Nazzzak
Nazzzak
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- Nazzzak
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I don't think so. I actually don't think it'll be as popular as people think. The amount of time a survivor has to waste in order to pull off this endurance stacking, it'll more than likely cost the game for the team. On PTB, alot of players just like to mess around with and test perks. Many purposely avoid gens as they can just play off-PTB if they wanted to just sit on gens. I think once the update goes live, people will definitely use endurance perks but they won't play like they are in the PTB. Especially with gens taking longer to repair, and other gen slowdown perks being buffed.
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It's amusing as a solo player because i have no clue what the other survivors are doing. I spawn in and immediately set myself on a gen, because that's our objective. I also do totems and unhooks and open chests, and all those other fun things but I want to start on a gen because i have no clue if anyone else is doing one. Sometimes I'll pop a gen and a cpl other gens will pop around the same time. Sometimes only my gen pops because the other survivors are doing who knows what. To be accused of gen-rushing in the former situation is just amusing because I have no idea what others are doing, I'm just trying to pull my weight.
This also got me thinking of the solo queue icons that were proposed but never eventuated. If i spawned in and saw that all 3 of my team mates had hopped on gens, I probably would feel okay to not jump immediately onto a gen and instead hit some totems or find a good item in a chest, or try finish a tome challenge without worrying I might cost us a game.
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I think a couple hundred all up, but I used a good chunk of them. I feel the game was very generous with handing them out, there were a few times when I'd have 4 flans on one web (including one from a basic mystery box. Plenty of these boxes were flans)
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@tippy2k2 said:
Honestly, it wouldn't shock me if there was some DBD Fatigue from the players, especially that first week when you see the BP levels drop back down to normal levels and you realize just how little you get every game.
I have no idea if that's the issue but I know my amount of playing significantly dropped once the event was done with.
Yeah I agree. I haven't played in days, just not feeling it. After earning such good bp over the past few weeks, the regular earnings feel like peanuts and I can't be bothered tbh
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@TragicSolitude said:
SWF groups don't hurt DbD, they keep it alive.
SWF groups hurt solo survivors. I just made the mistake of saving one off the hook and taking aggro. Still 4 gens to go and I was left to die on my first hook because, I dunno, reasons, while the three of them hung out on the other side of the map together. I hate 3-player groups. It's time for DbD to implement bots to fill that gap.
I've been there lol I had one swf survivor self-caring once and when I tried to heal them up so we could go save their buddy, they kept pulling away and pointing at their friend. So I ended up doing the save on my own, got him unhooked with BT, but then i went down and the two of them ran straight out the exit. Even the Clown was looking back and forth like what the..
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Double check that you don't have it. I thought I didn't have it, even though I bought the DLC the day of release, but I spotted it not long ago after going through my charms. I never saw the cursed tape video, nor saw notification of receiving the charm, but I could have been distracted and just missed it.
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Good on you for trying. There is unfortunately a lot of angry people in the world, and I feel social media only makes it worse. I don't know enough about gaming and it's effects on mental health, but I hope at the very least it provides an outlet for his anger so he doesn't direct it at anybody in real life. It's why being hit repeatedly on hook doesn't overly bother me as a survivor, because it makes me wonder how angry the person on the other side of the screen is and if this is what maybe makes them feel better
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I believe it's that crystal bead add on for the map. One of your team mates must have placed it
Edit: glass bead
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@Chilli_man2400 said:
Ironic how zarina and her perks were the worst in the game besides for the people.
Now if this update goes live. Zarina will be the No.1 best survivor in the game cause of Off the record. How ironic how she was the worst survivor now she’s the best. She’s literally sitting at the top of S tier right now
Sucks as a Zarina main cos everyone will assume I have OTR. Or that could be a good thing? Guess we'll see
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Oh great, Legion games drag enough as is. If my games start going any longer then I might do something I hate and let go on hook. I feel like the death rates are gonna be skewed going forward by people letting go.
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I've had it twice since it got released, and I've only come across an offering for it once in all the millions of bp I've spent during the event/s
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I'm on Switch and haven't played against one in awhile either. I got one the other day but she DC'd at the start because another survivor brought Haddonfield offering
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Legend, thank you!
