Avatar

Skillfulstone

Skillfulstone

About

Username
Skillfulstone
Joined
Visits
7,617
Last Active

Comments

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992845#Comment_3992845

    You can't hook and kill the Survivor on 2nd hook yet, otherwise the remaining Survivors get a gen-speed boost and there's only one gen left.

    Quick correction: The repair boost is for kills -before- 6th hook. This would be the 6th hook and thus not trigger the repair bonus.

    Correct, my bad.

    Although, it doesn't change that if you tunnel at that point and the Survivor dies, then you lose all ability to regress/block gens, which is still overkill.

    Still, the point stands: at that point in the game, tunnelling is understandable since it's a tight game and everyone had their chance to play an almost full game.

  • @rvzrvzrvz said:

    I don't get these posts, you have 1 hook with 2 gens left and you still think you deserve your free 4k ? if your first chase was extremely long maybe don't commit so hard, you're getting outplayed why should you win the game ?

    To be fair, there's a middle-ground between "free 4k" and "guaranteed loss". Neither of those should be a thing.

    Imagine this;

    You play fair and try to spread your hooks, the Survivors are putting up a fight but the match isn't a curbstomp either. By the time one gen is left, 3 Survivors have been hooked once and one is on 2nd hook (or any variant of 5 hooks & 0 kills) and they got themselves in a tight 3-gen. This is a kind of situation that isn't that uncommon in matches where both sides are somewhat equally matched and the Killer didn't just decide at 5 gens that the first guy hooked wouldn't get more than 8k BP.

    You can't hook and kill the Survivor on 2nd hook yet, otherwise the remaining Survivors get a gen-speed boost and there's only one gen left.

    If you hook one of the other Survivors in your 3-gen (which means that they will likely be in sight so the HUD misinformation won't do anything, and it's another thing that shouldn't go through to live) and you can't completely prevent an unhook (either because of playing a weaker Killer or the Survivors simply being coordinated and/or good) then you have little choice;

    Hit the unhooker? They'll zoom in an empty corner of the map and by the time you catch/down and hook them, the last gen could be done.

    Go after the unhooked Survivor? You can, but not only is it harder (no scratch marks/noise/blood/aura due to Elusive) but if you do get them quick then you lose gen slowdown (as the wording in the patch note doesn't say the loss of regression & gen-block is tied to hook states, only the gen-speed boost is tied to killing a Survivor at 6 or less hook states. The loss of regression & gen-block is tied to a Survivor dying after being hooked twice in a row.) and even if only 3 Survivors remain (more than enough if 1 or 2 gens are left) then there's no way to slow down gens and Survivors can simply do the gens bit by bit and pre-run safely since their progress is permanent and the Killer can't afford to stray too far from the 3-gen. It's a lose-lose situation and those should never happen on either side (which is why, among many other reasons, the first try at basekit Unbreakable was rejected almost unanimously by the community).

    Sure, the top-tiers could deal with it, but we're trying to keep variety in the game. Lack of variety is one of the reasons (among others) why every other assyms around DBD dies.

    In short, while the idea is noble, the execution is clumsy and heavy-handed and doesn't account for situations where "tunnelling" is objectively the best option but isn't done maliciously or so early that the player spent as much time in lobby than in game (as quite frankly, tunnelling at 5 gens isn't "necessary", very effective sure, but not necessary.)

    Players don't mind getting tunnelled in endgame that much, it's understandable at that point even if it's obviously not pleasant. Players want to be able to play the game longer than the time they spent in lobby. If the "Anti-tunnel" measures deactivated after 3 gens are done then it wouldn't be as bad since at 2 gens remaining and 5-6 hooks & no kills, the game is tight but not yet lost for either side even for mid-low tiers Killers.

    It's a similar reason why so many people object to basekit Unbreakable; it creates lose-lose situations and it doesn't only address the most common and annoying cases of slugging, which is slugging the last two to avoid Hatch and team-slugging/bleedouts. If "basekit Unbreakable" only kicked-in in certain situations (if only 2 Survivors are left or everyone is slugged at once, both of those being the worst kinds of slugging) then there would be way less backlash against it.

    The core ideas aren't bad, but the numbers and executions are crucial to determine if it will do more harm than good. The PTB and Live release will show us how much effort and thought were put in those mechanics. There's also the perk changes (currently unknown) that will likely affect this to some extent.

  • Pretty much. It's just one of the many glaring flaws in their idea.

