StarLost
StarLost
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3230809#Comment_3230809
That sounds like a weird coincidence. You won´t see that kind of group very often. Also, you could just mute the others. Like other games do.
@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/3230586#Comment_3230586
If you don't want to hear someone you can MUTE them. Nothing changes for you. You're creating a niche scenario where a bad thing will happen and you'll forget it in no time.
It's time to accept this game has become competitive and even the devs seem to support it. Stop creating excuses for it.
Then you get the HOTS/LoL problem, where 30% of people just mute everyone at all times and, as nobody knows they are muted, it falls apart.
Voicechat wouldn't work here.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230846#Comment_3230846
no wonder i got grabbed off a totem today.
People always forget how incredible Hag can be at defending totems. Devour, Ruin, Undying, Haunted is still really really good on her.
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@fake said:
If a base kit unbreakable comes along, it will be changed, as the developer cannot be unaware of this used hook problem.
Even now it is an outdated system, but I hope this thread catches your attention.
If they considered it a priority, they would have fixed it by now.
Hell, there are still spots where you can go down (generally involving lockers) and clip into the scenery, becoming impossible to pick up. With No Mither, these make you almost immortal (there's one on Asylum and one on Temple that are very easy to abuse, but fortunately very few people know about them).
Again, just likely not a high priority.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230836#Comment_3230836
you look like a hag play, but someone said an addon removes this effect? is that true. because it feels like a lot of times its just not a think in a hag game
Yes. The purple 'shackles' addon removes the Hag clone and jumpscare sound, as well as the camera pull. In exchange, you get sneaky and instant teleports - it's one of her absolute best.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230835#Comment_3230835
bleeding out and slugging are different things. one can help turn the game in ur favor the other is just BM cringe.
You didn't answer my question.
In a situation where there is a literally unhookable spot, is it the killer player's skill that's the problem here, or the game's design?
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@Dem34888 said:
Tbh, I'm feeling that my mental health is in much better state when dc is disabled, if I got tunneler who just target only me, then I can skip that trial and move on to the next
1. People who crashed due to bugs or connection lost still can play
2. People who faced cheater(s) can quit and move on to the next trial and their mental state also will be healthy
So like a true joke: no dc penalties it's already a better anti-cheat that this game has
And I'm sure that cheaters or tunnelers / campers is much biggest problem that rage-quiters
I've played at times when the DC penalty has been disabled.
It's almost impossible to get an actual game in, as killer or survivor - because someone either cable pulls the second they see a killer they don't like, get a map they don't like, have someone go down too early to just because they want to smurf their MMR/rank down.
Cheaters make up a tiny minority of the playerbase. You don't want to punish...basically everyone because of this minority. It would destroy the game.
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@Gamedozer7 said:
What's up with hag pulling the camera towards them. I don't remember them doing this before.
This is how it's always worked. It got inadvertently changed, but they fixed it.
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230708#Comment_3230708
If it is it needs to not be it's very disorienting.
Yes, that's the idea.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230826#Comment_3230826
Slugging is a skill.
Is it?
Firstly, it's going away soon anyway with the baseline UB.
Secondly, you're actively penalized for it - both in terms of BP and emblems.
Thirdly, having to bleed folks out is clearly not how this game is intended to be played, see: Boil Over being nerfed.
As I established - there are points in the game where you can't hook someone, not due to any 'lack of skill' on behalf of the killer player, but because of game design issues.
Not sure why you're choosing this particular hill to die on, to be honest.
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@dspaceman20 said:
The bug where flashbang can stack is so fun and I don't see it being overpowered.
Can we please keep it?
I have no objections to that.
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3230247#Comment_3230247
True but solutions such as with GTA where people are thrown into DC lobbies with other DC players (and SWF option disabled).
I'd love this to be the case.
@Slaymore said:
"See - I'm probably the nicest, fairest killer you can imagine. I see a DC or a suicide in maybe 50% of my games. And that's *with me bringing flans*."
