Avatar

TragicSolitude

TragicSolitude

About

Username
TragicSolitude
Joined
Visits
8,306
Last Active

Comments

  • @Skittlesthehusky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855328#Comment_3855328

    Matches last too short
    "The game has become a race against time on both sides, which makes people play in very unpleasant ways. This removes even more fun from the game."

    it's interesting you say this, because that's exactly how i interpret dead by daylight as a whole. if you think about it, every action and interaction that is performed is all time-based. typically, with the focus of the future of the match. it's a tug-of-war match for precious minutes and seconds. a game of investments!

    i believe that this is not communicated enough to where people understand that this is the type of game that's played, which is why it becomes difficult for many and loses its fun once people start to deviate from that. there's too much emphasis on completing the objective and not enough emphasis on what actually makes the game.

    Yeah, the more efficiently the game is played, the less fun it is. It's very unfortunate DbD is designed as such.

  • @ContentCreator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855352#Comment_3855352

    There are precious few ways to stun a killer and stop a pick up.
    Flashlights and pallets have foreknowledge and thus counterplay.

    Blast Mine is also free but mostly just wastes time.
    Decisive Strike is active for 60 seconds to punish tunneling.

    I'm not sure what else you could compare to Flashbang.

    I'm not sure what else you could compare to Flashbang.

    I'd say Flashbang is like a survivor coming in with Sabo and/or Background Player.

  • @ContentCreator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855337#Comment_3855337

    "you recognize a survivor (or multiple) has flashbangs after they used it in the match"

    If you can read this sentence and not see the problem lol

    Most perks and add-ons are unknown before their first use in a match.You see something come into play once and try to counter it thereafter.

  • I always 100% of the time run Lightborn. Otherwise, slugging is the answer. I am often of the belief that if survivors don't want to be hooked, then the nice thing to do is heed their wishes and not hook them.

  • I'll keep this pretty short.

    I'm a Switch player. I feel betrayed, let down, lied to. Gameplay? On Switch, it's abysmal in every way. At my MMR, I get miserable teammates. Killers are inconsequential; teammates are much more impactful. BHVR has removed console QoL features when they should be working on improving the console experience. My playtime in this game does nothing but decrease.

    For BHVR to repair the damage they've done, they would have to provide Switch players with the thing they said they had functioning and online years ago. No, I don't expect it to happen.

    I just don't think I have anything positive to say. I haven't uninstalled the game because it's the one cross-play game I have I can play with my friend. We don't play that much, though, and we often choose watching bad movies over starting up DbD.

  • @ShanoaLegendaryPlz said:

    It is banable. Ive gotten someone banned over it in the "griefing" category. The problem with the report option is it either requires multiple rounds or players reporting the same person. And it takes like a week to ban them to a point where u will forget which killer you reported lol. For example when maria came out for silent hill, i had a pyramid head doimg the same thing humping on the ground half the game while everyone else did the gens and got out. He got banned as i reported for "sexual harassment and targetting of a specific player" in the griefing section

    It sometimes seems like griefing bans are a crapshoot that depends on the representative who views the ticket. I've submitted some blatant bannable griefers with clear video evidence and gotten less-than-reassuring replies.

    However, it's also possible the player you reported was reported by someone else for something more serious and defined as bannable and you were notified about it because you hit the report button on them. My friend will hit the report button for griefing but he's usually too lazy to record a video and open a ticket; he'll still get notified of bans when those players grief the wrong person later.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854826#Comment_3854826

    I love those perks. Are there any of the general base set perks you would pick for the Killer as the fourth slot?

    Oh, general perks. My bad. I somehow read that and didn't register what "general" meant. lol

    Killer: Whispers (or maybe Iron Grasp)

    Survivor: Deja Vu

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854844#Comment_3854844

    From my experience, that's not necessary. It does not need to be the fifth generator. You just need to complete a generator after the rest of your team has died. Then, open an exit gate after the killer closes the hatch and powers the gates.

    It use to be that way due to a bug. The bug got fixed.

    Ive heard people say this multiple times and I tried it out for myself, no… it doesnt work that way now. It HAS to be the 5th Generator.

    Ive had 4 different games where I was the last person to repair a Generator while being the only person alive and escaping through the Exit Gates did not give me the achievement, Ive tried it, it just doesnt work that way, at least not anymore.

    Daaamn. There's no reason it should actually be the fifth generator. That's a horrible decision on BHVR's part.

    I already thought Left For Dead was awful. I feel deep sympathy for you and anyone else going for this achievement.

  • You have to get lucky and hope your teammates are decent and get Generators done… but not too lucky since you need your teammates to be just horrible enough to die at 1 Generator remaining.

    From my experience, that's not necessary. It does not need to be the fifth generator. You just need to complete a generator after the rest of your team has died. Then, open an exit gate after the killer closes the hatch and powers the gates. (Unless it's changed since I got it.)

    But yes, it is an annoying pain-in-the-butt of an achievement.

  • @zazzau said:

    Simple questions, why did i receive an email thanking me for my purchase of dead by Daylight (when i never purchased the game. In fact i have never purchased any game you have EVER made (i checked). Secondly why wAs i subscribed to your newsletter when i never did that either, in the email was a link here asking me to link accounts (no chance) do you not verify email newsletter subscriptions before stating thanks for doing this, i thought how odd.

    Small recap, i never bought any of your games, no offence but they just don't appeal to me, nor did i request newsletter.

    I do not know how this could happen that your system would think i purchased a game when i didn't.

    why did i receive an email thanking me for my purchase of dead by Daylight

    That's a really good question because neither I nor anyone I know has ever received an email thanking us for purchasing Dead by Daylight.

