Mister_xD
Mister_xD
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If it wasn't DH, then what exactly has changed with the latest patch that made soloQ so much more miserable than it was before?
SoloQ has always been a cointoss on whether your team is able to do the most basic tasks required from them or not, that hasn't changed. 10 additional seconds on a gen don't really matter when you are the only one doing them, you won't finish anyway. So that has stayed the same.
And if you're going to point towards chases and people going down immediately now, then I'll simply point back to Dead Hard. The crutch is gone and many can't really play without it, which shows. People that soley relied on chases and ignored away every other aspect of this game are suddenly a lot worse than before, as they don't know how to stealth, do gens efficiently or loop properly (without DH) - which, sadly, is a lot of the players. So the amount of Survivors not actually doing a whole lot for you in soloQ matches has increased due to the DH nerf. They will get back to where they were and be a useful part of the team again eventually, but before that they will, you guessed it, have to learn to loop without DH or adapt in a different way.
Is soloQ in a bad spot? Sure, I'm not denying that. But it has been in said bad spot for about 6 years now and has repeatedly been neglected by the Devs. That is not a good thing, but it is not like that was new with this update either.
And Killers certainly needed the buffs, they were in a miserable spot before as well - and it is not their fault that the Devs don't seem give a damn about the soloQ experience.
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Honestly I can't stand Blights anymore.
It's got nothing to do with his power, but the fact that they are so freaking common, usually all run a very similar build to one another and also it's not uncommon to see a Blight using """"techs"""", at which point I just want to DC.
I do see the appeal his power has though!
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The reverse BBQ effect Kindred provides is way too strong to just make it basekit.
That said, I do believe it would be beneficial to show your teams aura to one another as a basekit feature, so it is much easier to coordinate saves to avoid everyone leaving gens and rushing towards the hook / no one leaving gens and the hooked player going second phase.
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@feechima said:
" but also further solidify the mindset a lot of people have that, just because the generators were completed, they were therefore entitled to get an escape (which completely ignores away the fact that the game is not over at that stage,"
Great logic, please also spread this among killer mains who think just because they killed three survivors and stopped the gens they are entitled to a 4k. And hatch is a 'free' escape.
I have spoken out against exactly this mindset on numerous occasions already.
A 4k is a neat thing to get, but it is not the goal nor should it be an expected outcome. A 3k is a complete Killer victory, slugging for the 4k is just unnecessary and boring for everyone involved - including the Killer.
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I've barely noticed a difference to before tbh.
I also rarely ever played with Dead Hard, so that's most likely why.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3083478#Comment_3083478
There is a little difference between playing scummy and playing efficient.
Do you seen some tournaments and how killers played on them?
No why would I be interested in tournaments for a game like this?
This game is about as competetively viable as Mario Party, it's obvious that anyone trying to be as optimal as possible is going to sacrifice all potential fun that could have been had, which, at least in my humble opinion, defeats the entire point of a game in the first place.
Also, I was clearly saying that some would play scummy just for the sake of playing scummy, not optimally. So even if the Devs heavily nerfed camping and tunneling, some would still do it despite it costing them every game they try it in.
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Only if DCing made an AI take control of your character and when you rejoin later, you get back into wherever the AI has lead you to be.
Otherwise people would abuse this system to DC out of spite or to deny the Killer something important (such as a BBQ or PGTW activation), only to rejoin as soon as the Killer has left the area, essentially robbin them off of any momentum and snowball they had going on.
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I already liked running it before, so now I'm definitely using it in more builds.
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I wouldn't mind unlocking them at Prestige 100.
That way they will stay exceedingly rare, but still be obtainable for those who really want them (and didnt have the chance to get them) and are willing to put a lot of time and effort into their favourite character.
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Of course they will.
Some people just play scummy for the sake of it, so even if the Devs made everything else much more enticing and stronger, they would still do it.
As for your take on the reactions to the update, yes a lot of people are overreacting. That is to be expected with changes this big, especially referring to the Dead Hard nerf here.
They will adept to it soon enough.
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I really like the titan footsteps you can hear in the background. It's a really nice touch!
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I thought you were announcing you got your first P100 character and was about to question reality xD
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In a much, MUCH better state.
Still going to be extremely strong in the right hands, but it actually requires skill and timing to use now and it comes with a downside attached to it that makes the reward fair, similar to Sprint Burst.
