for those who wish to use them.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900389#Comment_3900389

    Most Pigs still kill me when I try to boop the snoot πŸ˜’

    T'wasn't me! 🐽🐷

  • Anti-facecamp value?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902432#Comment_3902432

    I wish we would get 1 less DLC each year, if they could use that extra manpower (what is the political correct term for that?) to fix bugs.

    The devs have used the term "bandwidth" when describing their use of resources, be it time or human.

  • @TohsakaMine said:

    I have this happen by literally the game ending. The game will end whether i escape/die as a survivor or game ends as a killer. The moment the end game screen pops up it will just say that the server isnt responding and wont get anything

    That's really frustrating when that happens. 🫀

  • @Blueberry said:

    Well what's realistically causing what you're talking about is a few other things, not intentional MMR dropping imo. I think it's more that they do lots of challenges, weird builds, letting people go, messing around and not being serious ect. So while not per say "intentionally" deranking, I think those players play in a lot of ways that ends up deranking them a bunch inadvertently if you get what I mean.

    Wait is that a wild Blueberry sighting???

  • That aspect of CrossPlay off isolating you so much isn't well known I feel.

  • @GannTM said:

    Everyone here has boring answers. It’s clearly pebble and mad grit 😌

    The Mad Grit animation on so many killers is so funny to see. A Bubba mallet swinging madly after you is hilarious!

  • @Aven_Fallen said:

    As a general rule, you have to be at least P69 on a Character to give a valid opinion. Anything below that is not worth anyones time.

    Jokes aside, Prestige does not make someone an expert. There is some correlation between Prestige and experience on a character on Killer side, but not really much on Survivor. E.g. someone can have all Survivors at P20 and be more experienced that someone who has one Survivor on P100 and the rest below P10.

    For Killer, a higher prestige in general means that someone is more dedicated. However, you can also have a P100 character and never played them. Or even that side. Someone can never play Survivor and have a P100-Survivor and vice-versa. And P100 only means that a lot of BPs went into that character, but not that it was played more often. You can grind a character really fast during Anniversary when everyone runs 5 Cakes each game, but get them to P100 in less games than someone who does it outside of events.

    And sometimes people play characters, but dont put a lot of BPs into them. E.g. I play Nurse when I want to get some BPs. Since I play her without Add Ons, my BP-investment is 0, but I get more BPs out of it which I spend on other characters. So I am only P12 or something on my Nurse, but quite experienced with it. Someone else might be P100 on her with less time spend.

    So in short - no, Prestige should not be a factor when it comes how qualified someone is to give an opinion. Everyone is entitled to give an opinion, regardless of their experience on a character.

    69 is the correct answer in all scenarios

  • @Rokku_Rorru said:

    Just a nice QoL that would really help item builds in Solo Q <3 Being able to give survivors items who don't run plunderers etc so they can see them for medkits etc would be so nice

    Maybe make it so plunderers makes it so all team members can see items on the floor

    Could add such an effect to Built to Last maybe?

  • @MrMori said:

    You can change settings on PSN or XBOX like people mentioned so people will have to friend request you before they can send a message.

    But a much better idea in my opinion is to just use Anonymous mode from within DBD. Then you will be completely anonymous to other players and your name will just be the character you're playing. Nobody can add or message you. You can find it in the settings menu under "Online", at least on PC.

    Those of us on Xbox cannot even use their Anonymous Mode

  • @StayZzix said:

    GIVE US RANKED MODE PLEASE πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™πŸ™

    We all already play ranked mode, outside of things like 2v8.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899880#Comment_3899880

    Games should be fun first of all. The MMR as we currently happens allows for too many mismatches between newbies and experience players, and needs to be addressed.

    You bet your bottom dollar I'm going to leave a lobby if my Pinhead gets a team of clearly new, itemless, baseskin Megs because that's not fair to them. It's not my fault the matchmaking failed to do it's job, and it keeps doing that a lot lately. Similarly, if I'm coming in to do a Legion Daily that requires the game to go for a decent length of time and I see an OBVIOUS gen speed Squad with a bunch of toolboxes, I absolutely should be able to leave that lobby and find people who clearly are not just trying to win super hard while I am casually doing challenges. I don't want to be sweat all over by SWF team Six or a Blight on his 1765th win in a streak, I'm a casual player and that isn't FUN. Bouncing between babies and sweat city might be fun for you. But not me, friend. Not at all. I want a more balanced experience.

