TragicSolitude
TragicSolitude
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- TragicSolitude
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Yup.
I've been complaining about this for years. All we got is less-than-what-was-advertised cross-progression for our money and patience while they left optimization in the toilet. We got way, way less than what everyone else got and we paid at least as much.
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@Alicia_Tried6041 said:
Why don't we just give survivors just 1 hook state? May as well since every killer wants to slug slug slug! I mean slugging bypasses 8 hook states anyways so why even have 3 for each survivor?
This would also be the most direct way to deal with the "go next" problem of dying on first hook: now everyone dies on first hook. Woo! It's what both sides want.
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On Switch handheld, the dark overlay turned many areas pitch black. I once thought I was mending in a corner to discover I was in the middle of the street on Dead Dawg.
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I got a corrected email for the PS4 account, so I used that one.
A few notes: These accounts are shared between me and my friend. If we play survivor together, he's on PS4 and I'm on Switch. Solo survivor on either account is me. Killer is usually me. These two emails say more about how miserable playing killer on Switch is than any of my previous posts on these forums could convey.
I used to play killer and survivor equally or even mostly killer. Man, how things change over six years. I think playing killer on Switch has sucked most any enjoyment I might get from the role no matter which platform. Plus, the loss of BBQ really sucked, and now they're taking away more of the BP bonuses from perks, so yeah, the only perk I even care about any more is Lightborn, and that leaves three open perk slots which I can't motivate myself to fill.
My/our survivor escape rate is a bit better than I expected.
Edit: Turns out, the stats exclude events, modes, and modifiers. That's almost the entirety of my playtime. So, while my killer stats give a pretty good indication of how painful Switch is, my survivor stats are way off. My hours played are horribly inaccurate and I really have no idea how my survivors matches were overall. Wow, how utterly useless these stats are for anyone who mainly plays for events and what not.
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@Rudjohns said:
I don't understand if this post is from a killer pov or survivor
Well, if its killer: they can already do that if they are in the game
Survivor: then too bad, thats the problem in playing solo queue with jerks
Removing spec will just hurt the game because it causes people to wait in the menus doing nothing increasing boredom
thats the problem in playing solo queue with jerks
That's why I'm so close to uninstalling. Solo q is that miserable and I kind of hope every 3-man that feeds me to the killer has their game crash every time they start it up forevermore.
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Did you know that Head-On cannot be used if you have AFK Crows
I love using that against survivors with Head On. I swear a bunch of them don't realize that's the case. I had one survivor try to Head On me four times in the same match, every time with an AFK crow.
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My friend was going to buy Auric Cells to get that one pretty cool Knight head, but it went away and it's never come back. 😢 BHVR should bring back the rewards or put them in the store later or something. The FOMO is bad and my friend definitely buys fewer Auric Cells because of this. He might be waiting for the Knight head to come back. I think I'll keep it a secret the cosmetic probably won't return; he really doesn't need to be spending on DbD.
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The work of coding Chaos Shuffle and Lights Out was already done, so bringing them back shouldn't be resource-intensive. I don't like Chaos Shuffle, but I did enjoy Lights Out 2.0 with the candelabras and I do hope it returns. 2v8 is so heavily requested that whether or not you or I enjoy it is kind of irrelevant, as a large portion of the community obviously does enjoy it and I can't imagine BHVR chucking it into the waste bin after all the work they already put into it.
Every time for me and alot of people feel that the 1v4 gets even sweatier with all the casuals going to the new modifier but when you go to the new modifier its filled with people who are there simply their because its "easier" since no anti tunnel perks and no gen perks
I've been playing normal mode rather than Chaos Shuffle right now, and it feels like it always does. But that's just my experience.
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I've been sticking to the normal queue since I finished the event Tome. At least there I pick my perks so I can ensure I have something fun to mess with and not a loadout like No Mither, Alert, Corrective Action, and Blood Rush.
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Yeah, I finally just got mine today.
Not that it was interesting, because the stats are absolutely wrong.
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@OrangeBear said:
Anyone else not receive theres yet? Despite enabling personalised emails
I haven't received the stats for one of my two accounts. I worry because it's never received any emails despite enabling personalized emails pretty soon after the original announcement about iri shard rewards for doing so.