    This system won't matter at first (very very low MMR) but the moment that games start to become harder and Survivors take full advantage of long chases, then comebacks (especially for slower/M1 Killers like Trapper, Nemesis and Pig) are going to be nearly impossible.

    I'm sad to say this, but it would be smart of BHVR to start working on Killer bots for all Killers since there might be a rise in Killer DC when the early-game goes badly.

    Fixing those flaws would be rather simple, but I guess we'll see.

  • Did...did you literally make a thread for the sole purpose of opposing the one from @Daniel_Silva04 ?

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988264#Comment_3988264

    there's a PTB for a reason. things people have bought with real money shouldn't be unavailable to use for this amount of time.

    and it's more than annoying honestly, it's point blank ridiculous… and a massive kick in the teeth to everyone who did buy it. i don't care if i'll be able to use it in another month from now or what, i've already given them my money. as a business this is absolutely unacceptable, especially from a business as big as BHVR's.

    people with this mindset are why they don't take things as seriously as they should. you keep being fine with every error they make and suddenly there's a million more. apologies if i went off on you there but it really is unacceptable and idk why so many people are fine with these kinds of issues.

    if i ordered food from a restaurant and they took my money without giving me any food i would be livid. same goes here.

    No offense taken, I've been called way worse for literally no reason before. A little before the Trickster's release, I took a long break because I was getting slurs/threats thrown at me nearly every games (no matter the role, even when I went out of my way to play nice) and it was starting to get to me. Sometimes you just need to vent a little and you didn't go overboard, I was in the same boat when they first tried the Finisher Mori/basekit Unbreakable.

    I'm not fine with all of BHVR's mistakes, but on the scale of mistakes, a new perk being unavailable for a while (in order to avoid a Streetwise situation again, because let's face it, it would eventually end up the same) isn't too big of a deal. I'd rather it be killswitched until it's fixed than it being nerfed into the ground so no one uses it.

  • I mean, I'd rather it be killswitched for a while until it no longer gives perma-Finesse with certain perks than having a repeat of the Streetwise debacle and having a tsunami of hatred fall upon the devs until they killswitch it anyway.

    It's annoying that a new perk is killswitched, I agree, but it's not going anywhere and since the game also isn't going anywhere anytime soon then it's just a matter of time until it can be used again and window saves can be done again.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986325#Comment_3986325

    It's also achievement you can try to get every game. It takes work and can be frustating. But well I haven't even got the TWD map for two weeks now so I don't even get chance so how it's not more difficult?

    I do remember hand/eye coordination being frustating but it took me 5 games when I tried it. TWD map I have gotten 3 times with no luck out of 100+ games.

    Dude.

    Hand-Eye Coordination cannot be attempted every game, at all, especially not nowadays.

    You need;

    Be lucky enough to face Vecna (a Killer with an abysmal pickrate).

    To get lucky and get the Eye/Hand of Vecna through RNG (hoping no one else gets them before you).

    Not get tunnelled out by Vecna due to having the item and thus being able to be moried when on 2nd hook.

    Escape.

    Literally none of those aren't either partially or entirely luck-based.

    Most people who got the achievement got it in the first couple weeks after Vecna release which, indeed, meant that facing Vecna was very likely. Nowadays he's a rare sight (and will only get more rare as more Killers are added).

    Although the TWD achievement is not designed any better (skill has little to do with it, especially with the effective removal of map offerings) and is mostly luck-based, at least the achievement isn't dependant on another player.

  • @Tim_the_Enchanter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986081#Comment_3986081

    I'd say the survivor queue time is heavily impacted. I spent 20 minutes waiting for a match before I switched back to regular 1v4. Giving killer players the ability to join survivor queues has effectively doubled the amount of players waiting to get a game.

    I mean, she did just say that not only is the feature in the testing phase but that there was an outage affecting the game.

    Not the best environment for a functional feature.

  • I do believe the Clown's Mori is about 14 seconds, and Clown the Hedgehogs are rather common these days, so it's honestly not too far off.

    And quite frankly, at this point, everyone has seen every Mori animations dozens of times and it's no longer something special like before the Finisher Mori. The game is over, no need to keep people in longer (also good QOL for the few with vomit phobias that want to avoid a potential Plague Mori).

  • Please let a dev/mod see this so the system gets killswitched again never to return.

  • Literally in the comment you quoted, I say that people would need to last-second switch their own perks in order to be able to play how they want to without getting dodged by their own teammates. Which is beyond ridiculous to even think about.