EDIT: I am unsure about the second nerf it received though, especially when taking latency into account that might have been too much.
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The only time they ever got close to that was when they first implemented the MMR system.
Not to mention that it is WAY too early to make a statement like this.
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@Carth said:
This type of idea has been suggested before but people were averse to the idea of dying on their first hook just because their bad teammate got hooked x times in a row.
Also, it would allow for a whole nother level of sandbagging, where you could fail your hookstages repeatedly / chase the Killer just to burn through your teams lives (basically, anyone suiciding on hook would now screw their team over significantly more than they already do now)
While I do agree with OP that a system like that can help, it comes with its own problems that would need to be pointed out and addressed beforehand to avoid exactly those issues.
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Baseline, I don't think anyone in particular, as everyone received the same basekit buffs, so their growth is the same across the board.
However, when taking Perk synergies into account, I do think Demogorgon slightly moved up the ladder due to its great synergy with Save The Best For Last and also Legion and Plague are slightly better now due to the Thanatophobia buff. MAYBE Nurse, because the number one counter Perk to her, Dead Hard, is now gone (then on the other hand, I don't think the other chase related buffs help her at all so that's a bit of tough one).
But outside of that I don't think any Killer in particular is in a better place than before (in terms of tier lists). But maybe I'm forgetting someone?
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The point is that when an exit route is available, going for the vulnerable target is the only way the Killer is able to secure a kill.
If OTR and DS were active during endgame, then they would guarantee an escape for the unhooked player. That would not only go against the whole idea of shaking up the meta, as those Perks would easily outshine pretty much any other endgame Perk and therefore restrict variety, but also further solidify the mindset a lot of people have that, just because the generators were completed, they were therefore entitled to get an escape (which completely ignores away the fact that the game is not over at that stage, but NOED has been battling with this mindset for literal years now so I doubt it's ever going to change), while also putting the Killer at a lose lose scenario with no hopes of securing another kill, despite having caught that Survivor (which is something the Devs have shown they don't want to happen on either side - the whole reason why Hatch exists is so the last Survivor is not put in an impossible to win scenario when their team died and for the same reason the Exit Gates power after Hatch is shut).
If you want to get someone out in endgame, you need to make smart usage of the tools you do have available. It is far from impossible to do it, but you gotta play it smart. Now, I agree that this leaves soloQ behind, but that is a seperate issue that should have been addressed years ago (but got ignored for way too long).
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In 1v1 scenarios, yes.
But Killers should only be equal to the Survivor team in general.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3078465#Comment_3078465
Remove bloodlust and lunge hits and you’ll see if you’re better than the survs you’re playing against
So you're saying lunge attacks and Bloodlust are the Killers equivalent to old Dead Hard?
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The reason a lot of people are complaining is because they just lost their biggest crutch and all of a sudden have to face the reality that they are not nearly as good at the game as they thought they were.
That doesn't mean there weren't some things that are a bit of an oversight, camping is way too strong now and some nerfs Survivor Perks got don't make a lot of sense (e.g. Selfcare or Decisive Strike) and complaining about those is fine - but acting like the game had become unplayable or had become extremely killersided is just straight BS.
People are overreacting. Its the same thing that happens every time a new Killer drops and you see tons of "X is OP" posts on week one - give it a while and once people got used to it those complaints are going to die down very quickly.
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Can't help but respect them for not just playing that Killer, but also sticking with him long enough to actually get good with him.
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The more balanced the game becomes, the more boring it gets for Survivors.
That's that sad truth and the main reason why the Devs are not actually trying to balance it out, but balance "around fun" instead.
Chases are the only fun part of this game, but they arent supposed to be an balanced encounter for both sides, they need to be Killersided. That's the point of a 4v1 game, but due to the bad gamedesign for Survivors primary objectives it makes the game extremely boring.
Now I don't think it's fair to blame the Devs for this, when they created those mechanics they never expected the game to blow up like it did and gens needed to be timewasters first and foremost, but I will blame them for continuously ignoring this issue away ever since.
Heck, they even nerfed the sh*t out of Deathslinger, a Killer that used to embody this 4v1 balance model perfectly, just to hide this much larger issue.
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I mained Slinger pretty much from his release all the way to the introduction of MMR last year, which is where I quit the game until this anniversary.