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MFT and DH never had any business being released as they were. Both were ridiculous. Killers being able to cause exhaustion doesn't make those perks okay. We don't need to force a weaker killer like Trapper to run exhaustion perks just to avoid getting bodied by OP nonsense.
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First match my friend played had two No Mithers, including him.
I keep getting Corrective Action. Perfect, give that to the console player who rarely and only accidentally hits greats. It's like the game knows.
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I just play through the Tome, then I'm done. I had fun with Chaos Shuffle the first time for about a week, messing around with weird perk loadouts while everyone else was messing around with the weird perk loadouts, and then people started playing for real and it's like, "Well, I can do that in normal mode and there I get to choose my perks, so why would I stick around here?" And that was that. I play Chaos Shuffle for the Tome and then I'm done. It doesn't even have queue bonuses to try to boost the garbage amount of Bloodpoints rewarded.
I kinda hope the event queue does get filled with bots. It'd be hilarious. That's the great thing about video games, you can stop playing whenever and let the problems become someone else's problem rather than let them be your own. If you keep getting slugging killers and you don't enjoy playing against them, let those killers become other survivors' problem. And then those survivors can do the same. And soon the killers will be waiting forever in queue or slugging bots.
As someone who's complained on the forum for six years about console performance, I have little faith that complaining on the forums works. Maybe forcing the queue to be filled with bots will mean something to someone.
Oh god, that's really jaded and cynical, isn't it. Sorry, I had a lot of fun during the Bone Chill event. I miss it. Lights Out 2.0 had the amazing candles. We no longer get the beautiful Lunar New Year event. Chaos Shuffle offers nothing. And 2v8 was fun the first time but not the second. Kinda feels like there's nothing to enjoy or look forward to in DbD right now.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871179#Comment_3871179
Alright, I stand corrected.
So have you had it saved or you were digging a lot?Saved. I have a decent-sized folder of dev explanation screencaps for common topics.
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@buggybug said:
I really think by removing bots and finisher mori it will help alot. No killer can give me no baloney excuse that oh but but your team dc and now its 3 v 1 and bots helps because they dont, bots got significantly nerfed and Idk which patch but its clearly shown their looping is so garbage, they double back alot, they waste time doing other things and if by some chance they survive and you get down by killer, they leave 95% of the time. A bot with a flashlight or flashbang will NOT even try to save you.
Sometimes me and my 3 man likes the challenge of a 3 v 1 when our 4th random leaves and we tend to still 3 s because the killer was not as good as the rage quit baby thought.
Killers make false one million last 2 survivor hiding posts about survivor's holding game hostage but lately it seem alot of people like me as the third willingly is giving ourselves up to you, your still slugging us wasting time to deny hatch and see your outdated stale mori I can watch on game shop or ytd.
alot of people like me as the third willingly is giving ourselves up to you, your still slugging us wasting time to deny hatch
I use Plot Twist to do this. If they don't hook me and instead go look for the final survivor, I will pick my ass up if/when they get the fourth survivor. I don't really care about bleeding out, but being greedy when the third survivor walked up and Plot Twisted in front of them is a bad look. I'm curious what they say in chat after I get hatch, but I'll never know as I'm on console.
tldr Plot Twist is awesome.
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@Emeal said:
What if we add "Survivor exclude" system that would allow us to exclude 3 Survivors from our queue?
I would love this as survivor. I would immediately block all Megs. Sorry to anyone out there who's a good Meg, but you've never been a teammate in my lobby anyway.
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Between being blinded by survivors outside my FOV who I can't see and being on console (latency, input lag, controller sensitivity that's stuck being a bit low because there's no dead zone or response curve settings to allow reasonable camera movement with the analog stick, and low fps all work together to turn any attempt at a blind into a success, no matter how instantly I work to counter the damn thing), I run Lightborn 100% of the time.
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Don't forget controller settings. Dead zone and response curve settings for controllers would help a lot. It's crazy to have multiple ranged killers and not have those.
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That's Legion wearing the Resident Evil Hunk costume, I would think.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/436736/impossible-gaming-for-solo-queue
Average solo queue escape rate is 40%. If you’re consistently escaping at a far lower rate, then you should be focusing on improving your own skills rather than demand that survivors be buffed/and or killers be nerfed.