    Dead by Daylight is not a stand-alone game, it is sold on platforms like Steam, Epic, PlayStation, etc. I don't think any of those send out emails "thanking" a customer for purchasing a game. They might send a receipt, but that's a bit different.

    your system would think i purchased a game when i didn't

    Again, Dead by Daylight is sold on platforms, not as a stand-alone game. BHVR doesn't have their own system that would think you purchased the game.

    Is the game actually sitting in the game account in which the email claims it was purchased? It'll show up in your Steam library if it was supposedly purchased on Steam, for instance.

    As other people have said, this is almost certainly a scam. Don't click any links in the emails, change any passwords that might be compromised.

    If you really want to talk with someone at BHVR about this, the forums are not the place to do it. You would need to open a support ticket:

    https://support.deadbydaylight.com/hc/en-us/requests/new

    But, again, this sounds like a scam that is using "Dead by Daylight" with no actual connection to BHVR.

  • @BALJADA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854674#Comment_3854674

    I don’t use profile viewing or blocking to simply block someone, but rather as a way to prevent future encounters with players who engage in intentional trolling, even if they aren’t using anonymity mode. In my region, the majority of players are on the PC platform, so it’s possible to block or take action against other PC players to avoid them in the future. However, when it comes to players on other platforms or PC players using anonymity mode, there’s absolutely no way to address the issue, and that’s my biggest frustration.

    Honestly, it’s ridiculous that we even have to debate this topic. Perfect balance doesn’t exist in any aspect of life, and it definitely doesn’t exist in this game either, which has long been criticized for its balance issues on both sides. However, I wish the developers would pay more attention to these additional aspects outside of balance concerns.

    I'd like to see smart matchmaking handle this. If BHVR could create a better system that recognizes certain player behaviors, those players could be grouped together and kept out of the lobbies of the rest of us who just want to play a normal match. If a player does something once, it's not an issue. But if, for example, a player chronically kills themselves on their first hook, then that player is grouped with other survivors who do that, and they can go against killers who repeatedly slug everyone to death for no reason.

    it’s possible to block or take action against other PC players to avoid them in the future

    You mean by checking the player's info to see if you've blocked them? Because I'm pretty sure the game won't prevent you from being put into lobbies with players you've blocked. BHVR won't implement that because it always gets abused by people who want easy matches, and then it makes queue times worse for everyone. I've never blocked anyone because checking profiles manually seems like such a pain.

    If people who chronically quit and troll others were separated from the rest of us, blocking players wouldn't really be needed (other than if you find someone to be rude in chat). And I think that's better than blocking, because at least you don't have to manually check every player in the lobby to see if you blocked them and if so then dodge the lobby.

  • Some quit games easily without consequences, inconveniencing others, while others use it to engage in toxic behavior repeatedly

    There was not an increase in this behavior with anonymous mode, at least not in my region. People disconnected a ridiculous amount back when I started playing in 2018. Most players I see today are not using anonymous mode, but I still see just as many quitters and griefers; most are not using anonymous mode.

    In my personal experience, the cheaters in my region almost never use anonymous mode. Thay all flaunt it. Many of their names point to social media accounts where they advertise cheating.

    PlayStation is PlayStation, consoles are consoles, and PC is PC. Whether PlayStation counts as a console is something I’m unsure of, but it’s been said that console players can’t view the profiles of PC players. However, the same is true for PC players—they can’t view console players’ profiles either.

    Huh? PlayStation is a console, of course. You can't see profiles of players not on the same platform. I'm pretty sure Steam players can't see profiles of Microsoft Store and Epic players. It's not PC vs console, it's platform-specific.

    Xbox does not have anonymous mode. Switch has it but does not need it, Switch doesn't have chat and I can change my name between every trial should I choose to do so.

    it’s actually quite rare to encounter the same players repeatedly in the same trial.

    That's region dependent. I encounter the same players repeatedly.

    While I don’t personally know the author, I came across a post written by another Korean player, and I found their thoughts align closely with mine.

    I read that post. They ask for a way to avoid anonymous players. That would be akin to BHVR admitting anonymous mode is bad.

    We can't even get BHVR to give us a console-only cross-play option so we don't get slammed by mouse and keyboard users with actual framerates, not to mention a lot of us choose console to avoid cheaters, but we get the worst of both worlds now because if you turn off cross-play altogether you don't get matches.

    I believe that if someone uses anonymous mode, they should also see other players' profiles and names as if those players are using anonymous mode as well.

    I'd prefer if all player names and profiles were permanently hidden for everyone. No player needs that information.

    I'd rather see a personal (but still with the username hidden) profile players can view after the match which is specifically tied to DbD and gives info like time played, achievements, how many hatchet hits and Nurse blinks and gens repaired and zombies whipped, that kind of stuff.

  • @BALJADA said:

    First and foremost, I respect players who choose to use anonymous mode. However, solely prioritizing "anonymity" has inevitably caused harm to others for years since this feature was introduced. The number of players using this feature continues to grow, and nowadays, it’s rare to find a game without both survivors and killers using anonymous mode.

    Some players feel comfortable giving up on the game because their anonymity ensures no one can identify them. Others exploit this feature to repeatedly target and harass specific players without fear of being recognized. Meanwhile, those on the receiving end are left with no choice but to record videos, submit reports with detailed explanations to customer support, and then wait indefinitely—often without even receiving confirmation on whether action was taken—all while continuing to endure the same behavior.

    This imbalance has persisted for far too long, and it’s clear that this system is being exploited at the expense of fair gameplay for others.

    The core of this discussion is not about demanding the complete removal of anonymous mode. Instead, I believe there are a significant number of players who have expressed dissatisfaction with this feature since its introduction. Therefore, it would be greatly appreciated if a compromise could be reached and appropriate adjustments made to address these concerns.

