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Ryuhi

Ryuhi

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  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186974#Comment_3186974

    If you play to have fun it is unplayable.

    If you play to win, it's unplayable.

    I mean i kinda disagree there but i also play to improve which then turns into playing to have fun, but thats probably due to the subjective nature of "fun."

    Playing to win is just unplayable in dbd in general. You're always going to get caught up on whatever cosmic reality decided to piss in your cornflakes in any given match, but thats the nature of a game that refuses to balance properly.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186951#Comment_3186951

    Thanks. I'm not trying to be mean. It's not as cut and dry as "people who need FOV for motion sickness should just deal" for me. It's just been my experience that the tunnel vision the killer has plays a lot into the outcome of a match. People who need more FOV for motion sickness struggles should be accommodated, and they are with a perk. So I call it solved there. I think since so many people find it an accessibility issue it should at least be more accessible.

    I've said it a few times but to call everything out completely this is how I would do it. Make Shadowborn a non teachable that is available in the blood tree for all killers from the start and give Wraith a new perk in it's place. Shadowborn activates the Shadowborn FOV slider in the settings. Not sure what would be a good max for this slider but I'd be cool with 120 I think. Shadowborn should also have an additional effect that changes with the 3 rarities. Not entirely sure what would be good here. Maybe survivors visible within' your field of view suffer a debuff of some kind?

    Now regardless of if you think FOV should be locked behind a perk or not, if they did all above that would be a lot BETTER than how it is now, right?

    I don't agree on the core concept that no accessability options should require a sacrifice by players to employ them, regardless of role or perspective. Conceptually you are literally punishing that person for their condition, and treating them like a second class customer besides. Life isn't fair and people will always have different difficulties, but games are a medium where they are designed rather than encountered. Not to mention enjoyed.

    I just can't agree with putting that much effort into something like that based on its core premise. Obviously thought and consideration went into it, but its missing the bigger consideration that its forcing them to trade one handicap for another, all around something they can't control. I also don't think the low effectiveness of abusing FoV really justifies it, as its a type of mechanical exploit that is illogical: Most movements and interactions aren't tied to your vision. If someone was trying to FoV tech you in real life, you'd just crack them upside the head or swing your weapon in the general area they are in. Its a twofold issue in regards to relying both on the fact that the killer can't currently see you, as well as the fact that they can't blindly cover that area without needing to look.

    That especially becomes important with abilities that need to be aimed, which is why it makes a last ditch effort vs killers like huntress having a hatchet wound at point blank works. Sure, it makes you harder to hit as you would expect, but its kinda silly when you think about the fact she could just decapitate you with the damn thing while you're dancing around trying to stay away from her line of sight, and highlights how unrealistic it is that she is locked into having to throw it at the very middle of where she is looking. I just can't see any reason to keep it other than personal preference.

  • @Pulsar said:

    Yeah, Solo Q is just awful.

    I try to be open-minded but people who keep saying that Solo Q is fine are literally lying

    I think its more there's a difference between "fine" and "oh God what is this stygian horror i keep exposing myself to please devs close the necronomicon and banish this abomination you call solo queue"

    It can certainly use some improvements, but most people want to take that inch and turn it into a mile.

  • @FridayNightPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186817#Comment_3186817

    It's just as obnoxious as the old one but folk give it a free pass because it takes "skill" apparently.

    it...does, though. You basically have to use it like a parry now, which like parries, tends to rely more on conditioning and forcing 50/50s than it does reaction. Disregarding people using cheats or similar outliers, the skill floor is considerably higher than it used to be, while its skill ceiling is slightly higher. That means that it takes more skill than it used to.

    contrary to popular belief in this game, mindgames and reads are events involving skill, not blind guesswork.

    In a weird way its actually one of the best balanced perks in the game right now.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186877#Comment_3186877

    Fair. I get it's not very compassionate of me. I don't usually have motion sickness in games but I do have worse motion sickness than most. I can relate when it came to VR. I'm not trying to say people who need more FOV should just stop playing the game. I just think that yeah, all the people in this thread that play "3 perk killer" should just have to deal with playing 3 perk killer because for people who don't need it, it's a big enough advantage. I would love and support Shadowborn being buffed and given an additional effect to make these people feel like they can actually get use out of the perk instead of just having it steal a slot because it's something they see as a locked accessibility feature.

    This will be the last post I make on this thread because clearly I lack any additional power to support my point, and even if I can fully support it when it comes down to it I just care more about keeping close range FOV jukes than the comfort of strangers/strangers right to feel like they can use all 4 perk slots. Does that make me an unempathetic jerk? Probably.

    This is just how I feel and if an FOV slider was finally added I really wouldn't mind much. I'd love the advantage it would provide on my favorite killer, Deathslinger.

    Surprisingly respectful and level headed, even if the take itself isn't. Gotta give credit where due, you're being surprisingly mature about holding an immature perspective, and im saying that unironically. Felt the need to mention that because civility is always refreshing, especially when faced with more emotionally charged topics. Cheers.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186819#Comment_3186819

    Their point is that killer requires less skill. Which is true,i also play both and have much more success on killer. It's a lot easier to play because you don't have to rely on random people for support. Hell my first few games of killer, when I'd never played before i absolutely stomped. Against players who definitely had more experience than me because I'd never played before. The learning curve for killers isuch more forgiving than for survivors.

    The whole point of this thread is to find decent suggestions to help mitigate clowns doing ultra dumb ######### as you put it. Rather than get toxic when someone says that killer is easier to play.

    Killer doesn't require less skill, it just doesn't have 3 unknowns that can actively help or hurt your progress while being on your side. I would argue killer requires a lot more skill just by sheer virtue of how much you need to track and accomplish without support, let alone the nuances involved. I will absolutely say that you can win or lose either side regardless of how skilled you actually play, though. DBD is just that kinda nutty. I do also agree on trying to keep things more about how players can adjust rather than stir up us vs them stuff though.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186781#Comment_3186781

    I'm willing to admit that maybe my stance is a tad flawed. But it's honestly how I feel. I think the FOV being the way it is successfully accomplishes the goal I believe it sets out to do, and the caveat that some people get sick playing killer simply doesn't bother me or change my stance. Are those bad priorities? Maybe.

    But yeah the crouching in front of a killer to juke around them is a bit TOO silly to appear in one of these movies. But to be fair we don't have nearly as much to work with when it come to hiding as a horror flick protagonist.

    That's kind of all I have to say on the matter. I believe I understand why the devs did it, and I agree with their continued choice to leave it the way it is, despite the large group of people who will keep getting nauseous playing killer. I hope they buff Shadowborn so those people at least have the option. I'd be perfectly ok with it straight up unlocking a slider in the settings but I do think that the FOV jukes are enough of a part of the game that it is an advantage you should have to pay a perk slot for.

