TragicSolitude
TragicSolitude
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@Rudjohns said:
It doesnt need to be "survivor sided", it just needs to be fun for survivors
^ This.
I watched my friend complete the first 2v8 Tome level as survivor. He did not have fun. Yes, he escaped some matches, but escaping didn't make an otherwise frustrating experience fun, he didn't experience any amount of happiness escaping. He hasn't played since he finished the Tome and I haven't played this new 2v8 iteration at all.
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Out of curiosity, are you a survivor who wants the bonus BP or a killer who's tired of the long queue times? (I have no strong opinion either way, I'm simply curious which side you're approaching this from.)
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Like 1v4, whether or not the game is fun as survivor depends on your teammates. And just like in the first iteration of 2v8, the majority of the teammates in my MMR/region are miserable to play with. I watched my friend play the mode as survivor and either the survivors were making cage saves but not doing gens, or the survivors were focusing on gens but ignoring going for cage saves. He escaped some matches, but I noticed he was never happy when he escaped, he would run out the exit gate and still be extremely frustrated despite the win because he just was not having fun.
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I watched my friend complete the first level of the 2v8 Tome today as survivor. I'm glad he did it so I don't have to. He did not have fun. Survivor teammates aren't magically better just because there are more of them, so it's the same problems as 1v4 only multiplied and with 2 killers. Even running out the exit gate was rarely a happy moment, he was usually annoyed that he was escaping in spite of his teammates rather than them all working together. If I touch 2v8 at all as survivor, it'll only be to do the second Tome level. As is, I don't feel like letting myself be manipulated into an unfun experience with BP incentives or a seemingly easier escape just to minimize someone else's queue times.
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Michael wants to tunnel me when I'm not even obsession smfh.
Michael Myers perks:
- Save the Best for Last: "Whenever you hit a Survivor other than your Obsession with a Basic Attack, Save the Best for Last gains +1 Token… Whenever you hit your Obsession with a Basic or Special Attack, Save the Best for Last loses -2 Tokens."
- Play With Your Food: "Each time you chase your Obsession and let them escape, Play with Your Food gains +1 Token… Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes -1 Token."
- Dying Light: "Each time you hook a Survivor other than your Obsession, you gain +1 Token"
I would expect Myers to be using at least one of his own perks, in which case he will often avoid hitting his obsession because it negatively affects him.
Perform an experiment and try equipping Plot Twist. If the killer sees you put yourself on the ground, they usually hook you rather than let you pick yourself up. It should be less likely you'll be left slugged.
Really, though, leaving the game should not be a regular thing. If you find yourself wanting to leave a lot of matches, that suggests you are the one with the problem and you should play a different game.
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When you play on Steam, it shows your Steam name. When you play on PlayStation, it shows your PlayStation name. However, if you turn Anonymous Mode on/off on one platform, it will also be turned on/off on any other platforms connected to that account.
I think the Left 4 Dead shirts are limited to the Steam platform and won't cross over. (I'm not 100% positive because I don't own L4D on Steam.)
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I struggle to keep track of who I've hooked as it is. I would love the hook counter in the HUD. The "it'll help tunnelers" thing has always baffled me. When I've had matches where I tunneled someone, I can tell you, I would never have needed to glance at the HUD. What a ridiculous notion, that someone focusing on one survivor would need help counting to three.
In terms of the new perk… My feeling right now is, if I'm playing to double hook and nothing else and someone uses Shoulder the Burden, that's on them. It's not fair to hook someone three times because someone else used a perk, anyway. My head barely has the space for keeping track of who's been hooked how many times by my own hand. I try to pay attention to whether or not someone reaches second state, but this? Shoulder the Burden is the survivor's burden, not mine.
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@ReverseVelocity said:
I mean yeah, that's kind of the point. It's only meant to be used if the killer's tunnelling you.
I'm gonna assume you weren't around you were around for pre-nerf DS but you'd have people working on gens in front of the killer with DS up and then they'd go hop into a locker if they got too close. It was kind of dumb.
you'd have people working on gens in front of the killer with DS up and then they'd go hop into a locker
The ones in my matches liked to be cockier about it. They'd hold on to the gen, and whether I wanted a grab or not the game would grab them and I'd get stabbed. More than once they popped the gen while I was still stun locked.
