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OBX
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Funnily enough all the nonsense of the past 3.5 years didn’t lead me to quit the game, but I really doubt I’ll continue to play this game if that new HUD makes it into the game. So many (as mentioned above) bugs and issues with this game that we have to deal with, I simply can’t take a HUD that makes the game worse. (Call it the straw that broke the camels back).
the game is just turning into a dumpster fire and the people who make a lot of these decisions apparently don’t even play the game. (Never convince me that the people who made this horrible HUD have played this game for more than 5 minutes and thought it was a good idea)
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Far more relevant example to what you said: I own a multi faceted business. I rarely get people coming in to fix their cars but I’m inundated with people having broken toilets. Should I still spend the same amount of resources on the mechanics, OR should I take funds from there and hire more plumbers?
the people who continue to use this false narrative make me laugh.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1866090#Comment_1866090
read what Mandy just said on top
Doesn’t change 1 thing that I wrote.
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@Bardon said:
Seriously, there is a long list of outstanding issues and as a player, I'd far rather BHVR apply their programming/testing resources on fixing the existing issues rather than adding in new functionality.
There are recent issues from the last patch and issues that have been outstanding literally for years, surely it'd be better for the game and the players if those were addressed rather than putting effort into major new functionality changes?
Personally, I'd be happy if the devs spent 6 months fixing outstanding issues and held off on any new content for that timeframe. The rate they release new content has got to be punishing for the dev/testing team and the ever-increasing amount of issues is a real disincentive to play.
Or is it just me?
Because it’s far more important to have the HUD look like some sort of mobile game. Before long, the “in a match” HUD will be as cluttered with as many useless things as the “out of match” HUD. These devs love have nonsense all over the screen.
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@Aquamarine said:
What are the perks that were part of your every build but for any reason you just stopped using them/ didn't pick them so often? Why?
For me, it's Spine Chill. Oftentimes it just made me paranoid especially at indoor maps because "the killer is looking at me" even though there was a wall between us. I replaced it with Sprint Burst and looking around more. On the other hand, I sometimes fail to do so and Ghostfaces give me the jumpscares of my life, haha.
Nurses use to be one of my fav perks, but with the gen rush meta it’s far less useful. People do gens injured a lot more now.
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Unfortunately it really doesn’t matter how well you lay out your case for some of the imbalances for some perks. Until survivor Q times reach like 30 minutes because killers stop playing/switch to survivor, the problematic issues with some survivor perks won’t be addressed.
the small pp combo has been complained about 276,190,381 times in the forums to no avail but undying gets nerfed in like 4 months (I’m not saying it should have or shouldn’t have been nerfed)
in the end supply and demand will dictate these things. 1 killer quitting the role causes 4 survivors to be in Q that shouldn’t. 1 survivor quitting simply allows another to join who would have been in a long Q. Time will eventually determine the ratio and that’s all the devs really care about in the end.
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@Moxie said:
I live to see the day.
A Killer power that actually increases the speed of survivors.
Enjoy.
Lol at these devs. To think that clown was sooooo op he needed to actively help survivors run faster. The pure incompetence and lack of any clue how this game is played.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1855425#Comment_1855425
No, it isn't. It allows the killer to instant down and kill you. I can hardly have a decent match without playing totem finder builds because the hex perks for killers are insanely overpowered. I would like to play other perks than small game and other items than a map every single game without the worry of the killer using devour hope to get a sudden major power boost.
Out of your last 100 games (though judging by this post you likely haven’t played that many) have you actually had a killer get to 5 stacks and mori a survivor?
I literally cannot remember the last time I’ve died to a devour mori. The second you get the notification of devour hope after the third unhook, every survivor stops what they are doing and goes to get the totem.
seriously though, how many times out of last 100 matches?
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Devour hope is one of the best balanced perks in the game.
If after 5 hooks (that the killer cannot camp) survivors still haven’t done the totem, that’s on them.
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I forgot to add blight to the F tier list for very similar reasons as nurse.
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The following comments are specifically about console.
- I would put nurse at F tier. At 100% sensitivity she still turns very slow for snap reactions after blinks. I’ve played this game since ps4 launch and still haven’t faced a god tier (or for that matter a super good nurse) that is on console. The frame rate on console also hinders nurse play. Nurse as a concept is SSSS tier, but console is F.
- I agree with your spirit ranking for console. She isn’t limited by frame rate or optimization. Learn to play killer and have a headset and spirit is the best on console.
- the rest are kind of whatever though I think I would move huntress down 1 tier.
in any case, I agree with a lot of it.