    FUN for everyone is by all means more important than an arbitrary number that predecides how difficult the round is for you, and doesn't even work half the time. I wouldn't be saying this if matchmaking as we have it now was working. But it doesn't work as intended, and it's obvious.

    That seems like just passing what you think is a problem onto other players, at the expense of matchmaking having its best chance to get something fair-ish, without the horrible backfilling. Over time the MMR system would even out a lot if we just would leave it alone.

    @MrMori said:

    We could prevent all lobby dodging by removing pregame lobby completely. It would be much faster to get into a match, plus it would be way better for matchmaking. Just match 5 players, have an "accept" button show up, and send everyone straight into the match with their current build which they would be responsible for having fixed before they find the match.

    The only downside is that survivors don't get to chat with others before the match starts, which is kind of sad and means fewer funny interactions like that… But this isn't even something console players get to participate in to begin with so I'd say the good outweighs the bad here.

    Bonus point for the killer not being able to lobby shop, check hours of people on steam, check for SWFs, counter items with perks when they see many of them in the lobby. In my mind, the lobby just wastes time. It's neat and I get why it's there but it feels outdated to me and has some pretty negative effects on matchmaking.

    I have also recommended doing away with the current lobby. The killer should still be able to see items brought, to consider Lightborn or Franklin's. But going through profiles probably shouldn't be possible. I'd like to see that tested out, and watch how it affects matchmaking quality.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900835#Comment_3900835

    Expecting your team mates to put a minmum amount of effort into the game that involves picking a perk that is not outright detrimental to the team in this team game is not an unreasonable expectation. It's time that BHVR completly reconsidered their design of no mither and that a "challenge perk" should not exist.

    Then the lobby dodging would worsen drastically due to any surv going for adepts or various challenges/rifts, and worsen the iffy matchmaking even more.

  • @PetTheDoggo said:

    Rather than automatic cancel, I would prefer if they just made it work as overcharge skill check, so you have chance to hit it even while running.

    This would be best I think.

    However getting that skill check when getting off a gen has been in the game since 2018 at least. I have to believe if they could have fixed that without wreaking 14 other things they would have by now, same for the skill checks when healing.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899252#Comment_3899252

    I'm sorry if the truth hurts.

    Games are supposed to be fun. It's not fun to have to play against a team or a Killer who goes hardcore from the word go when that wasn't the round you signed up for, and not the experience you're looking for. Lobbies should not be locked. I don't think anyone wants to play with a 10,000 winstreak four slowdown Blight or a SWF who solely queues up to attempt to bully new Killer players who can't handle things like Saboteur and sabo boxes yet.

    In fac playing against a SWF is so un fun if the SWF is good enough, a lot of casual Killer players DO just throw the game by being friendly, standing in the corner, etc. These players usually are playing someone like say… Pig against a team that expected a Wesker or Nurse. Why should they be locked into that sort of round? Surely the SWF has no fun as there is no challenge, and the Killer has no fun because these Survivors simply are too quick at everything for their Killer to catch up to. So… who has fun here with locked lobbies? Who is having a better experience?

    Just allow people to dodge. It might mess up queue times and matchmaking, but the fact is that nobody is obligated to play specifically with YOU if they do not want to. Nobody is obligated to play this game at all.

    So your ability to sift through lobbies for whatever reason is more important than proper matchmaking?

  • @xCakeStick said:

    I personally want more maps in the game, and following Forsaken Boneyard getting a shack based map, I want to see more maps being added, so what do you think of a Lighthouse based map?

    Imagine a powerful light coming from such a slowly rotating structure that blinds everyone briefly. πŸ€”

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/OHO86OVRIQTI/image.png

    Will comment on this, no Legion wasn't changed because Survivors didn't want to play against him, the way his power worked with M2 was changed because it was exploitable, moonwalking legions were a thing, and that was definitely not something that was intended.

    Soft Cap for MMR is most definitely required, as it groups up the higher level players - it does not affect the majority of the players who are more in the mid range of MMR.

    Matchmaking has a level of strictness in that it groups within a specific range, and that range is actually pretty small and most matches fall within this range easily. What makes it more difficult is when things like lobby dodging happen or at particular hours of the day / night when there's naturally less players playing in specific regions.