Huge issue with console systems - the vast majority of DC's I see are console related or proxy players (don't get me started on them).
I see DCs just as equally from PC players. Although I also see a lot of straight up AFKs now.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230816#Comment_3230816
Midwich it is a problem but that is just map design. each corner of a hallways should at least have 1 hook no matter what or at least one in the middle of a hallways.
Badham sucks but not in that aspect. Loops being so close together.
Eyrie is one of my favorite maps. i have no problem on it as most killers other then the bumpy bois (blight,billy,demo) i have not ran into any hook problems other then bully squads in the main building
There's a point at the rear of the map (with the shed) that can have a hook spawn only barely reachable if they go down in the corner. If you keep that one sabod, you create a perfect hook deadzone.
Midwich - yeah.
Badham - if they go down in the basement, and you don't have the...other basement spawn there, it's unhookable unless you break the door. Which makes that loop horribly strong if they know how to run it.
My point is that - no - it's not '100% skill if you can't hook a survivor'. There are maps where you will, at most, have only one viable hook for a specific spot.
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@Snow_Lep said:
I have seen enough people DC against 3+ slowdown/gen perks I would almost call it a religious practice.
I have yet to have a DC when I am playing killer, not a single one. I don't tunnel, I don't camp, I don't even hook the same survivor until I have hooked the other 3 in 66% of matches, I don't run 3+ gen perks because I don't even run ONE. I have had no issues with survivors DCing in matches where I am a killer, nor do I play terribly as a killer either; most of my matches are 3K with hatch given to the last.
I HAVE seen two teammates leave within the first 30 seconds of a match, not even downed. Killer was rocking 4 gen perks that match. I HAVE seen someone DC over being tunneled out. I HAVE seen countless DCs the moment Pain Res/Dead Man's are in play.
I feel very confident none of those killers had much fun without ever playing a match, maybe they changed their build and noticed less DCs occurred. Maybe they kept it as is and continued to have DC after DC, I don't know.
What I do know is that there is no 'in-game' punishment for a killer playing in a way that is considered "boring" or "unfun". This could lead to a 'chicken or the egg' paradox of who caused the "boring" playstyle to emerge, but I believe the answer lies in who had gen regression automated by a perk. Yes it goes back that far.
The data is there for the Devs to work on; they can see what perks, killers, maps, addons, offerings, and all that comes in a match where people DC. There are trends that are obvious for them to notice and make changes on to fix things, it all comes down to if they care or not.
Say whatever negatives you want to me, I simply come with observations and conclusions that you, reader, could make yourself. Look less into kill/escape rates, and look more into the root cause. Why do people give up/DC, when do they give up/DC, and what situation (map, killer, perks) were in play when they decided to give up/DC. It doesn't only apply to survivors pulling the plug.
Your killer luck is extreme.
So extreme that I legitimately doubt your story, and wonder if this is a thinly veiled camping complaint thread.
I play by similar 'rules', and I'd say I have 1 DC, suicide or AFK in every 2 games I play, guaranteed. Hell, people will DC/suicide into a flan because someone went down at 5gens or because I played Hag or Trickster.
This isn't a matter of killers being unfun, this is a matter of some survivor players being far too entitled to an easy win or perfect teammates - but mostly a matter of there being no penalty for going AFK or suiciding, and a pitiful penalty for DCing.
@Snow_Lep said:
https://forum.deadbydaylight.com/en/discussion/comment/3230565#Comment_3230565
Someone who has a brain. Yes, if you can't stack multiple exhaustions, and speed of a gen decreases with every person, why are slowdown perks, healing perks, and gen speed perks okay to stack? It's the same hypocritical logic of the devs as "we changed Ruin because people can't hit skillchecks" as they add in Merciless Storm, a perk entirely based around hitting skillchecks, and add in the new wiggle feature which is once again, based entirely on hitting skillchecks.
Merciless Storm is a weak perk. The wiggle feature is barely even challenging.
Pre-rework Ruin was changed because people were a lot newer back then, as a whole, and because the meta back then was very different. If it were introduced now, it would be a two star perk, at best.
