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ObservantOfTime

ObservantOfTime

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ObservantOfTime
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  • @crystalkitti said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853278#Comment_2853278

    Definitely a bug... I'm happy I didn't report the person I saw it happen to/by, oof. But, considering you didn't realize, it's probably fine! :)

    Yeah I'm sure the people I've reported are fine, considering the report system's efficacy after all... What a nasty bug though.

  • So this is a bug? I swear I was getting Decisive Strike'd by survivors who didn't even have the perk equipped. Thought they were all cheaters and reported accordingly. Whoops. If this was a bug, it's an obnoxious one for sure.

  • @GoodBoyKaru said:

    Yes, it does. Everything needs to be recoded from the ground up and a lot of rebalancing needs to be done.

    At this point, might as well start from scratch and make a DBD 2. I don't see them repairing the spaghetti code that is current DBD in any meaningful way that doesn't completely break the game.

  • I was taking a break to get some Elden Ring done, until Nurse got re-enabled. Not sure I want to come back now, lul.

  • Let's also give wraith, T1 Myers, and a shrouded Ghostface a lullaby, at least we'd have some consistency when it comes to stealth killers. Still don't know what the bloody point is. It virtually negates the "stealth" factor, the moment you hear it you know the killer is in the area.

  • @Erd69 said:

    Why do you do it? Why do you add skins for licensed characters that aren't even in the movie? Look at what you did to ghostface, he has literal ice outfit and am I expected to get excited when I see him? It's dumb. Nemesis with his blighted outfit, why? You ruined his look from RE3. He should've gotten a skin from the older games but not a blighted one. I just really hope Michael Myers doesn't get a blighted skin because I thought dbd was a game where we have these horror icons but you're changing their appearance? Oh I'm going against sadako? Hell yeah, oh wait, what is that new skin she has? THAT'S NOT EVEN SADAKO. All I hope is for people to not buy these outfits because they completely change the characters look and makes a licensed character less worthy. I mean, would you have bought nemesis if his blighted skin was his default?

    You sound like you could benefit from playing Civilzation V for a while...

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839878#Comment_2839878

    Hope is 7% and I'm entirely convinced it doesn't exist.

    "Hope" requires one to reach end-game, so many people just don't run it, because without 3-4 anti-tunneling / second-chance perks, they'll never get there in the first place. If survivors consistently were able to make it to end-game, I bet you'd see it more, since it entirely negates the speed-buff from NoEd.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840425#Comment_2840425

    It doesn't say difficulty "hard" for no reason. I don't think she's bad at all, just requires alot of game knowledge to play effectively.

    She seems pretty strong with her add-ons. With the right ones she is basically an M1 killer without a red stain half the time in chase, which is really annoying at a ton of loops where you can't see her over.

    Her perks seemed really good for her too. Call of brine deleting gens while you teleport across the map into new chases and floods of rage providing tons of jump scares.

    Sure, her perks are great. The only reason I bought her tbh. I'm not sure how much game knowledge helps when survivors just pre-drop every pallet and keep holding forward though. Sure, maybe there's a random, convenient TV to teleport to, if I get lucky. I'm also not sure what these good add-ons are you're referring to, maybe I'm just not seeing the potential. TV's turning on 6 seconds faster? Great, only 94 instead of 100 seconds! Blindness status? Please. The Ring Drawing has potential, but requires survivors to heal each other, something happening less frequently now that survivors have infinite AOE medkits. What are these add-ons that make her strong?

    To me, she plays like Pig without ambush and RBT's. Pig can crouch to stealth, but doesn't require a manifestation period afterwards. Sure, she's not invisible, so I guess it's not entirely similar.

  • I agree. One of the reasons I started playing killer was the pitiful bloodpoints awarded post-trial. A killer can almost always secure 4 stacks of BBQ, while doing the same thing with WGLF is likely to get me killed even sooner. It blows to sit through a 10 minute queue, have a 15 minute match where I barely escape, and then get stuck with 17k bloodpoints. Woohoo! Meanwhile as a killer I get to hook everyone once, let them all escape, and still make it out with ~60k bloodpoints, not to mention the faster queue times.