    Meanwhile, those on the receiving end are left with no choice but to record videos, submit reports with detailed explanations to customer support, and then wait indefinitely—often without even receiving confirmation on whether action was taken—all while continuing to endure the same behavior.

    You have always had to do this, even before anonymous mode. BHVR has always required a support ticket supplying video evidence, and I think in-game reporting was always required as well. People have complained since forever about the video evidence, but BHVR doesn't record matches on their end. BHVR used to provide no confirmation whatsoever about action being taken; nowadays, players do get a notification in-game if a player they marked has action taken against them for any reason, so at least there's that. It's more than the absolute nothing we used to get.

     it would be greatly appreciated if a compromise could be reached and appropriate adjustments made to address these concerns.

    What kind of compromise?

    Anonymous mode is greatly appreciated by a lot of players. They can use anonymous mode so they don't have to make their Steam profile private to avoid harassment. PlayStation players can use anonymous mode so they don't get targeted (because they cannot change their names) and don't have to turn PMs off to avoid harassment. Back in the day, I'd get nasty messages because I didn't try to save someone with them in the basement and NOED up and they'd ruin my matches every time they saw my username after that.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854098#Comment_3854098

    And I don't deny that there's lots of casuals on consoles. Half the people I message like, "Why'd you do that play?" or "Why'd you give up?" are like, "Shut up, bruh! I pleh how I want!" and don't ever have an intelligent conversation bar trash talking. So I understand that aspect, right, but I don't accept people saying that, "Because lots of casuals are on console, we shouldn't care about their players." 1) They only use the "Don't balance around casuals argument" when it suits their narrative, because they usually argue in favor of that. 2) I've seen my fair share of ultra casual PC players as well, especially all these streamers (big and small) who are super toxic and always have some excuse for a loss, usually having to do with the killer.

    But the auto-aim on killer and the non-smoothness of the skill checks as survivor (I have to like jolt my whole arm to consistently hit BNP skill checks) on console makes perks that affect those things way stronger against console players. 360s too. You think players with thousands of hours are still "falling" for this stuff? No, they're getting screwed over by the way the game's operating. Even the perks that help against that stuff are bad. Unrelenting apparently doesn't grant the miss reduction if you hit into an object. It only grants it if you swung at the air. The game's design is just really bad all over.

    … ?

    I was agreeing with your first reply to me. I think I agree with everything you say here. I'm on PS4 and Switch. Console performance is miserable and greatly affects my ability to play the game at all. On Switch, I consider half the game (the killer role) pretty much entirely unplayable, but BHVR still charges the full amount so I remain pissed at them for their horrible port.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854029#Comment_3854029

    wonder what's the antidote for this, what yould yours be other than trying to maintaine 100% optimization with base game mechanics, thats a reach for any online game, some people's connection sucks.

    First thing I'd like to see BHVR do is fix particle effects so they're not such a resource hog. A different game I play with much, much better graphics has a setting for the quality of the particle effects. I turned the quality of the SFX down and I have a gorgeous looking game that runs smoothly despite being on the otherwise highest graphics settings.

    I go into an area of a DbD map with fire and smoke, things get bad. Someone burns a fog offering, I can't hear the game at all for the PS4 fans turning into jet engines. BHVR makes some new menu screen with more fire and smoke and fog and now the menu runs like hot garbage. Killers with a lot of SFX cause performance drops, too. I'm being chased by Plague, frames are dropping and now I can't interact with the damn pallet.

    Anyone else remember when the opening/offering screen with the red clouds was causing issues on console? I remember. I complained about that a crapton before they finally fixed it. But they don't seem to have learned from it.

    There's no way to make any online game run perfectly at all times, but DbD has a ridiculous amount of issues. The devs don't do a decent job of optimizing performance on any level, so it adds up more and more and this little problem here and this little problem there compound into me sometimes asking why I'm even bothering to run when the killer sees me.

    So yeah, the devs can't do anything about people's internet connection speeds, but their game's coding is a tangled mess with so many if-else-else-else-else-else statements and uncapped SFX that the game is doomed to bad performance even before internet connections become part of the equation.

  • Did you reply to the wrong person? I never mentioned SWF. Or did you mean to tell me I won't have that map problem if I start playing in a SWF and so choose my teammates? I'm really confused.

  • @Lixadonna said:

    The Sacrificial Ward should have never been lowered. The Devs baby Killer Mains too much. They focus too much on making Killer good but Survivor gets left in a poor, unenjoyable role.

    Sac Wards benefit me as a survivor. I'm tired of teammates sending me to Eyrie or whatever the flavor of the week is; there's always some en vogue map that becomes a monotonous slog as it burns itself into my retinas. It's great to have the option to say, "No more."

  • The menus have been slower/laggy, yes. It's especially annoying on Switch where DbD already ran like the game was drowning in molasses.

  • Sorry, I guess I should use Lights Out 2.0 as the starting point. From what I remember, there were issues around Lights Out 2.0 but it still reached 100% on occasion while after 2v8 I never see 100%. So it feels like 2v8 is when it became what it currently is, but yeah, Lights Out 2.0 is when it started.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854184#Comment_3854184

    I think something about 2v8 forgot to be switched back on. Maybe the boosts were never switched back on?

    Yeah, something like that. Maybe BHVR implemented code to subtract 50% from the incentive to make sure it didn't compete with 2v8, and they forgot to remove that code after 2v8 ended.

  • Why do nerfs cause people to stop playing the game?

