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Rydog

Rydog

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  • @Ghostwithaface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309326#Comment_1309326

    Which is why reducing the grind or simply being able to have say a higher chance than normal to get one perk you want per blood web, would help alot. If you want to go for a certain build, without hoping rng is on your side and doesn't screw you over, just so you could maybe get pop. Since the rng can be rather bad at times. Prestige 3 ghostface, been ten plus blood webs since i last seen a chewed pen.

    Which there have been alot of good ideas of how to reduce the grind or make it less rng. Some ideas in this thread, of every survivor/killer has level one of the perk you unlock as a teachable. Which i forgot who brought that idea up but i like it alot. It would allow someone to use the build they like, when say they prestige a character while also cutting down the grind by one/third in general.

    Yeah, I wish there were some just straight-up freebies. I know there are a lot of "How about EARNING YOUR FUN" gatekeepers who like to shut these ideas down, but this is a video game and there should not be a bunch of easily avoidable roadblocks to some basic enjoyment.

    It would make a world of difference if, after I introduce a friend to the game, and they play a couple of matches and go OMG HOW DO YOU SUCCEED THIS SEEMS IMPOSSIBLE AND FRUSTRATING, I can go "OK, so there's a bunch of stuff you can play to unlock to improve your chances BUTTTTTTTTTTT right this minute as a newbie you should go into your inventory and look through these 50 perks you have right now, and equip Bond, Kindred, Sprint Burst, and Alert, and these will help you see what's going on and get some immediate understanding of the game dynamic, it should be enough to help you out in the beginning."

    (Also, those are just some newbie-friendly "see what's going on" perks that I threw in off the top of my head, not trying to turn this into a perk choice discussion lol)

  • @eXoDuSs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309309#Comment_1309309

    About the moris i don't think that you ''take 1 hook off of everyone in their current stage''. Most killers that have mori hook someone, patrol near the hook so someone comes to save the person on hook and after that you get moried without the chance of using decisive strike because they don t pink you up which is unfair so you practicly get hooked once and then downed.

    Moris erase a life, that's the outcome in terms of game mechanics. And yeah, killers play around that aggressively, which includes camping/tunneling. Being able to dodge DS and similar perks is just the rotten cherry on top.

  • That's what I was responding to. I mean, never say never, re: other platforms. But they probably just stick with Steam because they can control the whole ecosystem that way, and it's certainly not cost-effective for them to fuss with console partners over a limited beta for live service patches.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309240#Comment_1309240

    So, it's ironic that I participated in this thread earlier today. My 20-year-old daughter and her BF stopped by this evening and were talking about the Silent Hill DLC since they both love that game series.

    They asked me about DbD.

    I fired-up Steam, logged in, and showed them the perks, bloodweb, teachables, et cetera. I had many bloodpoints banked, so started doing some bloodwebs and explaining all the details: such as how teachables work, the RNG involved for getting perks in the web, and so forth.

    They decided to no longer worry about DbD. I asked them if they wanted to see some game play, but after learning about the grind-system, they didn't care to see anymore. 😂

    (My 26-year-old son, also a Silent Hill fan, had the exact, same reaction yesterday when I explained the DbD grind to him. Not. A. Chance. In. Hell.)

    RIGHT? This is intimidating as [BIG BAD F-WORD]. There's no way to even explain it in a way that seems accessible, and as soon as you start leveling up and doing the mental math in your head, you realize how nuts it is.

  • @Snowstruck said:

    I hope they change them to be better. The devs shouldn't be afraid to give killers good, and maybe even broken, perks. Survivors get 1-2 really good perk(s) almost every chapter, whereas the killers usually get.. 1 at most, and even that one is mediocre.

    Show the killers some love before he goes live. Give him some damn good perks.

    PLEASE <3

    The only survivor perks that have been universally regarded as strong picks in the last year and a half or so have been Deliverance (Adam) and Inner Strength (Nancy). Also, Mettle of Man (Ash) was really strong at the time of its release, but it's been nerfed.

    My feeling is that Behaviour is very gun-shy about introducing anymore very strong meta-caliber perks into the mix, because power creep is a thing, and the perk system is already too giant and unwieldy.

  • My answer to this is more complicated than a simple extreme-ends binary yes/no.