    And then there's the occasion where I sit in a 10 minute survivor queue, get a match, then get tunneled out of the game with less than 3k points. Truly, why even bother? The gap needs to be closed, a better perk for bonus bloodpoints needs to be come up with for survivors, and I'd like to see an exponential multiplier applied to post-trial bloodpoint gain for every minute that I sit in the survivor queue. Pretty easy.

  • The "fun" I'm experiencing right now is a novelty, survivors letting themselves get stacked up with Condemned just to see the mori in game, when facing people who actually play serious it's like I'm playing freddy without snares / pallets / dreamworld. In other words, a basic M1 killer with little to help in chase. I started running some Enduring / Spirit Fury, basically DH for killers, and it's made it somewhat more bearable, though I think I'm just going to go back to killers that can actually compete in the current meta.

  • I did play her for more than a day, spent a good 3 days, probably 20 hours in total, checking her out every which way on the PTB in KYF matches and some public lobbies. My first impression was "weak", and that hasn't changed much since. After seeing what changes were made post-PTB feedback, I realize that the developers don't really understand why this killer's kit is a joke. Imagine you took wraith and freddy, had them have a baby, but instead of inheriting the desirable traits from each partner, it turns out to be a disappointing child. Condemned may as well not exist, and is only going to catch people off guard the first one or two times survivors face her for the first time. The mechanic does little to add pressure or a meaningful side-objective, is easily ignored, and survivors can still disable a significant portion of the killers power for little to no reprecussions. Then, there's the add-ons, don't even get me started on those. They're almost, if not worse, than what Nemesis got.

    Until something radical changes, I'll put her firmly into the bottom third of killers, as far as strength goes. Even the one thing she had going for her, undetectable status on demand, got nipped in the bud by the now ever-present lullaby.

  • It's like blight when he had his bugged POV. It makes playing in any map that has knee-high bushes kind of a nightmare. I fell like I'm playing old blight again, except I'm powerless to stop much from happening.

  • Wonderful how all of these "features" nobody asked for silently make it into updates. I certainly did not see this on the PTB. Overall, I'd say a very good job 🤦‍♂️

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832486#Comment_2832486

    Kinda funny how ppl find arguments like this but then say alchemists ring is absolutely busted and has no counterplay. Not implaying anything that you said something like this but yes I agree, my point here is that in THAT particular scenario it is too strong just like alchemists ring is, both deserve a nerf.

    Blight has some of the best add-ons in the game, as far as killer powers go. I could make arguments for nerfing almost every single one of his add-ons, but why? The game will never be in a balanced state. Survivors having styptic agents is perfectly alright, they're a single-use item, which is vastly different from how killer add-ons work. Survivors don't know what the match is going to be like ahead of time, so bringing a one-off item like a styptic could prove a monumental waste. I personally would like to see more of it, not going to lie. It's refreshing to see good survivor gameplay when someone takes a hit, applies a styptic, and then another one to body-block a hook effectively, I love to see those kinds of plays as a killer. It's vastly more entertaining (and challenging) than rolling over 4 potatoes with little effort.

    I generally don't understand how people let their emotions rise because they got outplayed, killers and survivors alike. Good sportsmanship includes acknowledging your opponents skill, and taking the L gracefully. I see very little of this in DBD as of late. I also don't subscribe to the argument that "It takes no skill to press M2". Sure, anyone can apply a styptic, but to make the styptic count for something, yeah, good luck. Sure it can be used to prolong a chase slightly, however I don't think that's the best way of using them. There's nothing more clutch than being injured during the EGC, and making it past a killer because I still had a styptic, or saving someone from deathhook with a well-timed bodyblock.