    People quit because the game becomes less fun. Everyone has a different definition of fun. For some players, it's steamrolling the opposing side with an oppressive build; they like low-stress wins, and adapting to change is not low-stress to them, so when something's nerfed they quit rather than leave their comfort zone. For other players, fun has nothing to do with strength, but a nerf can have a ripple effect that takes away a fun element.

    No nerf has chased me away from playing the game, but nerfs have caused me to stop maining killers. I was having a lot of fun for quite a while playing no-add-on infinite Tier 1 Mikey, just creeping up on survivors. It was all about being spooky and maybe getting some jump scares, I rarely hooked anyone. Then BHVR changed Mikey to make him 'more consistent with other killers,' which translated to not being immune to Spine Chill in Tier 1. That was the end of sneaky Mikey; I tried to continue memeing with him, but survivors were always long gone when I got to a gen. (Maybe it's doable now, I don't think quite as many survivors run Spine Chill anymore, but once I stop doing something I often lose interest in it. Tier 1 Mikey remains shelved.)

    If BHVR ever takes the strafe away from Nemesis, the one killer who has a feature that helps when console performance is screwing me, I doubt I'd quit the game but I might quit killer altogether. I have to use the strafe to help me kill zombies, for god's sake. Now, if BHVR removed the lute, then I'd probably quit the entire game.

  • I don't think I've seen 100% for either side since 2v8. And I simply do not believe queues are suddenly nearly equally balanced unlike ever before. I think BHVR borked the system when they messed with it for 2v8.

    On a tangential note relating to other conversations in this thread: my friend and I play together way more than we play solo, we usually escape or die together so our MMR should be damn near identical, we're not just on the same server but in the same room together, and we have different incentives. It's been that way since incentives were introduced. We are always baffled by it. Though, it is nice that when the incentive drops between matches we can de-couple and see if the other has a better bonus.

  • For a supposedly casual mode, I could not get survivors to farm with me at all. They hugged gens and it was a 10+ minute wait for a 4 minute game and no progress on the Skilled Huntress achievement. So, other than finishing the 2v8 tome, I played DbD not at all. None. For me, playing survivor was just all the problems of 1v4 multiplied by 2.3 with no lute, and killer was too long of a wait for a match that was all gen-hugging and no goofing off. Plus, no Lightborn. I'm console and always fighting performance issues, I don't play without Lightborn if I can help it.

  • @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853366#Comment_3853366

    the switch has the worst gameplay out of everything. I could lose with 1k with a complete meta build on Vecna (my main) because it decided the hit where my knife was inside someone doesn’t count but the pallet 4 feet away will stun me.

    I'm having one of those movie moments where tears come to my eyes as I say in surprise and gratitude, "You understand me." lol

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853366#Comment_3853366

    Yeah, it's funny how they're always talking about killer stuff being OP because, "We have to think of our casual players!" But when it comes to console-specific issues which break the game for us just based on our platform, "Tough luck! We shouldn't change the game just for you!"

    Exactly. The casualest of the casuals are on console. And we are not a small group.

    That new anti-self-healing Houndmaster perk is miserable in solo queue on Switch. Can't get healed and can't heal myself because those skill checks don't go away like with Merciless Storm. It feels like console is never taken into account, for either role. I'm still upset they removed the QoL button shortcuts that made things so much smoother on console, like clicking the sticks to go prev and next through characters, or the button for accepting an invite. They go backwards in terms of providing console players with a decent experience.

    Lightborn is a minimize-the-frustration-of-already-playing-at-a-huge-disadvantage perk for console. Like Unrelenting, which feels like a requirement for playing killer on Switch, and I have seen a lot of Switch killers run Unrelenting. At this point I'm surprised when they're not running it.

  • I just think the devs should leave the BP perks alone. Those are what I've been running for years. I now have to find a replacement for Distressing on all of my builds,. If I want to prioritize BP over winning, that's my choice. What am I supposed to run now? The meta? A backpack build? Just Lightborn and nothing else?

    I dunno, I haven't played killer since they made these changes. Why bother. I just don't feel like figuring out new perks right now.

  • I noticed yesterday frame drops on console were taking away my ability to drop pallets and I was getting downed for it. Super fun. That was on the PS4 Pro with SSD, not Switch, so I was a bit taken aback when I realized that was happening.

    Meanwhile as Killer I get stunned by a pallet that's half a mile away.

    We don't need pallets removed/replaced, we need the game to function in a consistent manner. BHVR messed with killer powers to make them "consistent" across killers, but we have latency and optimization issues screwing us so the base mechanics don't work in a consistent manner.

    Performance takes a hit when there are a lot of particle effects on the map and/or the killer. That never gains traction, though.

  • As others have said, pretty sure it's a problem with the way the game detects AFK players. If it is that which is causing the problem, then that is what should be disabled. Disabling the entire DC penalty has a horrible negative effect across the entire game.

    @BroRespectTheBoop said:

    Honestly they just need to set the DC penalty to 5-10 minutes and leave it at that.. it shouldnt continue to scale excessively.

    I could get behind that. 10 minutes adds up if someone disconnects a lot. I think in a lot of cases the scaling negatively affects players who suddenly and unexpectedly have problems, like their internet service becomes unusually spotty or they get cheaters a bunch of times in a short span. Spotty internet, hopefully waiting 10 minutes between matches would convince them to take a break and try again a different day. A bunch of cheaters in a short span, there's nothing the player can do about it, it's random and unpredictable, and it's extremely unfair on the person who's already having their matches ruined by a cheater.

  • get buffed or nerfed to the ground way before console players be able to have the chance to test it out.

