Marc_go_solo
Marc_go_solo
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I did not know this was a thing (that men's mental health gets a whole month of focus!).
There are often moments where it's expected for men to "be the man", "be the alpha/sigma", etc.. You do not have to be anything other than yourself. Everyone feels weak and people should encourage other men to be able to talk. There's no shame in this.
You're man enough.
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After the Q&A, I have a theory it's because of how far in advance they're working. Off the top of my head, they said a chapter could take 6 months for map creation and something like 11 months to create a killer and power.
This makes sense, when the recent maps have been quite cluttered, yet because they were planned so far in advance there was not enough time to adjust, which is why things are adjusted a fair way along the line.
There's a bit more empathy towards the process now. They could do it faster and indeed the Q&A implies they're hoping to be quicker, but I do appreciate the situation more.
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The finisher Mori just needs to be basekit Cypress Mori (and even then, I do not see the point in this). I'm not sure why they're faffing around with other ideas.
Nice to know Unbreakable basekit is off the cards, but my concerns are still a little there if slugging becomes the new preferred state of play. Haven't seen that happening as much now though, so maybe a majority of killers are being careful with this, since it's clear newer mechanics in place are a result of specifically common styles.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448700#Comment_3448700
What would you say is the reason for Skull Merchant being a better 3-gen machine than Knight?
From my view, it'd be the other way around. SM may provide some moderate pressure to encourage survivors to take care of something before they start repairing, but the Knight's power - if a guard is set to loop near a generator - actively forces them not to, because otherwise it's guaranteed damage/a guaranteed down. SM can pressure one generator at once, Knight can pressure two. SM may have information about which generators are being worked on, but Knight has far more firepower to actually do something about it.
What am I missing? I'm legitimately curious what you mean here.
With the Knight, he can't simply set up a patrol then leave with it keeping a constant guard. They finish the patrol after a short period of time, and he cannot have a patrol on every gen at once. The patrol has to cover the distance.
The Skull Merchant pops a drone over the three closest gens and within each radius, she is undetectable, faster and can make you exposed for an excessive amount of time. If a drone is hacked, a couple of seconds and another is up.
She has instant coverage over a large area with significant buffs to her and a quick set up time. The Knight has one patrol that has to cover the ground between gens, he gains no significant buffs to the patrol and takes longer to set up. Plus, the patrols can be better countered with teamwork.
in regards to your argument, she effectively covers all three because of the drones. The speed boost, undetectability and exposed factor makes her a far better defender than the Knight who has to set up the patrol and once it's gone has to repeat the process and choose a time to when not chasing or defending against survivors. The setup is far longer than the Skull Merchant clicking a button.
This also is why she has more firepower. She is instant, fast and has a number of power increases with long-lasting effects. The Knight has an AI patrol which normally needs to be used with the Knight to create a pincer attack to down survivors. Also, that exposed status is too long, meaning survivors cannot safely return for a while. Defeating a patrol is faster and the Knight cannot use another patrol until that one is cancelled.
Honestly, the Knight is tough in defending gens, but he is also beatable. The Skull Merchant played by someone half decent is nigh-on impossible unless you have voice comms and a strong team. No killer should be so strong that voice comms is a must.
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I'd pose that her ability to find 3 generators close together at the start and then be able to stand there with a power strong enough to hold a game hostage by simply waiting right at the start is her problem wholly.
I do not believe 3-gens is a problem that is shared by other killers. Some killers are better at protecting generators than others, such as Knight, Hag or Trapper, but they all have counterplay and even the Knight is not as strong as claimed. The Skull Merchant has the ability to create an impossible set up with a power that only excels in this one field. Other than using a drone to remove a tile she has nothing else of value.
Her power is the only power which allows a game to be held hostage without being punishable, because her holding a game hostage is protected under her power. This is why she is fundamentally the most unhealthy killer around.
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I am suspicious that the servers are unstable currently. A few trials now have experienced high ping which appears to dart from player to player. I checked my connection on Xbox to find my ping was only 44 and there was zero packet loss.