@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3230568#Comment_3230568
Frick's sake. Just meet in the middle and rework all the gen regression and gen speed perks. Legit had a soft rework idea for hyperfocus: Guaranteed skill check every 10 seconds you're on a generator with the stack lowering it by 1 second per great skillcheck. No extra bonus, just quicker skill checks that are GUARANTEED. Hell, same could be applied with autodidact but I'd be getting off topic.
Shrug. Gen speeds are mostly okay. There are some outliers, like PTS and PR, but as it stands the game is in a better state variety/balance wise than I think it ever has been.
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@Config said:
I will name some and u guys can continue the list, name what it is, explain why it's stupid and propose a change to it:
Medkits: pressure killer, makes some strategies completely unviable, BY MILES the best item in the game. Either they should allow 1 self heal, nerf the speed to something like 24-32 seconds or just allow you to heal other teammates at a much hier speed something like 6 seconds.
Nurse: nurse
Eruption: being unable to do ######### for 25 seconds because the killer kicked a gen before is big bs, the perk need a big chance to be close to the other slow downs after the 6.1.0 update.
Keep going :)
Medkits are fine, honestly other survivor addons (besides toolboxes) need a buff.
Nurse...yeah. But her addons are the problem, not her kit.
Eruption - nah. It's got a lot of setup and can be beaten just by playing cautiously and calling it out before you go down.
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230626#Comment_3230626
tbh if a destroyed hook from a survivor dying loses you the game. that is 100% a skill issue
Midwich, Eyrie and Badham can have nearly unhookable spots even if the hook is up, especially if they run multiple further hook offerings.
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@jamally093 said:
Two houses as far as I know have two vault zones on the same side but it forces the killer to either vault or have to take a longer time to move around but the survivor just goes to the other vault causing the same problem wanna know how to fix this add breakable vault zones. Not every vault zone like killer shack but certain ones that don't make impossible loops for killers. Look at Dead Dawg the shack has a breakable wall removing the loop or just making it easy so why not make breakable vaults or a wall on strong loops.
It's a pseudo-infinite, but the map also has extreme dead zones. If you're on Myers or Pig, you have to pick your fights there.
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@BendIt said:
Give all 4 survivors communications in game and then the other side / killers can be balanced around that.
Yes yes I love the solo experience but you know... friends will be friends causing the game to become imbalanced at the core.
Easy fix instead of shaking up the survivor meta by... making the survivors have the meta as base!?!?!
Making other changes to perks etc isn't balancing until you actually balance the game from the foundations
It wouldn't work - unless you have Blizzard money to spend, it's not going to be possible to moderate. And unmoderated voicechat in a PvP game is never a good idea.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3229919#Comment_3229919
Just add a "preferred language" checkbox in the options menu. People get matched with people that have matching decisions.
The last time I played a game with unmoderated voicechat, one person was reading Mein Kampf, one person was playing an air-horn at random intervals, one person was yelling incoherently and one person was about 10.
The language barriers are the least of the problems here.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3229207#Comment_3229207
I didn't say it's killer's problem. I said that from purely selfish point of view it does not make sense sticking out to loosing game or unfun game or killer you don't like etc. There is no benefit to be had.
You will get more fun playtime if you just go next and THAT in itself is a problem. The fact that 80% killers (not 100%) feel the need to (proxy or face) camp or tunnel is just another thing that just feeds into this. It's not the sole reason
Proxy camping isn't really a thing. Ditto tunneling - because nobody seems quite sure what constitutes either.
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@WeakestNurseMain said:
So long as killer gets some kind of buff, I don't see a reason why it shouldn't become basekit, it promotes pretty healthy play and adds a layer of strategy to perks like STBFL and Play with your food.
Eh, I wouldn't mind but it's the sort of perk that's annoying to play against because it tends to be more useful as an offensive tool than an anti-tunnel tool.
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@Johnny_XMan said:
I mean she is a witch, no?