    That made me rather sad back when I first started playing the game. Plague and Oni looked fun on the PTB. By the time they were released live, they had been changed enough that I was no longer interested in them. And trying to use Oni on console feels awful, at least for me, I don't like how he plays on controller. I can use his power for distance but I can't use it in a chase or to get a down, so it's not satisfying.

    I used to think "I'll get the game on Steam at some point and then I'll get to play the PTB, too," But that was back in the first year or so when I was playing. I couldn't be bothered, now.

    I want to point out there’s certain things you can’t do on console as much as you do on pc like the movements and how easily it can be on pc but not console gamers.

    Yes, I and some other people on the boards have complained about this to no end. Very little ever changes. BHVR finally got rid of the recoil on Trickster's blades, that was a nice victory there.

    There's only so much that can be done, because a controller is simply not a mouse and keyboard and an analog stick will never have the control and precision of a mouse, but BHVR making sure killers feel responsive and smooth on controller would be a good first step. Another would be adding dead zone and response curve settings for controller.

  • That is how it's supposed to work. The BP bonus is to encourage people to play the side with fewer players. The side with fewer players has a faster queue.

  • Those cheater accounts do get banned, by the way. But cheaters like this usually have ways to create new accounts that get around IP and hardware bans. Some of the cheaters I went against had Twitter accounts where they bragged about how often they get banned and how they have the means to immediately create a new account. They flaunted it so proudly.

    Edit: Oops, I misread what was said. My bad. Deleted the non-applicable stuff.

    To respond properly to OP's concern, I do not think the game needs to disable the DC penalty. I think there's something wrong with the way the DC penalty is applied and it needs to be fixed. There have been matches where I definitely wasn't AFK and I definitely didn't disconnect, and I'd sit there and spectate after I died while my friend played, and then when he finished the match and we returned to the lobby we'd discover I had a DC penalty for some reason. It's happened more than once and I don't know what triggers it. I think the matches where it happened had me get re-hooked nearly instantly after being unhooked, but I couldn't say for sure. Doesn't matter, it's a problem and BHVR needs to fix it or disable whatever AFK-sniffing code they think they've put in there.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853600#Comment_3853600

    What is the killer waiting for in your world?

    Simply by standing outside the locker, the killer is already asking "would you like to gift me the achievement?" And by staying in the locker, the survivors answer is "no".

    At that point the conversation is done, and that should take, at most a couple minutes. The killer, by not pulling from the locker, is saying "fine, I'm not going to do my job of killing you at all, you can stay in that locker until you change your mind or the server shuts down".

    That's it, that's the entire conversation.

    The mental gymnastics here are insane. You're going out of your way to try and say things like "the survivor should only survive so long", or the "survivor should just give up" when the answer is "the killer should just kill the survivor and accept that their achievement isn't possible that match".

    This conversation never happens for literally any other achievement in the entire game. If I name my character "going for adept" an I suddenly entitled to an escape? That the killer is somehow in the wrong for me not getting it?

    Absolutely not. That's completely unreasonable, and it's not up to the other team to grant our gift that to me under any circumstance.

    No one ever says, no matter how entitled, that is somehow on the killer to make sure their adept achievement gets done. Yet here we are, an entire thread of people so backwards that it's somehow the survivors fault for not giving up the achievement.

    Get over yourselves, it's a hard achievement, go earn it.

    I did earn it. A long time ago. With survivors DCing to deny it. It was a horribly designed achievement then and it's still a horribly designed achievement now.

    If I name my character "going for adept" an I suddenly entitled to an escape?  That the killer is somehow in the wrong for me not getting it?

    If the killer disconnects to deny you the achievement, then that is wrong, yes. Killers who disconnect to deny survivors the RPD escape achievement are in the wrong as well. The killer lost, but they see something they can deny their opposition, and they do it even to their own detriment.

    Again, no one's talking about free kills or free escapes. The comparison is wrong.

    I've seen killers open an RPD gate and then go and stand in front of the other to deny any survivor opening it. I consider that bad sportsmanship as well. Again, not "unsportsmanlike" as in breaking the rules, just bad sportsmanship in that they're being a jerk in the way they're conceding. "I lost, but you don't get what you want. Ha ha."

    The hiding in a locker nonsense to force a mori instead of being Tombstoned shouldn't be possible, it's poor game design. If the final remaining survivor could be Tombstoned in the dying state, or if the final survivor mori counted as a Tombstone, then this wouldn't even be a conversation. Instead, the devs designed an achievement that can be completely denied by the existence of lockers.

    Like I said, back before bots, survivors disconnected to deny the achievement. They did it as they were about to be Tombstoned, they did it when I kept dragging them out looking for a dead zone, and they did it when I stared at the locker to see if they'd get so bored they'd just step out. The only reason they sit in lockers now instead of disconnecting is because they get replaced by a bot.

    Edit: The reason I mention disconnects to deny the achievement is about mindset. It's two different ways of players getting the same outcome. I wasn't entitled when I was frustrated at being denied the achievement because survivors kept disconnecting. It's not entitlement to be frustrated that this achievement is so poorly designed and lockers can deny it even when the killer has otherwise won, either.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853339#Comment_3853339

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853349#Comment_3853349

    So, these responses always give an insight into how people think. Let me explain what I feel should happen in the "classic tombstone achievement standoff".

    So, in this scenario, we have a double iri tombstone Myers, three survivors are already dead to the add-on and the last survivor is in a locker. Myers is standing outside and knows the last survivor is in the locker.

    In this situation, the killer has said "I know where you are and would like to kill you by my own hand and get my achievement". The survivor said "yes, but I know the counter play to this". And now we get to the very important part that people seem to not understand:

    The next move in this situation is the killer's.

    Now, in an ideal world the killer would actually try to counter the locker counter play and grab, drag the survivor to a dead zone, and still have earned the achievement.