  • There's a challenge going on which requires me to stay in the game while others escape. That's pretty much it. Gate is the safest place to wait for others to leave.

  • "The Thing"? I'm out of the loop on this one, there's a ton of things, which one?

  • Survivors can have nice things too, you know? Considering how many killers either have powers or add-ons that expose you, a counter to that in the form of a styptic seems fair, even if it's still extremely situational and not always practical for use.

  • I can tell when I'm going against people below or above my MMR, but that still leaves me with no clue of my own MMR score. I can only make relational inferences which tell me exactly zilch about my own number. That being said, cheaters once again have the upper hand, since they can actually see their MMR, exactly. I've seen screenshots of hacks that not only tell the survivor exactly what killer / player they're up against, but also their and everyone else's MMR in that lobby. Sure would be nice if we could get any indication of what our MMR score is doing. A simple up / down arrow would suffice, because it's incredibly hard to deduce whether any given match resulted in a raising or lowering of MMR. It's the complete lack of any discernible feedback of a number that goes into some black box and affects my matches that is utterly frustrating.

  • The problem is, that once I've hooked someone, and can't find any other survivor, I might as well walk back to the hook when the unhook happens. If I find the injured person I purposely ignore them and look for the person who unhooked, if I can't find them then the first person I tend to run into after is the injured unhooked person again. Am I just supposed to let them do whatever? There's always a weakest link on the team, and unless the team takes measures to protect that person (either by taking the killer away from the unhooked person, purposely distracting, etc.) then that weak link is the first person out of the match, without any ill intent whatsoever.

    Sometimes I get solid teams who understand how to properly manage hook states, people who have been hooked or are on death-hook stay out of sight, trade hooks when needed, etc. But that's not how my normal solo queue games go. The first person I run into is usually the first person that also dies, without any purposeful camping or tunneling. If you're dead on hook, maybe don't repair the gen in the middle of the map, or unhook when injured.

    Every team has a weak link, and unless the team is proactive about it, that person is going to be out of the game so fast.

  • @Steel_Eyed said:

    None of the killers have iridescent powers either ;)

    It really should tie to the add ons anyways.

    But then how do we fill the bloodweb with redundant crap? Why do we need 5 different toolboxes, when 1 or 2 would be enough, for example? A regular toolbox with repair speed + and sabo -, and one repair speed - and sabo + would be all that's really needed, the rest can be done through add-ons like you say.

    Let there be one of each item type, and buff the add-ons accordingly. Maybe that will make all those gloves, instructions, grip wrenches, rubber gloves, etc. useful and won't feel like picking up a filler item in the bloodweb.

  • @Steel_Eyed said:

    When you report ingame it flags that player’s DBD ID by tracing through your DBD ID. Then when you supply a support ticket, provide your DBD ID, and a video; they can attach it to the offender and ban.

    Guys, I’ve completed four support tickets in the last month. Three of them were banned in a day. The fourth a little longer.

    The ‘report does nothing’ diatribe is propaganda.

    I'm trying to explain this to the original poster, but for some reason there seems to be some sort of misunderstanding. I've also reported plenty of people on EGS without having their player ID, and it worked.

  • The idea is tagging the match by reporting the offending player via in-game report, and then submit a clip or something that shows the cheating. Put "Epic Games" or whatever in the player ID, and then send the clip via support ticket. It's really not that hard, I've done this on a number of occasions. Support can figure out who got reported in-game, and together with the clip, they will identify the correct player.

    How else are you going to report someone playing on a different platform?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828469#Comment_2828469

    You need some form of identification/ID from them to report

    There's no 'Offender ID' I can provide. Their usernames are typically just a bunch of boxes. This is the problem.

    With normal reports you use SteamID but there's no such thing for Epic/Windows store

    You can provide your own Steam ID, that way they can find the match that got flagged and find the person who got reported.

