Thusly_Boned
Thusly_Boned
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Against a coordinated sabo squad? Slugging. Sucks, but if the team makes it their primary mission to keep you from hooking, the answer is to stop trying to hook.
I'll give hooking a few tries even when I know they're sabo'ing, but I'm not going to just keep pissing into the wind for long.Now you can certainly run anti-sabo builds, but these squads aren't common enough to justify it, imo.
Or you can just main Executioner. -
Gotta be honest, as someone who plays both roles equally and spent my first thousand or so hours in the game as a killer main, I think the aura reading has gone a bit too far. The fact that people are acting like they can't find survs without them is a testament to that.
Back in the day, you had BBQ, OoO, and maybe like I'm All Ears, and we still found survs easily enough, and were in chase all the time. Now the lineup of really useful aura perks is like 10 deep (add the Distortion nerf to the pile). It's kinda like cognitive load theory - the less you use a mode of thinking/perception, the more it atrophies. It seems like a lot of newer killer players really feel like knowing where everyone is all the time is somehow necessary.
Now I won't act innocent here, I use some aura heavy builds on certain killers (mostly Executioner), but I know I'm being lazy, and it feels kinda cheap.
Frankly I think the proliferation of aura reading is part of the general focus on catering to casual players. It's not game breaking or anything but definitely feels like a bone being thrown to players who never developed their surv tracking skills. But maybe I'm just old and cranky lol. -
@Leon_van_Straken said:
Well first of all you will not be able to stack perks in near future so this won´t work so well
Second, countering such build is slugging…
Not a pleasant varient if you ask me
Yeah, this would only lead to more slugging, which no one wants. I mean I hate to slug, but if there were a combo like this, I'm leaving everyone on the ground as soon as I suspect it's in play.
The entire wiggle mechanic wasn't mean to lead to wiggling being a regular thing, just to prevent killers from being able to carry survs indefinitely.And as you say, these effect stacking builds are all going the way of the dinosaur anyway.
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Yeah, the killer should be hidden for at least 60 seconds, if only to protect the stealth/trap killers, and maybe a little to curb people from checking immediately and insta-DC'ing.
The only way you can keep the killer knowable immediately is to crank up the penalty for a DC inside of the first 60-90 seconds.
Otherwise, people would just pop in, check the killer, see it's a Ghoul/Blight/Etc. and then just dip. -
No, it doesn't necessarily mean anything but that the player has spent a lot of time playing. Some of the easiest opponents I've faced have been P100.
But there are a lot of reasons a P100 player might not be out there juicing everyone other than they just suck. It may come as a shock to some, but a lot of veteran players just like to play casually, and not everyone with thousands of hours is sweating their balls off in every match.
I can only really speak for myself of course, but I have ~6K hours and like 5 P100s and at least half the time I'm just taking it easy and (apologies to many solo queue teammates) just half-assing it. Now at my experience level I can turn it on and play like a sweatlord, but that's not how I prefer to play all the time.
And I'd wager there are a lot out there like me who just want to relax while playing.But yeah, some are people who just funneled all their BP into one character and are still potatoes, but I don't hold that against them, either.
On the flipside, you never know if that P1 is someone with thousands of hours and just started usung that character and they just own you.
It's best not to put stock in any of it, really. -
@Wezqu said:
Yeah this forgets the people who play both sides that are in reality the majority of players so if those that main killers would leave then queue times might get higher but it would not remove all killer players. I myself for example would not really get why you play a game but only half of it anyway.
Yeah, most players at least dabble in both sides; removing those on either side who only play one side would be disruptive, but not game ending by any stretch.
Removing players on both sides who only play one role would benefit the game. It would hurt BHVRs bottom line a bit, but the health of the game itself would improve.
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066229#Comment_4066229
rolling in the 500k wow so much BP.
Minimum should be 2 mil, these outages last a couple hours on average, you could easily make 2 mil in a few hours, but no all we get is 750k followed by more outages
Seriously, though - I'm not the type to be an entitled malcontent, but the BP comps/rewards have always been a joke, and are getting worse. 500K is a pittance.