    Maybe the survivor can still make it to a locker instead. This is called PVP.

    So let's say this has happened, the killer has tried all of this and can't get the survivor to a dead zone. Or maybe they haven't tried anything other than standing there, menacingly. It doesn't change that that next move is the killer's.

    With mature players, the killer will understand that the survivor is effectively playing to counter, and they won't get the achievement. So the only real course is to hook the survivor and go next.

    I can't say this loudly enough, but if the match lasts for longer than a few minutes in this state, it's the killer who is showing poor sportsmanship.

    Maybe the killer will hope that the survivor will gift them the achievement. But if it's been more than a couple minutes, that's obviously not going to happen. Once it gets beyond a couple minutes, the only options are that the killer has a sunk cost fallacy and doesn't realize he should cut his losses and try again, or (most likely) the killer feels entitled to the kill… and the killer is wasting the survivors time by not ending the match gracefully with a hook.

    I can't say this enough: in this exact situation, the survivor is doing the only thing they can to survive, and the killer is refusing to kill. Anyone saying the survivor is in the wrong is way, way off base.

    I can't say this enough: in this exact situation, the survivor is doing the only thing they can to survive, and the killer is refusing to kill.

    The survivor's objective is not to remain on the map indefinitely, it's to escape. If the survivor is not working to escape, all they're doing is wasting time. If a survivor hugs a gen and refuses to let go as a counterplay to Tombstone, I respect that. Working on gens is part of their objective and they're earning points doing it. Sitting in a locker doesn't earn points, it doesn't get them closer to their objective. In fact, sitting in the locker doing nothing gets the survivor closer and closer to death, they're just dong it via the ridiculously long route.

    Again, the survivor's objective is to survive by escaping. That's survival. That's very different from sitting on the map doing nothing prolonging death.

    in an ideal world the killer would actually try to counter the locker counter play and grab, drag the survivor to a dead zone, and still have earned the achievement.

    Some maps have nowhere to drag the survivor that's far enough away from a locker. Getting a map where that's not the case isn't "earning", it's getting lucky. Back before I had the achievement, one of the maps the game put me on was Red Forest. That sucked. I tried over and over again, but there was nowhere far enough. It was in the days before bots, and once the survivor realized I was persistent, they disconnected to deny the Tombstone.

    This has always been about spite rather than surviving or countering. Now that there are bots, the survivors can't disconnect to deny the achievement anymore, but back when they could they would. Constantly.

    the killer is wasting the survivors time by not ending the match gracefully with a hook.

    Or the survivor could end the match gracefully by letting the killer have the Tombstone. The killer isn't obligated to kill the survivor a certain way as much as the survivor isn't obligated to let the killer kill them a certain way. The survivor is wasting their own time if they keep running back to a locker. And if the survivor is so determined to refuse to be Tombstoned, then the killer can also refuse to drop them and mori them, and the two can let the entity handle it, in which case the survivor dies when time runs out. Both players are being stubborn but neither are breaking the rules. In my opinion, the survivor is the one being more ridiculous, because dying quickly by Tombstone seems a lot better than waiting for 50 minutes to die by the server closing. It's not like the survivor gets an achievement or more points or anything for dying by mori or the server closing instead of being Tombstoned.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853538#Comment_3853538

    I'm not sure what "fantasy scenario" you're taking about, since I very specifically describe the situation that is generally considered "the tombstone achievement dilemma".

    The killer has opportunity and ability to kill a survivor and isn't doing it (specifically in hopes of being gifted the achievement). That's where the problem is.

    The sportsmanlike reaction to this should be "well, darn. I was close but looks like this isn't in the cards this match. I'm going to hook you and try again next, gg!"

    So why isn't the killer doing that?

    The sportsmanlike reaction to this should be "well, darn. I was close but looks like this isn't in the cards this match. I'm going to hook you and try again next, gg!"

    So why isn't the killer doing that?

    There's nothing "ggwp" about lockers existing. The survivor outwitting the killer in a chase and getting the hatch or using stealth to get the door, actively doing something, that's "ggwp." Prolonging the game while not actively doing anything just in the hopes they'll force the killer to mori them instead of Tombstone, that's not good gameplay, that's petty.

    And it's unlikely to be a choice between getting hooked or getting Tombstoned. Mori'ing the final survivor is base kit. With Myers, the only difference is that the survivor is choosing to go lying down (mori) instead of standing up (Tombstone).

  • I stopped trying to play as him when they first started messing with his scamper. Chucky has felt clunkier each time they've touched him. My friend and I thought it was so great to finally have a killer with 3rd-person POV, but nope, while he was nifty when released, he's no longer any fun at all. We never bought him for my own account, and we trash his Daily Rituals on the account we do own him on.

    So, so glad I didn't buy him on my own account.

  • I play on console. I struggle like hell to get a down on Switch. Between input lag and how difficult it is to land a single hit on a survivor, I run Lightborn 100% of the time because any attempt at a blind against me is pretty much 100% guaranteed. Even mid-chase I will lose all visibility before the game registers the fact I looked away immediately.

    If I don't have Lightborn, then I counter blinds by staring at a wall and refusing to play. Because there's no point in participating.

    Nerf Lightborn and watch console killers either stop playing or slug all 4 survivors the moment blinds come into play. If that's other survivors' idea of a fun time, I don't get you all. I much prefer not having killers 4-man slug. I only attempt blinds for challenges because that's exactly what killers start to do if survivors get blinds, and it's not fun. I hate those challenges.

  • @AmpersandUnderscore said:

    I have no responsibility or obligation for your achievement. That's basically the only healthy option.