I don't miss those days at all.
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I play solo queue and in the past when I had messages on sometimes people from matches would message me, we'd team up, we'd be on comms together using the built-in PlayStation system. Some ended up on my friends list for a while.
I don't really like being on comms, though. Anxiety. Nowadays, if I play with someone else it's an irl friend and we're literally sitting next to each other as we play.
Talking to people via the PlayStation system happened before cross-play became a thing. I'm sure it's a bit harder now.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833545#Comment_3833545
I get that messing up queues is a bad thing but I honestly don't think it would have that much of an impact on the average players. You can find matches fairly quick once you noped out of a lobby.
The bigger impact would be on players who bring negative energy to the game. (Obviously the automatic system would need to work well for that)
If you can't find matches quick you either stop playing or have to reconsider your playstyle. Both benefits the game experience. (but not so much the profit of bhvr selling more fortnite skins, so another reason why this will never be implemented).After all I think it is good if people who bring bad energy have less of a chance to spread that energy and are more likely to waste their time.
A little gatekeeping to keep the toxicity out could even the ground (which is currently just lava).don't think it would have that much of an impact on the average players. You can find matches fairly quick once you noped out of a lobby.
No, I meant backfill. When someone leaves a lobby, the game will pretty much throw out MMR constraints and go for the quickest solution to make sure the people left in the lobby don't have a long wait. It's bad for the game, it screws up the match for both the people who were left in the lobby and the new person who filled in the vacated spot. It's why the devs keep doing things to minimize lobby dodging (like removing grades and then recently prestiges from the lobby).
The person who left the lobby gets to pick and choose their match, their selfish behavior works out fine for them. The people who are left behind and the one who fills in are the players who are negatively affected.
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Having a negative badge on your name would lead to players dodging you more often. This builds up pressure to "cleanse" your name and play the game "better".
I would also suggest that survivors can see the killers badge in the lobby (to keep it fair).
BHVR doesn't want people dodging. That's bad for matchmaking, it messes up the lobbies.
I think survivor badges that can be earned are good, as long as they're only shown on the end game scoreboard and not before the match. I'd like for survivors to be able to earn a badge or badges by playing as a team. No negative badges, only positive. Encourage team play.
As killer, I don't want badges. I want the game to be balanced and to reward and incentivize killers properly. As someone who prefers to spread out hooks, I don't want a badge. I don't want the game to thank me for playing nice against my opponents. Something about the very idea of that annoys me. If you play a game with someone, do you want to be thanked for not trying your best to win? Or with the hatch thing, yeah, sometimes killers give the hatch, but the game shouldn't reward them a gold star for doing it a bunch; that's a case-by-case thing, it shouldn't be treated as an expectation. The killer is not a babysitter, they're not playing Connect-Four with their pre-school niece and letting her win, they don't need to be patronized with stickers designed to imply "thanks for being nice while playing the bad guy role."
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831931#Comment_3831931
If you can't counter boil over that's a you issue. as all you need to do is strafe walk and it helps you more then them.
It's iffy whether or not that works. Boil Over knocks me in the wrong direction, I often get stuck on the environment, and if I try to actually direct which way I want to go, strafing or not, I feel stuck in place. If they don't go down within a few feet of a hook, the only surefire effective counter I've been able to use against Boil Over is slugging. Hell, I just had a match with a Boil Over player and it took me a good while getting knocked around directly in front of the hook before the damn game took my input and actually put them on the hook.
There's no way to turn it off, no requirement, no tokens, no need for a teammate, it's just always on, so any killer whose analog stick feels like it's not responding whenever they're carrying someone with Boil Over is left with one counter. A perk for which the only surefire counter is slugging is horrible design.
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I hope the forum moderators are considering solutions like having a minimum number of previous forum comments before being allowed to create a post, a minimum amount of time after creating an account (maybe a week or two) before being allowed to create a new post, etc.