Her power design is boring so I wouldn’t mind if she was faster and had less traps but also other cool witch abilities. Something like voodoo doll abilities, maybe something with fire (pyrokinesis), ability to set other type of traps using ground roots where survivors get stuck (similar to Trapper) but tree roots.. like her design could be so much more fun and scary.
It's a cute idea, but Hag is great. Still one of my most played killer, and if it wasn't for Dredge and Artist, my go to 'one last game, let's make it a good one' killer.
That said, she's one of the killers that survivors often just refuse to play against, and that's frustrating.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3229027#Comment_3229027
I think for me she feels boring because she feels one dimensional. Teleportation is cool but I would Love to see more out of her. I think she would have a higher pick rate and be more fun to verse too.
I think the slowdown roots power would be something more for her chase potential. Sort of like a way to shut down a loop or slow down a survivor while in chase. She is currently the only “Witch” character we have in the game, so really she should shine when it comes to her abilities.
I find her pretty diverse - there's so, so many things you can do with her traps.
The only area where she's lacking are her addons, which are either boring but effective, or useless.
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@MikaelaWantsYourBoon said:
I am taking long break from game and from forums. It is not about game or community. It is just about me and my real life issues.
What is the point of this post then? I just love a lot people from here, so i wanted say good bye :) I hope i can back to game and forums later. So for now, all of you take care <3
Cheers, come back when you feel up to it.
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@Gandor said:
Maybe just balance the game back so that there will not be incentives for survivors 95% of a time for 100%? Right now survivor can DC and spend 5mins waiting the penalty out, 10s finidng match and like 90s to start the match. So let's say 7 minutes to brand new match. Compare this to playing out suffering game where killer camps/tunnels and slugs and you have nothing to do for 10-15 mins. It is only logical some survivors will be selfish and go next. Even more if they can suicide on hook cutting the time for next match to ~2 minutes.
If the game would become fair again and not 39% escape rate (DC's excluded so the number is actually worse), then maybe we would see killer incentives from time to time
I don't buy 'survivors DC because killers play scummy' nonsense.
Not one bit.
See - I'm probably the nicest, fairest killer you can imagine. I see a DC or a suicide in maybe 50% of my games. And that's *with me bringing flans*.
This isn't a killer problem. This is a survivor problem.
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@NekoTorvic said:
Is the most fun thing for me in this event. It is so fun to be able to move fast around the map and still have your power to move fast.
You know those times when you hook a survivor and try to bound and then realize you only had one token? Completely gone. You just get to move fast, and then you get to move fast again.
I don't think it's OP, but i absolutely love it. I wish we could keep the Blight Serum for killers after the event. I'd just hoard so many of these things.
Bonus fun/tilting points for forgetting you have it and rushing directly into a wall cuz you were thinking about your bound instead.
Try it out if you havent! : P
It's...hilarious on Myers and Plague.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3227823#Comment_3227823
simple you dont give a crap about swf because in reality they're not much better than soloq right now. Pretend swf doesn't exist and balance the game. If you're going against swfs right now and still struggling you're doing something wrong.
That's not what the numbers say. SWF had...what was it? 15% higher rates of escape?
BHVR wanted higher kill rates. Buff SWF again, kill rates go down and we're right back here in 6 months.
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3227823#Comment_3227823
- You provide information that is superfluous to voice comms. This could be showing each survivors perk loadouts in the loading screen or just in game info after the game has loaded. Or it could be action icons next to portraits showing what other survivors are doing at any given time. Or it could even go as far as something like basekit Kindred, maybe not exactly basekit Kindred, perhaps something more like 'Killer Instinct' but for other survivors. SWF can't be buffed by these things, because it's information a SWF will already know.