Something is not right. Out of interest, solar flares can affect electronics and there's been a peak in solar activity. Might that be at least part of the reason?
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Not sure if this has any relevance towards your plight, but today there were a few trials where every single person appeared to be having high ping sporadically. The bars were everywhere on the HUD. I'm on the UK servers, so not sure whether the servers are unstable currently.
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@HoodedWildKard said:
Been seeing a lot of complaints about genrushing recently and want to get more views on it. What do you consider genrushing? When is it good tactics and when does it get to the point of being "toxic" and what might be done to "fix" it? How can you effectively counter it?
As someone who plays both roles I have mixed feelings about it. As survivor it feels like you are simply doing your objective efficiently, but as killer it puts huge pressure on you.
Any killer player will recognise the feeling, you are in an early chase, you have a would and your target just keeps reaching loops and pallets, pop, pop 2 gens done and you have 0 or maybe 1 hook state. Survs are 40% done on their objectives and you are no where near. Hell in my surv games i often notice we have 3 or 4 gens done before killer has really managed many hook states at all.
It's easy to go into overdrive at that point, tunnel or face camp for pressure and easy hits. And a lot of killer players will do this, I know I have. Especially since regression has been nerfed so hard. I often feel the need to run at least 2 regression perks to delay gens long enough.
I find the answer lies with pressure or tactical sacrifice. Know which gens to pressure, scare ppl away from, or just guide the progress where you want it. Stake out a decent 3 or 4 gen setup, and keep survs away from it, sacrifice outlying gens to make the clustered ones very dangerous to work on. Killers sometimes kneejerk into face camping, but forget they are at their most dangerous when there is only 1 or two gens left because there is only a smaller chunk of territory to worry about. Unless survs have split gens well.
As for mechanical solutions? The recent balance changes are pushing killers away from regression and therefore channeling survs towards gen rushing. A flat decrease on gen repair speeds seems an obvious answer but could cripple low mmr teams who already sturggle on gens. I've suggested an adaptive handicap before, modify gen speeds and killer move speed based on game progress and who is doing best at their objectives so killers who lose 2/gens early get some breathing space and survs who lose a player early don't feel like the game is totally helpless.
I'd love to know other ppls opinions, and their point of view as well, killer mains, surv mains or anything in between.
I'm a 50/50 player, so this point of view is based upon my subjective experiences from both roles.
I feel "genrushing" is not something that happens in-game, but instead is an excuse used to lessen the impact of a loss. When a loss occurs in DBD it tends to impact some more than others. Whilst some would accept they were outplayed, or maybe look back on mistakes, others would rather believe that the other side is at fault somehow. So "genrushing" became a thing; a strange word that somehow makes survivors doing the objective a bad or "toxic" thing.
A way of illustrating how this is more an idea or excuse than anything technical is to imagine a football team losing 4-2, then for the manager to say they only lost because the opposition "goal-rushed" them. Basically, because they were unable to score as many, the other side was pumping out goals quicker than they were. This is why, for me at least, this term is just an excuse.
In terms of "toxicity", this term is not toxic in any shape or form. As an excuse, it's mostly just being bitter. It's not "toxic" because it's not wanting the other to die or insulting their race, gender, or whatever. It's just either frustration or being sore about the result.
Concerning a "fix" to this, you can't. Because it's an excuse it will remain around for as long as those players want to blame someone else for any loss they take. If 4 people escaped, it won't matter how the game went if that particular killer is upset and unable to lose gracefully. They will still blame "genrushing".
One thing I will say is that the game is becoming more linear. It always was to a degree, but the effects of perks allowed for different tactics. Now, perks that help to reduce pressure from survivors efficiently doing generators are being weakened. More survivor perks are being introduced which focus on generators. It's pushing both sides into a more linear roll. There needs to be some changes, not just with perks, but also the more problematic killers. "The Skull Merchant" caused some big problems too.
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It depends. If I've had a truely shocking trial with maybe 3 hooks before the gens are all done I really can't see the point.
Otherwise, the only time I'd proxy is if someone is nearby. Offence is the best defence for me.