    The devs did it for the same reason they make a lot of similar bad decisions, they overlooked considerations when designing it, and its a killer only issue. I know people like to use that to complain about outlandish things, but it actually carries weight in this case: Their reaction to spine chill is extremely telling, especially when compared to something like flashlight macros affecting photosensitive players. Both were accessibility oversights, and one has been an issue for years while they suddenly pivoted and snuck in unrelated buffs with the other. Accessibility is a topic that especially seems to have some extreme bias internally, likely due to how it is sometimes used intentionally with balance decisions.

    Also, lastly "I agree with their continued choice to leave it the way it is, despite the large group of people who will keep getting nauseous playing killer." is a horrendous take to have if I'm being completely honest. You're flat out admitting that it makes the game near unplayable for a significant portion of people, but that they don't matter compared to things working how you want. You're allowed to have that take but don't expect anyone with a degree of empathy to endorse it.

  • part trying to force him to mouse 1 instead of risking trying to juke his power, part "its what i do against most killers", part hoping he doesn't know the timing and will lunge into the pallet before its interactable and drop the vault. You'll probably see it less as time goes on, but it can still make a pretty good dead hard setup and other silly plays with flashbangs or bodyblocks.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186723#Comment_3186723

    He has the best addon variety of all killers in the game and he has some spectacular addons.

    I don't want to see him reworked. Look what they did to Freddy ffs.

    Not all killers need to be strong.

    He is fine.

    Ideally all killers should be strong, while survivors should still have a reasonable chance against any of them. That said, this is DBD, and i share your concern that they would do a horrendous job of reworking him and make him even worse than he is now. Or worse, make him better and actually viable, then kneecap him a few months later. Just to give you a taste.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185848#Comment_3185848

    I disagree. And the devs obviously do too because that's the only reason an FOV slider wasn't added for sure. I think it's part of the slasher film reenactment gameplay loop, even if it doesn't come up every game. The whole premise of this game is built on the tropes films from it's DLC features. What do you see in those films? Tense moments where the killer is mere INCHES away from the hiding person but they hold their breath and the killer barely decides to go check somewhere else. The FOV was tunnel vision-ed to allow for these situations easier.

    I'm not saying the devs agreeing with me gives my argument anymore validity. The game does tons of stuff I think it really shouldn't. But in this case I think y'all are directly in conflict with important intentional game design. That's just me. I play both sides so if they DID add an FOV slider you bet I'm gonna use it.

    The thing I always assumed it was, the red stain was supposed to show you exactly what the killer's range of vision is and added some strategy around staying out of it.

    I like your attempt at trying to tie it into slasher tropes, but you know what you don't see? That same hiding mere inches from the killer but they did so after jumping through a window and then crouching next to it and waiting, or clinging to a wall immediately after running through a doorway. I mean sometimes you do see things like that, but its usually just before that person gets murdered.

    Its also an especially moot point on that end because it defies how the killer would actually respond. People getting killed through props and bad hiding attempts is much more of a trope than them actually working, which fits with stuff like locker grabs. Frantic juke attempts not working is far more fitting than them succeeding, what you're talking about is more akin to the killer losing a survivor midchase and prioritizing the others/gens rather than committing, not "crouching to ghostface's left because he won't be able to find you through his silly mask." camera locking animations is bad enough, but thats a lot easier to accept from a balance standpoint and has less of an impact on actual accessibility.

    On that note, yet another reminder that its an accessibility issue, that has been treated as an accessibility issue by countless games over the last few decades. Great for you if it doesn't affect you, but motion sickness affects a lot of people and adjusting the FoV is the universal method for alleviating that in the vast majority of cases. You do understand that it can affect your entire concepts of spatial awareness and depth perception, right?

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186432#Comment_3186432

    Yeah well i disagree I don't really care about previous years game is better now we can improve it, tunneling someone without OTR is so free, yes I can play without it and maybe killer will play nicely but what if he play to win ? you're such a free target without anti tunnel perks

    I can play without kindred too and waste 1 min to go unhook because someone is going at the same time, it just sucks, seeing your team is so basic it should be basekit, without killer's aura if it's too op I don't care but in solo q you need to see your team

    You know how you avoid being a target while not taking anti-tunnel perks? get better at wasting the killer's time. You'd be amazed how many killers will refuse to commit to a strong survivor because they'd rather go after a weaker one, its one of the key aspects to tunneling one out asap. The best anti-tunnel is literally getting better at looping and routing your chases.

    Just like how developing your deductive reasoning and game sense is how you avoid needing information on what everyone is doing at all times. If someone is on a hook and you hear a gen pop, you know that its likely that the last person is in chase or going for the save, and you can then use the killer's TR (or lack thereof) to have an idea of whether they are close to you or not. Someone gets injured, you know the killer is either chasing the free radical or just closed in on the gen that just completed. You can also assume the person who just finished the gen will likely be going for the save, since they just finished their gen and need to relocate to find another anyway. These are all reads you can be making to fill in the gaps of missing information without needing a little icon of a pair of sneakers over dwight's head to tell you he's in chase or whatever other spoons people need shoved in their mouth. Good players can already deduce these types of things with a pretty decent degree of accuracy just by ruling out the impossible at any given time. Honestly making reads is one of my favorite aspects of the game, but i play grapplers in fighting games so i guess i'm just built different.

    Edit: Also for the record, I absolutely support kindred on solo queue survivors, and think its an incredibly valuable tool because it bolsters that level of game sense by giving you even more deductions you can make with its info, same with Windows/Empathy/Bond/Aftercare/Alert. I still don't think they're necessary, but their value gets even better the more you can use that known to start estimating further unknowns.

  • That just kinda sounds like a worse version of how Evil Dead does it, while still carrying the same issues it has there.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186419#Comment_3186419

    But it is how it is. Otherwise you wouldn't have people immediately leaving the second gates get powered. They don't have to be at odds with one another, they just have no incentive to get out with their 'teammates'. They aren't rewarded more for it and thats why so many players don't care to help each other or even progress the game, because in the end, the only thing that matters is they escape. You may disagree with that all you want, but unless you're playing with friends and trying your best to get out together, it just aint a reality in solo que.

    PTB can work, its shown to have worked (where they've seen the feedback, taken it and applied changes because of it) and whether or not we agree on if it does work or not doesn't matter. Its still the only place we can test VC on, without affecting live servers. And if you're acting like people won't hit the forums with valid feedback (yes some emotional) and the staff won't read it, Idk what to tell ya.

    Just because you're scared or worried about how some entitled and immature people take a decision to remove a tool that was specified to be only for a limited time & experimental/data collection purposes, isn't warrant enough not to try it in the first place and see for yourself. There are also a lot of people who will not riot or throw a temper tantrum about it, but I guess we ignore the other side of it and just focus on all the hypothetical negatives right?

    People do not ragequit constantly to ruin games "out of protest" in regards to Legion's PTB. People ragequit for all sorts of stupid reasons and tying it down to one little category that is barely even a point just to fit your narrative when all it is, really is an assumption, because you don't know for certain why each and every person 'ragequits' or d/c's.