- Put thought into perk design and perk buffs/nerfs. For example, Eruption was buffed and is now a meta perk. Eruption disproportionately punishes solo survivors, because they can't get a warning 2 seconds before a survivor get's downed on the opposite side of that map. Pentimento is also more effective against solo survivors than SWF because as a solo survivor you can't keep track of which totems have been cleansed by yourself. I mentioned killer park meta on the first page, why this is an issue and how it can be fixed. Meanwhile Selfcare was nerfed, it was nerfed because it was used a lot, but it was used a lot by solo survivors as a crutch perk, which helped survivors in the lower MMR brackets (because they're solo) climb out of them. Old Selfcare wasn't meta, because a SWF can coordinate heals much more effectively without it or using other healing perks. All of this can be designed in a way that benefits solo survivors more while SWF aren't impacted.
Voicecoms aren't telepathy.
I'm all for status icons, but anything beyond that is going to be a buff to SWF, particularly what seems to be the most popular request - baseline Kindred.
As for perk design, that's a sword that cuts both ways. PTS, for instance, isn't that bad when it's in a random group. With SWFs, stacking perks, items and map offerings, the gens fly.
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@skylerbound said:
I know, events bring out the worst, but it’s usually one side going hard against the other..
Today I’ve been left to die on hook on my first hook twice, left to go to second stage 5x… all the while I have kindred AND the killers were no where near me and were chasing someone else in all but one of those matches.
4 of these matches, a particular survivor would bring their chase to me even when there were pallets/jungle gyms much closer to them.. later I found out they each had bond.
I’m used to the killers going hard during these events but my luck today was rough with teammates.
how has your experiences been?
I'm seeing a lot of survivors left on hooks today, sometimes from hook 1.
That said, nothing will ever beat the shenanigans of last Christmas.
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@csandman1977 said:
I know he probably won't read this but it was a nice feel good moment.
No gens done 3 hooks on RPD. Managed to get 15 void energy and unhooked as the killer was coming around. No choice as the hooked one was about to go to struggle.
I took the hit and ran. Got a pallet stun and had nothing else. And then I saw the rift. Figuring I was going to go down anyway I started depositing my energy.
Deathslinger came up to me and then waited for me to finish before proceeding to down me. I appreciated it and did manage to get my 30 energy for the game.
Unfortunately he was cross-platform so there was no way to thank him for his kindness. So on the off chance he is a forum member I will say thank you! Or if nothing else just thought I'd share some positivity.
I'll always try to do this.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3227979#Comment_3227979
MMR decay isn't in the game yet as far as we know.
I'm 99% sure it is. Can't prove it, but I'll return after a 2 month break, or fire up a killer (Onryo today) who I haven't played in months and I'll be facing much easier opponents.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3227901#Comment_3227901
Look, sometimes a 110% lady just wants to go fast
But we really did take a step back with event offerings. They made a fantastic system with level 50 bloodwebs earlier this year, and it's now completely obsolete because you only get level 50 bloodwebs if you're p100. I'm also getting lots of webs where there's no event items, sometimes consecutively.
On the other hand - Serum on Plague is terrifying XD
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@Laluzi said:
Seeing a lot of the usual threads complaining about camping and tunneling during events, so I thought I'd shake things up. Anyone got any fun stories to share about the new event mechanics, or players doing wacky things?
Had two silly things occur today. One game, I'd just hooked a Dwight and went to the nearest rift to pawn off my energy - it had spawned in one of those dead-end corners in Yamaoka jungle gyms, the ones that sometimes have totems. I start to deposit the energy, only to realize there's a Nancy crouching right next to it. Maybe not the best hiding spot, Nancy.
The other was a Sadako match where a Meg kept selling me pumpkins. Whenever I'd chase her, she'd lead me to the nearest pumpkin and point at it, then run away while I crushed it. I thought it was funny enough to let her get away with it every single time. Her genius tactics led to her being the last survivor, so I let her keep the last pumpkin and threw her out the gate.
Thus far, probably the only thing of note is some very strong SWFs coming out of the woodwork. Probably the event effect.
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@GoodBoyKaru said:
Playing in a premade doesn't suddenly make you a god looper. They'd be running you almost as well in solo. SWF makes no difference to that regard.