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032162#Comment_3032162
Am I really the only person on this planet who likes playing solo queue?
I enjoy it. I'm content with my current survival rate (probably average 1 escape out of every 4 games, but I'm overly altruistic), as well as the matchmaking in general (there's always exceptions). I don't hesitate to point out its disadvantages though, as I think that feedback is important in ensuring the solo q experience continues to evolve. It's why I'm disappointed in the upcoming changes. Because I enjoy solo and I don't want to start hating it. Happy to be proven wrong though.
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I'm amazed Cheryl thought there was an issue. If you don't want the killer to chase you, then don't literally throw yourself in front of them.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3032864#Comment_3032864
Bad graphics or the actual depth of field in the game
Yeah I'm just making a joke about the graphics lol things aren't very distinct in the distance
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Play on Switch lol it looks pretty similar
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Survivors only see DMS once it's activated, just like killers only see BT once they hit the survivor and see the endurance. For the latter, once you hit them the effect is gone. For survivors, we still need to wait out DMS. There's nothing we can do to deactivate it. I feel like they're not really comparable..
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@DBDVulture said:
DBD has a number of simple problems.
1) survivors want easy games and the devs have given it to them for 6 years
2) this makes long term killers leave (it also makes everyone who stays play better killers like Nurse/Blight)
3) It refuses to nerf SWf to make the game fair; this is fine as long as there is no other game like DBD on the market.
VHS, ED, & Ghostbusters are going to steal market share from DBD. These other games will have balanced 4v1 and up until this point there has been no real competition. The closest thing would have been last year but it failed because : they wanted to release the game exclusively on discord store & then a CEO ran away with the money (no not joking). It tried to rebrand and re-release but it was far too late to salvage.
In short DBD has had no real competition. There are several "knock off" imitations over the years but nothing of substance. It makes lots of money from survivor mains who buy all the DLC and skins. They have fun so they keep paying to play.
VHS has a number of advantages over DBD - for one it will be 100% free to play (not pretend free to play where you must pay $ to afford upkeep). As a "2.0" version of a 4v1 it solved the problem of hooking.
A ton of people are planning to leave DBD forever the moment VHS is in full release and you keep character progression. Ghostbusters will likely have a similar effect.
DBD will adapt or die.
I saw someone who is in the VHS discord say that the most popular topic there is hating on DBD. If mutual dislike towards a different game is what is holding VHS's player base together, it doesn't say much for the game itself surely?
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A few big streamers have been saying for awhile that hook count should determine MMR, and not kill count, and I do think that could make a difference. Competitive players want to increase their MMR (for reasons I don't understand tbh lol) so that gives an incentive to focus on getting more hooks as opposed to just straight up kills.
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I'll never DC because of a killer but I do hate going against Dredge. Nightfall sounded interesting when first announced but I hate it, especially all the crying in my ear. It might just be a case of people are seeing him alot because he's new and they want something different.
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Solo q is amazing hey lol I was being tunnelled by a Trickster and a Haddie got me off my second hook with no BT, and since I had Iron Will I started walking away to hide behind a wall (Mother's Dwelling, was counting on the grass to hide my blood stains) as killer wasnt far and coming back. Get behind the wall and turn to see Haddie has followed me. Trickster comes, runs right past the wall, I'm quiet thanks to IW, so what does Haddie do? Starts healing me lol killer immediately turns and downs me
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If true, it's yet another incentive for survivors to play stealthy and hide alot. Because they will want to avoid getting hooked until closer to endgame, which is when OTR would be strongest if it's one time use. I've already been anticipating alot of team mates to be less altruistic in solo queue, because escape rates will absolutely go down and people will start playing more selfishly.
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Pretty sure it's been abandoned. They said in the 6th anniversary stream that they made promises the previous year that they didn't keep and they won't do that again. Zero mention of the icon change the whole stream, and no acknowledgement of solo queue disadvantages like they did the previous year.
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They'll never have a separate SWF mode because very few killers will participate
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@Khelendrose2020 said:
The truth of the matter is the top tier players, not those who think they are, but those who really are, cannot support this game. That's right, there are not enough of them, period.
It somewhat amazes me how this elitist movement in video games has really spread over the past 30 years. 99% of the online games out there are vastly supported financially by the casual fan and middle of the road performer. If a company caters to the top 1 to 3%, they lose in most cases.