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Your cat's blacker than the blackness of the void the Dredge inhabits. Perhaps there's a little bit of kinship developing here.
In short: be very affraid!
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They were okay for the first couple of trials when it was novel and even a little funny. However, now it's kinda pointless really. I'm up for a bit of variation in scream lengths, but when a survivor is trying to imitate that scream vocalists in many a rock band do, it's pretty absurd.
Want exclusive access to behind-the-scenes footage and bonus content? Hit the subscribe button.Check out more content from each stage at Coachella below.Coac... -
This would be a no-brainer. It'll be great to acknowledge him in such a fashion. BHVR have already made the charm, so I'm hoping this may be something that ought to emerge later on.
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My feeling is you get what you give a lot of the time. Whenever I've messaged anyone after a trial, it's always to compliment them in some way, win or lose. The feeling often is reciprocated.
It absolutely drowns out anyone who wishes to complain about something.
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@MikeyBoi said:
I feel bad for people who play on Xbox one and PS4 cause 30fps is definitely ruff.. Xbox series x and PS5 is pretty good tho @60fps and killer feels fine and is pretty much on par with PC specs other then no m&k. Playing killer on controller takes skill especially on 100 sens but there’s no real movement and swing limiter playing killer on console.
Nurse, Oni, Huntress and Blight have an advantage on m&k over controller, but you can still land some nasty flicks with controller on 100sens playing those killers it’s just way harder and requires timing.
It's weird though, because I play on Xbox One and do not feel that hindered at all. It may be because my internet is extremely good. I feel the difference comes with internet strength as a big reason, alongside the next gen stuff.
I recently saw a friend play it on the PS5 at his house, but other than the clear graphical differences and higher fluidity of motion, I found there was little difference between them.
Not doubting a higher gen has it better, but the internet connection also has a strong influence.
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My thoughts are that the aura reading was already pretty reliable. People wanted both, but for many (not all) the BP comment was an excuse to try to keep both. I never really believed so many chose that perk just for BP.
It's still a strong killer perk, especially amongst killers who can traverse a map with ease, or use abilities which can fire across the map. The moment I see a Blight in a trial, it's almost always guaranteed they'll be armed with Lethal Persuer and BBQ. Same with Nurses.
I'm currently experiencing killers with very obviously and similar perk selections. There's little experimentation now, although I blame that not on players, but the increasingly linear focus each side has left to work on. It's not healthy.
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There's no reason not to have all of these ideas. The MMR variety hopefully removes the commonality of having fun at others expense, because to deliberately fall to that level means having a low grading, which in turn means fewer BP. Most would prefer the BP over this, if they're the competitive sort.
The modifiers are a great extra to have. One of my favourite features in an event was during a Halloween event with those pumpkins offering random buffs or nerfs. I also wonder whether newer characters start bringing in perks which add extra things into a trial.
For example, a character who is an archaeologist who brings perks which inscribes runes around the trial that'll have some effect, or maybe another botanist-type character, which brings perks in that grows herbs in places about the trial which can either be mixed on the fly, or even collected for players to create special items in-between trials.
Just stuff to make each trial more random. There shall be a time where the current perks offer little variety from others, so adding things would be the way to go.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446547#Comment_3446547
I think it isn’t reportable because you can’t really discern the ‘legitimacy’ of someone dying on hook. Are they just bad at hitting skill checks? Are they new and trying to escape (which the user guide does encourage)? Are they irritated because no one saved them in first hook? Were they tunneled? There are just too many variables that would need to be assessed to assign punishment for such a natural feature of the game.
That's exactly my point! The numerous issues with reporting is all summed up in what you wrote. It's improbably a successful report would get through. There is simply no one, simple solution other than bots for this. With luck, maybe there shall be a way to implement bots like this in future.
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A second mode may work, although I can see it being abused with people going into the casual mode just to stomp people. Competitive mode would need to offer significantly better rewards (and even then, the abuse may continue because some players will always be wankers).
What may work is a rank reset, combining both the MMR and emblems to create a more diverse playing field suited for all types.