    You're right, I'm not the coder. I'm the player. And if you're also telling me it takes 5+ years to write in voice chat or even a version of it for it to be tested out on the PTB, then we can agree to stop talking here. I'm not suggesting that at all, but if you don't want to use voice chat and/or you don't have a microphone, that isn't my problem. Are you suggesting that because some people don't want to use voice chat and/or don't have microphones, that tool not be made accessible to the people who do want to use it? In terms of BHVR and SWF, yes what they did was fundamentally stupid and its incredibly tough to wiggle out of without them taking grand risks, which they just aren't willing to experiment with.

    I didn't ignore the technicalities, you tried to make them seem more than they are to fit the narrative you're pushing. I didn't imply ignorance at all, I simply brought up how good/strong SWFs don't have an issue with 'discordance' or multiple people yelling things out (since they are very used to it) and can hear what they need to hear. Again I never said those two were the same - info at basekit w/ visual rep vs SWF communicating that info, so IDK why you keep bringing that up.

    I honestly can't tell if you're misunderstanding my points, or misrepresenting them to have something to go after. gl in the fog i guess.

  • @rvzrvzrvz said:

    The worst part are the mandatory perks for me, it's annoying because I have 2 free perk slots at best between kindred, OTR and possibly perks to heal myself, I know it has been said 1 million times but seriously kindred should be basekit, imagine not seeing your team when someone is on hook

    It used to only work when you were the one on the hook, and people somehow managed for years. People still manage without it today.

    Also hot take, OTR is not mandatory, and DS/BT weren't before. People are allowed to think they have great value and use them because of it, but no perk has ever been even close to mandatory for the survivor role, the closest they ever get is when survivors are so unwilling to deal with a situation they feel like they must be mandatory. Technically no killer perks have gotten to that point either, but they've certainly gotten a lot closer due to how much variety there is between each killer, their powers, and their addons.

    You could make a better case for hag or trapper needing corrupt intervention than you can for survivors needing any perk at any point in DBD's history. There are perks that can easily get as much value, but not demand as much necessity.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186320#Comment_3186320

    I agree, it is flawed and bad design but its how it is. Its why you see from time to time, those survivor 'teammates' who leave the first second they can, when you've just ran the killer for 3 gens and got first hooked w/ Kindred up.

    This is where I disagree with you. Of course they can try things out, thats the whole reason of experimenting on PTB and seeing if its healthy for the game or there needs to be tweaks made. They could also provide a caution or note to PTB users that these changes aren't final and no way indicates that VC would be coming to the live versions of the game. Massive backlash? They get a ton of that as it is, for changes they do or do not make, that the community thinks they should. Again, if they pointed out this is just for experimenting and data collection, I don't see where any valid backlash would come from, besides unrealistic and entitled people.

    Why would people ragequit MORE with voice chat, especially in an experimental phase on PTB that they knowingly launched into? I mean, I've seen valid and objective feedback from people regarding perks, killers, animations, etc so whats to make me think people wouldn't be able to give reasonable feedback about voice chat?

    Yes and its time to step away from the whole 'we dont want players to have comms!' approach because it doesn't work. Its been evidenced for years that solo que has been awful because we are so far behind in balance in comparison to SWFs. And considering most new players are solo, not SWFs, they will get turned away from this game even more since they can't communicate coupled with little to no game knowledge. A FoV slider in this game when there's a perk for it? How dare you! Yes so give those people who want to opt out the ability to opt out. If you want to keep playing your matches with 0 comms, go for it. But leave VC in the game for the people who want to try using it. You're acting like VC shouldn't be implemented because some people won't use it. That isn't a reason not to have VC in the game. I don't care if you don't want to use it, there will be many many people who will.

    SWF's can provide all that info from those info perks in less than 15 seconds to their team. They don't have to run any of those info perks to get that information to their teammates. Exactly, they have someone relay the info. So they don't have to run the perks. Whereas a solo player does have to run those perks to get that same info. If you've ever been in a strong/organized SWF, you'll know discordance does not do much. You'll likely still hear what you need to hear. You'll also know a strong/organized SWF doesn't bring these info gathering perks, although what you say is true where people get assigned diifferent roles, its not like 1 person is chosen and forced to bring info gathering perks, they 99% of the time all run very strong/meta perks. I also never said relaying info is the same as 4 people having that info at all times so I don't know where that came from.

    I literally just explained how thats not how it is, but sure. Again, its operating under the assumption that survivors objectives are in any way at odds with one another, when they aren't at all. It gets used as an excuse for people to play selfish or make stupid plays all the time, but it is not in your best interests as you are not in opposition with one another in any way based on the game's design. The only exception to that would be when two people are holding each other hostage waiting for the other to die so they can go for hatch, which is exactly the type of standoff that BHVR has tried removing from the game multiple times (funny how they usually involve the hatch, btw.)

    The PTB is a great reason for why it doesn't work. PTB is supposed to be for actual feedback and statistics, and it is abysmal at both. It is basically just a preview taste for upcoming DLC at this point, and stuff like wesker's collision is a great recent example of how bad feedback and bad reactions intersect. The only good the userbase does at playtesting is finding how to break stuff as much as possible, like when CoH was allowed to stack and overlap, survivors could stack 5 (I think it ended up being that many, didn't count) endurance effects in a row, and so on. Its basically a last second "I hope we didn't overlook anything big" dry run where the userbase has no progression or penalties to really worry about, not an actual controlled test environment.

    I think you might have misunderstood my ragequit comment, i was talking about if it was tested and then removed. People ragequit constantly to ruin games "out of protest" ever since Legion's PTB. It ebbs and flows but there are people who try to ruin everyone's game over changes they don't like, even just specific killers existing. It was adding to the point of why you can't really introduce and then remove things like that, because the userbase simply isn't mature enough to handle your decision after the test.

    There are plenty of people who play at various levels who think no comms is perfectly fine. You're allowed to be one of the ones who disagrees, but you're also not the one who needs to rebalance and rewrite all of the code in the game to change away from that. Maybe DBD2 will have comms built in, but it would be a horrendously bad idea to have to rewrite the entire game to balance around it now. Or are you suggesting half the game get made obsolete and worthless regardless of the change? Or patchwork adjust a few things and leave the rest? BHVR made their bed when they decided to put SWF in and make them a single queue without separating them or giving any way of opting in or out, and there are much less invasive adjustments that can be done to alleviate the issue. That said, player skill (read: not just mechanical, mental and strategic most importantly) can more than compensate for the majority of the game as intended. People seem to forget that you're supposed to get games that you have little to no chance of winning based purely on how the game is designed around averages: There are just too many aspects designed to change the game rules around giving you a massive advantage, be they perks, addons, swf, or killers themselves. Its a big part of why solo queue complaints fall on deaf ears to me, its people assuming that they are supposed to win every single game they play well, which is anathema to DBD itself.