  • In-game report along with video evidence submitted to BHVR's support ticket system, which you can find in the in-game info screen.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828099#Comment_2828099

    My main survivor build is a stealth build, and I do just fine. Urban Evasion, Iron Will, Distortion, Spine Chill. I can't loop for #########, but I survive 80% of my games when I run that build. As a killer main, I would hate to see more survivors running those sorts of combos... I spend more time crouching around gens/walls/whatever than I do looping.

    I don't know what the game was like before I started playing a year and a half ago, but stealth is still a viable strategy.

    Yeah, from what I understand, "genrushing" doesn't have the same meaning that it had before toolboxes were nerfed. Moris are only useful for dailies and as counter to flashlights.

    https://forum.deadbydaylight.com/en/discussion/comment/2827988#Comment_2827988

    A lot of these are good points. It's not a forgiving game for new players. You're either going to die a lot or 0k a lot. It took months of regular play before I even felt comfortable.

    The grind is bad, but there is a halfway good reason for it, and that's cheaters. It's a good thing that people who get permabanned for using hacks can't just buy another account and immediately be back to where they were, which frustrates cheating more than any number of technical measures that the devs do (or don't) put in place. That's the reason you can't buy bloodpoints, and it's a strong argument for leaving the grind where it is.

    https://forum.deadbydaylight.com/en/discussion/comment/2827994#Comment_2827994

    That is true.

    https://forum.deadbydaylight.com/en/discussion/comment/2827998#Comment_2827998

    I don't know if Dead Dawg is killer-sided, but I don't know if it's survivor-sided, either. It seems like a pretty balanced map.

    Midwich and Lery's are killer-sided, and I would argue that Gideon's is still somewhat killer-sided even after the changes, on the basis of the fact that I win most of my games on that map as killer and lose most of them as survivor.

    >The grind is bad, but there is a halfway good reason for it, and that's cheaters. It's a good thing that people who get permabanned for using hacks can't just buy another account and immediately be back to where they were

    I just want to point out that that's not the case. Cheaters can buy a fresh account, and using their cheats unlock every perk, item, add-on, cosmetic, etc. on a fresh account. This is most certainly not the reason to not have a catch-up mechanic in place. Cheaters have the advantage, because they don't need to grind in order to have access to everything.

  • The locomotion change only changed animations, character movement and handling stayed exactly the same. Yet some people swore it made the characters handle differently. It didn't, and it was purely visual.

    Some of those changes remained, all one has to do is look at a clip from 2019 or 2020, and notice how janky the movements of the survivors are. I think the reason people didn't get on board with it was that it introduced a whole new slew of bugs and issues along with it.

  • You can ban cheaters, and it will deter some of them. A determined cheater however will always find ways around the bans. I know of one infamous cheater playing in my region who regularly stream-snipes big streamers, has been banned dozens of times, and is still going strong. All a ban amounts to is another $15 for a new account, plus whatever monthly $ he has to pay for his cheats.

    The game needs some form of automatic ban system, similar to fairplay. For example, there are known values for movement speed, and any player who moves faster than what the game allows gets flagged and temp-banned until the matter has been reviewed by a person. Same goes for perks, it's impossible to bring more than 4 perks into a trial, same for add-ons. Someone with 9 perks and 17 add-ons should automatically trigger a flag and put a temp-ban on the account. I think this is the only way to deal with cheaters in a timely and sensible manner. Of course, this requires implementation of new systems, and more staff to review these flags on a case-by-case basis.

  • I get a little sad, because not every Bubba is wearing Mother's finest dinner dress. As long as Bubba wears that skin and face, I do not care about my fate, because even getting face-camped by the handsome son of a gun is a romantic experience.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827959#Comment_2827959

    To me it sounds like he's yelling all lowercase in a fancy font like times new roman or something

    If that makes sense, which of course I don't expect it to.

    It makes perfect sense.

  • The "golden age" was before blight's time IMHO. The game has a serious problem retaining new players. For a game that's been going over 5 years, there' still no catch-up mechanic for new players to get on a level playing ground with those that have thousands of hours, every perk on every character and god knows how many items.