Currently players find themselves somewhat trapped in MMR. Matches feel more stale and repetitive because people are bubbling around a similar area of MMR, unable to dramatically change it. The new system was great at the start but since has fallen into a quagmire as people are being bunched together towards the upper end.
What could happen is the system could use the emblems for a method that would benefit both casual and competitive players.
So currently the emblems reset every month, rewarding players with a BP bonus. There's a good reason for people to get as high a score as they can. For more competitive players, it is logical to say they want to get that Iridescent 1 Emblem, so they will try the best they can to achieve this. More casual players, whilst also wanting BP, may be less fussed about climbing this ladder and instead just have fun.
Therefore have it so that, at the end of each month, people are moved down the MMR more significantly, based on their emblem. The lower the emblem; the further down they drop. This should mean that casuals will be more likely to play others, whilst competitive players are at the top. Of course, each month people can still go up and down the MMR but it should not be nearly as stale.
Hopefully, this makes games more fun for all and creates a bit of a buzz at the beginning of a new month. Add to that some monthly events and this could turn a lot of things around.
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This might have been said here earlier, but there are too many comments to read, so apologies if this is a repeat.
Removing the 1st hook opportunity to unhook yourself would be the wrong correction to this problem. Especially with the changes that occured a while back with Borrowed Time becoming basekit, sometimes this is the right option. The 1st hook stage should not be altered.
What they could do is remove the skillchecks on the second hook. Then they're forced to endure the full hook.
The problem is if somebody does not want to continue they will always find a way. They just go AFK and wait for the killer to hook them. Of course a killer could see this and force a bleedout, but there's no reward for this (certainly not the reward they'd receive for a sacrifice) and any increase in raising a bleedout to reward the killer with more BP would just create a slug epidemic!
The only way is to make suicide attempts reportable. There are a lot of issues with this too.
My guess is that the only true way to complete this is to give the option to quit and replace themselves with a bot. Only to be applied on the hook. That's a little way off yet, I gather.
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@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445792#Comment_3445792
i love them! theyre really cute :)
i agree, they do work pretty well for pfps!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445814#Comment_3445814
you'll find someone eventually, maybe take into your consideration your preferred way to play? and im also hyped for the singularity! hes a cool lil guy
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445812#Comment_3445812
OHHHH i would love to have a bbq too omg, ive been thinking about grilled meats lately.... ribs sound so good rn 😭 sorry about the sun cooking you though, that stings (pun intended), and make sure you get some rest!
also OMG thats actually funny, i love hilarious coincidences like that. hopefully you guys can kick off some more games
glad to hear you've had a lovely day! mine could have been better, but that's what tomorrow is for :)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445824#Comment_3445824
WE LOVE ESCAPISM! enjoy yourself, homie <3
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445833#Comment_3445833
LETS GOO immediate prestige 3 here we come. i need to actually start saving up bps for singularity as well now that im thinking about it. i think the release is soon
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445926#Comment_3445926
im gonna take a look at all of these at some point when i have the time, ive heard of a few of these titles (and ive played tf2!) and im especially curious about meet your maker, payday, and deep rock galactic. i genuinely need to sit down and try different titles but some games im hyperfixated on have me in a chokehold HAHA
Sorry to hear your day could of been better, but your positivity certainly shall have brighter days ahead. The best of luck for this week and best wishes!
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445809#Comment_3445809
You read it correctly, and it is nonsensically twisting two ideas together half-assed with no proof-reading as a result of having to get on the road to work.
One being meta-game progression tying into in-game checkpoints to give a sense of progression throughout the Trial.
The other being the actual in-game checkpoints themselves and how they give a sense of accomplishment.
Finishing a generator comes with a meaty noise, and removes a zone of the map from play (for patrolling). And finishing them all comes with a blaring buzzer and a complete change of game-state.
However when getting stomped, Hatch just puffs open, and there is no sense of forward momentum while waiting for you or others to die for it to open in the first place.
For Killer, it’s a Hook to hear a scream, one of twelve possible. And then the game ends.