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It just seems like the folks who came up with and designed the twins don’t have any real understanding of the way the game is played beyond rank 19. Making a killer that can (basically) only win by slugging (I don’t think they realized this issue) is terrible for both killer and survivor.
perhaps they could let some of their fog whispers who main killer play the new killers very early in the design phase would help. (Make them sign an NDA of course.) otherwise we’ll keep getting killers that seem awesome in theory but are terrible in practice.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1855243#Comment_1855243
There are stats and valid points about soloq experience. It's not about nerfing killer, it's a thread about all the annoying and unfair things in the game.
Trying to balance a game by adding ridiculous action delays, increasing hitboxes to make them as big as a fridge, and by creating perks that deny survivor's gameplay mechanics are not proper ways to balance a game. You disagree with this ? The go in a game design course and you will see by yourself.
But i knew some trolls would come here. I'm waiting for your "stats are iirevelant" and then i'm then waiting that you mathematically demonstrate how stats can be irrevelant which will be a hard job as stats are as sure as the planet is not flat.
You had zero stats from your games. Who’s the troll.
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@maderr said:
I have took much time to write this thread, so please be smart in your answer... I have played exclusively as a rank 1/2 survivor (soloQ & duoQ only) for the past month so i guess i’m able to give an accurate feedback about the balance of the game. I have 1000+h of gameplay, have been playing the game since end of 2017 and am a really good survivor.
Here is what i can say about the state of the game :
- Concerning the survivors (red rank) :
- most of them don’t know how to loop properly, either they fall down in 10 seconds either they use all the pallets to fall down in 30 seconds
- they unhook in front of the killer while they don’t have Borrow
- they don’t do gens
- Concerning killers (red rank) :
- They don’t know how to « break » loops
- They don’t know what is map control
- They camp and tunnel, ez way to get a kill as they are terrible players (80% of killers behave like this in EU, it’s a real problem) - Even some #intothefog killers with hundreds of viewers are camping and tunneling, what a shame for the DbD community...
So what can we say about this, globally ?
- Red rank players are bad, they have no skill
- The matchmaking is terrible
- Developpers don’t know how to evaluate the skill of players (survivor & killer)
Also, throughout the years, developpers have brought many changes that remove all survivors options :
- flashlight saves are now so rare... sure having 10 flashlight saves in a game is too many but having 1 flashlight save every 10 games is clearly not enough
- pallet saves possible only if you are on the good side of the pallet
- for pallet saves they clearly increased the bodyblock surface of the killer to make it harder to pallet save (without telling)
- they added tons of unsafe loops (useless loop) and bloodlust is still here
- shack was a place where you could loop some times but it was not infinite, they added a door next to the first door to totally kill it
- Maps have tons of dead zone now
I understand that killers were frustrated with the previous state of the game, i agree that there were too many unfair features for them to enjoy playing the game but slowly removing all survivor’s game mechanics to survive is a terrible gameplay choice... I mean, where is the gameplay then ? Doing generators and unhooking ? There are so many situations where you have no option to be able to survive now...
And we can also talk about the perks that negate survivor gameplay mechanics :
- perk that makes you yell when a survivor is downed next to you (removes all flashlight saves, hook disable possibility etc…)
- perk that blocks the next pallet after a hit
- perk that blocks the windows
- perk that make it impossible to blind the killer
- perks that make you see the survivor through walls
etc… i mean, all those perks had sense when there were infinite loops and many pallets on maps with 100% of safe loops. Now that dead zones are everywhere, that there is no more infinite and that 50% of loops are unsafe why are those perks still here ?
A game design that ends up giving 0 option to one side in order to make it easier for the other side is a bad game design, plain and simple. It’s not a question of balance, you are removing elements of gameplay... "Oh crap, they can finish Mario ? Let's make them unable to jump then"... and yes we play games to enjoy the gameplay, not to feel like a moving character that can't do anything anymore.
So what is the result of this state of the game ?
Pretty much what everyone say on this forum :
Survivors are DCing a lot and suiciding a lot aswell. I would say there is a survivor having this kind of behavior in 30% to 50% of the games i have played this month (200+ games). It means that almost half the time survivors are so unhappy about what the game has to offer, they decide that being banned for some time is a better option than playing... Before soloQing, i was always playing in 3Q/SWF so i thought that DCing and suiciding was rare but omg was i wrong...
Anyway, i guess adding a ban system was easier than actually fix the game but it's not like this you will save DbD...