    I do think that, of all the character build options available in the game, keys and moris are the most pernicious because they completely move the goalposts of the game, in ways that other build options do not.

    A mori means that at least one survivor "life" is flat-out removed from the game. In my (anecdotal) experience, a mori usually winds up being a red one, and that removes four survivor "lives," reducing them by a full third (from 12 total to 8 total). This would be the rough numerical equivalent of telling the killer that survivors only have to repair 3 generators + the exit gate (if we're counting the exit gate as a sixth objective).

    A red or purple key means that at least one survivor has a decent chance of finding the hatch early and orchestrating an escape that the killer cannot reliably play around. I believe that the key is less of a problem than the mori, since it can potentially be lost and it is subject to some measure of luck, but it also (mostly) rewards poor play, because a key-based exit is usually most likely only after multiple survivors die.

    Dead by Daylight is -- by nature of its 146 perks, 19 killer powers, 18+ survivor items, 71 offerings, and god knows how many add-ons, all multiplied by 5 players, plus 34 maps -- a giant roulette wheel in every individual match. There's a lot of randomness to it, and some of the options are going to be harder to deal with than others, depending on the combinations that you get. But there is nothing that circumvents the game's internal rules and objectives as directly as these do.

    Moris could be fixed overnight by limiting their use to only dead-on-hook survivors; it would essentially save the killer the trouble of hooking them a third time. I dunno how you fix keys, though.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309181#Comment_1309181

    He makes a fair point on that but SOMETHING needs to be done. Even if you just double tge blood points people currently earn. Something. Because it IS a problem for newer players

    It feels to me like it's something they just want to pointedly ignore and wish we'd shut up about, because they won't address it. It is their game and therefore their prerogative, but I see so much potential in terms of the game being friendlier and more accessible to new players, and they just never want to talk about this stuff.

  • @Dead_by_Gadfly said:

    Has anyone ever tagged a dev in one of these grind threads? I dont recall anyone asking about it for QA.

    I have heard from @Peanits in some threads I've made in the past, but the takeaway is always that the devs disagree that this is a major problem.

    The most I've ever gotten was a "Removing multiple ranks from perks would make you run out of new perks to buy pretty quickly on your first characters" pushback to that idea. Which is admittedly true, but I also think anything of that sort would need to come with a pretty major rework of the game's whole perk unlocking logic. They answered a question I asked along these lines in one of their video Q&As (I think maybe in the Freddy rework time frame?).

    Best case scenario, to me, is that I wish they would engage unambiguously in a discussion about this stuff, and explain what their position is on the randomness of not being able to target specific perks on specific characters, the enormity of this grind (thanks to the ever-growing volume of perks), and why they feel it's not an urgent quality-of-life issue, especially for new players. I'd like to see them discuss churn, player retention, and their opinion on new players who get scared away from engaging deeper with the game because the grind is intimidating. I've never seen them have any sort of real discussion about these things. I really just want to see a developer pin an official studio position to it, and justify it as thoroughly as possible.

  • @GreyBigfoot said:

    Now that the idea of Legendary Outfits exists, a Ghostbusters character seems a lot more possible.

    Which Ghostbuster would be the default skin though?

    Egon is the only answer!

  • Springwood is still bottom 4 for me in terms of maps, even post-rework. The Game, Lery's, Hawkins,and this are all uggggghhhhh, regardless of which role I am playing.

    I like Haddonfield, but only as survivor. :D

  • Happy birthday, Sugestion!

  • Hit a surprise great skill check to say YES, otherwise survivor is instantly put into the dying state!

  • YEAR 5 ROADMAP:

    • June -- Silent Hill chapter
    • July -- Mid-chapter update
    • September -- Next chapter
    • October -- Mid-chapter update
    • December -- Next chapter
    • January -- Mid-chapter update
    • March -- Next chapter
    • April -- Mid-chapter update

    What more do you expect? 😄

  • @KingFrost said:

    Gozer as the killer, obviously. The Gozerian or The Destructor.

    PERKS:

    • Are You a God?
    • Die!
    • The Traveler Has Come
  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308920#Comment_1308920

    I wouldn't say they're horrible but i would say the fact trapper and wraith keep getting ignored and pushed under the rug is very sad wraith being worse then trapper but still these two need a indepth relook on what they can do to make them a tad stronger while not breaking them.