    The last comment im not really going to address more than the fact you focused on what swf has that you don't, ignored the technicalities involved that I spelled out for you, and instead you tried to imply ignorance on my behalf to try to discredit my explanation. If you honestly don't understand how giving players info at basekit with visual representation is different than swf's having to constantly communicate that info to each other, I don't think I'm going to be able to get much more through (and I don't mean that as an insult, btw.)

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185850#Comment_3185850

    It doesnt fix players who dont know what to do with the change suggestion, which is mostly infos.

    It does fix players who know what to do with the infos they have.

    Dwight on hook, Meg in chase. Jake & Clau on difference gens.

    No info case, which is current how solo play.

    Either Jake believe Clau going for unhook or vice versa because both gens are at 60-80%. Cause Dwight gets to 2nd hook stage.

    Or both Jake & Clau going for unhook.after 20sec traveling Jake seeing Clau is already at hook, he spends another 20sec to go back to his gen. That is half a Gen progression. This case happens more than the first.

    There is nothing to do with "bad players" in this case.

    With info case, showing Meg in chase, Clau & Jake on gens.

    The moment Clau leave her gen, the info show that she's no more on gen, which is go for unhooking. Then Jake and sit tight at his gen instead of wasting 40sec.

    Bad players is despite seeing Clau already leave gen, Jake still going to hook to try getting blood point

    Or both prefer to complete their gen and non of them leave gen to unhook Dwight

    _

    Someone charges at you with a sword, good judge is to give you a sword and see how you fight back, not leave you unarmed because other believe you cant use sword and decide not giving it. You totally can use sword, but you just dont have it to win the fight.

    Same to good players using info buff that solo desperately need

    You can get that kind of info from the perks that are already in the game that people refuse to use because they claim they won't give you that type of info. I still see people call Windows a crutch perk for bad survivors, even though its honestly better for good players than it is for bad ones simply due to the secondary info it provides. Aura perks can give a lot more info then they are designed around specifically just by using simple deductive reasoning and having game sense.

    ....And thats exactly the problem with a lot of these suggestions. You'd be buffing good players more than bad players, which leads to bad players still ruining good players games but making it easier for good players to hold a bigger advantage over killers simultaneously. That kind of balance oversight is how you make more problems as you introduce solutions to previous ones.

  • @icedrake402 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186188#Comment_3186188

    The reason I have no interest in using comms is because I have no interest in a torrent of verbal slurry being poured in my ear by enraged fourteen year olds who apparently all have carnal knowledge of my mother.

    Y'know, like literally every other game that has voice comms.

    Yeah, i don't particularly want to have to stop what i'm doing to have to reactively mute people for screaming about how they're getting tunnelled, talking with their twitch chat, griefing, listening to loud music, or whatever other auditory vomit is getting spewed. This game doesn't have enough accountability nor enough of a mature community for me to assume random comms will always be clean and civil.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186208#Comment_3186208

    Well its really not a team game though.

    Its a 1v1v1v1v1. The choice to help your teammates & use teamwork to get out or hide all game and play selfishly is up to you. You're not obligated to help anyone. Also being able to see survivor's build will give you ideas of how they play or at the very least, you'll assume. Ex. seeing a survivor with Sole Survivor, Wake Up, Adrenaline & Self Aware. And this could affect lobby/match quality since people will dodge a lot more.

    Its like dodging a lobby when you see a fresh survivor at lvl1. Like no thanks. Maybe they're insane players and just getting on a new character, but am I willing to take that chance? Nah.

    That 1v1v1v1v1 comment is so flawed i'm still amazed they even made it. the 4 have the same objective, so they are not "vs" each other. If there was only allowed to be one survivor per match? maybe. But their goal is not mutually exclusive nor is it at odds with each other, so they are not in opposition in any way other than whether they want to sandbag or troll each other to boost their own chances unnecessarily. Its an extremely bad take on their own design.

    @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186243#Comment_3186243

    SWFs already use them, so whats the harm in letting solo players use those same tools or at the very LEAST, try it out? The biggest gripe I have with the VC debate is how after all these years, we still have NEVER had an experimental phase on the PTB or any real data to draw from, people just bring up hypotheticals all the time and this could have all been laid to rest awhile ago if they ever even bothered to toy with the idea of VC. If it didn't work out and proved to worsen matches or be hurtful to DbD, then disable it and move on.

    Again, its 2022. If you don't want to use VC or don't have a microphone, thats entirely on that individual person. This whole 'people not using it' shouldn't even be a factor in the debate. If you don't want to use voice chat for whatever reason, thats on you. If I want to use voice comms with my 3 other solo teammates and even 1 of them decide to use it, its still a win. Because thats still better than the situation we've been in for YEARS.

    Right, I don't think we need perks. But when you start saying 'hey you got all these info perks', it means very little considering every solo player knows SWFs get all those perks w/o having to even run them. And bringing solo survivors in line or even somewhat closer to SWF is what most of us want.

    The "harm" is that they have been a balancing outlier that has made the game unable to be properly balanced for ages. You also can't really try things like that out because then you will face massive backlash if you decide to take them away. And if you think people are ragequitting at the drop of a hat now? The average player can't even provide clear feedback without getting emotional as it is, all they would be doing is forcing themselves to roll it out for real.

    And like ive said multiple times, many aspects of the game are designed specifically around NOT having access to communication. You're leaning pretty hard on that current year argument when this game refuses to even put in an FoV slider which I can literally go back and adjust in games like Doom and Quake. Not only that, but people can opt out because they don't want to communicate nor hear what their teammates have to say, and that will ALWAYS be a valid reason to not make it mandatory in game design.

    And once again, you're going for the "SWF can do it, i want it too!" without considering either the implications or the false equivalence. SWFs don't get aura perks for free, they get similar info as aura perks through communication specifically without needing to use perk slots. They don't get full auras because one person has them, they have one person who can relay that information instead. There is a very big difference, especially since multiple people talking at once creates discordance. Its also part of the reason why SWFs that are organized designate people for different roles, so that one person can focus on information and coordination while the others work in tandem. Up to 4 people being able to relay that information to each other is NOT the same as all 4 having all of that information at all times.

  • Crabs in a bucket. Empathy might be a perk but its forbidden in the userbase.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186003#Comment_3186003

    I can't control what gen's my team does in soloq, soloq is a mess right now. 30 minutes is too long, 15 should be the max.

    Then take the L and move on. The same can be said for killers going for a 4k, except the fact they had to kill 3 other people to get to that point (2 if 2 survivors are waiting for each other to die) and even then a lot of them would still rather just let one go than waste all that time in a boring hide and seek match. Hatch concessions are 50% wanting to let people go, 50% not being as committed to holding the other side hostage in response to them holding you hostage. The hatch doesn't even count as a win for a reason, its a draw, a participation trophy.

    People overvalue surviving through hatch just as much as they overvalue getting a 4k vs a 3k. You're all boring and you're made for each other.

  • @Volcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185952#Comment_3185952

    Just because people DECIDE to opt out of voice doesn't mean VC wouldn't improve the match quality for the people who do decide to use it.

