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Rydog

Rydog

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Rydog
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  • I've just started playing DBD again after taking a break since about November (Final Fantasy XIV took me away!). It's crazy to me to see that they still haven't addressed any of the rampant quality-of-life issues in this game, especially the ones impacting new players.

    • The tutorial still teaches nothing.
    • Perks are still an unreasonable Sisyphean climb.
    • There's been no UX overhaul of any kind.
    • They still haven't reworked major move-the-goalposts-entirely build options like moris and keys.
    • There's still no reward for seasonal rankings.
    • Matchmaking is still a hot mess.
    • There's still no compelling reason to prestige characters.
    • Still lacks even the most basic of game options in 2020 (resolution, brightness, colorblind settings, reticule for ranged attacks, etc.).

    Like, what has even happened in the past six months? I see that Oni and Deathslinger were added, and Doctor was remade (and is much better now). Anecdotally, ragequit disconnects seem to be down across the board. And I guess it is slightly healthier that survivors' item add-ons do not persist upon escape without the use of a perk or offering. But other than that, it doesn't seem like anything is better.

  • @MonsterInMyMind said:

    try verifying your files and see if the problem persists.

    Tried that with no improvement. It just keeps getting stuck at "Connecting to Servers."

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/846100#Comment_846100

    Never said killers we're getting the short end of the stick at all. Just wanted to make a suggestion/bring up something I considered an issue?..

    Sorry, not trying to put words in your mouth (although from my phrasing that's exactly what I did!).

  • Best: Spine Chill, Whispers

    Worst: Slippery Meat, Monstrous Shrine (though several perks could definitely fill these slots)

  • @Teabagging_Boi said:

    Wiggling doesn't exist to let you escape in a first place. It's main purpose to force killer to hook you, so he won't carry you on his shoulder for eternity.

    This. Without wiggling, every hook would just be a basement hook.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/846812#Comment_846812

    I loved Friday the 13Th far more than this game (before the bugs broke it when they went to a new engine.)

    One of the key things they did right was add voice coms and balance Jason around them. I would love to make this game like Friday the 13Th and have suggested doing so several times.

    The problem is that there is no other way (that I can think of) to give solo joins the some information as voice coms without just giving them voice comes. The most direct way from point A to point B is a straight line, after all.

    A dev made it clear to me that they want to up solo joins to SWF level and then balance Killers around that. Sounds good on paper. That was months ago (almost a year) and not one single thing has been done about it.

    Voice coms never busted the balance of Friday the 13Th because Jason had teleport and sense. So, the coordination didn't matter so much because Jason could be 'everywhere' to provide map pressure and actually find people with sense. Then he could actually shut down loops with throwing knives and shift.

    Most Killers in DBD don't have the teleport. (Demogorgon, Freddy, and Hillbilly being the only ones who can actually haul their asses around the map in time to exert pressure.) BBQ and Chili is about the only way to find people. And I have yet to find any way to shut down loops.

    Because of this, it's a nightmare trying to apply pressure to the level of coordination and intel that SWF voice coms get. Killers need a massive buff and that can't happen yet because Behavior realizes that if they buff Killers now they'd totally stomp solo joins.

    SWF voice is not bad, in and of itself. I never felt like voice coms busted Friday the 13Th's balance. But, it is bad in this game because it's not at all balanced for it. And if you have a better way to up solo joins to the same information awareness as SWF voice so that Behavior can balance Killers around voice coms that isn't just give solos voice coms; I'd absolutely love to hear it.

    They'd have to be able to communicate where they are, where heir team is at, where the Killer is if the Killer is near them, what the Killer is doing, when it's safe to come in for a save, what direction the Killer left so they know where is safe to escape with, and if the Killer has set traps/where those traps are. As well as be able to share this info from spectate mode like I do when I play SWF voice coms.

    If they modded Kindred to allow all Survivors to see all Survivors all the time, and all the Survivors to see the Killer when the Killer is near anyone. That would come close to what SWF voice gives people if that were everyone's base kit without using a perk.

    SWF coms is basically like everyone is using Kindred, but no one has to get hooked for it to activate. It's just always on. SWF voice does give a little more info that that. (Traps would need to glow if near people and it doesn't address spectating people and reporting their locations and actives back to alive people.) But, in essence, SWF is everyone getting to run Kindred for free without being hooked or loosing a perk slot for it.

    Behaviour says "We want to do this" about a lot of stuff, and then they never do anything. Same thing with season/devotion rewards. They move at the most glacial pace of any developer I have ever seen, on almost every single aspect of their game.

  • This game has a tutorial the same way that bad fighting games have tutorials that teach you "press X to punch, and L1 to block." It shows you the very, very basic mechanics, but it doesn't teach you how to play.