    Launch-era killers still suffering to the degree that they do is a solid point in favor of my argument.

  • @Boss said:

    The basis of this post is to imagine matches in which The Executioner always either leaves Survivors in the Dying Health State or sends Dying Survivors to a Cage of Atonement, meaning they'll NEVER pick them up from the Dying Health State & NEVER hook them on a Hook.

    Then, from that basis, i went to find out what Perks change, become bad/weak, become useless or even become detrimental if that's the gameplay the Killer decides to use.

    Here are the results i found...

    Survivor

    Aftercare - Can't obtain Auras by unhooking or being unhooked, but the Auras you gained on Aftercare in other ways cannot be removed.

    Babysitter - Useless.

    Boil Over - Useless.

    Borrowed Time - Useless.

    Breakdown - Useless.

    Breakout - Useless.

    Camaraderie - Useless.

    Decisive Strike - Useless.

    Deliverance - Useless.

    Flip-Flop - Useless.

    Kindred - Useless.

    Leader - Other Survivors cannot unhook faster, as there won't be any hooked Survivors.

    No One Left Behind - You cannot unhook faster, as there won't be any hooked Survivors.

    Off The Record - Useless.

    Resilience - You cannot unhook faster, as there won't be any hooked Survivors.

    Saboteur - Becomes only good for getting Bloodpoints & making noise, since they won't hook them & there also won't be any Auras since they won't pick them up.

    Second Wind - Useless.

    Slippery Meat - No more extra self-unhook attempts.

    Spine Chill - You cannot unhook faster, as there won't be any hooked Survivors.

    We'll Make It - Useless.

    We're Gonna Live Forever - Can't gain Tokens by doing Safe Hook Rescues anymore.

    Killer

    Agitation - Useless.

    Barbecue & Chili - Useless.

    Blood Echo - Useless.

    Blood Warden - Can't block the Exits anymore, can still reveal Auras.

    Dead Man's Switch - Useless.

    Dying Light - Useless, and is actually detrimental as you still give the Obsession a 33% bonus.

    Fire Up - The Picking-up & Dropping speeds are useless.

    Furtive Chase - Useless.

    Hangman's Trick - You can still gain notifications, but no more Auras.

    Hex: Devour Hope - Useless, unless you consider them cleansing the Hex Totem for a few seconds a use.

    Hex: Huntress Lullaby - Will only apply the extra regression.

    Iron Grasp - Useless.

    Mad Grit - Useless.

    Make Your Choice - Useless.

    Pop Goes The Weasel - Useless.

    I hope you can make some use out of this information. 😋

    If i missed any or made mistakes, let me know.

    Discussion patch 1.0.1

    • Removed Thanatophobia
    • Changed Hex: Huntress Lullaby

    I haven't played the PTB and thus only know what I saw on the stream and what people are talking about here, but -- is it feasible for Executioner to NEVER pick up or hook a survivor? Could you reasonably count on this killer winning by always slugging and using cages?

  • @MonsterInMyMind said:

    But Trapper can't have all his traps at the start but keep in mind pyramid head can deny ds and flashlight saves he can hit you from ranged and he has a built in insta hook/game delay ability and mori someone as well i mean i get its licensed but where is the same energy for the face of the game who could use something else for his kit.

    Im not saying hes op or anything im just simply asking how come he can have all this stuff that makes a killer good but yet trapper has to waste time running to a corner to pick a trap up like where is the love for the face of the game i mean they said they reworked freddy and doc to make them better so how come trapper and wraith continue to be ignored and when you ask the dev's about it the same answer is always given "trapper would be to strong with all his traps" looks at pyramid head and chuckles.