If the average escape rate is 40% and the player falls directly in that, then their MMR is still going down. MMR goes down with each death. MMR goes up with each exit gate escape. Hatch escape has no effect on MMR. So, even if the person is escaping 40% of the time, they lose more than escape on average, and hatch escapes are neutral rather than positive so those don't even help balance it out.
It's a bit more complex than that because order of death matters, but unless each exit gate escape boosts MMR by an unexpectedly large amount, the game is designed so that the average survivor suffers.
@sinisterstubbs77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870780#Comment_3870780
This means nothing. A solo player can be as good as they want to be but if the other survivors are hiding and doing nothing like they always seem to do, then you cannot do 5 gens alone. This is happening way too much and it begs the question as to why queue as a survivor if all you're doing is nothing at all. Sure you can "report" it for not participating, but BHVR does NOTHING to enforce this.
it begs the question as to why queue as a survivor if all you're doing is nothing at all
I ask this every time I play survivor. In what game is "doing nothing" a valid and acceptable playstyle? And how does anyone consider it fun??
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871159#Comment_3871159
Pretty sure, its based on location, not MMR.
If it was, then we could backwards engineer and figure out who was in the same MMR groups
I have +25% on Survivor in Northern Europe rn.
Nah, my friend and I are literally in the same room together and we'll have different queue bonuses. It's not just region.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871166#Comment_3871166
Doesn't really make sense to create Kindred in first place then.
Why create perk to show exact information you want to hide? So I doubt that is the reason for it….According to Mandy, it's part of the purpose of both the gen bubble and the hook bubble.
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I'm in North America. I have this issue. It sucks and really discourages playing at all.
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Underground areas (house basements, the Badham Preschool basement) make my PS4's fans go into jet-engine mode. I often notice that there's more fog or more particle effects like fire and smoke in areas where the fans get loud (not always, some of those basements look pretty clear but the fans still get deafening). The game's performance is more likely to dip at those times.
That's my personal experience, anyway.
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One of the best indicators of whether or not they did them legitimately might be to look at the time stamps on the achievements.
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During the Bone Chill event, I had a particular match against a Nurse. The Nurse burned a Cobbler and she played nice. Not like friendly, but she didn't tunnel, she played more than fair and even wasted time throwing snowballs with me, she let us survivors earn points. She waited to the end to kill anyone. Killed two of us, then the other two were in an exit gate. One survivor left. The other (injured) stayed in the exit gate to teabag like their butt was on fire. The Nurse popped in and hit them so they didn't fall out. The survivor DC'd the moment the mori animation started.
Totally fair match. The killer shared their BP offering with us. The survivor threw away those Bloodpoints. Everything about that survivor's mindset baffles me.
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Bardic Inspiration takes too long to start. I press the button and there's a good pause before the lute actually comes out.
Also, just plain screaming when the game rolls a one is awful. DbD should have an animation for pulling out the lute and a string breaking. The survivor can still scream after, but screaming alone is a garbage way to handle rolling a one.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868222#Comment_3868222
Its obviously the peoples fault. BHVR has no obligation to provide information in before. And those people do not lose anything, they still have their money spend ingame for auric cells and can buy anything else they do actually have in store. It doesnt matter here if your or my morals say other, bhvr did nothing wrong and you cant blame them for doing nothing wrong.
Its insanity if you expect to get something thats not existing in the first place. Just because someone advertises something, it doesnt mean that this something is being released. So why being so greedy and spending money if you can just wait til its released? Thats just greed.
And i really dont care for review bombing. People complain for reasons beyond others abilities. Especially chinese players know exactly that their nations always has issues with censorship or licences from around the world. They surely can expect something to be not available for them.
And those people do not lose anything, they still have their money spend ingame for auric cells
You are wrong. Because BHVR did not inform anyone about the region restrictions and because BHVR did not properly block access to some of those regions, some people were able to buy those outfits and now they have neither the outfits nor the auric cells they spent:
https://www.reddit.com/r/deadbydaylight/comments/1hxk4ib/the_bhvr_scam_me_out_of_2500_gold_cells/
Edit: I'd like to point out, in case you don't click the link and read it, that the person has opened multiple support tickets and has been told he will not be getting his Auric Cells returned to him.