Killing a Survivor is certainly a checkpoint, but this is loaded towards the end of the Trial, or at least should be with current game balance. (And this is why so many Killers chase that carrot by tunneling/camping. They literally have no other checkpoint).
Onto another topic, why is the uncertainty of a trial with MMR resets of interest to you? What do you mean by it being “fun” in this case?
The reset idea came about because, when the reset happened previously, for 2-3 days people had this "honeymoon" period, where before they may have been struggling against tough opponents and yet unable to drop. Quite a lot of People would de-rank often to escape those difficult trials, so they felt they could relax a bit more, feeling free to experiment in the process. They'd regroup and feel refreshed.
Currently there is no moment like this. You play up to a certain level and then feel stuck. I know complaints here are commonplace but, when I read people getting upset over SWF groups or the same Blight/Nurse killers, there is some empathy there now. This is because they're never really likely to escape this. No reset button. No way to feel there will be a time coming up when the game becomes more fun. They're stuck in a monotonous cycle where every trial is a slog for them.
When ranks reset before, the fun came from the absolutely chaotic and unpredictable nature. People were thrown into matches with killers and combos they'd barely seen before. People would be testing perks or playstyles. Some would even set monthly aims to this.
Now - were there to be a MMR reset which is based on the emblems as to how far down the MMR you go - this would not affect the emblem BP since everyone returns to ash and plays as normal. People would verse a more relaxed and less difficult level of play for a while. Players who play more casually won't have as high an emblem score, therefore move down further to verse other, like-minded players. More competitive and dedicated players would be having tough trials, but there would be a chance they would enjoy more variety in opponents.
People enjoy the challenge too so, as mentioned above, those at the top will still have that challenge. Throughout the month, those lower down MMR would face tougher opponents, but this would have a time period.
Basically, variety is fun. Stagnation is not. This proposal allows the variety to come in.
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I had a rather nice BBQ with some friends. Got way too much sun though and am so glad, therefore, to have tomorrow off. I'm kinda beat right now.
As for DBD, one of them showed me their DBD game (which his wife is a bit annoyed at me for introducing him to DBD as he now plays rather late!). Since I play solo I never really knew what his tag was. Turns out I have played him and even remember the trial where I had won and my wife pointed out the gamertag and asked if that was him. I did not know at the time, so this was something fun to see.
It's been a lovely day, thank you! I hope yours has been enjoyable too!
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445024#Comment_3445024
And so you bring a point to how you can enjoy a "loss", even if that loss if your character being sacrificed.
Meta-game progression does a lot to influence the after-effects of moment to moment gameplay.
So far as I'm aware, DBD is one of the only games where you can "lose", but still max BP, get challenges completed, etc. while having an "Entity Hungers/Loser" title-screen. (Advancement under the duress of loss)
I think that dichotomy can be expanded upon with in-game objectives (doing these can help overall, but the in-moment gain is normalized)
Survivors already have that with regards to generators and the Exit Gate (We powered the generators, but then all died).
Killer has nothing in that regard, so that can be improved.
SoloQ Survivor will eventually need that addressed (probably with regards to Hatch, and opening it for others as a "passing on" ritual).
Firstly, forgive me if I did not read everything correctly - just come back from a friend's BBQ with way too much sun and I'm pretty tired.
The extra in-game objectives do get accomplished through the compendiums and the tasks they give, but I'm assuming you're looking for something which occurs every game, not one trial. That is a tricky one.
If there were a change of focus onto the emblems that would help everyone look at four sub-objectives within the trial alongside the main objectives that would grow a better sense of accomplishment.
The thing is it could be argued the current system already does that with the BP, but I'm thinking of something more concrete within the game which cam be achieved throughout the trial. What exactly, I am not sure.
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I'd be happy with Iron Will to have a survivor in the injured state be breathing normally, just as if they were uninjured. So the killer can still hear them if close enough, but it gives plenty of protection.
The exhaustion state could be removed and instead it could have a bar which, once filled, makes them sound injured again. The time of the bar is longer based on tier, and it's recharged when then survivor is still and further than - say - 20m from the killer.
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No way. For me it would be a complete waste of money. I'm quite content with cosmetics.