    All it will lead to is angry people who will throw/sandbag/sabotage the person who last-second switched. We hid Prestige to lower lobby-dodging, let's not take two steps back.

  • Well I'll be, chapters got pushed back to focus on issues like the community asked. Absolute W.

    MMR rework worries me a little...depending on how it's handled, it could greatly reduce the "casual" potential of the game...but we'll see. I honestly just don't want to be sent against comp squads way beyond my level just because I sometimes go friendly after 8-hooking.

    Perk preview....

    If Survivors can see their teammates' perks in lobby, every effort and changes made to deal with lobby-dodging will have been for nothing. Hell, there's even a recent thread by someone saying that they want to see other players' perks so they won't play with "achievement-taker" and "jokers and noobs".

    In matches, sure. However I think that giving special effects to perks for info for their team would do good.

    Head-on, when ready, could highlight the locker in yellow for the other Survivors, making it possible for SoloQ players to know what's going on and play around it.

    Deliverance/Wicked, when active, should show up on the HUD in some way, so the other Survivors know that there's no need to rush for the save (a great step in bridging the gap between SWF and SoloQ).

  • Imagine if it ends up being a Star Wars chapter like some speculate XD

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982224#Comment_3982224

    I, of course, am not a knower.

    The only thing I'd be genuinely disappointed in is another RE crossover.

    Other than Mr. X, who'd be too similar to Nemesis, I dont think any other villain would translate well. They also used Birkin as a Legendary.

    I don't know…

    Jack Krauser could be decent (although he'd also do a very good Legion skin, even if it would be wasted potential).

    While Deborah isn't popular enough to justify a full Killer, she could make a popular (although not necessarily for the actual quality of the skin) skin for Hag or Spirit.

    I honestly believe the Tyrant from RE1 could have potential as a full Killer.

    Lady D and Mother Miranda (potential Plague skins also, although they are by far the ones I think are the least likely).

    There's still some potential, but the best ones have already been used, I agree.

  • @Tamago4a said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981393#Comment_3981393

    I don't think I agree with you.

    Why should I tolerate quest-takers, achievement-takers, and all sorts of jokers and noobs in the game? I go in to play a normal game, not a clown show. Maybe there's something wrong with the game if there are achievements and tasks where you have to do absurd things that don't lead to victory?

    And I disagree about the chat. Trying to fight toxicity is the same as tilting at windmills. No matter what you do, if a person wants to write toxic things, they will do it. I can understand some streamers, but I can't understand regular players. I think it's worth giving the ability to hide the chat completely in the game settings. And to turn it back on, you need to make it so that you have to restart the game. But in any case, when you first start the game, in the standard configuration, the chat should be allowed and, in addition, there should be no button to hide it in the lobby or at the end of the game.

    It took two sentences for you to prove my point, a lot of people would lobby shop non-stop for meta lobbies and Survivors would have to last-second switch their perk loadouts in order to not spend ages in the lobby and make backfilling even worse than it is.

    Not only that, but newcomers who don't even have those perks would get dodged and would wait longer for games (where they would likely die anyway, making the experience even worse).

  • Honestly, even though it's not really useful mid-chase anymore, the aura-block and scratch marks block can be useful.

    BBQ? Poof.

    Friends till The End? Poof.

    Before unhook? Poof.

    Before "Come and Get Me"? Poof.

    Standing in a circle with the other Survivors in the basement in shack? Poof. (We actually had a Plague that understood the joke and went along with it once).

    It's kinda on-par with Keys now. Situationaly useful and meme-y but overall not worth bringing if you want to lock in.

    If it gets charges, then it should at least get the opacity back and the iri should lose it's downsides other than 5% less opacity (to mitigate overkill/bugs with the iri like sometimes in the PTB where you would just see nothing at all even right next to you).

  • It's hilariously sad.

    You could get nabbed off a gen by a stealth Killer in the first minute and if you get camped to death you'll get a warning, he wasn't even AFK the whole game since he did the hook skill checks (a bathroom-less version of what happened here).

    Even if this didn't happen, the sheer fact that getting tunnelled too fast can get you warned should be a sign to disable the system again (since they reactivated it without a warning in the patch notes) and keep it off.

  • Being able to see your teammates's perks would immediately cause lobby-dodging to skyrocket. People doing Adept achievements (or simply playing off-meta or niche perks) would get dodge relentlessly and hiding prestige in lobby (which was for the sole reason of reducing lobby-dodging, and it worked wonderfully) will have been for nothing, in fact it would be a thousand times worse. People would have to last-second switch their own perks to deal with their teammates.