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@BroRespectTheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868227#Comment_3868227
"This will be fixed in a future release and you will be able to equip the outfit once the fix is out."
When was this announced/by who?
It was in the original Reddit post:
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"This will be fixed in a future release and you will be able to equip the outfit once the fix is out."
No timetable on that, just "future." Which, as a Switch player who trusted them when they said "cross-progression is here and working," I trust "future but no ETA" from BHVR absolutely zero percent.
I managed to return a cosmetic head once because BHVR changed it immediately after I purchased it. They removed it from my inventory and gave me my Iri Shards back. The player can't even access the outfits, they should be removed from his inventory and the Auric Cells returned. If and when the Junji Ito outfits become available in his region, he can re-purchase them if he so chooses.
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Jane's? Yui Kimura, Yun-Jin Lee, and Kate Denson are the survivors who received Junji Ito outfits. Do you mean Yun Jin's Junji Ito outfit, or do you mean you bought some other Jane outfit?
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Snowskulls should be available to Dracula in wolf form. Wolf puppy being locked out of half a game of fetch is not cool.
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BHVR didn't just promise it, they said it was in the game and functioning. They posted this live to the public:
Notice how it specifically mentions DLC crossing over.
Companies aren't allowed to sell a product on the claim that "our product does this thing," then turn around and say "never mind, it doesn't, but it will" and then turn around and say "nope, it's not happening" and never provide any sort of compensation to the customer.
I bought it on Switch because BHVR said cross-progression was in working order and Switch was the only console where that was the case. Now, Switch is the only console where that's not the case. I'm not that interested in whose fault this is, but I know it's not the fault of the customers, and yet the customers are the ones paying for it.
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Clunky killers on controller are absolutely no fun at all, and BHVR loves to make killers feel clunky. Smooth controls are important. BHVR kind of knee-capped themselves with things like health states instead of health bars and keeping perks standardized across all killers, so to balance they add cooldowns, loud music, clunky controls (recoil on knife throwing, what the hell), power bars, and more cooldowns. In a normal game the balance would be, "Well, he's fast, so we'll have him do less damage," but there's is no damage in DbD; unless you're Trickster, you either put survivors into the next health state or you don't. I'd rather have health bars on survivors than clunky controls on killers. People want to play the game, not fight its controls. Some of us are already fighting performance issues, these things are leaving no room for fighting our actual opponents.
Players don't want to pay to be guinea pigs. Especially not when you paid to be a guinea pig and your own opinion isn't important. It doesn't matter if you find the thing you purchased fun; if your opponents find it unfun, the thing you purchased is getting changed.
I think the best thing for all of us to do is to wait three years (I would've said "two," but Skull Merchant has really lengthened the time table) before purchasing any future killers. BHVR will never stop messing with their killers, but hopefully by year three the big changes will be done. Unless it's Freddy. Sorry, Freddy.
Edit: I should mention, that last part about waiting three years is a joke. It's never safe to buy a killer.
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I haven't played the event yet because I keep seeing people talk about losing progress. I saved up a lot of BP for the event to buy the offerings on everyone. I'm not spending BP if there's a risk the offerings will just disappear from my inventory, and I'm not playing while BP is maxed out.
I wish BHVR wouldn't release updates and start events right before the weekend, because then we're just stuck with whatever released broken. And something is always broken.
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@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856409#Comment_3856409
None of these counterarguments have withstood scrutiny. Your wordcount won't change that.
You're out of comparables now so you're filibustering.
Flashbang is anti-gameplay. They should fix it.Right, okay, talking to you has been confusing and there's no point in trying when you're dismissive, anyway. I can't tell if you misunderstood what I've said on purpose and were deliberately unclear to try to hide/move goalposts, or if you have trouble keeping your thoughts in order. I even specifically said that Flashbangs are not in an okay spot, because they operate in a broken manner. Walls should counter them but don't, and it's almost universally agreed upon that dropping it inside the killer's hitbox shouldn't be possible and the devs need to fix it. Plus, the audio is broken, because audio is always breaking in this game.