To put some numbers on my feedback, i have done some research. I have found a guy that studied the official stats and made a good document about them in 2018.
https://us.v-cdn.net/6030815/uploads/WP7C3SCXGLG3/19mvz6h.jpg
Kill rate was 65% when he had removed DC and suicides (it seems like developpers were giving more detailed stats 2 years ago, we wonder why they now only give partial stats, but i have my idea :)).
Death rate was 75%. At that time, survivors were already suiciding and DCing quite often (as shown with the difference between Death rate and Kill rate). But if the DC/Suicide rate is that high, it means there is a problem with the game ; that’s not natural to abort a game, this behavior is really rare in other games (Valorant, CS Go, R6S, LoL etc...) players will do it only if they feel the game is unfair and broken. The amount fo frustration to push someone to DC is huge...
Now let's look at end of 2020 stats :
https://us.v-cdn.net/6030815/uploads/31G4D9GI1HK6/image.png
We can see a death rate of 68%. So yes, it’s 7% less BUT red rank killers are terrible, way more than what we could see back in 2018. LIn 2018, it was ahrder for them to get to red ranks, so they were better killers.
To my mind, this is this difference in skill that explains the 7% difference, it's in no way due to balance changes developpers have brought to the game...
The game balance hasn't change since April 2018, guys, APRIL 2018. 2 YEARS AND A HALF, no drastic changes...
We arrived to a situation where top 10%/20% killers get a 3K+ 95% of the time without even trying. Many killer mains here have posted threads about how easy the game became for them, that there is no challenge anymore and so they don't play killer anymore as it's boring for them. Some well known streamers have stopped to play killer too while some survivor main streamers have completely stopped to play the game...
I'm wondering till when developpers will wait to actually fix this unbalance problem. They have to do seperate queues for SWF/3Q and SoloQ/2Q with different rules, there is no other way.
I have kept some other bad points for the end of my post. It needs to be fixed but it's not that urgent.
- The delays, you know that 0.5 second delay you have to do anything ? This boring delay as if DbD was a game developped 20 years ago...
- Pallet droping takes 1 second, during this time killer can still hits you and end up stun other side of the pallet
- After unhooking, you can’t heal for 1 second
- When trying to unhook, you have a 0.5sec delay before the action starts
- Wiggle bar @ 100% but killer is still able to hook you
- Dead Hard never working and being exhausted on the ground
- Hit validation server that doesn’t work at all (hitting through pallets, after window vaulting, while killer is 3 meters away etc…)
- Server hit validation is a joke :)
- Some killers have an OP kit with too much map control and loop denial power
I also know that there are many, many things terrible in this game for killer mains, but i haven’t play killer only for the past months so i don’t have the legitimity to speak about it. I don’t plan to play killer only anytime soon as honestly, playing soloQ survivor has been so frustrating for me, i don’t want to increase it to the point i throw my mouse in my screen to take them both and throw them from the window !
So killer mains (good ones) , feel free to list all the problems you encoutner while playing.
I hope developpers will read this and will decide to fix their game...
Thanks for the time you took to read me.
yikes, that was a ton of typing with no stats to go with your title. Just sounds like you want a looping simulator bot installed so that all the things you dislike will go away and the killer will be “fair”.
There was nothing actually “said” in all that typing. Could have simply done what so many others do in far less words: “nerf killers that do anything other than m1”. See how much shorter that was?
- Concerning the survivors (red rank) :
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the only thing I have confidence in these devs doing is making corn even more impossible to see through. As far as pallets, dead zones etc, dunno.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1845190#Comment_1845190
There's too many imbalances with swf to even go there when it comes to ranking. That's mostly because comms exist, but there's nothing the devs can really do about comms.
That’s why I said my post was only talking about solo q. Did you bother reading it?
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1845004#Comment_1845004
But then you have to start asking what makes a good killer and how to implement that into the ranking system so they can pip and bad killers don't. I think the devs attempted it with the current emblem system, they just failed dramatically. The same goes for survivor. What makes a good survivor? How do you implement that into a ranking system?
Adjust surv emblem system to favor Bold and lessen altruism. So many matches get thrown because survivors dive bomb hooks for easy points/pips. This imbalance also shows itself with how pathetic most of the survivor population is at running killers.
simply adjusting it so that altruism isn’t the go to point farmer will help cull a lot of the boosted survivors in red ranks.
(this entire comment is from the solo q POV, swf is an entirely different animal)
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@WishIcouldmain said:
As the title states.
no news no news just one prediction: more bugs that will then have to be fixed on a future mid chapter.