This has already been suggested, and Mandy said that the forum software they use does not have this capability. The mods would take preventative measures if they could.
I do not know if they're looking into new forum software. I doubt they'd tell us if they were. (If I were them, I certainly wouldn't mention it. Telling this crowd you "might" do something or are "looking into" doing something is immediately interpreted as are doing something and then everyone keeps asking when it's happening.)
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@Jacknalls_Paw said:
Killers need everything but further basekit stuffs, all they have is already more than enough.
So you're happy with the game exactly as it is right now in terms of how much you are slugged and/or tunneled when playing survivor?
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I'm kind of curious what kind of killer perks you think there should be more of.
Killers can't get injured, they don't need healing perks. They can't throw down pallets. They can't cleanse bones or search chests or sabo hooks or hide in lockers (well, except Dredge, but you couldn't call that hiding when smoke is pouring out). Killers don't have teammates to help. They don't need help avoiding being hooked twice in a row. Don't need perks for getting out of the dying state.
The aura reading would need to be replaced with a different effect on the existing perks. And three new perks are added with each new killer, so those will also need effects. If the general consensus is that we don't want killers to have information perks, then what gameplay-affecting perks are preferred instead? Gen regression/slowdown? Healing slowdown? Exposure? Faster-in-chase perks? Undetectable perks? Slugging perks? Carry perks? Vault/pallet-blocking perks?
I'm not being flippant or sarcastic or even negative. I see a lot of "too many aura perks" posts and I'm genuinely curious what they should be replaced with. What perks do people want to see more of?
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@Sngfun said:
At least now if the killer picks you up you know you will be spared...
That's been my expirience at least
… Or moved to a better more open spot so the mori isn't obscured.
(Not a hypothetical, in case anyone was curious.)
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My conspiracy theory is that killers are supposed to get tired of seeing the same mori(s) every match...
And that's when new moris will start being sold in the shop.
Personally, every time I've played killer and had an opportunity for that mori, I freaking forgot. I immediately picked them up and hooked them and didn't even notice the "mori" option was there. Sigh.
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I think gen slowdown should've always been basekit and tailored to each killer. No generator perks. Gen speeds and slowdown could've been used to help balance each killer individually. Perks get tweaked and changed constantly because they're too strong on this killer or that killer while they were just fine on a lot of other killers, but perks are usable on all killers which is where a lot of the problems start. Generator speeds are there to help determine match length, and some killers have slower gameplay while others are faster, and gen speeds and slowdown should've been tailored to each one individually to balance all that out.
That's how I personally feel about it, anyway.
@AssortedSorting said:
Whispers, in some form. A method to deal with survivors that hide too much, but not as impactful as aura reading.
I think this would be a decent band-aid in situations where too much times passes with no killer-survivor interaction. A little icon pops up telling the killer that Whispers is in effect, and it sticks around until he finds a survivor. Not too short of a time period, but not so long the server's about to shut down the match anyway.
Whispers was extremely helpful back when I'd run it and survivors would hide and do nothing else. Sometimes I consider putting it back on… but I hate using a perk slot to counter one thing that doesn't happen every match and shouldn't be happening in the first place. I'm stubborn enough I will stand around and let the server kill them. They're wasting their own time, not mine, I don't have to do anything while they have to move around to avoid birds.
A conditional basekit Whispers would be nice.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828744#Comment_3828744
The event has the tome challenges and gives more bloodpoints. I also think that the void bombs are an excelent addition to the game and I think its a given that we will see them enter the regular gameplay in some shape or form.
As with most of this events, though, the killer has just not enough time to go to the void, not unless they are already winning. The time spend to go into the void, deliver and channel that void energy and moving out again will never be regained by using a Haunt. At the start of the event killers could 1-2-tap a survivor with a point blank Haunt and a basic attack, and even that was hard to justify the immense time sink, now that this was patched out the void is basically a complete detriment to the killer and just a source of (fun) smoke bombs and cheap escape routes for survivors, even though its not as completely free as it was last year.