    If you can't use voice because you don't have a headset or microphone, well its 2022. That isn't a valid excuse to not bring VC to DbD. You can go buy one for very cheap, but again this is a YOU problem.

    While you bring up a fair point of other perks giving very useful info to teammates, the idea & recommendation of having to bring those perks is null and dull. When in comparison to SWF, they get all that info just through comms, essentially letting them bring more 'meta' or powerful perks. While yes, we have those perks to help with info, by no means is that a rational solution to this topic because like I said, forcing solo players to bring certain perks for that info, means they lose out on some more useful or powerful perks they'd likely bring instead.

    You have to balance around comms if you provide them with the expectation they will be used more often than not. That means you would be designing things to disadvantage people that don't use them specifically, or designing them around no comms knowingly giving people who use them a distinct advantage. Its one thing to allow it through other means, but directly implimenting it is directly sanctioning it: you arent allowed to ignore the elephant in the room any more because you pointed it out.

    Also in regards to the perks, survivors don't need them. Perks for survivor are literally centered around either boosting your strengths or covering your weaknesses, none of them are required and none of the survivors have unique traits or abilities that they synergize with or against. They are literally your personal choice for how you want to improve your chances. Its not even addressing stuff like accessibility options being tied to them, its just wanting to be able to have more than 4 perks. Make Your Choice.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185952#Comment_3185952

    I see what you mean, but stealth killers already face that disadvantage against swf. I see no issue with making the playing field even between swf and solo q. If voice comms is all round then stealth killers specifically could be buffed to deal with it. Maybe faster movement speed or any number of things to help them if VC was introduced.

    perks like kindred, spine chill etc are a poor substitute for being able to exhange tactical info between survivors. Swf has that advantage whereas solo q does not and the difference is obvious.

    I've noticed that often when survivors do well in solo q the killer often has 1 or very few perks, usually yellow or green. I shouldn't have to rely on an incompetent killer to get a survival in a game. A killer with basic competence will 9 times out of 10 mince a solo q lobby. Unless all the survivors happen to be mlg pros. I've seen multiple solo q games that have resulted in a 3/4 k purely becuase 1 player couldn't pull their weight or died early.

    Applying something to help solo q specifically would not ruin the game. But improve it massively, especially to newer players who are extremely important to the game. If my first day playing survivor had been like the one i had today i doubt i would have carried on with the game as I have. It's an excellent game and i love the concept. I just want solo q survivor to be a challenging but good experience, not a frustrating and punishing one.

    "could be buffed" is the issue. They won't. The Key/Mori issue was their litmus on whether they could handle game design decisions that require directly buffing and nerfing both sides evenly, and it took them months of excuses before falling back to a simple number adjustment.

    Also I'm not going to say that info perks are as good as SWF, i'm saying that they are as good as solo queue needs, and SWF comms are an outlier beyond the game's design that has gone unchecked since its inception. They want to design things around no comms, but ignore that people are allowed to use them through other means. That has been a balancing discrepency in its very design since the moment people stopped having to lobby shop to play with their friends. They can have both swf and solo queue in the game, but it would be considerably smarter design wise to nerf specifically the potential of swf w/comms than it would be to try to bring solo up to that level and then need to rework entire core aspects of the game to try to achieve parity.

    Also again, more focusing solely on the survivor perspective. The amount of QoL that killers of all skill levels could use is also massive, especially with how it gets directed by survivor changes. Its to the point that the across the board minor buffs get treated like they're single handedly ruining the game for survivors as a result, when at higher level they make absolutely no difference. The thing about making adjustments for low level play is that you have to make sure they can't be taken advantage of by better players, otherwise you end up with stuff like the basekit BT and OTR being used offensively instead of their anti-tunnel intentions. I don't fault anyone for overlooking things outside of their perspective, just when they ignore the issues of others because "they got theirs."

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185908#Comment_3185908

    Part of this is just me venting, but another part is the constructive criticism, I want to see a positive change. Give solo queue anything. VC would be amazing, a ping system would be almost as good. 2 pings on hook, stay away killer near or help me killer is far. General ping for killer is near me on standing survivors. Let us see each other's perks in the lobby.

    None of these things would be a drastic detriment to the game. Yes some ppl would be idiots and get toxic on vc or spam pings. But locking pings if they are spammed, having the ability to mute players are easy ways to prevent it.

    The game was never designed for comms, despite allowing them through third party software. Allowing them at base creates its own balancing issues, especially in regards to those who opt out. The thing about requests for those, pings, automated messages, etc is that you already have more than enough perks that can due the jobs of those things, and well at that. Kindred and Windows are extremely undervalued for the info they provide to solos, as well as Empathy, Bond, Aftercare, and even Alert.

    Also its worth noting you only addressed the positives and negatives for your proposed change specifically for survivors: Its a pvp game. Every change to one side affects another, and things like basekit comms would hurt stealth killers even more than they already have been. CoH alone still hurts them disproportionately to this day, even with all of its nerfs, simply because it is a concept that nullifies most of the strengths their kits are designed around. Its always important to consider all aspects of changes and their affects on both sides before attempting to put them in the game, but especially when concerning basekit.

  • Yeah that ain't it, sorry. Addressing the efficiency potential of 1/2/3/4 alive to be closer together (read: 3 alive being the base value, with 1/2/4 being squished toward that value) would be a healthier way to address the issue as well as the ones that cause it to happen in the first place. Make killers feel less need to get 1-2 out asap, and make survivors feel less hopeless as people die. Which things would be changed to suit those ends is its own conversation, but that direction is a lot more healthy than rewarding hard tunneling even more.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185880#Comment_3185880

    You didn't write the post i responded to. Certainly seemed like a personal attack or attempt at trolling.

    I'm confident i contribute to the game. My last game for example, (up to 15 games with no escapes btw) iridescent benevolent/evader, gold light bringer (92 points so just a shade off of iridescent) and silver unbroken because i died. Top of my team, multiple unhooks. The first time i get hooked i progress to 2nd hook because nobody bothers to help me. Even though killer is somewhere on the other side of the map. I ran the killer for a merry chase at least 3 times, buying loads of time.

    Granted i don't do that well in all my games maybe 50-70%. But after performing like that and still getting mori'd because nobody bothered to unhook me for ages. I literally almost timed out to sacrifice again.

    Surely you can see how that's frustrating right? It isn't how the game should be. I dont expect to escape from every single game, but there should be an average or just below average chance to escape any given game. 80% of the games I've played today have been 3 or 4 ks. With the 3s being down to hatch. And that's consistent with my solo queue games regardless of how i perform. It's unbalanced.