It's like being a server and being tipped like 5% - it's almost more insulting than nothing at all. You're right, imo; a major service disruption should warrant millions of BP, especially since it's not like they're shards or cells or anything that has any sort of monetary equivalence. -
@100PercentBPMain said:
I hate relying on addons, but these days I crutch on her iri seal and prayer tablet; let em all get injured, and let em pay for it. I take tinkerer and mindbreaker to come say hi.
Yeah, or the Black Incense and the Iri Seal, along with Thana/Mindbreaker. Tinkerer is also a good idea.
Or you could run Deadlock and Secret project, so you get the stealth everytime a gen is blocked
If they want to try to deny your power, you can make it hurt.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061201#Comment_4061201
Such is the nature of PvP games. If you don't like it, then play singleplayer games. There's no PvP game in existence that is immune to this and I don't know why people expect DbD to be any different.
Obviously people are going to do it, but that doesn't mean it isn't kind of silly. I mean there are tightly balanced games where it's actually fun and sensible to make as science of winning, but man, DBD ain't it.
I suffer under no delusion that a certain subset of the player base will play this way, but I just find it kind of sad. For me, playing this game is all about the experience and not the outcome. With the amount of hours I have in the game, it would be a simple thing to start playing by the numbers and robotically pile up wins, but that would just suck the joy out of it for me.
I would much rather add artificial drama to a match by playing suboptimally against less experienced opponents than become a one-dimensional terminator, even it means losing many matches I could otherwise win.But BHVR has had a big hand in creating this by trying at the same time to cater to the common/casual player (that is where the money is) and the competitive ones, even though it's pretty clearly not a game well suited to contests of actual skill.
At this point I think everyone just needs to accept it is what it is.
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I kinda get the rationale for not awarding a cosmetic (only because of licensed characters; if not for that a legendary outfit would be completely appropriate), even if I hate it. But something a bit more than a badge would be appropriate, imo. Like an animated banner to go with the badge, as has been suggested.
What is totally not cool is not having badges for Baermar and all of the Legion. Not doing legendaries is one thing, but these are distinct, base characters, and it's not like one of them is "canon" or something. I think you have to do all of them.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060511#Comment_4060511
the only time you can pop in is after a match. thats the only time you get an After Action Report, win or lose. people forget things and move on. we don't know what the other side thinks.
we don't know if OP only says hi after a win.
I remember streamers' handles pretty well (moreso if it was a good/fun match) so it's pretty easy to drop into their stream later, actually.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060488#Comment_4060488
is it though? visiting a stream isn't necessarily bm or rubbing salt. as an empath I always want to do a vibe check
It is if you only do it after a win, imo. And you might not mean anything negative by it, but you have to know that's how it will be taken by most. Especially if the match was contentious at all
I often like to pop in to the streams of people I play against (just out of curiosity; I like to put faces to screen names), but I'll usually wait if I just beat them -
@Junylar said:
Hard tunneling is the only reliable measure against teabagging at the exit gates, so survivors are living in the doomed world of their own creation.
You know you don't have to stand there and watch that, don't you? I mean it's not like tunneling or humping where you kind of just have to take it.
If the gate(s) are open and the survs aren't leaving, I just go around and break stuff for the destruction pointsBut honestly the worst part of the BM is that people are just trying to take out their frustration about what someone else did, especially when it comes to survs BMing killers because there's no way to even know who the killer player is until after that match
@m_0on said:
I’ve had so many matches in a row where me or my friends get tunneled for absolutely no reason at all. The killer might not have a good strategy, or might just be bad at playing this killer. Then they will start tunneling or targeting hooked players for the kill. Either because they wanna kill them fast or they just wanna activate their mori. It’s just not fair and ends matches pretty quickly for many survivors. Would be nice if there’s a timer for whenever the killer’s nearby a hooked player or someone who just got off the hook. Once the timer stops and the killer is still around, the killer won’t be able to use ability or hit unless they leave. That would make the game more fun to play so we won’t get tunneled or camped put of nowhere.. what do you all think?
Welcome to DBD, friend. You're asking for solutions that people have been asking for the past nine years, and odds are they'll asking for another nine years (if BHVR is fortunate enough to survive that long).