I must say, I sadly haven't encountered a single survivor who played for me during a smoke bomb, only those that ran away, but that sounds awesome and I will try so myself tomorrow.
I also think that the void bombs are an excelent addition to the game and I think its a given that we will see them enter the regular gameplay in some shape or form.
I hope the devs fix the performance issues first if they add them to the main game. I was talking in another thread about the huge negative impact DbD's particle effects can have on performance. Being on console myself, the event mode in general hasn't had the best framerate. As killer, there have been occasions when the smoke bombs turned the game into a slideshow. It's inconsistent, so it's not that big a deal for an event, but it would be devastating if that were a regular problem in the main game.
The event has the tome challenges and gives more bloodpoints.
the killer has just not enough time to go to the void, not unless they are already winning
Yeah, see, to me it just seems silly to play the event seriously as killer. Do the tome challenges, farm the event stuff, but I only ever see the event queue bonus at 50% and to me that's not enticing. I'll play the event mode as killer for the event mechanics (yay pumpkins! yay haunts!), but a piddly 50% to play out a real match with those added performance issues is a huge "no thank you."
I know that means I'm seeing things through a different lens than many players, but… still, a limited time mode with new toys that are only available to use for a limited time. Players should enjoy them, the normal mode and playing for real aren't going anywhere.
I don't understand survivors who play in event mode and never go into the Void, either. Especially when they burn rods.
I sadly haven't encountered a single survivor who played for me during a smoke bomb
That is heartbreaking. My fellow survivors have really let me down.
I will try so myself tomorrow.
I hope you have fun :)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829338#Comment_3829338
Sometimes it can happen that all Servers in your Region are full, so players get connected to a different Server. Usually this means that all players are from the same region, but on the wrong Server. E.g. 5 EU-players who play a match on a US-Server.
Ah, okay. Thank you for informing me. :)
But also… yuck, how useless. The survivors got to play gen repair sim. It should've just left us all in the queue.
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@Akumakaji said:
Instead of arguing for or against slugging, and why its done, why don't we make hooking great again? And spreading hooks great for the first time?
There is another thread about this and its actually a pretty good concept: device some system that makes spreading hooks and keeping all survivors alive MORE beneficial then tunneling and camping someone out early. This would still be an oppressive situation, with mounting debuffs or regressions or whatever, BUT with everyone being still in the trial it would probably still be much more fun then dying early, and even with debuffs or whatever a team could still fight the killer.
The fact that DBD has no kind of comeback mechanic or anything is another kicker, you either snowball early and win big, or lose big, the tight games on the razors edge are so rare, that we should worry about how we can make the basic game the best it can be.
Besides that, a cute lil minigame would be fun :)
why don't we make hooking great again? And spreading hooks great for the first time?
device some system that makes spreading hooks and keeping all survivors alive MORE beneficial then tunneling and camping someone out early
Almost every time this conversation gets going someone comes in crying "But killers already get rewarded for hooking" or "Killers have perks for [insert effect]" or "Just punish killers for trying to win." Because I and others have tried to have discussions along these lines before and it never gets anywhere.
It's an elimination game, the most efficient way to eliminate survivors is the way to win. Killers need a reason (not via perks) to spread out hooks. Not BP, because killers who tunnel don't do it for BP, they do it to win. So there needs to be a gameplay-related reason for those killers to spread out hooks, something that helps them win. Like you said, that would basically mean a de-buff. Apply the biggest de-buff to the survivor on their first hook, then a smaller de-buff on the second hook to make going after the same survivor less than optimal.
The big problem with that suggestion (besides community pushback) is devising a de-buff that is better than straight up elimination but doesn't destroy the balance of the game. To somehow make hooking two different survivors better than hooking the same one three times in a row. It'd take a lot of work to not break the game. I'm not sure it's even possible. But if everyone wants killers to hook survivors, then killer players need a reason to hook survivors.
Other things would have to be changed to balance this, obviously; the devs couldn't just add a de-buff and call it a day, lots of tweaks and alterations would be necessary. But there need to be gameplay benefits for killers to hook survivors and to spread out hooks.