    It's because they're not great at consistently maintaining and vigilantly looking after game health.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308788#Comment_1308788

    Yeah thats a big reason to take breaks and now that you put it like that

    Online only games are in fact life consuming. Like I have to quit online only for a while and just focus on stuff I missed for months at a time. Currently took a long break to do spiderman outer worlds God of War and everything else i missed

    My point was I guess that most online are consumed with grind, cod P12 is hundreds of hours dark matter took forever. Overwatch starts with everything unlocked but good lord do you need some rainbow six time to unlock everyone and all the skins

    If you want to complete in competitive games you need that kinda time... and dbd is set up like competitive with ranks and such but the hangup is it pretends to be causal

    The thing about live services is they need to evolve with time. They need to make skillchecks progressively more difficult because I haven't missed a great in years...(new players would suffer so they dont) and the grind at launch was half what it is now but still no BP boost. Thats all wack. ( all players suffer now so they should buff BP)

    Yeah -- games-as-services are pretty complicated beasts, no doubt. I don't have any context for the gameplay implications of Call of Duty's grind, but I assume it starts you off in a fair better position than DBD does. And at least Overwatch's unlockables are just cosmetics with no gameplay benefit.

    I wish Behaviour would do any or all of these things with DBD's perks:

    • Make all perks single-rank.
    • When you unlock a teachable perk, you immediately own at least 1 rank of it on every character of that role.
    • Offer a way bigger selection of perks on the Shrine every week -- like 10 per role (and make them like 50% cheaper).
    • Just outright ditch the Shrine and let us buy perks a la carte with Iridescent Shards.
    • Have "free perk" events where we can just select 2-3 perks to own.
    • Make character-specific dailies unlock a teachable perk from that character's exclusives.
    • Make teachable spawn in the Bloodweb at much more reasonable levels, like 10-15-20.
    • Don't take perks away from the Bloodweb, let us buy all four in one web.


  • @Ikalx said:

    @Rydog I mean yeah, it definitely does, but most not to the same degree. Not even close to the same degree. I mean I'm fine with changes if the gameplay is rebalanced to accomodate them, but let's not just pretend that these things have no real gameplay impact when they do, that's all.

    You seem like you're implying that DBD is some kind of special-as-heck outlier when it comes to field of vision. It's no more or less critical to the gameplay mechanics than it is in every multiplayer first-person shooter dating back to the dawn of time.

  • Hahaha this would be great. It has to be Slimer and Egon though! RIP Harold Ramis. ❤️

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308371#Comment_1308371

    I've played Overwatch for four years now, and only have slightly over 800 hours in that game and am near Account Level 1,000.

    Anyone expecting normal people to devote 1200 or more hours to a game just for a grind are asinine.

    Nowhere near those total hours into DbD (and Steam time also counts all the times I sat in lobby simulator as "play time") and I'm already done worrying about this ######### grind anymore. It's a core reason I went back to playing more of games like Overwatch or Paladins.

    Yeah, that's a big part of my point. People who reflexively go "it's fine the way it is" seem to always be people with hundreds or thousands of hours in the game, who can't step outside of their own experience to understand what this looks like to a normal player who isn't quite so white-knuckle or singularly hyper-committed.

    I myself have racked up 1,700 hours since Nov 2018, and I have full perk libraries on 2 survivors and 2 killers (working on #3 now). That's a major time commitment, but I don't think for a second that the grind I endured is conducive to long-term health for DBD, and I wish it could be made much easier/more accessible for players just coming into it.

    The thing that kills me is that these big licensed chapter releases are THE time to overhaul this stuff, but Behaviour drops the ball every time. I predict the usual, which is a huge surge of players who are brought in by the Silent Hill DLC chapter, followed by a big drop-off the following month. This is the way it always goes, when you look at Steamcharts' peak numbers. Those are a bunch of players who are excited for the cool thing that they recognize, shell out for the game, and then drop it because the new player experience scares them away. That kind of churn is insane. Look at May-June 2019, it went from 75k peak to 40k peak. That's nearly a 50% drop-off in players!

    Maybe Behaviour's bean counters are getting what they want in terms of cash for an upfront purchase, but four years into a game's life cycle, I would be much more concerned about player retention metrics.

    (also re: to @emptyCups post as well)

  • It amazes me how little traction this game's single biggest UX and audience retention problem gets when it's brought up.

  • The game should be able to tell when the crash handler is executed. The game client itself executes it, there ought to be some way for it to communicate this to the server accordingly.

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308525#Comment_1308525

    No freaking way. They just did a 3 week event of 1.5 blood point gain and I've been getting mori'd 10 times a day. This isn't the answer either.

    I suspect we're going to be in for another double BP week in June for the anniversary.