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If it was a bully squad not engaging in normal gameplay, they get what they get, honestly. And I never cease to be amazed at the audacity of people who:
1. Try to make it impossible to pick up/hook and then get mad when the killer stops trying to pick up/hook2. Call a player trash when they themselves can't adjust when plan A for the match goes out the window. Can't use your flashlight? Try actually winning the game.
3. Act like the killer is some sort of jerk when the whole team intended to coordinate to do nothing but waste the killer player's time and/or piss them off. At that point you've abandoned any sort of ethical high ground lol
I run Lightborn only very occasionally because normal flashlight counterplay (i.e. not a comms coordinated beamer bully squad) is easy and effective. But I have zero sympathy for squads who act wronged in these situations. If you can't change gears and still extract fun from a match, that says more about you and your "skill" than the killer, tbh.
The same goes for sabo/head on bully squads who run into killers running Iron Maiden/Iron Grip/Agitation/Mad Grit; watching them brain lock when they can't do their thing is kind of karmically hilarious. I get some of these people are just bored and trying to do something different, but they should have some self-awareness about what they are doing and accept it when these things happen.
Going to their stream after is kinda childish though, it just makes you look petty. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052413#Comment_4052413
It worked out in TCM, with victims having different abilities (though no perks, iirc), but this roster is so big it would be even harder to keep balanced. Coordinatied teams would be synergizing perks and characters and the complaints about SWF would be even worse.
Yeah, with this many survivors it'd have to be more class based than on an individual basis. For one, creating balanced individual powers for 50 survs would be too much.
For another, the amount of game knowledge you'd need to manage it all would be another huge obstacle for new players.Also it's probably not fair to say anything in TCM really worked long term, lol
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@cogsturning said:
I started this game when it was well-established and already pretty unapproachable for new players. I stuck around because I only played killer. It took awhile to switch to survivor, and I viewed it as the role that was meant to lose, which made it easier to do so. Just not dying first was an accomplishment then. As time went on, I got better, I made friends, and I no longer have that view. But a gentle progression was needed to keep me playing.
Fast forward to now, where I occasionally play a round or two with my partner. If they jump on alone and I observe, I see the typical and baffling new player antics: everyone ducking and creeping about—even when there is zero danger—and killers who are legally blind. This is fine for the baby leagues. It's even. I can give a couple lazy instructions here and there and it'll be an escape. Then we play a couple rounds together, and I carry them to a higher lobby with matches more like my own, and even with me on constant babysitter duty, I cannot keep them alive. We are both dead every match, me usually first because I tried to defend them, and them after because they're helpless alone against a decent killer.
The worst way to be introduced to this game is by SWFing with established players. You'll be in over your head immediately. People need to go against or play with people at the same level of cluelessness as them or the game is a wash. People should probably start in solo to learn survivor so the matchmaking doesn't ruin the experience.
Totally agree. My story is much the same; I started as a killer main for almost 1K hours, moved into surv viewing it as a role where losing was almost a given. Now I have only really played solo queue and though I have gotten a lot better, I do still believe that the intent is that death is supposed to be probable, even if it isn't a given.
And remember, coming to surv having played a lot of killer puts you at a huge advantage over a brand new player.
I think new player retention is an issue for a number of reasons:
1. SBMM doesn't work. New players in both roles often go right into the meat grinder, and that has to feel bad.2. As a surv, you're not supposed to win most of your games regardless. People don't like losing.
3. Some people start out in SWF with friends, and discover life outside of SWF is a lot harder
4. It doesn't take long to realize just how much content there is, how much of it is necessary to succeed, and how much of it is paywalled
5. A lot of killer players choose a killer they like, only to discover as they get better that their chosen killer kinda sucks and isn't viable. Also a bad feeling
6. The comprehensive, global imbalance that is baked into the game's DNA.
I suppose the question that should be asked isn't "how do I keep my friends playing DbD?" but "Do I want to do that to them?"
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@cogsturning said:
I'd be pretty unhappy if my main got shafted with a crap ability yet I know I'd still play as them and just be mad all the time. This would have needed to be implemented when the game began.
Yeah, beside the fact it would lead to only seeing the same survs, a lot of people would be salty af if their favorite surv(s) got the short end of the stick.