On a related note in terms of encouraging hooking over slugging, Boil Over needs to be completely changed. It's hell on some console killers and I'm really tired of it. Anyone who doesn't want to bleed out should not equip it. And if you do equip it and you do bleed out, remember the killer was probably on console, so they don't see a single thing you type in chat. Thank you and have a very pleasant day, Boil Over users.
Besides that, a cute lil minigame would be fun :)
Hell, yeah! :)
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I was playing killer a bit a few days ago and there are normally no problems, then suddenly in one match all four survivors had 300 ping the entire time. It was unplayable.
Not sure what that means, if it even means anything. It sure was strange, though.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828770#Comment_3828770
Nemesis? Probably not the worst possible option, but not ideal either.
I got that map as Freddy earlier today and the sheer amount of pallets I had to go through was just unreal.
Oh! I forgot. I experienced the muffled sound bug for the first time during that match. It was awful. The Game map, scratch marks disappearing in the smoke bombs and not returning, frame drops because I'm on console, at least two survivors had Boil Over, and muffled audio. Yeah, that was just an all around bad combination. The negative experience was not necessarily the fault of the smoke bombs.
the sheer amount of pallets I had to go through was just unreal.
Ugh, the number of pallets on The Game is nasty.
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I had this happen as Nemesis on The Game map on PS4. My god it sucked.
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@jmwjmw27 said:
Agreed. I've seen a good suggestion for a "pick self up ritual" where a survivor can crawl directly under a working hook and pick themselves up, but good luck indicating that this is a feature to players with a UI element. A simple "bleed out faster" or give up if you're slugged as one of two would be nice.
Thinking on this, I would prefer a variation of this mechanic where the survivor could crawl under a hook and pull themselves up the post and put themselves on the hook. Let the survivor choose between not losing a hook state but being slugged for who knows how long or getting off the ground but losing a hook state or dying. It gives them some autonomy, and it's similar to a bleed-out-faster option but a bit more interesting.
Plus I really just want to see the animation of a survivor hooking themselves, now.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828801#Comment_3828801
they need to copy that system from VHS where your soul became a roaming ghost collecting whatever to come back.
maybe not with adding basekit unbreakable to it, but just a fun minigame to play while on the floor.
they need to copy that system from VHS where your soul became a roaming ghost collecting whatever to come back.
Oh yeah, I kinda remember seeing those. They were nifty. I think they even had skins.
I would support having a cute little soul that flies around collecting orbs that I then use in an in-game store to purchase skins for my little soul. ("What else does the soul do?" Nothing, it looks cute, that's what it does.)
maybe not with adding basekit unbreakable to it, but just a fun minigame to play while on the floor.
A mini-game of some sort that doesn't interfere with normal gameplay but provides a bit of distraction would be preferred to watching polygonal grass not grow.
Pretty sure I or someone else brought up slugged mini-games in the past, but like most things said on these forums it got lost in the noise.
@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828801#Comment_3828801
All jokes aside, that might be a good idea! Maybe not tamagotchi but some kind of side game, I don’t know maybe even access to spending bloodpoints on the web or - something? lol
I would even say a way of remotely working on a Gen at much slower speeds after a certain duration of being left slugged but I can only imagine the pitchforks that would come out so yeah, maybe feeding one bit digital pets will cause less outrage lol
some kind of side game
Oh, absolutely.
maybe even access to spending bloodpoints on the web
I wouldn't be opposed to that, except for the fact this is BHVR. I get a lot of Bloodweb errors. I worry accessing the Bloodweb mid-match would somehow cause the game to burst into flames.
I would even say a way of remotely working on a Gen at much slower speeds after a certain duration of being left slugged but I can only imagine the pitchforks that would come out so yeah, maybe feeding one bit digital pets will cause less outrage lol
I try to avoid suggestions that would mess with balance too much. Being slugged is boring. It's not fun gameplay to be on the ground not doing anything and not earning anything. Let survivors do something, let them earn something. What they earn doesn't have to be Bloodpoints, it could be some inconsequential unlockable(s).