    The frustration comes from focusing on the factor you can't control. This is a game balanced by averages, it is rooted in chaos. There will always be games where you will have lost before the map even loads (for both sides,) so its a surefire way to burn out from the game by focusing on how badly things can be out of your favor by default. The thing about self improvement is that not only do those things start to bother you less, you end up being better equipped to offset them more. I absolutely understand why you feel the way you do, but its a lesson thats been taught over years with this game. Solo queue gets the worst of it because you get held back by the others who would rather whine and complain than improve in addition to yourself, and its a big part of why I would rather see people improve than complain.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185865#Comment_3185865

    So getting left on hook and timing out makes me a bad player? I'd looped that wesker for at least 45 secs to a minute maybe more, and he only caught me by the skin of his teeth on a really good virulent bound a fraction of a sec before i could drop pallet. I know it helped other players finish gens. But then he hooks me, and no one bothers to help. First hook times out till i die, didn't try to kobe and hit all my skill checks.

    Some games I'll do bad, not knowing the maps. But others I'll perform well on, distract the killer plenty, get gens done. If you read my original post I'm not an amazing hyper looper but i understand how the game works and I'm definitely competent. But i can't carry a whole team that refuses to help me.

    You don't need to take it like a personal attack: The difference between a bad player and an inexperienced one is whether they're willing to improve and learn from mistakes. Instead of focusing on the end result (hook timer death) think more about what you could have done differently. You mentioned you looped him for a while and got downed, and you acknowledged that you bought time for your team. Thats you doing your part to contribute, so thats what you focus on since its what you can personally control. The whims of your teammates are going to be outside of your control, so there is no point focusing on or complaining about those: they might as well be random chance to you. All you can do is do your best with your own personal contribution, as well as assisting your allies. Literally anything else, including overall outcome, is secondary to that.

    If you can honestly say you could not have done any better, then just wash your hands of it. Or even better, try to see what other players do to overcome similar situations. Believe it or not a lot of these things affect successful players just as much as unsuccessful ones, the difference being countermeasures designed to minimize how much you get dragged down by others. Also believe it or not, those countermeasures usually involve playing in a way that carries teammates more than abandons them.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185826#Comment_3185826

    Yea, I think it has to do with predicted future events. Once you are on that hook, the likelihood that you'll be the one to make out the gates goes very low. Or the perception is that that will be true. The killer may decide to face camp or hook patrol to tunnel you out seconds after the unhook (10 seconds now). In either case, the bloodpoint rewards are going to be low. The fun is going to be low. Honestly I'm surprised that more people aren't suiciding with the instant queue times to find a better match.

    And ragequitting on that hook ruins the fun of the other 4 players in the game, which becomes a cycle when someone else ragequits in your game and makes that unwinnable as well. Its almost like there's a cycle that gets caused by people unwilling to deal with minor setbacks and turning them into major ones.

  • @RatbasterdJr said:

    its really not that bad. The only reason solo q fails is bad players. Maybe you’re one yourself? People are so dramatic about solo q. Lmao

    Its a hard pill to swallow, but a lot of people just don't realize when they get carried by their teammates. Tbh its kind of a failing of how MMR is determined, since you can "fail upward" and end up in higher MMR than you belong. The effect is twofold, since you're both then relying on other players to be good enough to carry you, while also weighing them down and giving them less fair matches as well.

    Bad players are both the alpha and the omega.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185850#Comment_3185850

    But if they gave us VC we could at least call out where killer is and exchange useful info. Even players without mics can hear and act on what people are saying. Worst case scenario it certainly can't hurt our chances at all and if ppl get toxic just mute em.

    Why not just develop game sense and not need comms? maybe use any of the perks in the game that give that information?

    Solo queue is the weakest of the 3, but it is nowehere near as bad as people complain about. And its 90% of what I play.

  • @RickSanchez said:

    What i like about friday the 13th is that the council can get weapons and slow down jason, its cool, setting up traps, finding items for the generator, repairing walk ways, would be a cool idea

    You know why those things work? because Jason can basically tombstone myers people and teleport around the whole map. Survivors need more slowdown options in that game because they are extremely fragile by comparison.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175862#Comment_3175862

    Its not just 10% buff for killer cool down. Its also 10% nerf for survivor speed boost.

    The total for both sides applied is 16%

    I dont think if Sprint burst speed buffed from 150% to 166% sounds a little to you.

    bit of a false equivalence, since both the previous and current times give you their intended effect: Giving you speed to avoid a second hit long enough to find a defensible position (loop/window/pallet/etc.) If you're unable to utilize that time properly, thats literally a skill issue. Its almost like there's a perk specifically designed to make sure you always know where nearby defense resources are to make split second decisions like that.

    The entire point of even getting a speed boost during the event is to "reset to neutral" so to speak. If you use it to run into a dead zone that time difference had absolutely zero impact other than how many seconds of the killer's time it wasted. If you can't make it to anything in time that 0.2 seconds sure as hell wasn't going to be the difference. Look at how much people complained about 5 seconds with their free basekit bt, and that has a haste bonus too.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185731#Comment_3185731

    Then how to compensate the advantage you get? Killers are buffed enough as they are, why do they need more free advantages?

    In my games, the 100% survivor bonus is basicly permanent, and still i play more killer at the moment, because solo queue has become not worth it. Why screw that even more in favor of killers?

    Thats cool and all, until they used accessibility as an excuse to buff spine chill in a way that has nothing to do with accessibility.

    Not only was there no compensation, working against stealth killers had absolutely nothing to do with the accessibility application of the perk. Also survivors already have compensation by having third person perspective.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184633#Comment_3184633

    It gives me a head start on the killer so i can loop them as long as possible so my team can "hopefully" do gens instead of crouching full screen away doing nothing, THATS WHY!

    My strengths are looping and wasting the killers time! Because im good at looping it means "im not" hopeless against tunneling. Tunneling " me" is one of the worst things a killer can do to me bc they'll most likely lose, i dont know about you.

    https://forum.deadbydaylight.com/en/discussion/comment/3184655#Comment_3184655

    Off the Record is good!

    Windows is a crutch perk for players that are not that familiar with or good at looping and or aware of the map or they're surroundings. Waste of a perk slot for me personally and i will never use Windows of Opportunity. I think it sucks and there are much better perks.

    Adrenaline yes agreed.

    https://forum.deadbydaylight.com/en/discussion/comment/3184660#Comment_3184660

    Windows isnt that good imo. Its for beginners bc good dbd players that know the loops dont need Windows at all. You can put something much better than Windows of Opportunity.

    I'm going to be completely honest: you're undervaluing the information Windows actually provides. You're welcome to not want to take the perk and all, but its secondary info is far more useful than its "crutch" primary purpose.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184401#Comment_3184401

    What I’m saying is a lot of people disagree with your assessment. They actively think that the aura from BBQ is better than the ones from Floods of Rage and Darkness Revealed because it naturally happens at a convenient time for the killer (i.e. right after they hook someone and right when they want new tracking information) and covers a wider total area of the map than Darkness does. And even though on the face of it there are counter measures to BBQ that’s never stopped it from being popular specifically for its auras because many, many survivors don’t bother taking those countersteps.