And as has already been said, it would just create the same problem we see with the killer roster.
But it does seem like it would have been a fun idea had it been part of the core game, provided you think BHVR could have balanced these powers out to make them equally appealing. -
You mean you don't enjoy lining up a hit only to whip the side and hit random piece of environment? It's hard to imagine DbD without it lol
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052352#Comment_4052352
Sometimes, I do wish that the map size was scalable with the killer's ability to traverse the map.
Say for example that you faced a Trapper on a smaller map variant, and if you had a Blight or Ghoul, you'd have a larger map variant.That would be amazing, and as straight forward as it seems, I feel like asking BHVR to make that work would be like asking Patrick Star to reconcile quantum physics with general relativity. Especially if you want to include more killer-oriented rng variables
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/463551/the-next-map-needs-to-be-good
Map design is not one of bhvrs strong suit.
All maps we had recently since transmission was blantantlynone sided.
Haddonfield to this day was NEVER balanced.
An understatement.
Map design/imbalance and killer imbalance consistently run neck and neck for the biggest issue in the game, imo.
I mean I don't think anyone wants everything to be stock standard, but the variance in maps is insane. Neither killers nor survivors should feel like they know they're screwed when they load into a map.
Though it's hard to balance the maps effectively when the killers are so imbalanced.
And I think Haddonfield was actually close to balanced right after its major overhaul, but then they re-worked it again into a totally killer sided joke by nerfing all the good windows, which I'll never understand. It's almost like they were like they decided it needed to be imbalanced the other way after being a surv playground for all of its previous life. -
If done thoughtfully (lol), buffing the low tier killers can only be a good thing for the overall health of the game. I would also say that about nerfing the S-tier.
I don't think all killers to be equal (that would be impossible due to the poor design of many of them), but narrowing the power band to the point where winning or losing aren't extreme likelihoods based solely on the killer you choose or are facing would definitely benefit the game as a whole.
The lack of parity among killers is part of what makes "high level" play such a repetitive bore.
But the number of changes, tweaks, and adjustments (just just to killers but to survs) that would have to be tactfully executed to make it all work is likely completely beyond BHVR, so I feel like the whole discussion is kinda academic
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051757#Comment_4051757
I'll give it a shot on what they might have meant.
If the MMR system does what it is supposed to, the whole issue is moot. If you play a C tier killer eventually you should get to a place where your KR is 60%. If you play an A tier killer, eventually you should get to a place where your KR is 60%. The killers would be in different spots of the MMR, but those numbers are secret so the player wouldn't know. Unless a player is on the edges of MMR, everyone should end up feeling like they ended in the same spot
That's conceptually what should happen, though I don't think anyone feels like that is what happens.
Yeah, in theory it should work that way, but anyone who has played this game for any length of time knows that MMR/SBMM doesn't do what it purports to do at all. It's one of the reasons "winning" in DBD means so little.
At least half the games I play are joke mismatches to some degree.
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Aim dressing has always been an issue on console, but I have noticed being sucked into pallet stuns more recently than any time ever (I started playing in 2019).
Not all the time mind you, but a lot more "######### was that?" moments -
- Step 1: Turn off/hide chat
- Step 2: Profit (in terms of sanity)
I haven't participated or read a postgame chat (in game) since like 2019 and I that has made the game much more enjoyable. On PC I have it hidden, and on console I have my messaging set to friends only and don't accept requests form people I just played with or against.
Let the monkeys fling poop at each other and just move on.
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/462742/serial-lobby-dodgers
You're complaining about people leaving before the match start instead of leaving mid-match?
You guys will never be happy for real.
By the way, THIS, case, isn't against the rule
There's a difference between occasionally dodging a bad lobby and habitually lobby shopping. Dropping out of lobbies screws with the matchmaking by causing backfilling, and shouldn't be done lightly.
People who hop from lobby to lobby every time they queue up are part of the problem with SBMM.
The only time I will dodge a lobby is when playing killer and there are 3 or more TTVs, because I know odds are good they're just going to be memeing or some other nonsense for their viewers. Beyond that, I just take it as it comes.