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It's more variety with a fun killer, some interesting perks for both sides and - although some are not a fan of the map - I like it as a piece of art and creativity and won't knock it until I've given it a few trials.
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Nope, that's been rare in my trials. As well as this, when playing as killer these are not tactics I'm really that bothered with.
This has not transpired. Just scaremongering, although I'm sure some players will be doing this. Pretty much the same number who would do this already.
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I'm going to be patient about this change and see what significant difference this makes in reality. Although I feel llnow there ought to be a select few perks which won't work with "Stake Out". "Stake Out" will be big on usage alongside this, so my feeling is that some perks that are possibly as brutal as "Scavenger" should have the great skill checks based purely on that tiny, filled-in white mark at the end of a skill bar.
Besides, I am assuming what will happen is that the perk will be brutal for a couple of months whilst everybody buys the chapter, then nerfed a bit later on when newer content appears.
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Well done on making the right decision to reverse it.
It looks like they may revisit this idea in future to increase the chances of torment, but perhaps look at another less oppressive way of doing so. If they find a way it will be fun to try out in future.
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R.I.P Puppers. Your influence and presence will never be forgotten and always be respected and cherished.
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@AssortedSorting said:
Any MMR, any ranking system... Can be deconstructed and viewed through analytics to understand if it was a "sweat" game or a "throwaway".
However, no MMR is worse on average than having an MMR system.
Honestly? Making losing at least enjoyable/rewarding is what matters.
People may be butthurt if their end-game screen says "You lose", but if the journey to a loss is also miserable, people will just move on.
We all die eventually. Why not make the trip enjoyable? Mimic that.
This may be what does make losing enjoyable because the shifting around the MMR numbers may result in playing more chaotic games, such as what used to happen during rank reset previously.
I mostly play for emblems than for a straight win/loss result. Some brilliant games I've had ended up in me getting sacrificed anyway. It can't be so fun when somebody who plays casually ends up caught in a series of matches that are againsy incredibly competitive opponents, such as an expert Nurse. The game may never feel fun in those losses.
I'd hope this idea may allow those more casual players to be less likely to verse those, instead taking on players who are more casual themselves. It's that getting stuck in that messy spaghetti of MMR which perhaps puts people off the game.
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I feel there is a larger scope for imagination when it comes to more monstrous creations. Not to say that human killers are short of ideas, but monsters are only limited by the vision of the artist.
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Keane Reeves, because I reckon he'd be up for some fun in this game.
Also, he's reported to be a popular individual. So the attention this would bring to the game will only be positive.
Also, it amuses me to see Keanu appear in a lobby with Bill and quip: "Woah! Bill! You've really let yourself go dude!" - ("Bill and Ted's Excellent Adventure" reference).
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Basing it on what BHVR said during their anniversary stream, there's not much bigger than the "Alien" franchise. It's on of the final few titans of horror yet to appear. My guess is that this franchise will be a full chapter.
The "paragraph" chapter of one killer alone may be one of two:
1. Art the Clown. The guy who made it was extremely vocal in wanting Art to arrive. It was as if the creator would sign almost anything for Art to be a part of the roster.
2. A second "Silent Hill" monster. A new one, since "Silent Hill: Ascension" is getting some trailers. It might be out later this year, so having one of the monsters from this new game in DBD would be a great way to promote a new Silent Hill game BHVR are involved with.
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I would want a fire-based killer, absolutely! All the other options could be pulled off well though. We do have a legendary skin on Oni that is the Minotaur, but I'm guessing you're after a complete fresh, original killer.
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Well, it's not my life, but it's still a very enjoyable game for me. There are some changes happening which are starting to make the game feel a little more one-dimensional (such as gen regression getting nerfed and gen boosting perks coming in makes this game playable in fewer tactical ways), yet BHVR still have a brilliant product overall.
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From what you've said it's not SWF which is the problem, but the issue lies with the perks and the recent changes.
It's probably better voicing your concerns in the Feedback section and giving your experience of those changes.