    As for the chat, I think it being off by default (and it being able to be hidden) is for people to not have to deal with toxic people if they don't want to (and streamers to not have to deal with even more of that).

    I do agree that there should be more indicators for perks in-game however. For example;

    Head-On, when active, would turn the aura of a locker yellow from the POV of other Survivors, making it easier to organize saves and chases around it.

    Deliverance and Wicked, when active, would change the hook icon on the HUD and make it glow to tell the other Survivors that the hooked Survivor can unhook themselves and that there is no need to rush for the save.

    There's more examples but it would go on for a while.

  • No. Because doing that would automatically make Killers stop hooking after one person is dead. Some Killers like Billy, Oni and Twins would skyrocket in lethality and wouldn't even need to kill one person before going on a slugfest.

    There's a reason why this was attempted alongside a basekit Unbreakable (the only way to discourage mass slugging due to it being a win condition), and it failed because Killers, wanting to get their Mori, would play whack-a-mole until they got lucky and downed the remaining Survivors, or the Survivors just gave up (alongside other issues but those others are another topic). Which made slugging for the 4k situations even more obnoxious and somehow even more common because instead of bleeding out after 4 minutes, people would get downed again and again and again for 15+ minutes until the Killer got lucky or they bled out after getting downed for the tenth time. That PTB was a nightmare and almost the whole playerbase disliked it and it got recycled into the Finisher Mori of today (which still encourages slugging for the 4k, which makes the Abandon function a godsend, but at least it's not a 15+ minutes long whack-a-mole game), the time wasting was unbearably worse.

    If the Survivors Abandon because they are all downed, then the Killer won, whether it's bots or players, the only difference is that if every Survivors leave, the Killer can also leave without penalty. The Killer has no obligation to stay in a bot lobby any longer than they want to, since the game is already won anyway.

  • Jim is one of the few redeeming qualities of his update despite not even being intended, he deserves to be remembered.

  • It's hilarious yet also sad that this thread is yet another that went from an opinion which had some potential for debate but then devolved into basically one person fighting an army by defending an idea/mindset that basically the whole playerbase is against with their life.

    And at some point, the battle overshadowed to original point of the thread.

  • If the zombies didn't have perk synergy, they would be utterly useless, even if they weren't bugged to hell and have an AI model that's 30 years old.

    But I think it's part of the reason I love Nemesis so much. Sure he's not that strong, but his meme and funny moment potential is insane.

    Some games the zombies will be stuck looking at a wall and I'll be little more than a Xenomorph with extra steps and no mobility.

    Other games, the zombies will be at the perfect place at the perfect moment to basically carry the game by ending 3 chases early.

    The one saving grace of the zombies is that they respond to gen explosions/screams and notifications (Discordance, Dragon's Grip, Pain Res/Surge etc. All attract the zombies if they are close enough. Although due to being bugged to high Heaven it's not 100% consistant or there's a small delay) which makes them able to go defend important gens until your slow and stomping self can get over there.

    I honestly believe that Nemy only needs 2 things to be perfect;

    1: Update to the Zombie AI/Zombie bug fixes.

    2: Being able to sacrifice a mutation stage in order to temporarily gain the ability to sprint (something like Billy but a tad slower and no insta-down but better control) with a lenghty "breaking" animation upon stopping to give him a little more map mobility and ability to capitalize on long-range info (BBQ, FTTE, etc.) without making it a spammable offensive tool. This would also give more purpose to his add-ons increasing the mutation given by zombies, since after reaching tier 3, some add-ons essentially become completely useless.

  • Unfortunately it was just horrible luck (likely the result of backfilling).

    It's easier to see it when watching other experienced people do "Hardcore Survivor/Killer challenges" but as a rule of thumb, the first few matches will be very easy then after a few escapes/4ks the game will quickly adjust.

  • @Memesis said:

    Shirtless David this, shirtless Felix, Vittorio that. When are we getting topless Kate and thalita.

    I mean, there's the Warhammer Titan skin for Spirit (Does the Armored Titan skin for Oni counts?). One of the first Skull Merchant's skins was almost topless.

    Some Kate and Sable skins are like two steps away from being topless also.

  • It's for some reason, intended.

    I honestly wouldn't mind that blocked gens aren't affected…if the perk didn't make you broken for the rest of the trial even if it did absolutely nothing.

  • Zodiac charms (Chinese and Western equivalent).