    I don't even recommend this game to my friends anymore. Last time I did was 6 months ago, and my pal quit after 2 hours in. He's an awesome gamer, after grasping what's required to get the builds he wants and the way of getting there he uninstalled and I refunded him. We did play SWF, but there's only so much a Dwight with a single yellow useless perk can do during a match. Which is a shame, because he grasped the concepts pretty fast, it's just that he doesn't want to walk the trail of tears to get the perks he needs. In his words, "######### no".

    To be fair, who wants to sit down and grind and grind and grind, all the while not even getting worthwhile rewards for the time invested, in matches that just suck the fun out of you? I don't mind the grind, as long as it's enjoyable, and that's a loaded qualifier. It's several orders of magnitude more enjoyable to me, who has everything, than to someone who's starting out with nothing. And unless there's a way to close that gap between old and new players somehow, I don't see much fresh blood sticking with the game. If you do, I salute you. Maybe I'm just jaded from all the time I've sunk into this game. Teachables need to go, buying a DLC needs to make those perks available immediately. You still have to find them in the bloodweb, but you no longer have to dump precious points into killers / survivors you're never going to play just for perks when you could really use those points to level a character you care about.

    Here's another idea: A gamemode just like KYF, but with matches against randoms. A place for people to try out new killers / perks they don't have unlocked yet, can play outside of a ranked mode, and still earn some BP in the process. That would immediately improve the new player experience, because new players can try out whatever they want without worrying about miserly BP allocation, and get access to the content they paid for.

  • His roar sounds like he's gargling on a pair of testicles, at least to me.

  • Disable SBMM / MMR / Whatever for a week and see how it goes. Just match the first available people together, regardless of the magical invisible number. I'm almost certain we won't see a difference, since the current system isn't working properly either, especially during longer queue times.

  • I'd like to see player level and devotion on the end-game screen instead of pretty meaningless grades, at least that gives me an estimate of how many hours a player has sunk into the game, regardless of platform. It's a much better indicator of overall player competency than grades.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827021#Comment_2827021

    I think you don't need to worry about it as it's not working.

    It is and it isn't working. The psychological effect of it sure works alright, while the actual technical aspect does nothing. People assume they have some imaginary ladder to climb, they're going to play in a certain way. If the SBMM system actually worked, you would thing that it would group those players together, instead it doesn't. Since people assume there's now a working competitive element in the game, they try and optimize the way they play the game to yield more kills at any cost. Developers went on record and confirmed that only kills and escapes matter, which further compounded the problem.

    I don't think there's one competitive asymmetrical game out there. Even just regular competitions in this game are next to impossible to conduct fairly, because two teams facing each other will likely not be playing on the exact same iteration of the map, despite selecting the same. Until some obvious flaws like this get addressed, I'll maintain that DBD is not a competitive game, and isn't suited to be one either. The "custom game" function is so bare-bones, the mobile version of DBD puts it to shame. "Perks: Any, None", "Offerings: Any, None", "Items: Any, None", like those are the options people have to work with to set up custom games.

  • I maintain that DBD was never intended to be a competitive game, so trying to force SBMM into it is a disaster in the making.

  • I bring NoED for my endgame builds. No gen slowdown, just PWYF, No Way Out, Bloodwarden and NoED. I still need to hook everyone at least once to get value out of no way out though, so there's that. Half the time I don't even get to endgame, meaning 3 / 4 perks did likely nothing.

  • ⚠ Trade offer ⚠: We remove DH from the game, you get No Mither basekit.

    ☑ Accept

  • @Thusly_Boned said:

    I think many people say they are going to leave for attention, and there is always going to be turnover amongst the player base of a long running game, but the numbers do back up that a lot of people are bailing.