    Otherwise, people would just run these add-ons and expect people to give them a free kill or two.

    Would we expect this of survivors? If I play Ada and name myself outbreakbreakout should I expect to be given a free escape? That sounds ridiculous.

    The topic isn't asking for survivors to give free kills to help the killer. The topic is asking if it's bad sportsmanship to sit in a locker for an hour when you're the last survivor and Mikey's right there so you're dead either way. OP was pretty specific on that point. Staying in the locker until the server ends the match is still a death, the survivor is wasting their own time to be petty, and it means they're damning other survivors to more future matches as that Mikey who was denied the achievement continues to play with those add-ons. To hurt one killer player, the survivor is hurting at least four times as many other survivor players.

  • It's always been very possible for survivors to prevent Mikey from reaching tier 3 until late game (if at all) if he's running his two iri add-ons. The problem is that a lot of times one or two survivors are cavalier about letting him stalk and they get everyone killed. That doesn't mean his add-ons should be nerfed so it takes even longer. It's a pain in the ass trying to reach tier 3 with both add-ons if you get the wrong map or if the survivors play intelligently rather than teabagging out in the open at pallets.

    BHVR needs to be really careful about how much they nerf it. For all the complaints about his two iri add-ons, I find them to be interesting to go against. They change up the gameplay. I'd hate for them to be gutted to the point no one runs them or, if someone does run them, they don't even come into play before the exit gates are powered.

    I don't play the PTBs so I don't know where exactly the add-ons stand right now given the different changes, but doubling the amount of stalk required sounds extreme.

  • I wish the matches I'd played as survivor had been like that.

    Got hooked before an exit gate was open, watched 5 or 6 survivors huddled together at an exit gate as they opened it, and then they teabagged at the killers for over two minutes before running out.

    Back on topic: the EGC hooks thing was the same in the first iteration of 2v8. I loved when killers would hook me during EGC and I would specifically run away from an exit gate knowing I'd be put next to it when I got hooked. Worked beautifully. As killer, I often slugged during EGC for that exact reason unless I actually wanted the survivor to escape.

    Anyway, which part do you want fixed? Do you want survivors not to pop up near exit gates, or do you want killers not to be able to slug during EGC? Or both?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844546#Comment_3844546

    I had a 2v8 game where, despite still having several team mates in game, I did the last TWO gens on my lonesome while most of the team were doing who knows what. I went down and got caged, and watched them all tbagging the killers in the exit gate with clearly no intention of coming back for me. One lone survivor peeled away and came all the way across the map to unhook me... and it was the darn BOT. Shocked the heck out of me. She then proceeded to jump into the nearby hatch after uncaging me but beggars can't be choosers I guess lol my assumption is that the presence of the killer/s near the exit gate may have caused her to turn away and her next objective was to come grab me but still, I'd rather they be programmed to be more altruistic in endgame since they obviously won't care if they get sacrificed lol

    I did the last TWO gens on my lonesome while most of the team were doing who knows what. I went down and got caged, and watched them all tbagging the killers in the exit gate with clearly no intention of coming back for me

    I had almost the exact same thing happen during one of the few matches I played. The killers got very few hooks during the match, only two people died. I popped the last gen, got chased, and chose the wrong exit gate. I got hooked and saw all 5 of my teammates huddled at an exit gate. They opened it and teabagged for the entirety of both of my hook states before running out. There was no bot to save me, unfortunately.

    I'd rather they be programmed to be more altruistic in endgame since they obviously won't care if they get sacrificed lol

    Oh man, that's been my mantra about bots ever since they went live. They're almost always the first ones to open an exit gate and run out after the last gen pops. I don't know why they need the Bloodpoints, maybe their winnings are going towards some BP charity. Otherwise, bots have no need to play selfishly and should be programmed to be altruistic.

  • @Alastortheradiodemon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842946#Comment_3842946

    but think about this for example how come we have to wait like 10 minutes to get killer matches when most people don't like playing characters like Trapper or Deathslinger cause of the amount of time to setup or how hard it is to manage a snowball even with 2 killer most people manage to at least get 4 people out ending in a draw

    If I'm reading this correctly, you're listing negative issues with the killer experience and trying to suggest the killer role can't be popular enough to justify the queue times?

    If that's the case, then I think you're missing the big picture.

    2v8 is the only way to play killer with a friend. This attracts people who only play killer and want to try playing in a duo, and it attracts survivor players who are no longer forced to play survivor if they want to play with a friend. Playing killer with another person is the reason to play 2v8. Now, when a survivor gives you trouble in a chase, call your friend over and boom, block off that survivor's path and put him on the ground. That's super fun for killers. Not fun for survivors, though.

    Survivors don't really get anything new. They've always been able to play with others; the difference is now there are more. Maybe some enjoy the 2v8 experience, but a large number of people are not going to like that the perks and items and offerings they poured their Bloodpoints into aren't available to use. Other than the Tome, there's nothing to earn for 2v8, nothing to unlock. Yes, you get Bloodpoints, but you can't put them towards 2v8, they go towards 1v4.

  • Even if players were okay with having multiple bots as survivors, I've heard (anecdotally, to be fair) that anything more than 2 bots really messes with performance. The bots are resource-intensive and the servers can't handle more than a couple in a match.

    Again, that's anecdotal, so it's not necessarily true, but BHVR has said the reason Nemesis only gets to have 2 zombies is in part because anything more hurts performance. And Nemesis zombies have garbage AI. The survivor bots do a bit more than get stuck in corners and stare at rocks.

  • @Statistic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844526#Comment_3844526

    8 years and they promised optimizations. 8 years they promised improvements. 8 years they promised comprehensible and versatile settings.