DbD is a casual party game. It is not a competitive esport style game. (Don't try selling me a pile of rocks by describing the competition aspects of the game, Go Fish has competitive aspects but I don't see million dollar tournaments and ESPN 8 covering it.) There is zero reason to cater to the top 1%.
Oh, and what is up with the person who claimed that casual players in this game don't have the skills to play this game? Talk about the most bloated statement I may have ever heard on this site, that may be it. Do you go to the beach and judge whether children's sand castles are up to par as well? Maybe go knock over a backgammon table at the nursing home as well for their lack of skills. Seriously, this is a joke game meant for jump scares and fun. Take a breathe, your elite status is recognized by nobody who cares. lol
I love your entire comment, but in particular the imagery of flipping a backgammon table because the older folk aren't skilled enough lol
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3030428#Comment_3030428
Salty? Nah just this things happen everytime. We can't have a simple update without breaking something. IT's the same story with DbD every update.
How manny issues do you wanna bet there will be with the Balance Update? An update of that magnitude is definetly gonna bring very unpleasent stuff. Remember the Launch of the RE Chapter? I do! Remember the Launch of Twins Chapter? I do!
It's the "same story" because it's a game that updates frequently with new content. S*** happens. So 1 map out of dozens is down, is it that big of a deal?
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Yeah 100% lol but it doesn't bother me much because her chases are at least different to most killers. I kind of enjoy them. It's just mindgames.
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I'm a solo survivor, and I'm actually willing to let this one slide as I don't think Trapper is a very strong killer. I avoid basement when against him as is, because that's where he is strongest, and I've never used DS or DH (lie, I used it once for a tome challenge that required it) anyway. I feel like a buff to Trapper is much needed.
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Yeah, I thought I was just imagining it yesterday but alot of my team mates were hiding along the edges of the map and too scared to unhook, even when the killer was on the other side of the map. It's been awhile since I played with survivors like that.
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@Murgleïs said:
You guys keep focusing on the nerfs and not the buffs. I play mostly in soloQ (or duo), and imho survivor is going to be stronger now than before. In fact, I would not be surprised if killrates drop.
Before you needed selfcare to heal yourself after being hooked. Now you have 80s of endurance with OTR to find someone or boon a totem.
Or just use a medkit you know ? It’s a free heal without using any perk.
Spinechill was a hard counter to stealth killers. It has to go, so they can finally play how they are suppose to and surprise survivors. You will still be able to hear them coming by focusing on their breathing sound (it’s quite loud).
You're forgetting the basekit buffs to killer, like the shorter basic hit cooldown, quicker pallet breaks, faster blood-lust.
Also, not everyone will use OTR either (and honestly I'll be genuinely surprised if it makes it live as is) and if the killer hits you that endurance is gone. Not to mention, if survivors are waiting out the whole 80 seconds mid-game then it's 80 seconds they've spent doing nothing, which could cost the team the game. It could end up being a hindrance to the team.
Also, new Spine Chill isnt helpful for stealth killers except maybe Pig. It will be based on line of sight now, so Myers and Ghostface are still countered. SC will alert survivors they're being stalked.
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@tendyhands said:
Obviously the biggest issue in the game that bhvr doesn't apparently know how to address is the huge gap between swf and solo q. The reason for this is the game was intentionally created as a more casual survival horror game so yes in that sense it's more fun not knowing what all your teammates are doing and having some mystery. But now clearly the game has evolved and using comms breaks the game completely because the game is balanced around solo q.
Before everyone disagrees because people hate change and all the "duh just run swf" comments, this is a list of changes that do not give a single benefit at all to swf, which means it's a good change. Then you can properly balance the game for swf and solo q.
1 - Notification for when any teammate is in chase. This already exists for the obsession, just make it for everyone.
2 - Notification for who is going for hooks. This is obviously a huge issue in solo q and cause a lot of toxic games.
3 - List of perks your teammates are running. This would benefit in many cases like not going to rescue someone that has deliverance.