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There is no level of the game where the best way to increase your odds of escape isn't to help ensure your teammates stay alive as long as possible (save maybe for the endgame).
Obviously there are some matches where the wheels come complete off and it becomes every player for themselves, but going into matches with that mentality is not the optimal way to play, and is rat behavior.
And when playing killer and smell a rat, if when I find them, they're going to die.
That's not to say it isn't a person's right to play that way if they choose, but you have to know that it isn't something most players have any respect for, and will often be punished in game by teammates and/or the killer.
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@Khastrx said:
Age restrictions mean nothing. Can often end up playing with adults who act like entitled kids when things don't go their way in a match…
Yeah, all one has to do is go on YT/Twitch to see numerous examples of fully formed adults acting like spoiled five year olds, sadly.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038847#Comment_4038847
True, but buffing any Killer will only buff tunneling as a consequence. That's why tunneling needs to be addressed first, and then the weaker Killers can finally receive meaningful buffs.
Which is why you nerf the top end hard at the same time you buff the low end; you don't only address one end of the spectrum. You just can't meaningfully nerf tunneling as a whole with killer imbalance as it is.
Until the OP nature of the S-tier is toned way down, we won't see effective change to tunneling, because S tier killers are almost immune to most of these things. To effectively inhibit their ability to tunnel, you have to essentially nuke everyone else.
So bringing them down a notch would be my first move.
Of course whether or not BHVR has any motivation to do that is questionable.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038812#Comment_4038812
Yeah, but no Killer will do that because of DS, lol. If a Killer wants to tunnel, they just tunnel through DS. Especially because the most sweaty Killer players also mainly play Killers who can easily be right back at the Survivor after the stun animation.
Yeah, to the primary tunneling offenders (sweaty Blights, Nurses, Ghouls, etc.), DS is nothing more than an trivial inconvenience.
Which is a reflection of the primary hurdle to properly nerfihg tunneling: killer imbalance. You can't have a blanket solution to nerfing the ability to tunnel without disproportionately screwing all non-S/A tier killers.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038568#Comment_4038568
I have no idea why it doesn't seem to happen directly to me as much as it does to others but I do see it happen frequently to people I unhook. If I'm not the one getting tunneled then all I've done is reduced myself to playing as if I only have 3 perk slots.
Just because a survivor isn't psychic and doesn't want to waste a perk slot on something that counters a situation that hasn't happened to them in more than a handful of matches doesn't make it their fault if they get tunneled. If you insist on painting it as someone's fault then you might want to start with the player who chose to tunnel.
I can't imagine killers actually want to see all survivors start to run DS. With as much as they doom posted when the last PTB made hard tunneling slightly more inconvenient I'm pretty sure this is just about shifting the blame onto survivor players as if they were asking for it.
Yeah, I just don't get tunneled enough to justify running DS. Like 1 in 20 matches do I get hard tunneled. I see it happen from time to time, but I've never in my 6 years in DBD seen it as prevalent as many make it out to be.
I might have a day where I see it happen a lot, but then then it evens out statistically. I just can't rationalize using the perk slots, based on my own experience.
From the killer side, I'm fine with everyone running it, because I don't tunnel.
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@Nazzzak said:
I've never played on PC so don't know what I'm missing, but I do remember when I went from the Switch to PS5 and the game became ten times easier. I imagine PS to PC would be similar lol
Honestly PS5 isn't that bad; the really notable thing is the input lag, which is significant. That said, it really screws me more when I hop on my PC because I am so used to it that it takes almost a whole match of early missed skill checks to adjust to the button press actually registering when I press the button lol. You really have to be in rare form to consistently hit great skill checks on console.
And yeah, it's easier to get spun as a killer on console, but you can make adjustments. I haven't had a consistent issue with it in years.
But DbD is much more of a lax couch/TV game for me, and difference isn't enough to change that. And I 'd wager that after like 6K hours on PlayStation, I'm better than like 90% of PC players out there (if only because that many hours have allowed me to compensate for the handicap).
And yeah, it is easier on PC, but playing effectively on console (even at mid+ MMR) can be done.