If you can't see nearby survivors' hands well enough to recognize a Flashbang or Winter Party Starter, slug everyone within a mile radius before picking someone up, just to be safe. That's what I do when I see anyone nearby when I down a survivor: I slug, because they could have Break Out, or if the survivor in the dying state has Boil Over any amount of body blocking will cost me the hook.
tldr: Yell at BHVR to fix this buggy game, and until then learn to enjoy slugging survivors.
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I miss him so much. My friend and I thought he was so funny and cute and really enjoyed dancing around high-fiving each other.
The scary ones make sense in a horror game, of course, but there's no reason to knock this guy out completely.
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@Dustin said:
Honestly I'd prefer a refund on Chucky - The license is cool but it's laughably bad how much this killer has been gutted. Why should I keep giving BHVR money when they make balance decisions around terrible players who don't want to learn and get better at the game?
Yeah, between the huge changes and lack of console optimization, I rarely purchase things in DbD. I know the ToS and the fact it's a live-service game mean things can and will change after public release, but I don't have to be happy about it, especially not with the extent to which things change.
You're right, a lot of the balancing decisions are made around players who don't want to adjust their playstyle. I love the way some things change up the gameplay when I'm a survivor, like Tombstone or Weave + Franklin's, yet those are some of the most complained-about things in the game. Why do people want to do the same thing over and over again every match? That sounds boring. Or is it only okay when they are the one trying new things? If that's the case, they want a PvE game with an NPC opponent, not a PvP game. Their real-person opponent may want to try new things and break up the monotony as much as they do. I mean, isn't everyone always complaining about the meta and efficient, unfun playstyles?
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It's not a dumb nitpick. BHVR's inconsistency with these things makes it a lot harder to locate what you're looking for. Why make these rarities if they don't use them in a consistent and meaningful manner?
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@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855392#Comment_3855392
You can either walk to another hook or drop the survivor in a downed state.
Flashbang happens during a pick up animation. They don't drop into a downed state. You're stunned.You were looking for a perk that's practically a 1:1 replica of what Flasbang does? There is none. You talked about stuff being "comparable" to Flashbang, while also mentioning Blast Mine, which has nothing to do with halting a pickup.
I was giving an example of something survivors can use when you go for a hook that you won't know about beforehand and may cost you the hook. If the sabo comes late enough, you may not be able to reach another hook and dropping the survivor may put them in the injured instead of the dying state. If the survivor gets off your shoulder after you've spent time trying to get to a hook, that costs you more time than losing the survivor in the original pickup animation. With original DS, many players agreed that the non-obsession survivors using it were more damaging because the amount of time the killer lost was much greater than the time lost when the obsession used it.
Anyway, the point of my original statement was that there are many perks and add-ons in the game on both sides that you don't know about until they come into play the first time. That's how a lot of things work in DbD. You can assume certain things are always in play and counter them from the start, or you can play like normal and counter something after it comes into play the first time. If you're not countering something before it comes into play, it's very likely to provide value the first time it's used, and then it's up to you to not let it get value again.
No, I'm not saying Flashbangs are okay, but the reason Flashbangs are not okay is because survivors can clip into the killer during pickup and drop it into their hitbox. I don't think it's fair, I don't know why it's still in the game, I think the devs should remove it, but I'm not a dev. It has nothing to do with not being able to see Flashbangs in lobbies. You can't see Residual Manifest in the lobby, either, but it means the survivor will definitely get a flashlight out of a chest, and that's faster than crafting a Flashbang.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855583#Comment_3855583
That's the thing. Why not add a cap so this issue doesn't occur altogether? They wouldn't have to worry about it in the future. Cap it at the full stacks of stbfl so the add-on can still stack but not push into absurdness territory
Exactly. Why don't they? Is it because they can't or won't?
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856061#Comment_3856061
because they don't want the mechanic to be capped. it is intended to be uncapped but BVHR in post says that they're trying to maintain survivor fun in the post which is implying that add-on is "unfun" for survivor which is the reason why it is bad.
because they don't want the mechanic to be capped. it is intended to be uncapped
But they are capping it, just not inside the code. They have decided there is a value that is too high, and they're making the add-on completely useless instead of coding a cap that would let players get some but not full value with max STBFL stacks. Now no one is getting any value because it's been made worthless while we wait for a SOON™ fix.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855613#Comment_3855613
Finally someone says the truth. It's almost never just Killers being sweats. Both sides sweat, pretty hard too.