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Immersed survivors that never take aggro put a lot of pressure on the other 3 survivors to not get caught because they won’t share hook states.
mostly bad teammates
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Bhvr will make something akin the hags waterlogged shoe to replace it. Something completely useless that costs 6000bp.
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We are still waiting (it’s been 2 years +) on the promised console optimization. Don’t hold your breath on them doing anything to help blight/oni. They simply don’t care.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834972#Comment_1834972
That wouldn't explain what OP is seeing, and it's certainly not widespread enough to be actively hurting the killer population.
Previously, when a rank 1 and a rank 20 queued, they'd get matched with a rank 1 killer. That was a terrible system because the rank 20 almost always torpedoed the squad and had a bad time because they were substantially worse than the killer. So, now, if a rank 1 and a rank 20 queue, they'll probably get matched with a killer that's green rank. Short of MMR, this is pretty much the most balanced thing you can do. One of the survivors is on average going to be stronger than the killer, and one is on average going to be much weaker. Seems fair to me.
i bet you are one that enjoys getting in a swf with a smurf and griefing low rank killers, then coming on the forums and spouting “rank doesn’t matter”. In the same nonsense you say “That was a terrible system because the rank 20 almost always torpedoed the squad and had a bad time because they were substantially worse than the killer”.
see how you try to invalidate rank so your defense of smurfing is ok, but then directly after you readily admit rank does matter because the killer has skill.
please spout your nonsense somewhere else.
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Bhvr in their infinite wisdom thinks it’s a good idea to allow red rank survivors to be able to smurf with a brown in swf to grief low rank killers.
Its doing wonders for the killer population.
nice job bhvr
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@IndianaDadGuy said:
https://us.v-cdn.net/6030815/uploads/XDQCG1V7UPLW/image.png
I've always wondered.. I don't play killer much, but even as survivor when I was in early ranks, I'd get red rank killers when all of the survivors were brown/green. Do things get messy if there aren't enough of one or another online in the queue?
It doesn’t.
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@ineedsleep said:
I’ve been having very poop matches recently, and it’s been making me think that this game is slowly becoming survivor sided and the devs are essentially turning a blind eye on killers.
- Perks. Yes, there are killer perks that are very good, but most of them have counters. Hex:Ruin, Barbecue and Chili, Thrilling Tremors and NOED all have counters. Let’s have a look at survivor perks that can’t be countered: adrenaline, sprint burst, lithe and don’t get me started on object of obsession. The devs have turned a MASSIVE blind eye on object. People who say “Oh you’re just bad learn how to counter them” are the same people that bring unbreakable and decisive.
- Map design. A good majority of maps are heavily survivor sided, including Hawkins, Lery’s , Red Forest and Haddonfield. Most killers get countered by maps like these. I understamd the devs have been attempting to add balance to certain maps such as Macmillan and Autohaven but that isn’t making up for the pure amount of unbalance in other maps.
- Gen speeds. Do I even need to go over how quick gen speeds are? And with addons gens can get done in a matter of seconds if everyone is working on one. 45 seconds for 2 people. 2. That is a ridiculously quick time considering that’s cutting 35 seconds without that extra person. They need a nerf, or else they are trying to encourage people to start bringing ruin, but wouldn’t you know! Your totems get done within 30 seconds of the map starting. That leads me into my next point.
- Totem spawns. The amount of times I bring ruin undying and undying goes within 1 minute. 30 seconds later, and there goes ruin. Totems are way too obvious and need better spots other than just smacking them in the middle of the map where everyone can see it. At least make it so that survivors kind find totems until after the first minute of the match.
- The killers them self. Bhvr have added killers that have very weak map pressure or abilities that are useless, turning killers into a laughing stock. The devs release a killer then ignore them, leaving them to eventually become a meaningless killer with no good perks, or one good perk and two completely awful perks with no use at all. Compare that to survivors with actually all viable perks that can be used including Meg and even Fen Ming. Killers need some love!
So to all you killers, what do you think?
Survivor sided, no....... SWF sided, YES.
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@supersonic853 said:
I swear.... past 5 games with a freddy have been insta dc or suicide on hook. Did i miss something about freddy?
It’s having it’s intended effect: the devs look at kill rates and nerf. It’s dumb as hell.
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@Eleghost said:
Gonna say this, I did my cleanse 20 totem challenge last night in 4 matches. For whatever reason absolutely no one wants to touch totems anymore.
It’s easier for those same survivors to come here and whine about ruin/undying and just have the devs nerf it. Then it’s back to gen repair simulator.