SWF won't be going anywhere. However perk changes can happen more often. If enough players feel the nerfs are too much and vocalize their worries, changes may come about.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443639#Comment_3443639
I don't think Silent Hill Ascension is "joining the vanguard." I'm pretty sure it's an ARG. However, Ascension is being made in collaboration with BHVR. Silent Hill F MIGHT be asymmetrical considering its being developed by the people who made RE:Sistance and RE:Verse
Fair, and "vanguard" did seem overly dramatic. I just liked the sound of it! :D
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Some of the sounds are entertaining:
The Shape, because it is the one sound he would never make when being stunned.
The Doctor, because every time I hear it a picture of the Doctor motorboating crops up.
The Huntress, because it's like a temper tantrum.
The Clown, because it feels like he's thinking: "Oh ha ha, very funny".
The Ghost Face, because it's the audio equivalent of saying: "Oh ffs, not this again".
The Mastermind (and The Singularity), because both of them are bringing smacktalk back to the killers.
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TCM does look fun and the focus of it falls very much on this being a party game. It won't have the longevity of DBD and will likely not be around long before DBD ends, but I do not believe the devs expect it to last long. They just want to make a fun game for people to enjoy and are fully aware of the legs the license has.
All new things will be fun. When "Transmission Ends" comes, people will come to enjoy this new content, before maybe getting bored again and looking for other avenues. TCM does this, as would future games that take on this genre. This will be what is needed for this area to retain fun and enjoyment, as well as inspire other games to get better.
Speaking of which, isn't "Silent Hill: Ascension" joining the asymmetrical vanguard? The trailer looks impressive!
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Bad decision-making such as handing a bunch of free accounts out to people does indeed show a lacklustre in judgement of how people are. BHVR had not thought through what could of happened.
Yet it does not excuse people from acting that way to begin with. BHVR are policing something that's so virulent and insidious which is prevalent - not just in DBD, or even gaming in general - but culturally across the board. Policing this behaviour is a constant battle of playing catchup, where wankers will always find loop-holes.
What BHVR need to do is to be seen in action. They are acting on behaviours (the reporting feedback system is an example of this), but they perhaps need to speak louder on this. BHVR have shown they do use social media and events to show activism for various causes. They need something to focus on mental health and bullying.
I will always maintain that corners of the playerbase are the worst thing at this moment. BHVR cannot act as therapists for these dung flies. However, they can do more to bring awareness to those who are affected by such behaviours. They also need to do more to be loud in this cause.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443104#Comment_3443104
I guess the only thing you can say they did was probably not put endgame chat for console players like myself to avoid toxicity.
Console was certainly lucky in that respect, although it did not stop people from messaging afterwards. It's an example of them not speaking and acting loud enough.
It's a shame that people are not able to monitor and keep in check their feelings. There are a fair few players out there who feel it's acceptable to conduct themselves in such a way as to hurt others, all over a stupid trial.
It's interesting to consider what is happening in their world to feel this weak, but often forgotten are those who endure this. We do not know what is happening in their lives when someone starts telling them to kill themselves because they "gen-rushed". There are worse things on this planet than losing the game in under 10 minutes. BHVR really need to be seen to be working on this. I do not doubt they are, but it's not good if they are not seen as proactive. Image is important.
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@Kamartins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442850#Comment_3442850
Nobody will take her from you bro, go date her.
Thanks bro!
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442836#Comment_3442836
On your last point that’s certainly true of many maps. As killer sided as midwich is (though i hate it as wraith), you hook one or two wrong kills on one side and you have no hooks left for a third kill sometimes.
I ultimately think there’s no reason to make realm after realm if they are going to let them gather dust and clog survivor and killer blood webs with more crappy offerings no one cares about. The more offerings that come out the less you get other more useful items. Or if not, the less you get useful maps people like.
But it certainly upsets me to see 5 cold wind maps still being re-balanced. And a two-year plan to give us more 1 map realms.
I still say I would have preferred racoon city streets over the police station. And we could have that. If they cared enough to expand the realms.
it’s just like the lightburn mechanic, it went virtually unused for 28 killer releases. Sadako didn’t even use the mechanic even though she goes invisible, like wth.
the devs have so many facets to this game they can’t keep track of them all. With millions of bugs they can hardly address. But even with that, they focus on all the wrong areas.