    Queue times are always going to be something that we have to consider, we saw with 2v8 how it impacted players enjoyment a lot, I'm pretty sure nobody wants to wait longer than how long a trial would take to complete….when we had very rigid old ranks system, it often meant extremely long queue times for the higher ranked players, which was definitely not ideal.

    For the lobby dodging issues, has it been discussed whether the lobby itself needs changing? Such as locking the lobby once the pairings are made, or limiting sniffing through profiles etc?

  • @BurnedTerrormisu said:

    It's 6am in central europe, admittedly not a time with many players, but every lobby I get into is a lobby where people are missing or where I'm completely out of place because I replaced someone with significantly fewer hours.

    The system of simply taking the next best player only leads to frustration on both sides.

    Edit:

    my last killer had 400 hours, i have more than 10x that amount of hours.

    he didn't get a single hook.

    guess what, he was an replacement for a killer that dodged.

    I would like to see them test out either locked lobbies or no lobby at all. Let their matchmaking system have its best chance to do its thing and see how it affects trails. So many evils come from the one-sided stomps, and most of it goes back to backfilling.

  • The only way I see the current MMR system getting any better is them doing something about the evils of backfilling. That imo is the root cause of all the one-sided stomps that are rightfully complained about. Removing the Prestiges in lobby was a good step in the right direction but more is needed.

    A couple of years back they messed around with tighter MMR, and I think this should be revisited. The issues players had with that were longer queue times and burnout from back to back to back stressful trials for those vocal ones who play the game for a living. Turns out the sweats actually did not like going up against the sweats all day long, imagine that. πŸ€”

  • @languege said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898237#Comment_3898237

    So you support cheats for the aura of a maniac? Well, I hope there will be people with discord against each of your games and you will understand the meaning of my words.

    The devs have stated repeatedly using comms like Discord is not considered cheating to them.

  • @Rigbeta said:

    A huge staple of the lore and realm design is the Dark Fog, and while the game has maintained it as manifestation of the Entity's insidious onset in the backstories and lore, the game's current map designs have severely neglected this aspect to the point that only a handful of realms actually make use of it.

    The Realms SHOULD have more fog in general, and there should be a range at which it is like a wall of obscuring murk, kind of like a non-dark version of the Dredge's power. Survivors should have their vision obscured after maybe 30 meters, while Killers have theirs obscured around 40-50, and be less blurred.
    This would increase the atmosphere of the game and offer stealth players more cover as both Killer and Survivor while allowing the killer an upper-hand due to less visual obscurity.
    Genuinely, this has been a problem for years, but it reached its apex when Dracula was introduced; the design team made it so that there is no more atmospheric fog whatsoever so that Dracula's castle was always visible from any corner of the map.
    I don't know if that is the literal reason, but it happened around that time.
    All they'd have to do is make it so that the obscuring/fog effect fades as it rises, allowing the castle to maintain visibility while holding the fog aesthetic.
    It's actually insane how I can stand on a hill and just see EVERYTHING in existence on the map. It removes a lot of the creepy atmosphere on both sides.

    I don't disagree, however they greatly reduced the fog levels, along with the swaying grass and much else, years back. This was done for game performance issues, particularly on the consoles, and I doubt even an engine upgrade would change that.

    As with so many things in the game, it all goes back to the game's coding.

  • @languege said:

    There is such a small problem in your beautiful game - a party with communication via discord, etc. This hits the balance very hard, since having information about finding mana for each survivor is equivalent to a constant illuminated aura of a maniac, which is not good. I propose to introduce such a parameter - single surveyors . When you're looking for a survivor party, you're guaranteed to come across solo players. Why should it be added? And it's simple - the chance of winning drops significantly against a party with discord, namely, from 100 games you are unlikely to kill 4 survivors even in one. If you want to add an anticamp and antitunneling, then why not add this parameter so that everything is fair?

    Around half of all survs are in some form of SWF, mostly duos. Nearly all killers would just pick the full solo lobbies and dodge all else. This would wreak queue times so badly it would be one of those rare things that could kill the game.

    No way they make this change.

  • Anyone in the PTB run him with a controller? If so how did it feel?

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897014#Comment_3897014

    Nearly all the tribalism would be gone if everyone bothered to play both sides

    This is so true.

    If people played both roles to at least a competent level not only would they get much better at their preferred role, but gain some empathy for what the opposite side has to deal with. Bias would naturally lessen as a result.

1 … 14 15 16 17 18 … 136