    Map charms (I'm honestly stumped on how animated charms based on the different realms/maps aren't a thing for every maps)

    Charms/badge/banners based on Vigo's story (in the tomes)

    Maybe a Jim charm/badge/banner? There's no way it wouldn't be insanely popular.

    There's a lot of possibilities.

  • @Skillfulstone said:

    Please don't get Clown "Skull Merchanted". Once was enough, we don't need another one.

    Ok so if the dislikes are any indication it seems I was misunderstood (as what I meant is something that no one should want).

    By "Skull Merchanted" I mean "gutted into the ground until further notice because too many people refused to deal with her".

    I'm all for Clown getting changes to his current kit (or even a partial or complete revert) to deal with his newfound extreme tunnelling potential, but I do not wish for another Killer to go in the dumpster because too many people just didn't want to play against them.

  • @SoGo said:

    One thing I don't get is why people suddenly think Clown is S tier.

    He is not that much stronger, he is just much simpler to play as. You can shut down your brain and autopilot, and his new power allows you to.

    You are unable to make mistakes, since there isn't a lot to screw up, and if you do, the punishment is not as severe since you reload faster.

    While not S-tier by any means, new Clown is still overall stronger than before and is easily one of the best tunnelers in the game as even Babysitter & BT can't save you for long.

    Sure, you could argue that Clown's old counterplay, predrop for distance & W to next loop, was repetitive. But now there is no distance to be made unless he gets stunned. He still has the same counterplay, but now if you don't get the stun then unless there's a loop right there then you'll probably get hit.

  • Please don't get Clown "Skull Merchanted". Once was enough, we don't need another one.

  • If the Killer is Undetectable for any reason (perk, add-on, power like the entirety of Nightfall or when Dredge is in a locker) then aura-reading doesn't work.

    It's why Ghosty and Scratched Mirror Myers (before map offerings were gutted) can avoid having their aura read mid-chase or after a hook (Undetectable perks hard-counter Kindred for example)

    Since Dredge spends much of the match Undetectable even without perks or add-ons, he's not the easiest Killer to use aura-reading on.

  • Don't disrespect Jim!

    It's like, one of the few bugs that garnered more positive reactions than negative ones and he doesn't affect game balance.

  • Music to my ears…Good news all around, issues being fixed, more transparency in the future, tensions going back down. While there's still work to do, this is a great update overall.

  • This is both right and wrong.

    The official "criteria" is likely still not met, however the community has spoken loud enough.

    Just like some other decisions in the past were made because basically the whole playerbase rallied.

    It's not the "downvotes" that made the decision, it's the number of complaints and likely increase of bug abuse that people did out of spite/protest. Just like I said in my earlier post (that for some reason has half as much dislikes than likes, shows how some people stopped reading after the first sentence) with enough outcry and impact almost anything can be done.

    Side-note: after some of the borderline scary stuff I've read/heard from angry people about this in various places, I wouldn't be surprised if we see a decrease in forum interactions with some of the staff in the future.

  • To those concerned, and not just on this thread…As much as I understand the sentiment and mostly agree, please don't go after the various mods who said those things please. They have very little, if anything at all, to do with what happens in the game and how things are addressed. I read some disturbing things (less on the forum directly, but Reddit/Twitter is another story) from people borderline threatening BHVR over the responses.

    Don't blame the messengers, a mod took the time to answer in this thread knowing that they would get buried in dislikes and scorn, they had no obligation to do so, even less so more than once in order to reassure someone that they understood the outrage and knew it wasn't necessarily personal ,and to repeat that they share the sentiment as they also live through it and have very little direct influence. Blaming the messengers is doing nothing except possibly make them think twice about jumping in a "hot" thread in the future, just as someone getting flamed for their opinion can make them hesitate to voice it again later. They are just as human as us, no one likes getting scorned for something they have basically no control over and it's very discouraging.

    Speaking about dissatisfaction is fine, even encouraged if staying respectful, but let's keep the forums better than the nuclear zone that is Reddit. People sometimes say that DBD has the worst community of any game, let's be better and prove them wrong.

    It's true that it's…odd that Streetwise isn't killswitched, especially after such a vocal and near-unanimous response from the community, and even though I've yet to see this bug managing to carry the game on it's own I understand that even a single "infinite" toolbox, left unchecked in the right hands, can significantly change a trial's pace and really shouldn't be a thing. If killswitching isn't an option I honestly would be completely fine with a temporary revert in a hotfix until the new version is fixed.