For that time he was pretty much the only Killer I was enjoying my time with and therefore a good 90% of my Killer matches consisted of him. I dare say I got pretty good with him and sunk at least a couple hundred hours into him alone.
Ever since he received those nerfs though, I played him maybe 6 times. And I don't remember having a single enjoyable game with him, while still catching me trying to apply the old tactics and attempt trickshots that used to be possible with him (ya know, the things that made him fun to play), only to get harshly disappointed every time I try.
I find it genuinely depressing to even look at his character portrait in the menu and playing him fills me with a strong urge to stop playing this game alltogether again.
He was grossly overnerfed to the point where he was not just made significantly weaker (without receiving any compensation of course - lets face it, those "buffs" he got are utterly worthless), but lost his entire identity as a character. Any time I see him nowadays I just ask myself why they would pick him and not just go for Huntress, who plays almost the exact same but has significantly less restrictions on her power and is generally more deadly.
I do not play this character anymore. I genuinely can not stand him, he has become boring and ineffective, lost everything that used to make him fun or unique. He is but a sad excuse of a character in his current state.
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@crystalkitti said:
https://forum.deadbydaylight.com/en/discussion/comment/3070457#Comment_3070457
I had Steve and Nancy at P1, so they shot up to P3. Their perks were unlocked, however all my Survivors only have Tier 1. ;-;
https://forum.deadbydaylight.com/en/discussion/comment/3070476#Comment_3070476
If this was the case, the perks wouldn't be there at all. If I newly prestiged a character before the update, they don't automatically unlock all the other 'neutral' perks, like Kindred, Hope, Spine Chill, etc.. However I did get Steve/Nancy's perks, albeit at Tier 1.
So it seems like they... Didn't do either? It seems like they gave us the perks for having them at P1 or higher, but... only at the lowest tier. Bwomp-bwomp-bwooooomp...
Okay that's just weird then.
It's definitely not supposed to be like that and, given your claim that the Tier 1 Perks do get unlocked is true (I don't know, I haven't tested that), then that suggests that it is indeed the later two levels that are bugged and you should receive the Tier 2 and 3 Perks for the next levels.
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As you already said, that is most likely due to these Perks no longer being affiliated with those characters and having been made generic Perks instead.
When you check their character profile it also states they had no Teachable Perks anymore, so I fear that this is not a bug :/
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You know, their most recent tweet makes this a lot more believable xD
Btw I absolutely LOVE that they are no longer afraid to dip into inhuman Killer designs and Monsters - Dredge has opened up a lot of doors for the future and I am excited to see what else their art team can come up with!
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Every Killer I have is P3, except for 4 P1s (Twins, Trickster, Cenobite and Artist) and Sadako who I haven't even bothered purchasing.
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She requires a completely different skillset than any other Killer does, which makes her harder to pick up than anyone else.
That said, she isnt hard once you got the basics down. And she is way too effective at what she does - I don't necessarily mind an uncounterable chase power, what I do mind is that power in combination with her very good map pressure, which makes countering a good Nurse basically impossible.
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It is impossible to remove camping.
That doesn't mean that we couldn't (and shouldn't) make it less effective.
Ideally, no Killer should ever feel the need to camp anyone out (ignoring certain nieche scenarios such as an open exit gate right next to the hook ofc). Camping should not be the best strategy available - that means we need to both make it less effective while simultaneously making other strategies more effective.
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Minecraft, Team Fortress 2, Advance Wars: Dual Strike, Video Horror Society & some story driven one time only games (such as Little Nightmares or Inscryption)
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It is the only Killer I am willing to play right now, so yes.
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I had a guy feel threatened enough by it to out themselves as a cheater last second to ensure an escape.
In short, they were outpositioned, I had a good amount of stacks and when I was about to hit them, they just instantly teleported to the exit gate instead.
That funnily enough made me feel a lot better about the game, as I was being utterly destroyed by them, but knowing they had a cheater on their side made everything make a lot more sense. For example how this guy was always in the perfect place at the perfect time and always made the correct calls during chases. They didn't make their cheats obvious until that very last part though.
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I really miss Slingers synergy with the Perk. It used to be such a fun alternative playstyle to him where you combined Nurses with Monitor and went for surprise shots on unaware Survivors, but that got entirely removed (despite being very fair for both sides, but we cant force survivors to pay attention now, can we?). So now we're back at everyone's favourite Perkbuilds of stacking slowdowns again, great.