    Why do you guys keep trying with this failure of a company for so long? It's asinine to think that they'll bring any improvements to the table that has been asked a trillion times over 8 years.

    I stopped being willing to support them financially a couple years back when they said "Cross-progression is now available for Switch!" and sold the Switch port to me with that as an existing feature, then came back and said, "No, it's not ready, but soon," then later said, "Sorry, no ETA." (Yes, years later, cross-progression finally exists. And I'm pissed with how that turned out.)

    That was it. I expect no improvements, but I like to complain on the forums because it's cathartic. DbD isn't important, it's something into which I channel the energy from elsewhere in life. I play the game because it has cross-play so my friend and I can play together, we high five doing silly things. Still, we play less and less.

  • @turksmall236 said:

    Yeah, there are tons of basic QOL features still missing (brightness setting for consoles and toggle sprint for example). BHVR is very stubborn

    brightness setting for consoles

    Yes, please. Plus, the long-overdue controller settings like Dead Zone and Response Curve.

    To think, BHVR has actually removed very useful QoL features that benefited console. Like the "Previous" and "Next" shortcuts for cycling through characters. Or having a shortcut button on the controller for accepting a SWF invitation.

    @Alastortheradiodemon said:

    I can't be the only one who thinks DBD is lagging in providing us the player base with enough new features like giving players more startoff perks like maybe our first ever free Boon perk (just an example) or finally implement new animations like emotes for survivors or moris for killers

    moris for killers

    There's no official word on this, but it feels likely that these are in the works. Adding the finisher mori suggests BHVR wants moris to be common. If moris are common, players will quickly grow tired of the existing mori animations. This will make new moris up for purchase a lot more enticing and profitable. I'm surprised this hasn't been implemented already, but maybe BHVR is more focused on the Legendary cosmetics which come with unique moris. Mori animations for sale individually would have to cost less than Legendary cosmetics, probably by a lot, so maybe it's just more profitable for BHVR to stick to cosmetics.

    The old killers are in desperate need of some new moris… I'd love to see a new mori available for Trapper, that way Trappers other than Naughty Bear can finally have some fun.

  • The game needs to be smarter about disconnects, that's for sure. I'm tired of losing out on Bloodpoints and challenge progress because "Dedicated server is not responding." That can happen even after a match has ended.

  • If anyone sees a Huntress and Naughty Bear standing around doing nothing, that's me. Feel free to farm the annoying 100 downs from a map away Skilled Huntress achievement on PlayStation. Or don't, but don't interrupt me then, I'm reading.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841332#Comment_3841332

    Not everyone is playing casual, especially not playing so casual that it's at the cost of winning. That's what these teammates are doing, and it's why putting in totems, and SO MANY chests in this mode was a huge design flaw. They won't even succeed in getting BP by doing what they're doing. Looping, getting gens done, and escaping gives more BP than doing pointless side objectives and then dying.

    Not everyone is playing casual

    This is the problem with 1v4 and it spills over into 2v8 as well. There are casual players who don't care about winning and the more serious players who do care about efficiency and winning. Two separate queues for each type of playstyle would never work, so it stays as it is and the two groups are mixed together so neither is happy.

     Looping, getting gens done, and escaping gives more BP than doing pointless side objectives and then dying.

    Looping only gives points if you're good at it; if you're not good at looping, or if the killers tag team you, you get very few points for chase. Gens don't give many points unless you're doing co-op (anecdotally, when my friend was playing 2v8, every time he tried to co-op the other teammate ditched the gen). Escaping is the big rewarder of points, but it requires escaping. Many players assume they won't escape. Chests don't reward that many Bloodpoints, but bones do reward a good amount of Bloodpoints.

    If you think you're going to die no matter what you do, bones and altruism are the point earners.

  • @wisteriacula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841228#Comment_3841228

    One patch note vs multiple times of them adressing it as anti camp measure?

    @Mandy said:

    To clarify a few things here, this is not an "Anti Camp Feature" this is purely for the cases of face camping. The bar will not stop if the killer is right next to you but continue to fill until you can hop of the hook at an opportune moment. The best time for survivors to hop off is just before the 1st ends and then before the 2nd stage ends - to waste as much of the killers time as possible.

    And I don't believe making unhooks silent will assist in the problem at all, they will likely make killers never leave the hook area at all - as they lose that vital information.

    Camping and tunneling are still viable strategies - one that can be punished by the other survivors in the match also - doing the generators whilst the killers are camping for example, or taking hits when a survivor is being tunneled to allow the survivor to get to another loop.

    The feature that we just implemented is of course being monitored and we will be carefully looking at the effects of it, but it's most definitely not an anti camp feature and it's not meant to affect "regular" camping.

  • @wisteriacula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841214#Comment_3841214

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841224#Comment_3841224

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841208#Comment_3841208

    There is one slight thing you all are missing. Anti face camp mechanic isn't for "facecamping" bhvr never once stated it's to combat facecamp. It just progresses faster when you're being facecamped, that doesn't make it what you guys are calling. It's a measure to combat strict & malicious camping in general. Certain killers benefit even more from this like huntress, spirit, billy etc. with other killers still benefiting greatly from this loophole of ACM. This was never what the mechanic was intended for lol sometimes when you're hooked on basement and the killer is sitting right at the gate of the shack it doesn't even progress by a pinch, it's a flawed system, and it needs to change.

    BHVR has, as far as I recall, always specified it as anti-facecamping.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/412-developer-update-october-2023

    Quoted from the developer update:

    Anti Face-camping

    Anti Face-camping is here- and so is the Killer. This mechanic aims to provide Survivors with counterplay for some of the most egregious cases of camping

1 … 9 10 11 12 13 … 139