I think raising and collecting adorable 1 bit killers would be amusing. A lot of people are playing Cookie Clicker or watching YouTube videos while slugged, anyway; DbD should give us something in-game so we stay, you know, in the game.
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My survivor needs a tamagotchi they can play with while slugged. Let me feed and raise a tiny 1 bit killer while I bleed to death.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828756#Comment_3828756
But none of them requires players to sweat or make the game as miserable as possible.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828758#Comment_3828758
Yeah, it is probably the map's fault. The Game is awful for most killers. Which killer were you playing?
Nemesis. (My zombies were mostly doing their usual "Wow, this corner sure is interesting. Hey, is that a completed gen over there? Let's check it out." routine.)
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828745#Comment_3828745
Funnily enough, in my experience killers are the ones who are barely interacting with the event.
I have played with and against countless survivors who used the smoke bombs, but I have also played against killers who didn't interact with the event at all. They weren't even smashing pumpkins!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828744#Comment_3828744
Annoying? I honestly love them!
Annoying? I honestly love them!
I wouldn't mind them so much if scratch marks didn't stay disappeared. I didn't play much killer, and the match where I was getting repeatedly smoke bombed was when I was trying to do the "down survivors for energy" challenge and I was on The Game map. Maybe it was just the perfect storm. The Game map isn't great in general.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828736#Comment_3828736
But if people want to play as sweaty as possible, then they should not choose the event queue.
The whole point of choosing the event queue is to interact with the event. Sweating during an event just makes the game miserable for everyone involved.
The event queue is for grabbing crystals and throwing them down and strumming the lute as the smoke clears like I'm at a rock concert. Survivors doing anything else are playing it wrong.
I did the killer Tome challenges yesterday and was amused with releasing the haunt. It's pretty fun to use. Not sure it makes up for how annoying the smoke bombs are, but I'm surprised I don't see the haunts more when I'm playing survivor. I don't understand why a killer would even bother with the event queue if they're not going to enjoy the event and the toy it gives them, because the smoke bombs are annoying.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828007#Comment_3828007
I'm all for hyperbole but you can't get blinded at 90 degree angles with a flashlight and never have been able to. Eating walls still counters flashlights, at least at the default killer FOV (and even with the highest setting, you'd need 180 FOV for a 90 degree blind…)
I can't give an exact angle for the survivor's position because they were outside of my FOV, but they were indeed to my side. It was a while ago I last remember that happening, but whenever I do an adept or something and don't have Lightborn I lose most of my screen when someone shines a flashlight at me. I won't even be in animation lock, but the latency or input lag or whatever means I'll be nearly or even fully blinded despite moving my camera as fast as I can. It's unpleasant and with frame drops, poor audio, and messed up scratch marks I can't really afford to lose sight of a survivor, so I keep Lightborn on.
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Each player is going to have their own personal opinion, and many of those opinions will be different. The title of this thread asks "what would you want to see" and in his post he even says "Myself personally" when describing what he'd want. So, why is it a problem that some people shared the opinion they'd like the BBQ BP bonus back and some are saying they're not interested in BP?
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@aliciakeys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828007#Comment_3828007
I had a question. There were a lot of moments when I was somehow blinded from the side, but I never managed to do that, I managed to blind and save only when I was in front of the killer and shined the light directly into his face.
Are those players who somehow managed to blind me from the side cheaters? Or is there some secret to doing it right?I unfortunately wouldn't know. I'm terrible at trying to blind killers on console with a controller. I celebrate if I'm able to get a blind standing directly in front of them while they're in animation lock.
I don't think the players who are able to blind from the side are cheaters, but I too am curious what the trick is.
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This is why I keep Lightborn equipped and get annoyed when people are like, "just look at a wall." I've been blinded by survivors well outside my POV, I've been blinded at near or even actual 90-degree angles. (Add the console issues on top of all that and yeah, I haven't unequipped Lightborn for years).