I also lowkey miss its synergy it used to have with Doctor and it revealing Survivors who were snapping out of it. While I understand why they removed this (it was kinda unfair and ended up doing something that technically speaking wasnt mentioned in its description), it did heavily reduce its synergy with Doctors power and therefore saw a lot less usage on him.
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@Phasmamain said:
Map design is basically the cause of all issues in DBD. It is talked about a fair bit but not enough imo since it is by far the biggest issue current DBD faces
I actually have to disagree with this.
Don't get me wrong, map design is an issue. It is a huge issue - but it is not DbDs biggest issue, nor is it the root of all evil.
Instead what I view to be DbDs biggest issue is the boring nature of Survivors objectives, which in return has lead to all the imbalances we experience today - including the bad map design.
Here's a link to a post I made about this a couple of months ago, which goes into much greater detail on why I view this the way I do:
@Mister_xD said:
Prologue
Hello everyone,
First of all, this is not actually a post that I really wanted to make. As some of you will probaply know, I no longer play this game, so my enthusiasm for it has dwindled too. I have just not been having the motivation to make a long post like this one for a long while now, though I did write down the thoughts from this post in earlier comments already, just in a less detailed form.
Ever since i quit DbD in August 2021, I have been reflecting on why I quit and after discovering the reasons, decided to dig a bit deeper and find the reasons for those reasons. And I do think that I managed to figure out an issue this game has that I barely see anyone talk about, yet sooo many things people do talk about and discuss end up being direct consequences of this one, bigger thing.
So I did decide to make this post eventually, simply to shed some light onto what I believe to be, by far, Dead by Daylights biggest problem right now. The "root of all evil", if you will.
Also I am not saying this was DbD's only issue, there are some others that are very much seperated from this one that are important too (e.g. the discrepancy in strength between solo Survivors and SWF groups), but I believe this one to have the biggest impact on the game as of right now. And do keep in mind that this is my opinion, it is very possible that some of you might view other things as more important issues than this one.
The Issue
I'll be straight forward and tell you the problem right away:
The Survivors objective is unfun and boring.
Now before you go in the comments and start calling me crazy, please read my reasoning for this being DbDs biggest issue first. It is a lot more complicated than this one sentence might make it look like.
How to balance an asymmetrical game
I know this might seem off topic, but trust me, this is very important for later.
Dead by Daylight can be split into two seperate "games":
- The "Macrogame" (referring to the overall trial and its progression)
- The "Microgame" (referring to interactions between both sides)
The way we can create a balanced experience for both sides is, by making each side dominate on of those two cathegories, but as a result of that be weak in the other.
Essentially, this game boils down to both sides racing each other by pushing their strong suit and hoping that they can finish their objective before the other side has been able to finish theirs.
Due to this being an asymmetrical game, the side that has less players in one round (Killers) needs to be the dominant side in the Microgame, while the opposing side (Survivors) gets to dominate the Macrogame.
This makes sense, given the Survivors superior numbers that allow them to apply pressure on the Killer in multiple different locations, which the Killer can not contest due to them only being able to be in one place at a time.
To make this fair for the Killer, they need to have the upper hand in this 1v1 interaction, so that they don't waste much time on this one Survivor and can instead go and pressure the team after dealing with them quickly. This is also why they are referred to as "the powerrole", even though they themselves arent any more powerful than the Survivor side is, but they feel very powerful due to the fact that they heavily outclass an individual Survivor.
In other words, a balanced Dead by Daylight would be a game where Killers dominate in chases, whereas Survivors dominate in generator progression, with the deciding factor being who can be more efficient in "their game" of DbD and outperform the other side.
How the Issue affects DbD's balance
In a balanced Dead by Daylight, as discussed above, long chases do not exist. Killers dominate in this aspect, so Survivors will want to avoid chases altogether, focussing their gameplay on generators.
But generators are no fun. No one wants to focus their entire gameplay on holding M1 and occasionally hitting space bar - understandably so.
If this game were to ever be in a balanced state, Survivors would be the ones quitting out of boredom. And since Survivors are just as essential to this game as Killers are, while also making a majority of its playerbase simply because of the 4v1 nature of this game, this would be very bad news.