Switch 1, otoh…I have no idea how that can even work lol. Props to anyone masochistic enough to manage it
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I'm not a Sable main, but I'm saving up for the new Jane and Sable cozy break outfits. I'm still sitting on a few auric cells, but I am saving those for ST2. After that, I'm taking a long hiatus from spending actual money on this game.
I used to rack shards up pretty quickly, but I haven't been playing as much lately, and now with BHVR pretty transparently curtailing iri shard accrual to influence people to more spend actual money on things, it'll be even less. There's still a lot I want, but I can live without it.
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There are 41 killers and like 4-5 of them are OP.
The number of OP killers in and of itself isn't an issue. The problem is that killer balance is so bad that you see those 4-5 a disproportionate amount of the time.
Nerf the top end, buff the bottom bottom end.
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Pretty much any of the ranged killers (other than Plague) should be avoided (though I do okay with Huntress on PS5) on controller. Nurse is kinda rough, and I don't bother with Oni. Some have mentioned the Executioner, but I do really well with him on PS.
Though I think a distinction should be drawn in this conversation between "controller" as a generality and console.
As someone who plays on both PS5 and PC, I can tell you that sitting on my couch with my wireless DualSense (and relative lack of controller optimization) and playing on PC with a wired tournament style controller are very different experiences. Even controller on PC is well above console when it comes to precision and responsiveness, and your ability to tweak.
@Pulsar said:
Pretty much every Killer can be played on a controller, in my experience.
Some just can't hit their maximum potential.
100%. Being on console won't stop you from finding some level of success with any of the killers, it's just the the top level you can achieve with each will vary, regardless of your skill as a player.
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Lots of things in this game aren't fun or fair, but almost all of them are more impactful than NOED.
Yeah, it's a low skill tool (I wouldn't say "skill-less" since the killer still has to catch and hit you) utilized primarily by bad killer players, but it's not all that commonly run above low MMR, and it's not all that hard to play around.
I'm not tying to be a jerk, but I haven't been aggrieved by NOED since my early days playing survivor. I think I might die due to NOED once like every other month. Most games where I see it actually activate everyone still gets out. Again, not to be a jerk, but most of the games I do see it, I guess it's coming because the killer is a potato. If you're getting owned by NOED enough to have strong feelings about it, that's kind of a self-report.
Don't get me wrong, I wouldn't care if it were just deleted. But people acting like it's a pox on DBD that makes survs just drop dead as soon as it procs is just silly. The list of bigger issues is very long.
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@100PercentBPMain said:
it may as well exist. Ragers on your platform will message you regardless.
Yeah, but you can block messaging from non-friends, and as has been mentioned, if someone says something really awful in e direct message on PSN/XBOX, they're risking a lot.
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025999#Comment_4025999
Problem is there is no chatting at all.
The defeated side just leaves while the other tries to put as many insults into the chat as they can.
Or in the case of solo survs, the defeated side cannibalizing themselves with blame.
The last time if looked at post game chat, I was getting roasted by one of my potato teammates for only having been hooked once (apparently for not taking more aggro even though I had 10K boldness points) before I died on a suicide mission to save someone else in the EGC when I could have easily walked out a gate.
Ad the person was the first to die and waited for like 5 minutes to say it.
I mean there's just no winning with some people, and it's better to just not subject yourself to it.
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@jamally093 said:
Being able to change killer at any point
I remember when I first started playing you could when you ready up and in a lobby you could then poof you no longer could. I thought it was a bug but then nope you couldn't permanently. I would want to have the ability to change killer since maybe I wanna change to someone else since I wasn't feeling the killer I picked but don't want to back out of a lobby for no reason other then thaf.
Eh, I get what you're saying, but I don't think the convenience is enough to offset the potential downsides (mostly it could lead to egregious abuse of MMR).
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@dragonfrutaa said:
Since the new kbm update i think its only fair console players get to know what the pc players are talking about 👀
Spoiler alert: It's nothing you want to read anyway
But I don't care, so long as I have the option to hide it like I do on PC. Every once in a while I'll open the chat up for a second just to remind myself why I have it hidden, and it usually does just that
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I would say there is a spectrum of cheating and using reshade is definitely on it. No in the same range of full blown hacks/cheats, but not the game as intended, either.