    My advice for how to redesign the tutorial would probably encompass several pages of feedback and recommendations.

  • In Friday the 13th, organized groups just used Discord anyway.

  • This would be great to have.

  • They probably thought of this, and tried it, and it didn't work out the way that you think it would.

    Believe me, the answer to "why didn't the developers think of this?" is usually "they did, but either they couldn't do it, or it actually wasn't very good," and it's way, way, way more common than the average player thinks it is.

  • I'm assuming some form of "demon samurai guy with a katana."

  • No, you will not get banned for this. Camping and tunneling are not reportable offenses, but being verbally abusive sure is. I hope you reported him for it!

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/846210#Comment_846210

    What progression is there in having to grind endlessly to get the addons you want? I don't feel like I'm progressing burning through blood-webs looking for Trapper Bag addons, I feel like my points are being wasted trying to make a killer playable.

    I should put together another thread on how many problems the Bloodweb creates for the game. I don't think it's a "progression system" more than it is a grind that forces you to play more just to achieve the playstyle you actually want to use.

    Heh, you and I would get along. Here's a starting point for you: https://forum.deadbydaylight.com/en/discussion/92948/causes-and-solutions-for-the-perk-grind-in-dead-by-daylight

    Yes, the progression system is D-E-F-I-N-I-T-E-L-Y a monotonous grind. It's the single biggest problem in the entire game. As-is, it's a bad, baaaaaaad, excessively predatory and player-unfriendly progression system. It shouldn't take a new player 100+ hours just to get a fully kitted out character with just a few perk combinations that they want to try.

    The point I was trying to make is that the game needs a progression system. It could be way better than what we're stuck with, though. In a perfect world, the perk grind wouldn't be so miserable, and the item situation that you described could be dealt with.

  • @savevatznick said:

    The bloodweb is a terrible system to begin with. Add-ons being limited-use is a bad idea that lets people justify killers having wide swings in power just based on the addons they bring due to them being "ultra rare" and whatnot. Items for survivors feel the same, but are generally less overbearing because survivors don't coordinate them to full power all the time.

    Remove the bloodweb and rebalance add-ons as unlimited use items that modify killers' powers, not act as straight buffs required for some killers to be functional at higher levels of play.

    I agree with you entirely, but it's also not realistic for them to remove the Bloodweb entirely, because the game would wither away without a progression system. I'd much rather them make perks way way way more accessible and easy to unlock/collect, and keep items more or less the way they are now, in terms of cost and acquisition.

    Or, you know, redesign the system entirely (which would be better).

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/846117#Comment_846117

    Yes, people don't understand that "drop 15 pallets" and the like are meant to passively happen while you play normally.

    The thing about this -- the reality about these kinds of incentive-based challenges -- is that people will do whatever is most effective and most efficient in order to finish them, even if it's counterintuitive.

    This has always been true, in all games, forever. I remember when new achievement-based weapons first got added to Team Fortress 2, and there was an overwhelming array of achievement-farming servers in order to get them done and unlock the new items. Behaviour forgot (or didn't care) to account for human nature when they added this stuff to the game.

  • Anecdotally: I sit in purple ranks most of the time, and on average, people there tend to be competent and effective in most of the important ways.

    That said, we're also currently in that weird post-rank reset period where nothing makes sense. Also, I have a feeling that the challenges have encouraged a lot of people to ignore playing "for real" in favor of getting their quest objectives done.

  • Are you really arguing that killers get the short end of the stick here? Survivors get way less BP on average, and add-ons and items aren't nearly as make-or-break as some people here make them out to be.

  • Did someone say

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  • @MysticAdvisor said:

    https://forum.deadbydaylight.com/en/discussion/comment/845883#Comment_845883

    It’s not reworking the entire game.

    It adds a different kind of hook in the game.

    I said 1 cage spawns for every 3 hooks that spawn.

    Also if it doesn’t work I thought the new struggle mechanics were more interesting then our current.

    You're talking about a death mechanic with an entirely different progression. You don't specify how it would interact or coincide with hook stages, if the survivor is rescued or progresses to later stages on a hook or in a cage. This would be a fundamental redesign of the game flow, with a ton of knock-on effects that you aren't anticipating at all.

  • So, redesign the entire game? That's what your idea boils down to.

  • Dead by Daylight, a game that turns brightness and FOV sliders into items.

  • Your underlying presumption that survivor is the weaker role is just objectively incorrect.

  • Don't you just have to touch the gens at some point during them being worked on? Me and my friend both got this one first try, and we were surprised that it doesn't seem like it requires much in the way of concerted effort.

    Maybe the challenge description is deceptively worded, like so many other things in this game?