These 3 things would help solo q a lot and not give a single benefit to swf because they always have this info. One thing I hear get thrown out is kindred base kit (but removing the killer aura obviously). This DOES give a benefit to swfs, because swfs arent going to know exactly where all their teammates are so I don't think you need to go that far. Just give the basic 3 items above, which once again give ZERO benefit to swfs and then you can start balancing the game more properly.
The most common argument against solo q buffs are "swfs dont guarantee you escape!" or "just run these 4 perks and you can almost have that info!" If you really don't understand the flaw in that logic I don't even know what to say.
Good ideas there. I do think though that basekit Kindred would benefit solo moreso than swf, as swf on comms can simply tell each other where they are. I watch streamers who play swf and they will tell each other who is going for unhook, who is on the gen at killer shack, etc. They can even tell each other where killer is located (provided they're using comms of course) which is something solos will never have.
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Had a subtle hacker (killer) last night, and another one last week. Not sure if the latter was a survivor or the killer, but the game was fine until it was clear the killer was losing. Then everyone got downed and died instantly on first hook.
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3027536#Comment_3027536
im doing really good, most of the rounds i get 3k's, i only really lose against some sweaty swfs, and im starting to hate survival players to be honest, they bring 4 DS, 4 DH, 4 BT, circle of healing, does body block,bring flashlights, and once the round is over, stupid idiots come to say gg ez or ez, or just teabag at the exit door, that should be a bannable offense really, theres absolutely no reason to do that if not to provoke the opposing player and try to humiliate them
3k is awesome. It all comes down to practice, you just needed to build that skill. I've been playing alot longer than you and am a pretty dull killer as most of my time goes into survivor. Unless I commit to getting better it ain't gonna happen.
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@tendyhands said:
I forgot to mention the biggest issue with solo q. The people throwing after they get downed instantly. I'm done with this. Playing hatch blendette and basement bubba now.
I'm predicting alot more of the last two survivors hiding instead of hitting gens - probably the most frustrating survivors this game can offer
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I had a bit of a laugh seeing Pyramid Head displayed the most BM, because that's always been my experience with him too. I don't consider camping or tunnelling to be BM either, but I know alot of people do which is why Bubba is usually considered to have the worst BM, but imo it's definitely PH lol
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They're not out of touch, they are fully aware. They had a whole thing in the 5th anniversary stream where they acknowledged the disadvantages that solo q have against swfs. They said nothing about it in the 6th anniversary stream because they no longer care. Solo q is the key to increasing kill rates, that's it.
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@tendyhands said:
Ok we get it survivors are strong... IF THEY ARE IN A SWF and can call out where the killer is at all times. If you are playing solo q it's pretty balanced right now. The issue is swf vs solo q, not survivor vs killer. I'd love to see these devs play solo q and see how much they "dominate" the killers all the games since survivors are so strong.
It isn't rare to see survivors getting stomped and 4ked with only 3 gens done in a solo q game. This would never happen in a swf unless they weren't trying.
The point of this patch is for solo queue to fuel the desired increase in kill rates though. They know what they're doing.
Last anniversary stream they had a whole thing on how swfs have a higher escape rate than solos, that solos are more likely to be left on hook when matched with swfs, etc. They proposed changes to boost solos up a bit, closer to swf level. Never happened, and nothing was mentioned in this year's stream.
So what changed in the past 12 months? IMO, Circle of Healing. It boosted survival rates, and two nerfs hasn't stopped it from being a staple in swf team builds. Killers were understandably unhappy. So best way to increase kill rates now? Weaken solo and make them easier to kill.
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It will be. I'm happy for killers but it's why solo queue players are disappointed. The changes hit us hardest so we are clearly the ones the devs intend to use to increase the kill rates.
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I don't believe OTR will make it through the PTB as it is. The only meta perk I used consistently was Iron Will. I might just go to Bite the Bullet now, especially as i always bring a medkit, along with Lucky Break.
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016094#Comment_3016094
you're afraid of a 2% buff meanwhile survivor gets a 3rd health state for 80 seconds?
If a survivor twiddles their thumbs for the full 80 seconds, when they arent even being chased, then they could possibly cost the team the game. OTR deactives the moment you start doing an objective, and I would expect any decent survivor to immediately jump on a gen or something useful if the killer isn't tunnelling them.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3018847#Comment_3018847
Then we have the situation that the amount of SWF vs Solos is so high, that it significantly affects the kill rates. Which would then require harsh nerfs for SWF.