Great example, they nerf healing and nerf gen regression. Killers complained about being gen rushed. So they buffed pop, than made the most gen rush perk ever called scavenger, for no reason. That perk can so easily just give you a toolbox.
What the devs focus on hurts my brain.
Oh, with Raccoon City I too would have liked something a bit more diverse for The Mastermind than splitting RPD in two. Then again I was one of the significant minority who enjoyed the scope of the original map. It did lead to drawn out gains and getting lost, but it felt more epic to play on. Were it not for the overall dislike of RPD, a similar map based on the Spencer Mansion would have given a map a killer such as The Mastermind deserves, rather than basically doing a divorce split with Nemesis. Who got the zombie dog, I wonder!
It is puzzling that they've been introducing perks which sped up generators when the mainly killer-buff patch some time back added 10 seconds to gens because of concerns of gen speed. It's a little now like they're pushing survivors and killer into having no other options for diverse playstyles.
Maybe the devs need to go back a few steps. An interesting video made by CoconutRTS recently appears to identify a problem which could explain why the game has changed into this narrower focus and why this is not a good thing. If you're interested, the link is below.
https://youtu.be/O1dTpcR8H88 -
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442823#Comment_3442823
The sad thing is this base has always existed. -rep on steam profiles has existed for a while.
The issue is that BHVR has done practically nothing to dissuade this behavior and so these people have become empowered.
BHVR have done things to attempt to curb it. One time I reported a rather terrible individual and they did take action on the guy (he moaned about it on Steam) so to say they do practically nothing isn't entirely accurate. One thing which shall help is the intended introduction of seeing what reports have been acted on. That may give players more confidence in what is being done to assist.
However, one thing I believe you would be right to say they haven't spoken loudly enough about the toxicity. I could say some streamers and influencers are equally responsible for advocating these behaviours - even advertising them as content because it brings in the most views.
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1. Yes, I believe this could work. Maybe not a 10 second gap between the unhook and the UI changing, but certainly a few seconds.
2. Were it so that point 1 was put in place, I would probably keep this effect as a perk (I think one exists already?). The delay in notification should be plenty.
3. DS to 5 seconds, absolutely. After every hook, absolutely. Although I still like the idea of this perk disabling once all gens are completed.
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I'd like a cosmetic which is a mass of tentacles. The neck could simply be altered into another tentacle, so The Dredge becomes a Lovecraftian menace of limbs, writhing and climbing up from the depths.
Granted, r/dbdgonewild may also have a less killer-related idea for this skin, but it would absolutely become a strange, unsettling beast during a trial.
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@Kamartins said:
Skill issue
Social skill issues. :D
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I put a bug report about this. I've had to adapt to reduce those hits from happening, which means that I have to be more careful and choosey.
Although I can't say what's happening exactly, hopefully the new chapter shall bring about fixes which will address this.
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442803#Comment_3442803
Don't you think having offering after offering like Garden of Joy or Midwich that goes to one and only one map is unbalancing the game allowing both killers and survivors to bully one or each side?
Whereas if most if not all realms had alternates than offering wouldn't inherently give who brought it the exact "bully" map they desire.
Bring coldwind or autohaven, you take your chances, bring midwich or garden, instant bully game. Like that's bad.
Whilst I do see what you're saying (if I'm right in assuming, you're suggesting 2 versions of a realm at least, whereby one map may favour killer more and another favours survivor more) and there's a good argument to be had there, my belief map offerings themselves are the problem.
The current defence to this is basically put in another map offering. The Sacrificial Ward is next to useless. Map offerings are seen as toxic (they are not). The easiest thing to do is perhaps increase the variation of cells in existing maps and remove map offerings entirely. That way we can forget about choosing maps to gain supposed advantages.
Besides, it's sometimes not as they expect. Ormand is meant to be survivor-sided, yet as killer it's one of my best maps to perform on (even though it STILL does not have a hook on the second level!)