    Why? IMO:

    SBMM sucks out loud

    Complacent/dismissive/condescending messaging from BHVR on issues of concern to the community

    Long running game design issues going unaddressed

    The interminable GRIND

    Stale core mechanics

    Also a lot high highly anticipated games coming out, pulling players away

    Since September 2021, the playercount has been nosediving. What changed that month? Oh right, SBMM was introduced. Correlation is not necessarily causation, but it does make me wonder.

  • I don't know what you're on about, because I have zero issues hitting the unhooking survivor at any point during the animation. Works on my machine 🤷‍♀️

  • @habmaniac88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826591#Comment_2826591

    This, 100 percent this. I suck at killer. I get looped easily, I only get kills when people get sloppy or they have less experience. At this point I know my role is to give the best damn game I can give. So I do the best I can to entertain the hell out of the survivors and I enjoy that. I don't give a damn about 4K versus 1K, only whether I had fun doing it. I will never stand in front of hook as I cannot imagine a less entertaining way to play.

    That's the spirit. Play the game in a way that's fun for you, and detach yourself from how the game tells you you did. I find that just by going into a trial with a different attitude I can still have a good time while getting juiced by good survivors. I really enjoy going against good players who know how to loop instead of holding shift + W, and if it costs me the game then so be it. I get better at playing the game that way too.

  • They're called challenges for a reason, in case this wasn't obvious. Play the game as you normally would, and be the last person out the gate. Considering how simple this is in theory, I'm surprised it's on the same page as As Hilbilly, hit 7 survivors with your chainsaw in a single trial.

  • I hard disagree. I play a bunch of Rin, even more since Sally got disabled, and she does absolutely not need to be 4.6. My chases from healthy to dying last anywhere between 30 - 45 seconds tops. After the injure it's less than 10 seconds to a down. If you struggle playing 4.4 killers I suggest going back to basics and looking at how to improve your chase game, no offense. 4.6 Spirit would be bonkers.

  • This is a bait post and anyone who responds to it (including me) took the bait.

  • You know, players can just not give a hoot about whatever the SBMM system is trying to do, and play the game the way they like to. When I play killer, I don't give a damn about hooks / kills / escapes / whatever, as long as I have fun playing the game, and it's liberating to not care about whatever artificial win conditions the game is trying to dictate. I simply make my own, and a win to me is any game where I had fun chasing survivors around and smacking them. They can all escape, I still fell like I played my role well and had fun.

    The same goes for playing survivors. Obviously "survivor" implies that I need to survive, so that's the challenge. Every minute into a match where I'm not dead is a good one, and I do what I can to advance my teams objectives to the best of my abilities. If I get clapped 30 seconds and face-camped into a match, at least I'm buying my team some time. Surviving is the challenge, and it's obviously not going to be possible every single match. I've long stopped seething about these things, I just die and go to the next match. I've got challenges from the tome to attempt, and most of those don't require me to survive the trial, so I'm still working on something, even if die, which statistically speaking, is going to happen more than 50% of my matches. If I play survivor a lot, then dying is just part of the experience.

    Both survivors and killers play a role, and the sooner both parties stop caring about the rules of an invisible, broken "skill" based matchmaking system, the sooner both sides get to play the game in a more relaxed and enjoyable manner. I'm doing my part, and for the most part it's working for me.

    Things that are upsetting and need addressing is the new player experience, which is currently atrocious. Some type of catch-up mechanic is desperately needed to get new players equipped with the perks they need, in order to stand a chance in the current meta and the matches the SBMM system tosses them into. The fact that a Dwight with a single yellow perk and 4 hours on record finds himself in a lobby of players with full meta-loadouts and thousands of hours between them speaks to a much larger issue IMHO. And it doesn't look like it's getting better, what's the plan to close the gap between new players and those who are veterans? Does BHVR have any idea what the new player experience is like? Probably not.

  • I sometimes smack certain characters immediately after hooking them once, just so that I don't have to hear their hentai-like scream through my headphones. Just a quick slap immediately after hooking, nothing personal. I just don't want Michaela's scream to pierce my eardrums.