    I think that one of the main things preventing killswitching is that, even though experienced/skilled players facing off against similar opponents will see people exploit this bug non-stop, most of the playerbase either doesn't care enough to do it and/or doesn't follow DBD media and doesn't know much about it. I still see many beamers (infinite beamers are annoying but ultimately less impactful than a medkit or toolbox and often lead to people trying to always go for saves and throwing as a result) and Fog vials as before content creators truly made this bug widespread, so it stands to reason that, in terms of sheer numbers that the playerbase doesn't have access to, it's not changing the outcome of enough trials to justify a killswitch, at least not yet. I do believe that it could get killswitched if it starts to truly affect basically every trials.

  • You're not crazy, there's another active thread about the same topic. Daily quests got upgraded a bit but milestones got grindier.

  • I mean, unfortunately it's the direct result of years of slugging for the 4k and bleeding people out on purpose/various forms of BM.

    When everyone is downed, especially if the Killer left the 3rd Survivor slugged to frantically search and down the last one in order to avoid Hatch entirely (often leading to either bleedout after 4 minutes or the other Survivor getting found and also downed) the match is effectively over, if Unbreakable was in play then it would have been used while left on the ground.

    Why would Survivors stay in a match where the remaining outcomes boil down to; bleeding out on the ground after the Killer hooks the 4th Survivor if they can't find you again, getting purposefully bled out and possibly "WSed" on the ground, or just getting hooked/Moried (and by now everyone has seen all Mori animations countless times since the Finisher Mori) if they find you again?

    The match is over, the Killer isn't stuck in the match if everyone else are bots since they can also leave without penalty if seeing the Mori on a bot is "less satisfying" (because some people openly admit that the game is ruined for them if they can't Mori a human player at the end even if it's a 4k). Like, I get the sentiment, it can be a tad annoying when you end up in a bot lobby, but that goes for both sides (Killers get left to "clean up" an empty lobby, Survivors left alone by all their other teammates mid-game are not only pretty much doomed but also more likely to be quickly killed in order for the Killer to also be able to leave when only bots are left) and it's not without reasons.

  • @Coffee2Go said:

    Did you manage to do the 20 dash slam dunk in other players as wesker that is hard

    Honestly, I think it's pretty easy since Wesker is top 5 in the "I will make you regret bodyblocking" category. I didn't really try for this one, it kinda came naturally.

    (Isn't it 10 times?)

    @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976115#Comment_3976115

    Bruh honestly i was at the lampkin lane map yesterday and i had the eye and i didnt attune it because i didnt know how it works so i escaped without attuning it :/

    Yeah...the game doesn't do a good job at explaining what you are supposed to do...the game really needs Killer-specific tutorials. They could literally outsource those tutorials to their bigger content creators and/or consultants. If they can make fully CGI scenes and make 1000 Youtube Shorts, they can put together a small tutorial and edit clips together to show the basics of playing as and against every Killers.

    @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976136#Comment_3976136

    Yeah it was a weird match the team sucked ass i was solo-q not sure if they were teaming

    I don't remember everything, but I do recall one of your teammates (I think it was the one right before you, they actually looped decently) going idle (giving up) after I managed to hit them mid-vault with the Bound. It's part of the reason I decided to go out of my way to try to give the achievement to the last person. I have personal rules that if a Survivor gives up/DCs then they will die for BP purposes and whoever is remaining will be spared (and farmed/memed with, if they want) and I'll do my best to give achievements if I can, no one deserves to have an automatic loss because one of their teammates quit on them.

    I'm really hoping they either revisit map offerings or meaningfully boost the new map, I burned over 50 Withered Isle offerings for Pete's sake. All map-related achievements became almost completely luck-based achievement since they killed map offerings. At least it's the last achievement remaining (for now).

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976098#Comment_3976098

    Do you remember which username it was, since my ps5 is different than my forum one, if u remember

    Also did u have the regular skin or the one with blue shirt the one that makes him look like a cop or detective

    I don't recall the username, but I think (like, 40% sure) was trying out the other skin (I prefer the default but sometimes I switch it up because of how goofy it looks when tendrils just pop out of his bare skin XD). I'm not 100% sure though 😅

  • I mean, even without the aura, it's a hard counter to any exhaustion perk if the Survivor uses the vial before or at the start of the chase.

    I honestly don't think that Fog vials's best use is for chases unless you build around it and/or get lucky and be on an indoor map.