This is also something that I believe the Devs are very aware of. They have stated multiple times in the past now that they have no intention of balancing Dead by Daylight to make it fair, but to make it "fun".
But what does that mean exactly?
What is the one thing you think of when you talk about "fun" in Dead by Daylight? - It's chases.
Chases are a fast and easy way of bringing action into this, otherwise very boring, game. They are full of fast paced interactions between both sides and you need to think on the run to make the right call in order to avoid certain death at the Killers hands.
As a result the Devs have started balancing DbD around chases - some people might even refer to chases as Dead by Daylight in its entirety, completely forgetting that there is more to it outside of them.
While this is a very understandable decision made by the Devs, it is also one that brings major imbalances with it.
The result(s)
Due to the Devs focussing their resources on making chases a fair, interactive and balanced encounter for both sides, Killers feel very weak to play.
Remember what I said earlier about how to balance an asymmetrical game - Survivors need to dominate in the Macrogame, while Killers need to dominate in the Microgame.
But this is no longer the case. The reality of DbD is, that Survivors dominate the Killer in the Macrogame, as they were designed to, and are equal to them in the Microgame, while on the flip side Killers get dominated in the Macrogame, as they should, but are only equal to Survivors in the Microgame.
By balancing this game around the 1v1 aspect of it, the Devs took away the Killers strongsuit. Killers now struggle immensly to compete with Survivors, especially since those Survivors can hardly be nerfed in their strongsuit, due to that being a direct result of their superior numbers. Simply put Killers can not end their chases quick enough to properly race Survivors who focus on generatos, meaning any time the Survivor team is working on generators efficiently the Killer will most likely lose.
As a result the game becomes frustrating to its Killer playerbase, because any time they go up against a team of Survivors with an equal skilllevel to theirs, they are heavily outclassed simply due to this game being tilted in the Survivors favor as much as it is.
For Killers to be able to win, they need to be on a higher skilllevel than the Survivors are, so that the Killer makes less mistakes than the Survivors and can punish their mistakes more efficiently.
And this leads us to a very modern problem, namely that this essentially rules out the existance of MMR systems in a game like this - at least functional ones.
There are two possible outcomes with an MMR system in DbD right now:
- The system works and puts players of equal skill against each other. In this case Killers are heavily outmatched and will lose a majority of their games (unless Survivors make a huge, game losing, mistake, but for the sake of the argument we have to assume both sides play equally well), which feels unfair and bad for the Killers. Additionally, the high end Survivors would have no opponents, because Killers can not compete at this stage, which results in very long lobby queue times for them.
- The system doesnt work and puts players of varying skill against one another. In this case Killers would get to fight lesser experienced players as well, which allows them to win those games, which feels unfair and bad for those Survivors, as they feel outmatched.
This means no matter what happens, this is a lose-lose scenario. This is also why I keep saying that the most basic requirement for a functional MMR system is a balanced game, which DbD can not (and will probaply never) offer.
Another very common complaint by the Killerplayerbase today is, that gens are completed too fast. That however is not actually the case, it's that they are too slow at killing the Survivors.
And as I explained above, this is essentially an unfixable problem. There are two possible solutions to it, which equally don't work:
- Make Killers the strong chasers they are supposed to be to be able to rival the gen speeds - this one turns Survivor gameplay into a hold M1 simulator, making it extremely unfun for them to play.
- Make gens take longer to complete - this one makes Survivors sit on gens, holding down M1, even longer than they already have to, at which point no one is having fun anymore because of how sluggish the game has become.
Both of these fail entirely at the non interactive nature of generators.