  • Dude Dead Hards into a wall at 1:22, lol ez babysurvivor trash l2p.

  • Pretty sure Nurse isn't being ignored, they got her to where they want her to be. Good Nurse players are still really dominant.

  • The best killer for learning the very basics of chase mechanics and lunge distances is probably Wraith.

  • I demand 8,000,000,000,000,000 blood bux NOW!!!!!!!!!!!!!!!!

  • In my experience, if a match starts and literally nothing seems to be happening in terms of heartbeat or contact with the killer, it's either a Trapper setting up, or a Myers building EW.

  • Uh, Spine Chill, you unenlightened heathens. 😀 (...with Bond as a close 2nd place)

    For killers, I dunno. I really love Whispers, and will fight anyone who says it's not amazing.

  • Meat Plant is way, way worse than Haddonfield.

  • @NoFace said:

    I would say only at the end game screen. If you could see if the survivors were SWF in the lobby, there would be a ton of lobby dodging.

    This. There's not even a legitimate use for this info, besides as a dodging tool.

  • I think it's because everyone is insane and not using THE BEST SURVIVOR PERK IN THE GAME.

  • When it takes a bunch of textbook-sized forum posts to make even the most basic sense of the progression system, there might be a problem with it.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/772819#Comment_772819

    Stop being tunneling little shits and maybe we'll stop running borrowed time and decisive strike. As for adrenaline, it's a reward for getting all 5 gens done. And dead hard is counterable. Just light tap.

    Cool necro.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/843431#Comment_843431

    that 176 speed isnt anything to laugh at in chase either though. Its not like she moves at 110 speed while phasing mid chase, 176 speed can easily be used to catch a survivor who leaves a pallet.

    There is no indication. And Spirit has all the clues in the world to pinpoint your location.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/843416#Comment_843416

    Actually, you have information, which is how the spirit plays in the game, and base on your experience of versing spirit, you can make prediction.

    Spirit also lose some information when using power too. If you're not injured, most of the time spirit won't know where you are either. So it's both ways, spirit needs prediction and experience

    This has already make the situation a mindgame

    We're in a chase. I throw down a pallet, and you remain motionless near the pallet. I have literally no way to know what you are doing. You might be coming around to hit me. You may just be standing there. I have no information about where you are.

    I get what you're saying, in the sense that you can theoretically learn how a given Spirit plays. But it starts out as a guessing game no matter what (since you have no way of knowing during your first chase), and the Spirit player can just switch up what they do, and so then it's still a guessing game.

  • A mindgame implies both sides have information to base their decisions on. Spirit gives little to no information about what she's doing, so it's as good as a guess, whether you should jump over the pallet or not while she's motionless.

    I just used Prayer Beads for the first time earlier today, after playing Spirit for months. And hoo boy, does it ever make the situation about a thousand times worse. That add-on is super-BS.

  • @LordGlint said:

    Had a game like that earlier where I had literally the entire team constantly flocking around the hook. I have no reason to check gens if I count 4 heads in 1 spot. The game just consisted of abunch of hook trades until everyone died.

    I always find it hilarious when I get matched vs. a group of survivors who do this.

    I had a game the other day where I hooked someone right next to my Ruin totem; I was actually annoyed at first because I figured I had just made a big mistake hooking them there. But the entire team just swarmed it until they were all dead. They could not just leave it alone.

  • I really don't get threads like this. You complain that the game is too fast, and then you melt down when a build like this slows it down? Which is it?

    Also, figuring out how to deal with the other side's tactics is the game.

  • Yeah, people have been talking about this for a long time. Behaviour has said that they want to give rewards for Devotion and for seasonal ranks, but they've been saying it since before I started playing, and that was a year ago. So, I don't think they actually want it very much.

    Even just a BP reward would be fine.

  • You can never go wrong with Spine Chill (best killer avoidance perk) and Bond (best healing and co-op perk).

  • In my experience at purple ranks, the changes have not stopped good Nurse players from being absolute wrecking balls, not one single bit.

  • It's baffling to me that they implemented these challenges without accounting for all the rampant bad faith behavior that can and will obviously ruin them.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/842529#Comment_842529

    I see they finally added that secondary objective of finding gasoline.

    They just ripping off Friday the 13th now, OMG Behaviour's out of ideas!

    Chapter 15 will probably be Boaty McBoatface as killer and will have to find a propellor!!!

  • You'd think they would have thought this through more carefully. But, nope.

  • Because that's... a normal thing for a game developer to do, to build interest for upcoming content?

  • It is by design that the killer is able to counterpick perks based on pregame information, while the survivors are not.

    Survivors already have the advantage of being four people with 16 perk slots and way more item options.

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