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If you think this isn’t done on purpose (killer point of view on scratch marks) just equip Fixated and look how vibrant and continuous the scratches are. The devs distort and lessen the visibility from the killer POV.
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Play the game however you want. The devs force your hand by making these perks.
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@Pipefish said:
Wouldn't that just lead to more dcs though 🤔
Lol don’t try and reason with someone who uses a false reason to get rid of dc penalties so they themselves can dc without repercussions.
you are wasting your time lol
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Imagine the negative press bhvr would get when they released the teaser for their new Ted Bundy killer strangling a female survivor.
the disrespect that would show families of real violence is insane.
should never be allowed in any video game. It would be sensationalizing actual death.
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Play killer to help alleviate the issue maybe?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1829442#Comment_1829442
That is a valid gripe too, although not really related to what I'm giving feedback on. I'm giving feedback on how to keep people from suiciding on the hook. :)
To be completely fair, folks that want to leave a match (for whatever reason it is) don’t care about pips or bp. It would have to be some insane amount of bp to get someone that doesn’t want to play against the 8th strider spirit in a row to not suicide.
im not condoning suicide on hook, just stating the obvious.
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@Marigoria said:
I'd like to see all these killer mains playing against undying + ruin on a map like hawkins/midwich where it's incredible difficult to find totems, specially as a solo survivor. Doubt they'd be too happy about being told "Just do totems 4 head"
My main surv build includes inner/detectives, not very hard.
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Just wait til you have all the perks unlocked and you spend 15,000,000 bp to finally get BBQ tier 1. The entire blood web system is a bloated mess. It is very unfriendly to new players especially.
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@DariusB92 said:
matchmaking is still bs as ever. Only getting matched with teams is bs. And its extremely obvious that they are in a team and using comms to coordinate.
Now they have found a new way to glitch the system. They are using new rank(probably new accounts) to team up with their low rank buddies and get matched with killers of their low ranks. Example: a rank 18/19 should never be ranked with rank 4-10. But now with just one rank 18 in their group, they get ranked with a rank 18 killer. Then they use their unlocked and tier 3 perks to bully new killers. Rank 18 feng (prestige shirt) with DH purple , SC purple, lithe purple and prove thyself purple. Its completely absurd to say they were taking a break for a couple of months and their rank dropped when i see them in my lobbies pretty often since im an avid player of both roles.Yea thats totally believable. .
This has happened to me several times lately and I have noticed there's always at least 1 rank similar to my rank(brown) and the rest.of them are red, green and purple. This is abusing a system glitch and needs to be dealt with. My stake in this game is becoming less and less with this BS, id rather enjoy and spend my money on a different game
.Like seriously, you suck at going against killers your rank so now this is the level you're stooping to? Its pretty pathetic.
Devs- you need to be aware and handle this. It's should be against rules since its literally manipulating your precious system so they can get matched with very new killers and make a killing.
Im probably just gonna report every player who I see abusing this because its sheer BS.
The devs are fully aware of the smurfing that goes on, they simply don’t give a $#!¥. The matchmaking use to go to the highest survivor in a swf group. Unfortunately because these incompetent devs can’t program a sundial to work properly, MMR is a pipe dream to them.
side note: the above problem combined with the devs hard heads around the grind for new players will only have this problem get worse.
devs you only need to look in the mirror to figure out the issue with killer retention of new players. Keep on disregarding the worst matchmaking of any pvp game ever made.
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@SirAlan said:
please catch up to us in terms of skill and game knowledge.
-urban exasion is a rubbish perk. hiding gives 0 value to your team. You don't get bloodpoints for it so go figure. Thats why you have 5K at the end of a 20 minute game.
-When you get hit by a killer. Sprinting towards a hooked survivor for a YOLO isnt smart play.
-you could probably help save someone instead of insta running out the gate?
KILLERS
using broken ultra rare add ons doesnt make you a good killer, it just makes for a boring quick game on both sides.
pigs- do you really need to tunnel trapped surviivors?
wraiths - you know we can see you standing in the corner by hook?
bubba's/trappers - there's more to life than basement builds.
you guys are the worst for tunnel/camping. please learn some eticate.
Help us make the game more enjoyable so we dont have to turn off cross-play all the time.