And there are more, but we would still be here tomorrow if I went into detail on all of them, so I'll make it short. Here is a list of other issues that are directly linked to this one with a brief explanation:
- Maps having too many timewasters for Killers on them or generally not allowing for much map pressure (Pallets and Windows are what Survivors have to have fun in chases, to maximise fun and fairness in chases we need a bunch of them and make it so whoever mindgames who wins)
- A vast majority of the Killer roster being unviable in high level play (only viable options are Killers with strong chase related abilities to at least sometimes put Survivors in a lose-lose situation they can profit from, who also have good map pressure to fight generator speeds - e.g. Nurse and Blight)
- Killers getting nerfed who did not need a nerf (strong chase ability = unfun match for Survivors, therefore they get nerfed. This is what happened to Deathslinger or the Twins Toy Sword Add On)
- Killers being forced to run a bunch of slowdown Perks (essentially a futile attempt to force solution 2. from gens being done too fast. As explained above it makes the game miserably boring for Survivors, but is a necessary evil currently)
- Camping & Tunneling being such popular strategies (eliminating one player early on makes the Survivor teams overall map pressure take a huge hit, which can allow the Killer to relax a bit more. Not doing this is pretty much a lost trial. This is a result of gen speeds, which are a result of their unfun nature)
- Playing Killer being significantly more stressful than playing Survivor (you essentially have to play perfect to beat even just a mediocre team. The smallest mistake can cost you the entire game, due to a chase being extended too long and you therefore getting crushed in the Macrogame)
While not all of those might be a direct result of generators being boring, they are all linked to it in some way. Basically, the boring nature of gens caused the Devs flawed balance philosophy, which is what stops us from properly addressing those issues.
If we ever want to properly fix those problems, we need to address generators first. If we don't, all we achieve is trading one problematic thing for another.
What is the Solution?
A complete rework of the Survivors main objective.
We need to get rid of the excruciatingly boring gameplay that is holding down M1 while waiting for a progress bar to fill up - and this is not exclusive to generators by the way, all of the Survivors objectives are this boring, whether that be exit gate switches, totems (cleansing and blessing), healing, chest searching - they are all the same.
Of course these progress bars serve a purpose. These objectives are meant to be timewasters first and foremost, it is necessary that the Survivors spend a good amount of their time on doing them to allow the Killer to find and hunt them down.
So a reworked Survivor objective would need to be both time consuming and interactive for them at the same time.
It is not until this is achieved that we can properly address so many of the other, much more noticeable, issues that plague this game today.
This being said, personally I don't think this is a realistic demand to make.
Generators are one of the most fundamental mechanics in this game and they have existed for almost 6 years at this point without any major changes to them and with a total of 27 DLCs (some bigger than others ofc) that further change the game and, in many cases, directly rely on this mechanic or further add to it.
There are Perks on both sides directly tied to generator progress bars and there are some Killer powers that also rely on Survivors being on gens (such as Freddies teleport or the Doctors Madness Skill Checks) that would need to be addressed if gens were to be fundamentally reworked.
This absolutely does not mean it was impossible to address, however it would require a huge amount of time, ressources and effort from BHVRs side.
And I mean this when I say it, but I definitely think that at this point it would be easier for them to just work on a Dead by Daylight 2 and redesign it from the ground up with this in mind, rather than to try and somehow fix the current game (also due to spaghetti code that further hinders this).
However, I would definitely not mind being proven wrong on this. Though it would be a long and tedious process, I believe the game would greatly benefit from it in the long run.
And they can start small, not tackle the whole thing at once, but maybe start by doing one thing and see how it plays out. For example, rework the Exit Gates to no longer require you to hold M1 next to the switch until a progress bar is filled, but make it require fuses that the Survivors need to collect and insert - each fuse lights up one bulb and 3 fuses open the gate up. It would be significantly more interactive for both sides and it would get rid of people 99%ing the gates (another common complaint you hear a lot). You can also do something entirely different, the most important thing is that something is done.
Afterword
Thanks for reading this, admittedly very long, post. Might be my longest one yet, its definitely the one I put the most work into.
What do you think of this? Do you think I'm right? Or do you think I'm entirely wrong? Did i miss anything crucial? Please tell me down below!
Also please keep in mind this post is not meant to give solutions to this issue, but soley to highlight it - though if you think you got a good sulution to it you can share it down below too / make your own post about it! The more ideas we can give the Devs on this the better. I also deliberately did not post it in the Feedback subforum, as it is not meant to be feedback to the Devs, but as a bit of an explanation to where I believe the game stands right now and why certain things are happening to it for the community - as stated above, I do believe the Devs are very keenly aware of this issue already (and have been for a long time now).
Have a nice day / night and I'll see you next time!
also revert the Slinger nerfs, k thx bye.
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In a case like this you should be able to appeal your DC penalty by contacting Support and informing them about this issue.
I can't guarantee that this will get rid of your timeout for you, but it would certainly be worth a try.
(You can contact Support here: https://support.deadbydaylight.com/hc/en-us )
Also, you should make a bug report about this in the Bug Reports section of the forum.