It's mismatches and teammates being useless. 9/10 times my games are lost not because the Killer was being a jerk or sweating or wants to be cruel, but because they want to win and my teammate thinks I "didn't do enough" and leads them to me, or misreads a situation, or isn't anyone else's similar skill level against an equally competent Killer, or is there to grief me, or just doesn't like my face, or is more comp than me when I'm goofing around with my friends.
9/10 times it's not the Killer humping me on the floor and bleeding us all out, it's some salty SoloQer telling me to get cancer and delete the game because I DARED to be the guy that got targeted by a tunnelling Chucky, or I waited a tad too long behind a tree with my stealth build to come save my friend from a hook so therefore I deserve to have Bubba led to me when I'm one of the last two, or they think I'm a baby with 50 hours despite clearly knowing how to play because they believe THEY'RE the main character.
BHVR was right on that Reddit thread about SoloQers. Y'all are selfish. Y'all play selfishly. Y'all don't care about your team, or you're so incompetent it doesn't matter. Y'all only care about your precious escapes, adepts, challenges, etc. and it creates situations where nobody has any fun except the Killer who gets free kills on the rest of us and easy wins. And it makes me really not want to play Survivor outside of a full SWF at all, because at least as Killer my successes or failures are mostly up to my skill, who I got matched with, and RNG.
The game isn't ruined for me as Survivor by sweaty Killers. It's ruined for me by crappy Survivors. Shame on literally all of you SoloQers, be better.
It's nice to see more people coming around to this realization. I've been complaining about my teammates for sooo long. Some of them are just new, so I don't blame them, I blame the terrible matchmaking. Others, however, are ridiculously selfish or purposeful trolls.
I've had some amazing solo queue games where my teammates played like they gave a damn and so we all took care of each other. Decent teammates are unicorns, I talk lovingly about those matches nonstop for a week and reminisce regularly forever after. When I play duo, if we have a good teammate who's in trouble, I'll go the extra mile and even tell my friend "I'm going to die for this unhook, make sure this guy gets out." It's nice to escape, but outside of challenges it's not important. I just want to have some fun. It feels good to do something risky and altruistic, and there's no actual danger because it's a video game and not real life. Then there are my teammates who hide on the outskirts of the map all match because apparently if they die in the game they die in real life. And I'll skip talking about the intentional sandbagging, throwing, quitting, trolling, etc.
Killers mostly play to win. Some will do things that have nothing to do with winning for no other reason than to make others miserable (lol, how pathetic, like anything they can do compares to solo queue teammates), but that's not the norm at all. If playing to win isn't fun for either the player or the opponents, that's either a flaw in the gameplay design or a sign the unhappy person is playing the wrong game. The playerbase likes to try to instruct others on how to play to win, often not to help them win more but for the advice-giver's benefit. Telling opponents "Don't play efficiently, lighten up because that's more fun for your opponent" is strange.
Anyway, I'm rambling. My bad.
@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855613#Comment_3855613
I agree that bad survivors do have a huge impact on your match. There is no questioning that.
But I still have seen far too many matches with killers proxy camping the first survivor andthen tunnel hard if he ever gets off the hook.
You can blame it on skill but I think there aren't a ton of people who survive a chase with nurse with barely any distance for long. I even think the majority of players do not survive for long if they get tunneled. That may be because the other teammates dont take hits but that is also not very easy to coordinate in solo q.
Solo q players don't have the information needed to deal with these situations. After a while you will know the pattern and can assume what to do to make the best of the situation but the majority of the playerbase does not and there is nothing wrong with that.
It is very hard to anticipate what to do or where your teammates are in solo q and that makes it a lot harder to win the match.Ah, now you're talking about flaws in the game's design. I agree that the game is very flawed. When the game throws serious and casual players with varying degrees of skill and possibly conflicting playstyles into the same lobbies, we end up with a lot of matches full of friction between four people who are supposed to be teammates going against a killer who probably doesn't share their opinion of just how casual or competitive the game is.