    I kinda wish double BP were just the "normal" amount. My general advice is just do stuff to really speed up perk acquisition, if the acquisition itself has to stay this way.

  • @Joelwino said:

    The devs need to either double our bloodpoint gains or remove perk tiers, the grind for this game is too much.

    I have long believed that eliminating perk tiers (so that there is just a single version of each perk) would be a huge, huge improvement. But it always gets this "but you would run out of perks too quick on your first few characters" pushback that doesn't make any sense. Maybe combine that with unlockable teachables at 10-15-20, and we'd be having a much different conversation about the perk grind.

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308424#Comment_1308424

    I guess. But your little statistics above isn't really something to look into either. People are going to download a game to try or they're talked into it by their friends hounding them about it over and over again. They download the game they close it and never play it again. It doesn't mean that 75% of the players don't have a full load out character. Not everyone quits before the grind. Most people don't even have any idea what the grind is all about before they quit. It's just not for them.

    I don't know if 50 hours is 'hardcore' in a video game. World of Warcraft adapted this casuals come first mentality years ago and it's gone from the biggest game in the world to mediocre. The only people that play WOW anymore is single mom's that want to find their internet boyfriend of their dreams. Come on now.

    The Steam statistics don't tell the whole story obviously, but the numbers up there are low enough that they are pretty damning, with respect to how quickly the first couple of achievements ought to come (especially getting a character to level 10).

    Compare to games like Grand Theft Auto V or The Witcher 3, where over half the players have completed each game's most reachable achievements. Dead by Daylight doesn't have a single achievement statistic over 46%. I know it's easy to look at the numbers and say that there's not a big difference or that they don't matter, but the difference between 46% and even something like 53% is staggering.

    To each their own about 50 hours being a commitment (you can finish many games in shorter times than that). Your perspective is pretty jaundiced in terms of comparison to World of Warcraft, though. There are a lot of marketplace factors (including a broader lean away from MMOs), and what I would generously describe as brand mismanagement, that led to its decline. If anything, its push toward player-friendliness resulted in its most prosperous years (2009-2011). People want to apply this reductive "casual bad, hardcore good" logic to stuff like this, but believe me, that's just not how the market actually works.

    Nothing positive comes from scaring off potential players.

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308371#Comment_1308371

    Still it isn't really that much of a grind for a new player to get into. It doesn't take more then 50 hours or so to start getting a playable character on either side. The rest of it is all quality of life. You don't need decisive strike rank 3. It's not like the killer is going to pick you up at 40 seconds because he knows you only have tier 1! It's not like you need balance landing. You can plug in Sprint Burst or Lithe. And within another 50 hours you'll be plenty far in. I doubt it'd take even take a week of playing to get a decent build going.

    50 hours is an insane commitment to ask someone to make in order to develop single character into a reasonably competitive state. You're looking at this from a dedicated hardcore gamer standpoint, not "average person who likes horror movies/games and heard this DBD game might be interesting."

  • Fun fact: One of the best backdoor tools for studying and gauging game analytics and user engagement is Steam's achievement data. Dead by Daylight's page is right here. These numbers tell quite a concerning story about how long the average player sticks with the game:

    • 45.5%. Getting the hang of it: Raise your rank for the first time.
    • 42.1%. It wakes: Raise a character level to 10.
    • 29.4%. Not half bad: Raise a character level to 25.
    • 27.9%. Apt Survivor: Start a public match with a full survivor loadout.
    • 17.0%. Apt Killer: Start a public match with a full killer loadout.
  • @GrannyonAcid said:

    The grind really isn't that terrible. You don't need to unlock everything to play it. And if you do really want to then it won't take that long. Getting characters to 40 to unlock their teachables is a bad strategy. Buying stuff off the shrine is a lot better investment. If you're leveling up more then 1 survivor then you're choosing to make the grind harder on yourself. Getting 1 survivor to all the perks is all you ever need.

    Killers is a lot different. Killers need to grind a lot more for obvious reasons. I only have 1,200 hours in the game and I've almost got all the killers to P3. I have at least 10 of 19 done. And there's someone claiming that they have over 4k hours and can't keep up with all the perks in the game? Seems like you're wasting all your points.