    It's very good for covering a recently unhooked teammate from a back-to-hook-Andy (Pop the vial just before or after unhook and the unhooked Survivor can make some distance without scratch marks or noise) or to use as a worse version of old Distortion (when it was still worth using) when you deduce aura perks (Pop the vial just before a teammate gets hooked to block BBQ, or Friends till the End if you're the obsession for example).

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976098#Comment_3976098

    AHHAAHAHAHAHHA

    That was you lmao, i totally felt bad for you since i believe there is a wesker achivement too so i was trying to point at hook for you to get it instead but then u forced me to escape.

    Yeah it was that dark blue wing one then.

    OMG yeah XD

    I already have all achievements (I try to get them as soon as they come out, although since they usually don't work on release day I get them 3-4 days later) and currently I"m only missing the crappy Fallen Refuge achievement since, because map offerings are now worthless, even after burning over 50 Withered Isle offerings I got the right map once and the Killer DCed before I could do the hospital gen.

    Wesker is one of the few Killers able to push people away from Hatch without giving it to them during the recovery animation, so I was like "she will get the achievement even if I have to play Sable baseball for a while." XD

    As an achievement hunter I try to help other people get ridiculous achievements when I can (No Mither Davids will be spared, anyone who finds Hand/Eye of Vecna will be spared since this achievement is so badly designed that when I play Vecna, my main goal is to give this achievement to people etc. XD)

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976088#Comment_3976088

    Did u do it for sable since i played sable that match

    I either had winged skin or the hat one big white for her

    And i was pointing at the hook for the killer to hook me since i thought its gg but then he let me escape

    The glow-in-the-dark blue one?

    If so, holy hell I think we crossed path. I usually try to give the achievement to people if i manage to make them understand my intent XD.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975913#Comment_3975913

    Yeah it was one of them but that one i decided to derank haha

    I couldnt even get past ew 2 i was like almost ew3 but gates gor opened

    Buut the map i got the achivement on it was in that swamp map with kayak boats and docks

    But on McMillian i was mainly standing on top of that wheat harvester xD

    To get my evil within charged up entire match

    Oh I meant Left for Dead sorry.

  • Sadly, such are the consequences when a game has a monopoly in its genre.

    Every other horror assym is either dying or dead. People who want to leave DBD have nowhere else to go to find a similar game. So they stay.

    When Overwatch 2 (an utter scam built on lies and false promises) was suddenly faced with Marvel Rivals who was similar and rapidly gaining in popularity, they suddenly had a ton of "planned" updates and content (it was not planned, it was damage control) to bring people back/stop them from leaving.

    DBD has no such "opponent" to surpass, and so has no real reason to rush anything. Alongside the many licenses, having no competition means they have little reason to go the extra length.

    But, to be fair, until this chapter they were actually doing a pretty good job so far (pun intended) and were listening to the playerbase (unalive on hook removal, adjustment of AFK crows when they were told people got undeserved crows, Anti-go-next system killswitched when people got penalties for getting tunnelled which for some reason was apparently reactivated without notice with this chapter, I've been lucky enough to not get flagged myself yet). I'm not sure what happened this chapter, but it wasn't so bad until very recently.

    My "trust threshold" hasn't yet been reached since, unless they push another chapter before fixing this one, they were doing well and made one major mistake. I can forgive a big mistake if it's taken care of in a timely manner, especially if it's not usually so bad. There's also the fact that, like I said earlier, they really have no reason to do anything or to listen to the playerbase, yet until this chapter they did, so I'm willing to give the benefit of the doubt.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975661#Comment_3975661

    There was a wesker who killed everyone, i had deja vu, dark sense, premoniton, sprint burst, with two gens left he made me do entire one and then he closed hatch and made me open the gate

    After seeing the date on the achievement and your description of how it went down...was the game where this happened, happen to be on McMillan by any chance?

  • I'm on the verge of losing it.

    Finally got the map after burning around 50 offerings…and the Killer DCs before I can finish the middle gen because the first chase, I assume, lasted too long (Quite frankly I'm not even sure that a DC counts for Adepts). Haven't seen the map again since. I'm running out of Survivors that even have Withered Isle offerings.

    Like, any new maps should have their own queue or be massively boosted for a week or two, especially since map offerings might as well not exist. Even more so when there's an achievement tied to it and there's so many maps in the game that without the old map offerings it's horrible to even get the maps.

    There's no way that the map is boosted, if it is then it's either by a minuscule amount or the anti-realm repetition takes precedence over the boost.