    P.S. and I’m saying this as someone who doesn’t bother using BBQ personally. I’ve always liked other perks better. But I totally understand why it has a following.

    you know why i don't bother hiding from the aura of BBQ? because i know exactly which direction the killer is going to come from, so it tells me which way i should route toward the moment i hear the TR, or preemptively if i make a read on a stealth killer. Its predictability hurts it on too many fronts, just like it has for years. Killers like Pig get use out of using it to track down survivors going for boxes, but otherwise too much of the userbase knows how to minimize its impact. A lot of your points are kinda situational comparisons as well, like map area: BBQ gets nothing if they're too close , let alone hiding inside lockers, or even just crouching behind a gen at a distance you can't tell the auras apart. My point is that those are the types of restrictions they need to remove to make up for removing half of its function entirely with no recompense.

  • @brewingtea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184326#Comment_3184326

    This x 1000

    Also, lmao at "Gosh, they'd sure LIKE to stop all of that cheating, but it's totally not feasible you guys! Soooo not feasible"

    I mean they're not wrong in the hyperbolic statement that they will never be able to get rid of all cheating. Even games with the best anti-cheat have vulnerabilities happen occasionally. The thing is making them so rare that people continue to keep faith that they get handled accordingly before they become widespread.

    Here you can have 6 games in a day with just as many hackers. Then you get to the ones who abuse reasonable doubt and it makes people either paranoid or entirely apathetic. They need to do better at convincing the community they're putting in the effort, then they need to put in more effort. Preferably by lowering the onus of proof to take up less performance and storage space.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184361#Comment_3184361

    Also in addition to what I said above note that Call of Brine, another Sadako perk, is about the sixth most used perk and has almost as much percentage usage as BBQ. Floods of Rage though has only about 5% usage. If people really wanted to switch to Floods of Rage instead of BBQ you’d see it have around the same percent usage as Call of Brine but it’s not even close.

    You're mixing so many variables into your comparison it loses all value. I'm literally just saying that opening and closing a locker at an interval no closer than 30 seconds without giving survivors any way of knowing (unless they physically witness it or have distortion tokens get eaten) is massively favorable to having it tied to hooking survivors with the same counterplay its had for years. People still run obsolete things, especially if they don't have their more efficient alternatives.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184361#Comment_3184361

    Call of brine is a sadako perk, so defenitely licensed.

    I... already admitted that in the post you quoted? If I wasn't clear with mentioning that the dredge perk wasn't, then sorry for the confusion.

    The reason i mentioned those two gen kick perks in particular is because they overlap in their application, with CoB being the better one but Overcharge being more likely to be owned by a larger portion of the playerbase for multiple reasons. People used to bumrush BBQ on every single killer so its little surprise most of the community has it on most of the killers, especially compared to a newer one.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184334#Comment_3184334

    BBQ is fine, a lot of people run it solely for its aura and its still today the second most used killer perk.

    Because the better perk is tied behind a new(ish) killer, while BBQ is one that people had had on everyone for years. Same reason people are more likely to have overcharge than call of brine (although admittedly at least dredge isn't licensed.)

    Its effect is just not strong enough anymore, especially due to its activation condition and how easy it is to anticipate and counter.

  • TBH the perk needs an entire rework now that its primary reason for being taken is gone. The aura reading isnt even relevant with Darkness Revealed in the game, especially since its absurd number of counterplays are still there.

  • @Kasamsky said:

    I honestly don't understand why the forums is not flooded with posts about cheaters. For me the whole situation feels out of control and even worse than we had half a year ago. I can't be the only person that gets cheaters back to back. And no im not talking about "oh i think this nea is a little too fast but i can't really tell", im talking about obvious flying around and insta gen popping crap. For the past week 50% of my killer matches are like that and no im not overreacting. At this point i don't even feel like starting DbD anymore. For what? Wasting 10 minutes in queue to get perma head-on stunned? No thanks. And even if you don't get the obvious kind of cheater, with gen times ranging from 40 to 100+ seconds you can't even tell anymore wether the match is legit or not.

    Something need to be done ASAP.

    The arms race comment did a lot more harm than good. BHVR is extremely bad at letting people know that things are actually getting done and successful reports are getting banned, so paired with anecdotal experiences people have very little faith in the system, especially with how much legwork they themselves have to do. While their reasoning was sound (not showing your hand while dealing with vulnerabilities vs exploits in code) they need to make improvements to building faith within the community. The way they're handling it is causing people to be less likely to bother reporting, and more likely to be brazen because of the former.

    Edit: For reference, even something as seemingly worthless as reporting the number of successful bans between each community stream would go a long way. Stuff like that is one of the biggest reasons why people in FF14 even bother reporting RMT spammers, it seems like they're endless but the team are very transparent about how many accounts get handled, so people continue to report them because they know something is actually being done.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184081#Comment_3184081

    Does not change the fact that if the Survivors try to do Gens and you are only scaring them away without any intention to actually chasing them, that YOU as the Killer, are holding the game hostage at this point.

    At some point both parties have to commit to try to get their Objective done. For Survivors it is to try to repair Gens even if the Killer is in a strong 3-Gen. And for the Killer it is to commit to a chase, risking that the other person might get the Gen done in 90 seconds.

    If a killer leaves a 3 gen to chase a survivor how is that any different than a survivor overcommitting to a gen instead of continuously running away, healing, then coming back? Neither side can be faulted for being strategic in a 3 gen, and for killers they have to be strategic by securing the position unless they are sure they will get a down fast enough to not take further damage. That means smacking but not chasing people until someone slips up and is out positioned. Its barely even in the killer's advantage anymore if CoH is in play, which puts the attrition war further in survivor's favor.

    Defending a 3 Gen as a killer is like playing king of the hill/double domination/whatever similar flavor of gametype you see in the FPS of your choice. Taking out your opponent is winning the battle but chasing them away is losing the war, holding the position is securing victory.

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184191#Comment_3184191

    3 of those perks become obsolete the moment you get a non camping/tunneling killer. And Lethal Pursuer is not the only perk that shows auras. You would never know if killer was using Darkness Revealed or Floods of Rage.

    BT and OTR can and are used offensively plenty. Also I'm cool with not knowing if the killer is using either of those two perks, though you can get a pretty good idea of the latter if they're using scourge hooks and the former if they're checking lockers between chases fairly frequently. At the end of the day no survivor perk is really needed, they're all just for either strengthening your weaknesses or capitalizing on your strengths. I'd sooner take windows and kindred over every perk mentioned in this topic tbh.

  • Its pretty easy to save the perk slot if you just run straight to the nearest strong loop once you spawn, then wait a few seconds and scope out the area for gens and defenses. Then if you don't hear the TR right away, go back to your regularly scheduled m1 simulator.

    Rinse and repeat with each additional aura perk getting two death-defying seconds, i guess.

  • @sulaiman said:

    The field of vision is that way so survivors can use stealth in a chase, and get overlooked if you turn a corner. If you take that away, what will you give survivors to compensate that?