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@UrKnightmarettv said:
I think devs need to adjust twins with victor. He shouldn't be able to camp hook. Lately ive been having twin matches where they will place victor infront of hook knowing we won't get anti camp meter progress
Wait, you've been having Twins matches?
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Friday the 13th
Wendigo/Skinwalker
Some sort of original nautical, "haunted diver" like chapter
I'd also like to see a Robert Englund Freddy or film accurate Ghostface/Scream rework of existing chapters.
And this might me unpopular, but I just recently watched two of the Terrifier movies for the first time, and I just don't see the appeal. As a horror film fan I love the amazing practical effects and creative kills, but conceptually the character itself is just "meh" to me. The effects/kills were the star of the show for me, not Art himself.
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@VibranToucan said:
The dailies contribute a lot, if you don't play daily its going to take a lot of griding.
Yeah, I actually haven't put in as many hours this rift, but played at least a handful of games most days (pretty much every day during 2v8, but only occasionally since it ended) and completed the rift pretty quickly. I've been done with it for a couple of weeks now.
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@BlackRabies said:
When the connection crashes the game can't tell if it was a legit internet crash or simply pulling the plug so it's the game has to treat all of it like an intentional d/c. So it might be best to wait until your network is working properly before playing any online game.
This. If your internet is being wonky, take a break. My personal rule is if my internet drops more than once in a single play session, I just do or play something else for a while.
Some people have chronically bad internet or live in places with poor service, and unfortunately games like these probably just aren't going to work out for them. I used to live in such a place, and if get that is sucks, but it is what it is.
@Alicia_Tried6041 said:
In other words if you want to play dead by daylight wear a diaper because no bathroom breaks.
Go afk or jump in a locker or something. I've had to make a sudden bathroom run mid-match more than a few times over the years and I've never dc'd to do it.
And while recognizing that some people have medical conditions, most people don't go from zero to I soiling their drawers in 10 minutes. These things are usually the result of poor planning. I know I've known I had to go in between matches but queued up again anyway and regretted it, but that's not a valid reason to dc for free.
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@Shaped said:
As I said before, 'reworks' will never compensate for tp loss, the only thing that made him a menace.
He's not a threat anymore in any shape or form and never will be. It's over.
Theoretically, they could do anything to him in a rework, so say one could "never" compensate for the loss of the tp is kind of silly. He has the tp now and he's a d/c-tier killer.
Myers is a low tier killer with one trick that everyone hates. As someone who likes playing Myers but finds the tp to be tired and lame, I'm up for any major changes.
With SM pretty much neutered, there's no where to go but up, really.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001324#Comment_4001324
There is a problem with what i said?
Was your post an answer to a question? It didn't seem like it, so no.
What I meant was that the rework might not be the best answer to the Myers problem, but that it's better than leaving him as is.
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@OrangeBear said:
I wouldn't really consider him Dashslop. He's basically like leatherface.
Plus… current myers needs to go. Every match is purple tombstone. And he's otherwise quite boring to play due to having no real chase ability.Yeah, I don't know that this is the best answer, but old Myers had/has to go. He's stale and boring, and I say this as someone who has played a lot oy Myers.
So long as the SM is kept essentially intact, I welcome the change.
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I just hooked the same surv four times in one match and they got unhooked after the fourth one and escaped. So yeah.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999749#Comment_3999749
funnily enough, any time I've introduced ppl to dbd, usually older folks, they start off assuming the way to play is to tunnel, camp and slug (and seem to gravitate towards Myers)
dbd just has tons of knowledge checks and muscle memory
It's not surprising, really. A lot of people are conditioned to a 1v1 mindset (thus tunneling), and the impulse to secure your kill is almost evolutionary (camping). I think with aysyms, expecially DBD, you have to unlearn a lot of typical conditioned VG habits/impulses.
And it's not shocking older people would gravitate toward Myers, he's iconic to a whole generation (or two). -
@Rulebreaker said:
…honestly we could fit dbd in that definition with everything but "simple controls which can be easily understood by players of any skill level". Its actually kinda funny XD
Its player to player as the central gameplay (stealth or chases). Normal trials are pretty short (around 13 esque minutes on average so depending on whats viewed as "short". Mario party takes roughly 20+ minutes for us if rushed for compairison). Minigames of skillchecks and carrying wiggly survivors (stretching yes, but its the principle of the challenge of why we're typing this). And the players are competing to win.