Or solos aren´t in such a bad spot as most people on this forum try to claim.
Can´t be both.
It's not just people on this forum. The devs themselves have said the stats show a higher death rate for solo players over swf, as well as solo players being far more likely to be left to die on hook when matched with swfs. So their own data show your chances of survival increase when you are part of a swf, and decrease on your own.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3017058#Comment_3017058
This solved tunneling to a certain degree.
Do you also want protection for the unhooking survivor, like BT did years ago, that made rescues riskless or what?
The devs are not happy with the kill rates. They are much lower than expected. This event probably also doesn't help. Unless someone gives up and suicides/dc it's most of the time a 3 or 4 man escape.
I think it is necessary to distinguish between swf kill rates and solo kill rates though too. The devs have said themselves that swf escape rates are far far higher than solo escape rates. So yeah, they feel the kill rates are that bit too low for killers but I'd wager most of those kills are solo players, and any increase to kill rates will come from the solo pool of players.
The devs seem to want to balance things between killers and swfs, and solo basically just has to like it or lump it. I've been trying to reserve judgement until we see the new changes in action but I'm definitely bummed at the moment.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3018787#Comment_3018787
I mean.. ideally, there's some kind of change from now to PTB, and from PTB to Live.
There's absolutely 0 way OTR makes it to live the way they say.
But it ain't looking good.
https://forum.deadbydaylight.com/en/discussion/comment/3018755#Comment_3018755
I hope they're quietly workshopping something instead of sitting in a fire and telling everyone it's fine.
It really wouldn't be that hard to give Solos something.
I'd say OTR is probably the only really decent thing for solo players in this update. But there's no way it's surviving as is, i agree. It will get abused by coordinated teams with body blocking and be nerfed.
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I'm *trying* to reserve judgement until PTB comes out. I'm a casual player and have a pretty average escape rate, and that's with only one meta perk (Iron Will). I don't really see anything in this update that will increase my chances of doing well as a solo player, but I see plenty that will certainly decrease it.
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@VideoGameMage said:
They mentioned some HUD icons a while back to see what your teammates are doing, as their attempt at bridging the gap between solos and swf. When are we going to get them? Who knows. Kinda bummed it hasn't been mentioned since they announced them.
I don't think we are getting them. They were announced in the 5th year anniversary stream, and in this year's stream they acknowledged they talked about some ideas they didnt end up implementing and they won't do that again. So the fact that these icons weren't mentioned in this year's stream suggests they're not happening any time soon (or at all)
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@YOURFRIEND said:
Iron will is busted. It's in my games just as much as dead hard and I'm sick of it. Sick of survivors using it to leave loop after loop. Sick of injured Claude's crouching soundlessly in the bushes two feet away from me.
Injured Claudettes will still be able to crouch soundlessly while injured. You have a sound reduction when crouching. So if you're injured and crouching in a bush with 75% Iron Will, you'll probably be completely silent
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Doesn't the endurance go away once you hit them though? So it wouldn't be 15 seconds would it? It'd work the same way Borrowed Time does now
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/3018265#Comment_3018265
i guess its just an insane Number so a Killer wont even bother to tunnel Survivor by the Offchance of them having Off the record.
And then maybe even DS to add to that.
Also because they know any decent survivor won't sit around twiddling their thumbs for 80 seconds lol
Tunnelling isn't an issue enough for me personally to equip this perk, and honestly if a team mate literally does stand around doing nothing for 80 seconds it could cost the team the game. It'll be fine for swfs of course, but I can see that stealthy random in solo games (we all get them) waiting out the timer
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3017305#Comment_3017305
I want to know why they didn't acknowledge it. That would've been a good change, but oh well SMH.
I noticed in the anniversary stream they made a comment about how they promised too many things in the previous years stream that didn't happen, and they weren't doing that again. Noticeably for me, the proposed solo buffs were mentioned in last year's stream but absent in this one. Seems they've dumped their plans to give solo queue a boost.
I'm at the point where I don't expect anything anymore. Even these survivor perk buffs aren't getting my hopes up because once they're abused by swfs they'll just get nerfed.