    I mean, stealth is nerfed more than enough, and i dont mean iron will (although its next to impossible to juke a killer in a chase now), but every map rework made stealth way harder (unless you just hide when you hear a heartbeat; that still works, but juking a killer in a chase, when there is only one line-of-sight-blocker with only one place to go?).

    I mean i am not opposed to a quality of life update, but you have to consider why its there, and we dont need to screw the balance even more in favor of the killer.

    They already get a third person camera as their compensation. I think thats a much bigger strength than gimmicky FoV jukes that rarely work.

  • No, but it doesn't want to be, either. It just wants to convince people they're not getting robbed in matches so they'll continue to play.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184119#Comment_3184119

    Remember the 5th Year Anniversary Stream where they announced an auto-ban system based off of number of reports?

    Yeah....that wasn't a good solution.

    i would've been banned so fast lmao

    I'm not saying it should be done on quantity of reports (as that would be extremely exploitable as you inferred) but more actually doing internal things and getting some fire under some asses about how active they are in the process. I understand why they havent done anything like a full rework of their logic to mimic other automated systems, but they keep refusing to put even simple impossibility checks when they have all of the internal data you could ever need to create them. You can create an entire minefield for hackers by making a series of checks for impossibilities within the game's normal environment, then just silently have them flag the match in a similar way as the report system. That way if a survivor is somehow running faster than normal and another player sees and reports it, they can pull up something like "they were getting the Hope effect before the gens were completed" or other situations that should be impossible. Then just have the game auto throw out any unmatched reports after a day or two.

    I just can't get over how unwilling they are to impose sanity checks, especially when it makes everyone's lives easier, including theirs.

  • @bm33 said:

    When you report in game the match gets flagged and you just need to send video proof in a support ticket. It's actually better now because you don't need someone's steam ID to report them, something players on other platforms had no access to.

    https://forum.deadbydaylight.com/en/discussion/comment/3166280#Comment_3166280

    Thats good and all, but when are they going to come up with something better than requiring video evidence?

  • @Someissues said:

    Evil Dead has this and its amazing, i can coordinate teammates well with telling what to do etc. and to counter Camping perfectly. Solo queues is miserable and we 100% need this.

    No it isnt even Toxic.

    Dev can leave the Voice Chat setting OFF by Default. So its turn on only for those that wanted it.

    Its ridiculous how on 2022 we still dont have this.

    It only works in ED because you can revive people, and the game even auto revives after objectives. Some people have seen the horrors of proximity chat in F13 and we'd rather not go back to that.

  • @Halloulle said:

    The ridiculously small hitbox previously covered up the ping issue that is, imo, at the heart of a lot of frustrations people have. - It's the same as with e.g. Huntress where a combination of hitboxes and pings result on hits around corners. Things tend to look more "right" from the killer pov since their perception is the one that counts. Idk how many times I have been yoinked from way behind a corner to get teleported back into the M2-line Wesker has. One or two times I got to see the killer pov and while it was a close call it was a somewhat solid hit from their perspective.

    More to the point of solving the issue would be a ping cap over the past minute that can be set individually within a range; while not everyone can have a 30ms ping all the time most people within a region will manage something under 100ms if there are actually servers in their region. That would also mean that there need to be more servers. It's ridiculous that South Africa people are on Frankfurt servers. - Going against a Wesker like that is gg next; you need to be able to see two seconds into the future to be able to do anything other than W+predrop.

    While ping can certainly contribute, its more a matter of just survivor animations in relation to their hurtbox. They bend forward when doing damn near anything, but their hurtbox stays the same. If you're aiming for their legs/butt/lower back it will always be accurate regardless of their position, which makes things like latency make it look even more silly, like you mentioned. Keep that in mind though any time you see those types of hits, especially from wesker and huntress: More often than not, you'll find that the hit did overlap with the "back" of your model, if you're justifying it off of where the model intersects with the ground rather than the few feet they're leaning forward. Latency will always extrapolate this, but you'd be surprised how reliable aiming for that area specifically can be in compensating. Its kinda like the opposite of leading a shot, you aim at where the front of their representation is so that you will hit their awkwardly placed hurtbox behind them.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180462#Comment_3180462

    https://forum.deadbydaylight.com/en/discussion/comment/3180469#Comment_3180469

    The devs will always do what they believe to be in their best interest.

    In your example @GoodBoyKaru, they could look at the greater socio-political climate to draw conclusions about what the “majority” of their players would like to see done about the situation.

    They don’t have that same driving force here for accessibility. Even in developed countries, accessibility is almost always an after-thought.

    It’s sad to say, but what @kizuati is asking for here is really trailblazing in the game industry.

    So if we want to make it happen, we need numbers to prove to BHVR that it is a high priority problem

    There is a difference between best interest and what they appraise as their best interest. As multiple people have stated, accessability is almost always in best interest, especially if the cost for solution is less than the potential sales growth. Since fixes like this tend to cost little to nothing, they're generally slam dunks. You dont see them come up as issues very often because they get addressed before they even see the light of day. Photosensitivity issues in video games and cartoons has been a topic for literal decades, and there have been many "best practices" developed in their wake. This isn't "demanding some stranger change things for you personally," like that person kept claiming, Its industry standards being ignored by anything short of litigation. Having no warning in the game until recently is grounds for negligance, especially since it was brought to their attention and acknowledged well before that was introduced. None of the events that can cause reactions are particularly new (barring sadako's inclusion in the game months ago,) And most of them have been in the game for literal years without even having a lazy warning thrown up like they eventually settled on.

    Then we get to the person's stance itself. The absolute ignorance is just baffling, especially in light of people trying to directly educate them. Its easy to understand why one side might get a bit more emotional in this case, considering they are being disparaged for a disability they have no control over. There are many people who play games at various levels who have photosensitivity issues and still can play almost any game with zero issue, and they are dilligent with "tests" for ones that are known to present risks. Controlled exposure is something that most people with any form of disability have to experience, which usually involves a session with a friend or loved one where they can make sure their reaction to the issues present is safe. Considering the offending issues could easily be overlooked with such dilligence, the onus has been on bhvr for a very, very long time to have a minimum of a warning, with the best practice being to either warn about each event that can cause a reaction, or preferably to rework those elements entirely.

    There have been a good number of actors and singers who have had issues with epilepsy both before and even during their careers. If people like the beastie boys, lil wayne, and even Prince can have their performances adjusted in a way that doesn't cause photosensitivity bouts through their usage of effects during their live performances, its not asking much for BHVR to do better than how they've been handling the issue for years, and its pretty insulting when someone's armchair take is to forbid people from a medium that they are already putting plenty of effort into being safe through the negligence of developers.

    Again, to reiterate, There are plenty of photosensitive people who have been playing video games for decades with little to no issue. This is mostly due to the standards and practices the industry has been developing over the years to be mindful of the condition. The way it is handled in this game is a big fail, and has been for a long time. The generic warning was the bare minimum, and it was only added after people reported direct reactions. If you want to see what kind of a PR nightmare that causes, just look at cyberpunk 2077.

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