    How do I deal with a killer hitting me on hook repeatedly? I rejoice in the fact that he's wasting precious time while my teammates are on gens. He can stand there all game and hit me, it's only painful if my teammates aren't doing objectives.

  • I don't like the map. The gen spread is atrocious because the map is longer than it is wide, meaning the gens stretch far but not wide. That alone makes patrolling generators a pain, especially as a 110 killer. From a survivor POV, the map is too damn bright, has too many weird sticks and bumps that both survivors and killers get stuck on, the main building is pretty busted. The top floor needs a way of dropping down over the fence.

  • I don't care about the current day numbers, all I care about is the trend. Currently, we're in (almost) our 5th consecutive month of decline. This has not happened since the beginning of the steam charts.

    Another troubling issue is the gain of 13k players and the immediate loss of 11k players the month after. This speaks to a very poor player retention, and I could ramble on for hours how this game is absolutely the least attractive game any prospective new player could pick up and start playing in its current state.

    DBD grew nicely from April to July, then come september 2021, SBMM was announced and implemented. And it's all downhill from there. I know correlation does not necessarily point towards causation, though it makes me wonder what could lead to 13k players disappearing since September 2021.

    To get the full picture, I'd like to see metrics from other platforms like PS and Xbox as well as EGS, but I don't think those platforms publish their playerstats.

  • 99'ing doors gives the killer an extra chance to catch you, so I'm all for survivors doing this, especially when everyone is injured! Solid strat, keep it up guys!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824806#Comment_2824806

    I'm in favor of essentially killing the grind entirely. I'm not grinding because it's fun to grind. I'm playing in spite of the grind and I'm more annoyed by it with every chapter. And there's no way I'd pick the game up now as a new player. Absolutely not.

    It's a really dumb problem they've created with short term money grabs over the years instead of investing in the infrastructure of the game. It's normal for vets to get bored and move on to other games. But there's no catch up mechanic when a player returns. You simply have a ridiculous grind when you play, and if you quit, you have a ridiculous grind when you come back. No other game is like that. Not even MMOs.

    Normally a game would want to bring in a consistent new player population to sustain the normal loss of vet players. But the new player experience in this game is a complete joke. You couldn't make up a worse one. You're pretty much guaranteed to face multi thousand hour players within your first week of playing. You have literally thousands of hours worth of grind.

    I imagine new player retention is getting worse over time because we're in year 6 and the new player experience and grind haven't been addressed in meaningful ways.

    I strongly agree with your sentiment about a catch-up mechanic. Most long-running multiplayer or mobile games have those to get players up to a level where they can actually compete with current content, but DBD? Here's your Lvl. 1 Dwight, and you get to equip Tier 1 Leader, best of luck! It's almost schizophrenic to recommend players to buy the game, and then collect BP codes for like a year before they intent on playing the game. If I had to start playing now, from the start, I'd probably uninstall in less than 2 hours and see if I can get a refund. There's something incredibly frustrating about seeing your opponents and teammates with loadouts that are several hundreds, maybe a thousand, of hours away from you, and knowing there is nothing I can do but grin and bear it. And that sort of thing really turns people off from a game.

    I'm not against grinding at all. I enjoy progressing and getting better stuff. But at least I want to have fun and a good time while I'm grinding, and that is something current DBD fails at, miserably. Access to all the perks for unlocked DLC's should be the minimum acceptable solution to level the playing field for new players, the BP grind can stay for items / add-ons / offerings / cosmetics, the things you consume when playing a game or have no influence on gameplay. One could consider perks a necessity for the game after reaching a certain threshold, without which the game is in an even more unbalanced state. To take those perks and lock them behind god knows how many hours of dread and misery is the definition of sadism on BHVR's part, and I salute all the new players who start out and stick with it. I don't have the guts for that.

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