  • Horrifyingly enough, I have trouble seeing Carnage as anything else than a Ghoul skin (slinging himself around while drinking blood/maniacaly laughing seems pretty on point).

    He just does so many things that it would be hard to focus on one thing that is fully different to every other Killers.

    He can make weapons to throw around or stab n' drag people to him, we kinda already have several Killers for that. He is hella fast and we have a bunch of those.

    I guess it would be possible to play on the "bloody carnage" theme and give him various passive buffs based on how many Survivors are injured?

    A idea that could keep him balanced would be to make him like a mix of Vecna and Oni. He would have a few different abilities, all of them pretty mid at first, and they would grow stronger as more Survivors are injured at once.

    This would discourage tunnelling to some extent (focusing on one person keeps you weak and getting one person out early would keep you from full potential for the rest of the trial) and would give passive slowdown in the form of Survivors needing to heal in order to keep the Killer from being at full power. The multiple abilities would make him viable in a variety of situation without being too oppressive unless the Survivors never heal.

    Maybe something akin to one-use traps like sound grenades could spawn and could be used to temporarily reduce his buffs and make him 4.4 (sound weakness but not enough to cripple him or take away his power completely like Xenomorph) in order to make Survivors able to even the odds in chase at the cost of time and being blocked from their own items (like EMP, can't carry a Sonic Grenade and a medkit/toolboxe at the same time and dropping the grenade to use the other item despawns the grenade).

    To make him a balanced but still somewhat unique Killer and true to his character, he would need a lot of stuff.

  • It's not just you. Been trying to get the map for 2 days and I've yet to see it. I got the right realm a few times but never the right map.

    I burned all Withered Isle offerings across 8 different Survivors, probably amounting to ≈40 offerings, for nothing.

    If BHVR won't actually boost the map in a meaningful way or give it it's own queue, then at least make map offerings meaningful (not nearly guaranteed like before, but like 50% or 60%) or make it so if you don't get the map then you keep the offering.

    With so many offerings without results, I think that when they gutted map offerings they also made it (accidentally or not) so it didn't bypass the anti-realm repetition anymore which means that if a single player in a lobby went to Withered Isle in their previous game then there's no way to go there. It's the only thing that makes sense as to why they just don't work.

  • Yeah...having to go through all Withered Isle offerings across several Survivors just to get the right realm four times and never getting the actual map is just annoying.

    Reminds me of the "Hand-Eye Coordination" achievement a little, an achievement that is 90% luck to even attempt. I've played thousands of different games over the years, and it's honestly among the top 10 worst achievement designs I've seen. An achievement being extremely difficult ("Impossible Boy" from Super Meat Boy or "World Champion" from Ghost Recon for example) is fine since at the end of the day it's mostly skill with a bit of luck (cracked players can do them consistently), but luck-based achievements are just annoying, especially when the achievement can be outright denied by another player's actions (getting tunnelled out or the Killer quitting before you can do the right gen).

    Like, every new map should have their own queue for about a week or keep one queue but have the map be 90% boosted for about a week or two. Not only would you get more feedback on said maps but people who want to actually play on the new map/get achievements won't rely on pure luck (which are the worst kinds of achievement design, especially for a game that has an ever-growing amount of content. Imagine a newcomer that likes achievement-hunting but then sees all those map-based achievements and has no way to meaningfully increase their chance to try to get the achievements. ).

    Map offerings had their faults, but holy hell map-based achievements will be horrible to get unless there's some other meaningful way to increase your chances.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974336#Comment_3974336

    Every time Go Next punishes a ragequitter, it helps protect innocent players.

    And Go Next is helping protect innocent players, far more often than it is falsely flagging innocent players.

    Frequency is, again, irrelevant.

    The system not only can punish innocent players, but it punishes them even though another player did something, it might not even be due to a mistake on their part! You do realize that, out of sheer spite, players could try to purposefully give penalties to other players if they feel like it?

    Side-note: After re-reading the patch note, I'm not sure I even saw any mention of the Anti-go-next system returning, which means no one was expecting it to return (and so would have no reason to lie about a false positive). This also means that it took less than 48 hours after the update went live before a post about it was made, even faster than the last time where I think it took about a week before words of false positives started to pop up and a popular streamer got hit with a warning after getting tunnelled, shortly followed by the system being killswitched.

    It's also weird from BHVR to shadow-reactivate the previously killswitched system, usually when killswitched things are reactivated there's some kind of announcement (patch note, message in-game etc.) that tells players about it.

1 2 3 4 5 … 20