I think it's the 'event effect', where longtime players come back with a decayed MMR. I've seen a pretty massive uptick in opponent quality this afternoon - some very experienced groups.
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@The_Krapper said:
I feel like survivors have it just fine it's been a blast for me so far, I don't see why some people see it as toxic it feels like an old event and they brought back my favorite Halloween menu music they used this last like 4-5 years ago or something like that, you're getting free cosmetics and everything looks cool, why would anyone be upset?
Who exactly is upset?
I'm just saying...I don't think this one was well thought out.
@Bupkiss said:
https://forum.deadbydaylight.com/en/discussion/comment/3227830#Comment_3227830
Yeah, I guess because I did not have the meter full? It was only at 15, but I could not get it to go higher.
Just tested. How exactly are you getting downed?
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@bm33 said:
Also the bloodwebs for survivor are pretty bad when it comes to event stuff. First 10 levels a bunch have 0 event stuff and then maybe 1 event thing if I'm lucky. Then after level 10 it's only 1 event item, maybe 2 if lucky. I went through 50 levels on one of my survivors and only got 24 event offerings and I was going for those over anything else. On another survivor I didn't get a single even offering until level 15. If you don't see survivors playing offerings there's a good chance it's because they aren't getting any. They should've done what they did for the anniversary and guaranteed one of every event item per blood web. Atleast as killer you just have the offering or the add on.
I'd say that's worse on killer this time around. Went 12 levels without seeing a single event item, and then it was a Serum...on Hag.
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@CoDismylife said:
Suddenly the optimization and performance is horrible with the event update. Yesterday played perfectly fine with my rtx 3080 and now it's a stuttery mess with constant hitching.
Bhvr what are you doing??
1080ti
Running at a crisp 60fps, no issues. 4k.
Maybe try rolling back your drivers?
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@Bupkiss said:
Survivor has been a mess for months. This new event is confusing. You interact with the red vortex thing and it instantly downs you. What is the point? Why would you interact with something that downs you.
Huh?
The vortex downs you?
Haven't seen that.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3227500#Comment_3227500
It's actually very possible to fix by signifcantly buffing solo queue.
How do you buff solo queue in a way that:
- Won't also be a buff for SWF
- Won't require abilities and perks to work differently in solo versus SWF (which the devs have emphatically said they will never do)
?
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@Tsukah said:
I haven't got on yet but is this event gonna be like the Twisted Masquerade where the rewards were a lot easier to receive just by playing the killer role?
Basically - you need to earn a resource by doing stuff, then channel that into a randomly spawning 'rift' on the map. If you get downed, you drop some of yours, and if the killer gets stunned, they drop some of theirs.
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@Juicyman said:
You lose stacks for getting hit by a pallet and your time is 4 times more valuable than the Survivors despite also having to turn things in.
You can play safe around pallets, but survivors can't really avoid getting downed. I'm finding it really easy to get the event done on killer, but survivor is a pain right now.
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@Tsulan said:
Ok thats a first timer. Survivors complaining about gen rushing.
I laughed, but the OP is not wrong. This event...is a little cruel to survivors for a variety of reasons.
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@HungrySnek said:
Who made this a thing? It's completely unlogical and just unfaire for the killer side. The addon isn't even that strong and is more there to meme around.
Killers lose the ability to use the addon after the event is over but survivors can keep using the addon and items how they want
To be fair though, Serum is way stronger.
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@Lordofweed said:
I think this is the best Rift/Season Pass we've ever had.
First of all, we got more rewards, which is great imo and we got the most wanted cosmetic of all time: The "Wazuuuuup-Mask" from Scary Movie. Also we got other very interesting and cool outfits. There are the 2 communits-outifts, which are also great. The artist skin is very unique and good looking and the yui skin is also top tier imo.
Can't remember of a better rift pass. What's your opinion about it?
Looks at Artist skin.
Looks at Plague skin.
...Yeah, pretty much!
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3227552#Comment_3227552
Was it a disaster? I remember them turning off the DC penalty and I honestly never really noticed it.