    You're defending it but expressing a really skewed perspective without realizing it. You say you "only" have 1,200 hours in-game, but that is a LOT of time for any reasonable person to dedicate to one game (not judging -- I have 1,700 hours myself!). The grind IS bad, and it isn't friendly at all to new players. You even point out that the killer grind is crazy "for obvious reasons," but there are no obvious reasons, it's just that way because it's that way. It doesn't have to be, it's just what they decided to do.

    I think any game like this needs SOME sort of grind. Last Year: The Nightmare was dead on arrival because it had no player progression system or customization of any sort, and it felt very thin because of that. But DBD exists at the opposite extreme of the spectrum, and it's not healthy for developing any kind of sticky casual audience.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1308303#Comment_1308303

    I posted this in a similar thread today, but since it applies here, I'll just repeat it:

    I've had several friends/family people try DbD on free weekends. And they enjoyed the game play, were ready to buy, then realized the grind involved.

    They walked away and did not buy. They don't mind grinds. Hell, they've played a lot of MMOs over the decades. But they looked at the DbD grind and basically said: No thanks.

    I have had the same experience with friends. It is, without hyperbole, the single most oppressive grind I have ever seen in a video game.

  • @Boss said:

    Expressing concerns is what the forums are for.

    If we were only allowed to be happy and positive on here, i'd get kinda sick of it.

    The reverse would also make me sick though...

    I made this thread because there was a previous thread about grind concerns that was deleted. I didn't read all of it though, so it may have gotten too mean-spirited or something.

  • @NotDBD said:

    It's been such a long time since I had to experience getting the characters with the good perks that I kind of forgot about it. Thinking back, it does take a really long time, especially if you are only buying what characters you can with shards instead of cells.

    It's an easier pill to swallow once it's in the rearview mirror. But yes -- we should always try to remember what the new player experience is like.

    Even if you, say, watch PainReliever's recent survivor perk tier list video, and you go "oh, I'll make a list and go get these really good ones," it involves leveling:

    • Meg to 40 for Sprint Burst and Adrenaline
    • Feng to 35 for Lithe
    • Jake to 30 for Iron Will
    • David to 35 for Dead Hard
    • Bill to 40 for Borrowed Time and Unbreakable
    • Dwight to 30 for Bond
    • Nea to 30 for Balanced Landing
    • Nancy to 40 for Inner Strength
    • Claudette to 35 for Empathy and Botany Knowledge
    • Adam to 35 for Deliverance
    • Laurie to 40 for Decisive Strike
    • Kate to 30 for Dance with Me

    And that's realistically kind of a lot to bite off straight away, but it immediately lays bare the enormity of the grind, and I'm willing to bet that a lot of new players get scared off right then and there. But even if you want to make a single reasonable build -- say Bond from Dwight (30), Lithe from Feng (35), and then Spine Chill and Kindred, it's still a lot of wind-up time before you can even get a sense of what a "real" character plays like.

    Then there's the matter of actually getting your perks on a single character. And the situation is even worse for killers, since they're all very different.

  • The randomness and sheer volume of the grind scares away a lot of new players, because it assails them immediately, and there's no friendly path toward a reasonable character setup, no way to easily target specific perks without committing to a big multi-character grind.

    Layer this on top of what is almost universally a stressful and failure-rich initial game experience, and it's easy to see why players give up on DBD fast.

    It's easy to say "it's fine" once you're all-in, but you shouldn't have to endure a less fun game experience for many hours just to be able to enjoy the game with some reasonable and diverse build options. It doesn't get good until you've put hours and hours into it, which isn't a great selling point.

    It's a huge problem I wish Behaviour would address, but they don't seem to see it as a problem, because they don't solicit much meaningful feedback outside of some high-level players. Some changes have been very positive, like multiple perks per web. But this sort of thing is ultimately a band-aid on a system that is broken at its core.

  • I always plateau at rank 4, because I effectively have to be playing at peak levels just to break even. Doing enough to get a pip at purple ranks just gets you a safety at red ranks. You basically can't make mistakes, and have to consistently work on every emblem, if you want to progress further.

    Consequently, I think getting to rank 3 is way more meaningful than rank 4.

  • They have this, it's custom game mode.