If you see someone else already reporting this bug, please add possible additional information you might have in their comments and upvote it instead.
(You can reach the Bug Report Subforum here: https://forum.deadbydaylight.com/en/categories/bugs )
I hope this will be resolved for you soon!
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I used to play him a lot before his "rebalancing" (without Add Ons, so it's not like I was just abusing instasaw and dropped him as soon as that was removed).
I can confirm that the number one reason I stopped playing him almost entirely is the "barely noticeable" (as the Devs put it) overheat system. It sucked the fun straight out of him.
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Twins. They are just way too good at camping and slugging people, it usually makes for very boring games. Plus I can't help but see all the missed potential with their power.
For Survivor, Claudette. She is the only Survivor in the game that I have genuine trouble seeing. With how dark maps are, even if she is running right in front of me, I always lose track of her. I am literally chasing the scratches she makes and her sound rather than her actual model - back in the day I used to just play on low graphic settings, as those made it actually possible to see something ingame while not looking any worse than the higher settings, but they made them look a lot worse nowadays and now I actually can't stand them. So now I'm back to my old Claudette blindness.
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@Aneurysm said:
I don't know why everyone always says they want a 50% kill rate. The only percentage I've heard them use is 60%
https://us.v-cdn.net/6030815/uploads/2DZ2UICUC4QZ/screenshot-20220714-125338-418.png
Source: https://squadstate.com/feature/dead-by-daylight-creative-director-talks-sbmm-moris-pinhead-the-grind-interview-with-dave-richard
There was a Dev stream a long time ago where they stated that they were considering a 2-2 outcome with two players dying and two escaping a balanced outcome, which was quickly translated by the community to "the Devs want a 50% kill rate".
Though I have no idea if they ever used that number themselves, but I honestly would't be surprised if this just ended up being the longest ongoing misunderstanding we've had with BHVR.
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I don't see why I wouldn't use them tbh, it's not like they take anything away from the game.
And the new ones do look a lot better than the old ones did.
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I had every tome completed up to the tome during which i went on my 10 month break, so everything after that one is a WIP for me.
That said, some of those challenges are ridiculous. Like, who in the world thought invigorating an intoxicated Survivor was a common enough scenario in a normal game not just to make a challenge out of it, but also a master challenge that requires it twice in one match?! So many of these challenges just force me to throw the game to even just have a slight chance to get them, its ridiculous.
And honestly, you have my respect for somehow going through all of these while still keeping your sanity intact (or at least I sincerely hope that is the case xD).
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The shock will prevent you from doing any interactions with your environment for 2.5 seconds, but it will not disable Dead Hard.
That said, if the Survivor has already locked into an animation and they then get shocked, it will not force them out of it. This is most noticeable with fastvaults, as their animation actually already starts before the Survivor physically touches the window, so shocking them during the running up animation will not actually prevent them from vaulting.
I haven't encountered any other instances where Survivors could perform an action like this while shocked, neither on the Killer side nor on the Survivor side. It might be possible that it's a visual bug where the debuff notification on the Survivor side lingers a little bit longer than the actual stun effect does, but I personally haven't noticed such a thing yet (I might just need to look out for it a bit more though).
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If you're cheating, you're going against the rules to get an unfair advantage.
The Devs, who are the ones that make the rules, have said that third party communication software and playing with friends is not breaking any rules, therefore it is not giving anyone an unfair advantage, therefore it is by definition not cheating.
I don't see how this is that confusing. Especially after you got an official response from Mandy in your previous discussion stating this.
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You will receive 2 additional prestige levels for every one you own when the update drops.
A prestige 0 character will not get this bonus, but you will be receiving prestige levels based on the amount of Perks unlocked on them. I do not think we have any specific numbers on that as of right now though.
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I think the cap in general is pretty redundant.
Especially since you can go over it anyway with codes and rewards and such.
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Devour Hope. It's the perfect Hex in my opinion, being very high risk to run but having an immense payoff when you do get it to work.
A close second goes to Haunted Ground, because I love the trap aspect of it. Also, I like to think that I had a bit of a hand in its creation back in the day. That said, due to it being a trap i don't really view it as a "real" Hex Perk.
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In general I would say no, as the current prestige system resets your character to level 1 and removes everything you had on them (including event offerings / items / add ons that are unobtainable now). The new system will allow you to keep all of that, which makes prestiging in this system a lot safer for newer players such as yourself, as you can just keep playing like you did before.