I do. It was impossible to get a proper game, because people were either just constantly DCing to smurf their rating down or because they didn't like the map/killer.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3227500#Comment_3227500
If 6.1.0 was suppose to bring in a lot of new players, then all the effort put into it didn't accomplish that.
I also heard the next killer, which will be licensed, is going to come from some fighting game called "For Honor". I don't think that will sit well with anyone. I'd rather see a 5 Nights at Freddy's than some fighting game. It just doesn't fit DBD. Don't know if it's true or not.
Shrug. Attack on Titan worked out okay, and it's not that far from something like Oni or Huntress, if you think about it.
The only killer that feels really out of place imho is Trickster.
As for 6.1.0, I think that was mostly aimed at game health, which is more retention focused than attraction focused. Keep in mind - this game is now pretty elderly.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3227269#Comment_3227269
If you look at the Steam charts, you will see that patch 6.1.0 has had a slight steady decline in numbers since the release of the patch. Scott Jund mentioned in one of his videos that he was actually surprised that 6.1.0 didn't cause an increase in the player base and thought it was because 6.1.0 brought in killer players but cause a net lose in survivor players, because of all of the solo-queue issues.
https://us.v-cdn.net/6030815/uploads/1LMS73RTBJV8/image.png
Currently the amount of players in Steam is showing around 42,626, so a slight net decrease in playerbase.
6.1.0 wasn't a success if you judge it based on steam charts.
Now, whatever happened in May 2022, with a 105,052 player base increase and May 2021 with a 96,309 player increase was a success.
It's almost impossible to fix, as there are 2 matchups here - SWF versus killer and Solo queue versus killer. The game now feels balanced around SWF, where before it felt balanced around solos. Trying to balance for both is very, very difficult, and I'm not sure that status icons will make things that much better.
There's a psychological component here too, where I think survivors got a bit complacent on being able to completely pants some killers who they now struggle against.
Halloween usually sees a nice uptick, as does Christmas, so we'll see what happens there.
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@kizuati said:
It sure did kill the survivor populus. We're at the lowest point since 2020 btw!
https://us.v-cdn.net/6030815/uploads/LCVVSUKEGG43/20221013-134815.jpg
You know for who also it killed the game? Any new players who aren't killer,or the rare casual players who make the backbone of this game.
Again,the 6.1.0 baseline buffs buffed the strongest killers and the new killer meta is infinitely stronger versus solo queue. It has killed the game for me, personally.
Survivor without a full squad is miserable and killer is plain boring.
Or, you know, this game might just have peaked?
It's still very healthy numbers wise, despite it's age.
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@Nyxsie said:
https://forum.deadbydaylight.com/en/discussion/comment/3227149#Comment_3227149
Oh. I feel silly. lol
Anyways, it seems like a SWF is the only reasonable way to get out of that situation, but yea.. definitely hard without comms. When I played survivor more often I would just add anyone that did well in games, eventually I had a silent swf. But even if you find one or two others to play with you're going to increase your escape chance a lot
It's unfortunate, but this game is balanced around SWF - as that's the only way to be fair to killers.
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Huh. I've seen a few weirdly timed DCs myself recently, thought it was just servers being poopy.
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@Jay_K said:
It's getting so damn boring going to the same map again and again and again and AGAIN. Its just autohaven at the moment every single match. There is no variety in this game anymore. hell i will even take a RPD map at this point.
And before anyone sais yes i know i can put a map offering in but given they removed BP from BBQ i now have to put BP offerings on every match in order to gain decent blood points per game. I just wish I wasn't forced to chose between blood points or wasting a map offering.
I mean its not like i care what map i go to i just doin't want the same map (or map varient) Every single match.
I think its time to do away with this community map vote stuff and let the game be truely random like it used to be.
Shrug.
I'm just drowning in RPD right now. Every game - RPD. Sometimes Swamp.
At this point, I'd be happier to see bloody Eyrie or Cowshed at this point.