I'm glad solo queue has gained so much info. It doesn't replace the power communication provides SWF, but that's at least partially user error as is proven by the number of teammates who teabag incessantly demanding to heal me when I'm broken.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855760#Comment_3855760
Its going to sound odd, but honestly, survivors already have the tool they need to counter individual killers: The exact same custom mode. Play as the killer in there, see how bots react to your power, and learn its nuances. You can then start throwing in perk and addon combinations to see how they change interactions with the killer.
I know it sounds backwards, but the #1 way to get better at matchups in games is to know your opponent. art of war and whatnot.
That is good advice. However, the player must own any killer they want to play as in custom matches. It's good practice for players who own a lot of the DLCs. For new players, that limits what they can do or forces them to buy characters they may not want.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854196#Comment_3854196
tunneling at "5 gens" doesn't exist, it's a made up term made by highly inefficient soloQ teams where:
- players last very short in chases;
- teammates are completely allergic to gens;
- teammates rush for the unhook when first chased survivor gets hooked.
If it happens to you, it's pure failure of you and your own team to be efficient at all, and killer just took advantage of it, because if your team fails to do any gens by the time first chase is finished, that's a serious problem of your team (or you if you lasted extremely short in chase)
You are not wrong.
Most problems survivors face in this game are caused by their teammates. While there are some cases of killers playing in manners worth complaining about, I myself rarely ever think much about what a killer did past the end screen (unless they were really cool, then I never forget). But my teammates? Oof. Don't touch gens, go down within seconds, rush in for a save or run in circles around the gen we almost had done or spend all their time in lockers and behind rocks. Get slugged under a hooked survivor and stay there. Every misplay they can make they do. And I just know that some of them are griping about the killer and how toxic he was when all he did was play killer.
If players would recognize this and complain about SBMM instead of their opposition's playstyle, maybe people's attention would be directed where it's warranted. Us vs Them is a form of misdirection that is unfortunately effective.
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The serious players criticized each event, no matter how small, for messing up their normal games. The first addition of snowmen, without the snowballs, even had that reaction. Those players don't want any speck of non-standard gameplay touching the normal/standard queue.
I'm not trying to be negative on those people or how they enjoy the game. I'm just emphasizing that the separate event mode was added to keep any and all extra elements, no matter how small or vanilla, out of the normal game. Because that is what some players wanted.
I don't disagree with your basic premise, however. I would like to see events go all out. The separate queue means there's no longer any reason to hold back... unless maybe BHVR just really wants to get started on their holiday and not need to return to the office to tweak their experiments.
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Did anyone else here not buy Chucky in part because he's a killer-only chapter and it is inevitable BHVR will destroy a killer that looks as fun as he started?
BHVR should be kinder to killer-only chapters. I can't be the only person who thought better of buying him despite how great he looked, since there's nothing else in the chapter to play with if the killer is turned into clunky miserable garbage.
I'm disappointed because I like Chucky as a character. I also wondered if maybe his 3rd person POV would make him comfortable to play on Switch, as no other killers are playable so far. Each change since his release has me feeling zero remorse not purchasing Chucky on Switch, though. With this latest nerf, it's like BHVR is outright confirming that killer-only chapters are a bad gamble.
Edit: I also feel really bad for people who did buy Chucky. Especially my friend, who enjoyed the hell out of Chucky when he was released but life got in the way of him getting more than maybe a dozen matches in. By the time he got a chance to return, BHVR had started knee-capping Chucky, and my friend was just devastated that he'd barely had any time with the first and only killer he's enjoyed.
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My guess is, the way BHVR coded the game doesn't allow for easy checking against perk interactions. Otherwise, they simply would have stopped Buckle Up and For the People from working together instead of gutting Buckle Up. The game sees a heal event and not what caused the heal event.
However, in the case of this add-on, it feels like BHVR could have created a ceiling for a killer's cool down reduction. If it's difficult for them to code a maximum/minimum value for a variable, then I don't know how this game functions at all.
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I played a bit last night. The survivor queue was always the one with the incentive, but it was a 5+ minute wait while killer was instant.
This isn't a new phenomenon for me, it's happened since incentives were introduced, but usually the wait time isn't that long. Last night was ridiculous.
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@ContentCreator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855364#Comment_3855364
Background Player doesn't do anything on its own
You can see if someone has a toolboxSabo, the perk. That plus Background Player is not telegraphed, you learn about it when they use it.