That said, there is also an upside to prestiging your characters once before the update drops. There will be a catchup system in place that will hand out rewards for everyone based on their prestige levels by adding two prestige levels on top of every one you got now. This means having a character at prestige one will promote them to prestige 3 right away, which will allow you to immediately unlock that characters 3 teachable perks at level 3 on every other character in the game.
Depending on how much you'll play before the update drops whichever one of those two is more preferable might change.
I'd say don't prestige your only progressed character, but if you have multiple characters at level 50 with builds that you are confident playing with, then prestiging some (not all, as that would leave you with no one to play with) might be a good idea.
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@Razvan said:
https://forum.deadbydaylight.com/en/discussion/comment/3059277#Comment_3059277
And lets say if i prestige 1 all my killers, will i get all tier 3 perks unlocked on everyone? Considering that ill get 2 bonus prestiges?
I do believe that is how it will work, yes.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3057237#Comment_3057237
Oh so you didn't have evidence. Got it.
A rant over Bubba? Wth? I never even once brought up Bubba, you did buddy. It was the only time I mentioned him... to which I have yet to see a response because you know damn well Billy wouldn't work like Bubba.
Maybe learn to read or go back to school.
Bro it's a simple question - answer scenario. OP asked a question, you answered, I pointed out the answer was incomplete. It is literally that simple.
to which I have yet to see a response because you know damn well Billy wouldn't work like Bubba.
And you will not be getting a response to that because that's exactly the rant I'm talking about. You are completely off topic with this.
I never once claimed these two Killers were the same or would function the same way, all I did was bring Bubba in as an example for how Hillbillys overheat would function IF the main concern was to not let him camp with the chainsaw. Because Bubbas overheat was designed specifically to stop him from camping and nothing else, while Billys overheat also nerfs him in other aspects. That is all I said, yet you managed to turn it into a balance debate on both of them because you were reading way too much into my original comment, as I have already pointed out earlier.
You are literally arguing with yourself on this topic and you don't even realize it.
Also, this will be my last response to this. I have better things to do with my time than repeatedly telling you how far off topic you are.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3056385#Comment_3056385
No I wanna know where I said that it was the only reason it was added.
Those were your exact words, no?
That would be the context behind it.
OP asks "why does Billy have overheat?"
You answer "so he can not hookcamp with a 99%ed chainsaw anymore"
To which I answered "that was not their main concern, otherwise they would have made it work more like Bubbas which was designed specifically to avoid hook camping, while Billys was aiming at nerfing his map mobility and missed hit recovery"
And then you went on a huge (and honestly pretty unnecessary) rant over Bubba and Billys chainsaw balance and started bringing a whole ton of stuff into this that has nothing to do with the topic we're on, which leads us to where we are at right now.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3055777#Comment_3055777
For someone who thinks I am "reading into their comment" too much, you are one to talk. Quote me where I specifically said the only reason they added the overheat mechanic to Hillbilly was due to his facecamping ability. I'll wait.
That is quite literally currently in the game. Exactly the way you described it too. You WILL go on cooldown when holding your power around a loop too much, just like Bubba - and to answer your question, the game can not distinguish between a facecamping Billy and a Billy aiming his chainsawsprint around loops at all. It never could and I doubt it ever will.
Hillbilly goes on cooldown WHEN his overheat mechanic reaches 0. So assuming he never reached 0, he can immediately start revving AGAIN. Something that Bubba cannot do, as he has to wait to re-gain his tokens first.
So when you suggest that Billy should work like Bubba's tantrum he gets when holding his chainsaw while revving, per here:
https://i.gyazo.com/d98c7174631c99efa1d9905284456a84.png
my argument to that is that Billy HAS to hold it in specific scenarios when mind-gaming survivors at specific loops.
Example:
https://www.youtube.com/watch?v=w7W7nDOoxiw
Imagine Billy going into a tantrum-like cooldown in the middle of a loop. That would not only be very bad for him but wouldn't make any sense.
This while other loops require even longer revving. So no, he should not work like Bubba's at all because they work differently.
If I remember correctly this was added to prevent unlimited chainsaw face camping.
Where Hillbillies would just stand in front of the hook revving their chainsaw indefinitely so survivors weren’t even able to trade off hooks.
There you go.