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@supersonic853 said:
With the new archives ive been playing ghostface a bit. He seems fun but i don't know what a good build would be. He's completly m1 in chase so id guess chase perks is the go to? Also find it very difficult to get marks sometimes. So any advice from people who actually play him? And this might be helpful to others picking him up for the challenges.
Ghosty lives and dies on info.
I currently run:
Lethal (early stalks are king).
I'm All Ears (excellent synergy with Lethal, I may eventually drop it for something else).
Discordance (think Lethal, but it really works well in the lategame, plus multi-person stalks).
Surge (wonderful on him).
Doing very well with this build, but might need to switch out IAE for...something.
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@danielmaster87 said:
If you can get traps on people, you might have pressure. But if you're understandably struggling to get a down, and they're showing no signs of stopping on the gens, it's over.
I've had a lot of success on her recently running 6 traps, Plaything, Retribution, Pentimento and Discordance. Once you get rid of some pallets and start getting downs, you just overwhelm people with side objectives and they crumble.
Discordance allows you to get some awesome Ambushes off too.
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/comment/3226741#Comment_3226741
The image above depicts a grinning Myers; in the lower left there is a purple add-on called Tombstone Piece! You can kill Healthy or Injured survivors in Evil Within II with this. The lower right contains a Halloween only add-on called Blight Serum. You can use it to activate a Blighted Rush and zoom. The two add-ons together, active tomorrow, means Myers can speed around and kill people. It is a silly warning that their favorite way to play Myers is out, and I personally hope I will run into them!
0_0
Oh boy, I've got quite a few of those lying around still. Totally forgot about them.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3221762#Comment_3221762
sure... once all gens are done... let be realistic here, with all the maps that are safe m1 killers are almost useless... use windows of opportunity and see how many pallets and windows are present in the map, after that take into account that they are also close to each other and can be chained easily to create semi infinites and you get the idea why i said that those addons are worthless aganist decent people
Not at all. Go watch Otz's video on that one.
Pig can struggle initially, but it's a battle of attrition. Once they burn through resources, you'll start smacking them and then it's fun times at Shenanigans.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3226265#Comment_3226265
They're usually arguments made by bad faith perpetrators themselves, funny enough. You see it in nearly every topic concerning accessibility, which is why it just ends up adding unnecessary attacks no matter who brings them up. There are still people parroting the competitive advantage stuff about FoV in this very thread, whether they even understand how the advantage dichotomy works around accessibility options in general.
The long and short is basically that if the disadvantage imposed by the limitation is more severe than the advantage caused by the accommodation, then the accessibility option should be researched and implemented, as long as all other factors also line up within reason. Physical illness being caused by things within a game prioritize pretty high on that list, which is why people who are disadvantaged on such topics are actually playing "hard mode" of the game currently, far more of a disadvantage than their accommodation would cause.
But then some people are just crabs in a bucket, and only care about getting theirs.
Edit: Also completely off point on that, i actually really like the new flashlight sound. Maybe its just because I'm a bit older, but it sounds much more in line with most mechanical flashlights i used all the time as a kid. I guess they've been mostly phased out and replaced with simple button mechanisms, which is probably why many people barely even remember or think of the slide ones.
@Wezil said:
I think the flashlight changes are good but I also think there were bad-faith actors using epileptics as a way to get the change, which I don't like. I think everyone would have been much more accepting if people had been much more honest about why it was being removed. People wanted it removed mainly because of the BMing, which is a very valid reason. You could also say the other reason to remove it is for the small percentage of people with photosensitivity, which is also valid. But it seemed like everyone had epilepsy and photosensitivity when this was happening and at some point you really start thinking that these are bad faith actors.
Okay, here's the thing. As anyone who's seen one of my rants will attest, I tend to be on the other side here.
However, this is something I can speak to personally as someone who struggles with photosensitivity.
Aside from old games with full screen 'flashes', DbD is one of the few games that can give me legitimate problems, especially with strobe macros.
This was a good change - but yes, flashlights need a buff overall (honestly, survivor items and addons need a complete overhaul).