    Splitting the queue would make it worse than it already is. Cross-play should help! Who knows, maybe this could be a realistic idea after cross-play happens.

  • @FrootLoops said:

    you will need to grind reputation on the forums first

    Did that already!

  • You can't please everyone. I think Silent Hill is a great, appropriate addition though!

  • They should just do a giant account merger, with all your currencies and unlocks and inventories being combined, and the higher levels taking priority on all characters.

    Keep chapters locked for DLC content unless you purchase it on that specific platform, but once you unlock them, your levels and such are immediately restored.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307844#Comment_1307844

    I agree, like I said above I think something timing based like the skill check would be better... a little bit of surprise when the skill check is coming instead of mashing

    I think any possibility of the player inducing failure by suicide should be removed, because it ultimately amounts to the same result as a disconnect.

  • @goatslinger said:

    I think the advantage of PC over console is extremely exaggerated when it comes to this game. About the only legitimate advantage I feel PC has is frame rates. Hopefully that can be fixed before cross play.

    I think it impacts certain killers, like Huntress and Nurse, way more than others. The net benefit is still huge regardless, though.

  • @xenotimebong said:

    I was hoping they’d address the grind in their anniversary stream but I guess not. Good luck to the new players brought in by Silent Hill.

    They don't see a problem with it, because they only solicit meaningful feedback from a few high-level players who don't reflect any kind of ground-level normalcy.

    There's no real perspective on game health inside of Behaviour, at least not as far as their actions indicate. The cross-play announcement yesterday is a big step forward, but it should not have happened this long into the game's life span.

  • The grind is awful, and scares away a lot of potential players because it is so random and voluminous. It's easy for you to say "it's fine" when you're all-in, but it's a huge roadblock for new players.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307921#Comment_1307921

    I am fine with the feature, on console with other consoles.

    I rather not play with pc gamers. Hackers is a valid reason contrary to what 2 people think on here.

    I am sure me opting out of playing pc players will not screw your que times up.

    It's not a big deal.

    It's not you personally at all. It's the idea that being able to opt into cross-play on a granular platform-by-platform basis would result in a functional system, which it wouldn't. Console players would have to be mixed in with PC players.

    I'm sure Behaviour knows this because it's obvious. But, historically speaking, they're also stand-up ball-droppers where matchmaking is concerned, so I feel like it needs to be spelled out wherever possible, so ideas like the one above don't gain traction and ruin matchmaking further.

  • I think the point is that your premise of this feature being a bad idea, due to some edge-case hackers on one platform, is possibly shortsighted.

  • Survivors don't know gens are blocked unless they check them.

    It's still relatively inefficient behavior for killers, but you can catch survivors unawares at the start of the match.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307870#Comment_1307870

    Was it now ? Can you prove there are no hackers on pc ?

    I do not think he was implying that there are no hackers.

  • I need a literal spreadsheet to decipher the emblem system. There are tons of things about it that make no sense. It feels like it was designed entirely be engineers who paid no attention to how end users would parse it.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307833#Comment_1307833

    I guess you're right, tho I think que times would still be faster since a lot of console players don't want to play with PC, but PS4 vs Xbox isn't any different whatsoever. So, combining 2 platforms together (to which maybe like half of the players would enable crossplay) would definitely improve the waiting times.

    If it were opt-out and not opt-in, like 90% of players would probably never notice or change it. They would just see way faster queues and stick with it.

    Always remember that our line-in-the-sand attitudes and opinions about things here in these forums are not representative of the average player. We are, by definition, the extreme section of this game's audience. Most of the player base isn't going to think too hard about their cross-play checkbox.

  • @5thPerkSlot said:

    PS4 players do 360 way more easily than PC players.... so I prefer NOT to mix

    This is not hard to do on PC. It's also just shenanigans, it only works consistently on pretty inexperienced killers. And it's certainly not worth holding up a major feature addition over.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307757#Comment_1307757

    That’s my first choice but I don’t think they’ll ever give us that... they want the phase to feel “suspenseful,” like you’re fighting for your life

    This is such a weird hill for them to die on. This mechanic goes from "suspenseful" to "annoying" after like hour 2. There's no argument, no defensible position that exists, around the idea that any player who is not brand-new to the game gets something of value out of mashing spacebar.

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