All that said, we rulebreakers think dbd is its own thing. It doesnt fit the "casual" google definition and only checks some on the "competitive" google definition.…Also drunk dbd is good (non)wholesome fun.
I actually don't think DbD's controls are that complicated. Probably not "simple", but it's not mechanically demanding, really. If I had to place DbD on a 1-10 scale from dead simple to highly demanding of manual/mechanical dexterity, I'd probably put it alike a 3 or 4.
@I_Cant_Loop said:
It’s not a party game if it requires thousands of hours to get really good at, which is true for most players. It’s far too complicated and skill ceiling is far too high to be considered a party game.
Largely true, but it's also far too imbalanced and inconsistent to be considered a properly competitive game.
And this might be semantics, the fact that it takes thousands of hours to get "good" at is more down to having to sort out the game's convolutions and inconsistencies than developing any kind of technical gaming skill. I wouldn't call it a skill floor so much as a knowledge floor. Anyone can get good at DBD with enough time. You can't say that about a lot of games.
Ultimately, DbD is just its own janky thing; too convoluted to be considered super casual, but too loose and unrefined to be truly competitive and/or serious.
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@angrychuck said:
Why are so many people replying like this post isn't from 2022 :(
What's more amazing is the person the resurrected this three year old thread did it to quote someone who hasn't visited the forum in months.
I rarely look any further than the first page, lol.
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The problem with playing "optimally" in DBD is that the game is too imbalanced and janky to account for it. Tne maps and killers are wildly imbalanced relative to each other, the game is buggy and MMR is barely functional at any level.
If you're a killer player, and you are determined to win at all costs, and to optimize your set up and approach to accomplish that end, it kind of breaks the game. You almost have to be a potato to not 4K the vast majority of the time playing as a fully kitted out, hard tunneling Blight/Ghoul/Nurse/etc.
It's just a broken way to play, and says very little about the killer player's skill, while negating the survivor's skill. Much like a seal team 6 SWF, the game's mechanics simply weren't set up to account for it.
IMO, DBD is an absurd game to try to play optimally, because it's so imbalanced in just about every facet.
If you're playing and S or high-A tier killer and just hard tunneling the first survivor you find out, you're not expressing skill, you're exploiting shoddy game design. Sure, you might lose some games against really good teams, but you're not going to be challenged like 90% of the time.
I mean if a a killer wants to conflate winning like that with high skill play, that's their prerogative, but it's self-delusion. Not only that, but it will keep them from actually getting better. It's killer training wheels. I wouldn't at all say that the majority of killer players who were having tantrums about the proposed patch were just terrified of being exposed, but a whole lot were.
Like winning 90% of their games was their very identity. The same thing as a surv player who almost exclusively plays in SWF and is used to escaping but and gets absolutely rinsed when dipping a toe in solo queue.
Beyond that inflammatory take, I just don't get the appeal of minimizing the risk of losing to almost nothing. DBD is pretty clearly a game that was conceived as experience rather then outcome based game, but even so winning when I'm almost certain I'm going to win is just…boring. Like what does it prove to win from a position of massive advantage?
I'm as competitive as anyone in the right setting. DBD is not a great setting for competitive play (which is why "comp" DBD is so regulated and has to have all sorts of rules modifiers to even approximate a typical comp game). Public servers are just imbalanced chaos.
Being tunneled out by a Blight doesn't make me feel like I was outplayed in any meaningful way, the same way getting 0K or 1K against a coordinated comms SWF when I'm playing as Sadako doesn't really feel like a loss. It just feels like my time was wasted, and I genuinely wonder what they got of it.
I suspect a lot of these people aren't good enough to hack it at higher levels at properly balanced PvP games, and sweat at DBD to delude themselves.
What DBD can be, and what it should be (imo) is a fun experience. To me, trying to make it a serious test of "skill" is just lame. But to each their own, I guess.