Killer main here..... despite what you seem to think or more likely regurgitate from your favorite streamer..... there are potatos aplenty on all platforms.
i personally feel the solo console is slightly behind pc, but the swf console is ahead of pc.
either way, you really show your ignorance by trying to generalize 3/4 of the entire dbd community.
you are probably one of those pc potatoes that likes to run around with a flashlight that never gets saves and never does gens then wants to blame everyone else cause you suck.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1822486#Comment_1822486
Pretty sure it was one time. People complain because it is still a big issue since the nerf wasn't enough. It wasn't even really a nerf, more of a change.
The “nerf” wasn’t a nerf. It was made better by removing the struggle requirement for non-obsession survivors. The killer at least had some counter play to the previous iteration of decisive by dribbling non-obsessions.
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@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1818855#Comment_1818855
Kinda like when y'all carefully thought about lockers and the Twins power.
Or when they carefully thought out HOARDER, the worst killer perk in the game.
It only helps the survivors Lol. At least monstrous shrine has some bit of value to the killer.
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Smurfing and then telling a new killer how to play. Very nice.
/s
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I wish they would stop reworking the maps. They all look the same now and I find them mediocre at best. Much of the charm of the old maps was lost with these updates.
Btw, the grass STILL looks terrible. If you insist on making every map look the same, try to figure out how to make the grass look less cartoonish.
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All anyone has to do is look at the joke that is called “hoarder” to understand these devs mindset.
“Hey guys, what do you think about a killer perk that helps only the survivors?”
”sounds good. Green light it, and while your at it nerf mori but leave keys alone. We just made a bunch of Christmas onesies we need to sell”
this is the mindset of these devs. I could care less about mori or keys. It is just laughable the logic they use when doing things.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1809110#Comment_1809110
There was not enough time left before release to implement this. If we want to shove this work in now, other features have to be bumped. We have to decide which features are most important to implement. I'm sorry if you think that's lazy, but it's just how software development works.
That would be a good reason to have a system where you could test out new perks, killers, ideas before they are released live. Oh wait......
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@Almo said:
Appraisal's loss of the changing of rarity on items found was a technical issue. The loot tables are buried deeply in a bunch of systems, and adding a new loot table below the current lowest caused problems elsewhere.
Whether this feature will return is under discussion, and is affected by the amount of work necessary to adjust the loot system to support it. We've seen the feedback and consider it "high on the community wish list".
Because if the “amount of work necessary” is slightly inconvenient, it’s far better to have a worthless perk that helps the survivors (hoarder).
bhvr motto: If something is worth doing, it’s worth doing as shoddy as possible with very minimal effort. (Aside from skins of course)
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@derppug said:
I honestly feel like this game is geared towards young people who have buttloads of free time on their hands and completely neglects the rest of the community with the grind. I was unable to finish the last rift and this one looks like it is going to end the same way. I'm currently level 36, despite playing DBD in all my free time. I'm slowly losing hope ya'll lmao and subtly hating the developers for their overhanging theme of "the grind needs to be unbearably long"
Wrong..... it’s geared towards having people PURCHASE the completion. Nothing more, nothing less
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@SharkPiledriver said:
https://forum.deadbydaylight.com/en/discussion/comment/1808224#Comment_1808224
https://forum.deadbydaylight.com/en/discussion/comment/1808279#Comment_1808279
Thank God I'm not the only one like this. I was starting to think I was losing my mind. Do either of you remember the big deal people were making because Cuphead was "too hard"? People were saying content shouldn't be locked behind difficulty and other nonsensical things like that. I was so bewildered because I found games like Super Mario Bros.: The Lost Levels to be fun and engaging, that was a normal gaming experience for me.
Gibblywibblywoo is completely on the money. The rise of MOBAs for instance is directly because of this. All of the modern MOBAs have (at least tried to) fix their games so that one person on a team can only have so much influence. Even in something like Overwatch, theres no kill counter.
The younger generations have made gaming communities wack.
Let this current generation go and try to beat the original ninja gaiden on NES. I broke more then one controller when I was young playing that game. It made me appreciate beating it all the more.
too many participation trophies these days to ever commit to anything that presents a challenge
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I play quite a bit of nurse on PS4. Like the above poster mentioned, the frames just aren’t good enough when doing very fast turns. That being said, I would suggest putting sensitivity to max as it really helps turn speed, and also shadowborn helps a lot. The max sensitivity takes getting use to, but it’s damn near needed.
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Look, if a killer wants someone out of the game it just takes longer now.
if you see a key in lobby you can still just tunnel them into the ground.
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I’m as critical as they come as evidenced by my current incarceration for calling this chapter crap, but this video is super pointless and will only serve to get this thread closed.
it added nothing to the discussion