It would be nice if BHVR would fix blinds. I used to be able to counter them back in the day. Used to. Something changed and it's never been fixed.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827841#Comment_3827841
Or even took scoring in as part of the MMR rating. Dying with with 30k+ and being top of the survivors for the trial is still a loss of MMR right now, where as hatching out at 10k is a + in MMR.
Yup, the game needs to reward participation instead of escape. Focusing so heavily on escape has caused a lot of problems.
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@Brimp said:
Skilled based MMR can work when both sides have different objects… only if maps are static. Random pallet and windows counts with differing strength of tiles/main buiildings completely throw that out the window because the MMR doesn't take these into account. Also I still never want to go back to pre 6.1.0. Never in my days do I want to go against DH for distance.
Basically the game isn't built for MMR but for some reason BHVR is so insistent on keeping it.SBMM would make sense if it took actual skill into account. Escaping doesn't mean you played skillfully, it means your teammates played skillfully. Hell, in a lot of matches it means one survivor played well and died while the other three skirted.
But in general it would be better if the system could be intelligent. Look at playstyles and put like with like. Newbies with newbies, team players with team players, lone wolves with lone wolves, casual with casual, etc.
The new player experience is abysmal. Probably the worst I know of in any game. It's amazing anyone pushes through it to learn to become decent. It throws so much at new players instead of introducing things gradually, and it puts new players in the position of getting stomped without understanding why or how they're supposed to play against it.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827756#Comment_3827756
Exactly but you know in killer rule books for survivors we cant have free stuff, but they are to.
But survivors do have free stuff. It's not like we don't. Botany, Unbreakable (faster recovery), Tenacity, Empathy, Bond, Windows of Opportunity, Self Care, Boil Over. Those perks are just always on.
Both sides complain about everything. Survivors complain about killers getting info for free from their perks, killers complain about survivors getting free stuff from their perks. Lightborn saves me the headache of smashing my console with a hammer when for the millionth time countering a blind fails because of the latency or input lag or insufficient sensitivity or whatever it is that makes console killers so easy to blind. Maybe PC can afford to have it nerfed, but leave console alone, we have enough problems in this game.
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Hats, makeup, glasses, and backpacks are all things that have stopped me from buying cosmetics I otherwise would have. (I returned a head once because they added makeup after I'd purchased it.)
I can see BHVR thinking "Just because the player doesn't like one accessory isn't enough to stop them from buying the cosmetic." Um, the player not liking one accessory is enough to stop them from wearing it, right? Then yes, it's absolutely enough to stop them from buying it. I feel like they don't understand that, though, otherwise they'd either release more variants with and without certain accessories, or they'd make accessories unequippable. They release recolors but not accessory/makeup-free versions, leaving me wondering who's so in love with their creations that they sacrifice sales rather than compromise.
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I've been using Lightborn for years. I never take it off.
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@Aven_Fallen said:
I had one "Dedicated Server not responding" right at the end of the game. Got a 2K, the last Survivor was just out of the Gates and I was wondering why the EGC did not end. Seconds after, I get the "Dedicated Server not responding"; meaning I got 0 points while everyone else got points, since the Survivors were just out before it happend.
As survivor, I've gotten the "Dedicated Server not responding" error after the match had ended for me. I escaped, and then while it was loading the end game screens the error popped up and I didn't get any of the Bloodpoints.
It's happened on multiple occasions and it's maddening. It likes to occur after a good match where there were Bloodpoint offerings, so it feels personal. One of the more recent times it happened there were three flans.
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I was trying to learn Nurse on console a few years back… I was away from the game for two weeks while traveling, and when I returned I'd lost all the progress I'd made over many many months. I haven't really played as her since.
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Thanks to the lovely audio/visual issues on console, it's not uncommon to lose a survivor after I down them. On multiple occasions I have given up looking for a survivor in the dying state and instead found the hatch. I do not want the hatch closed for me, as that would activate Adrenaline (and oh boy do a lot of them have Adrenaline).
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@turksmall236 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825720#Comment_3825720
I thought hanging on the hook not being able to do anything at all was the most boring part of the game?
Individual survivors usually spend less time on a hook than they do on gens, and the longer someone spends doing something boring the more boring it feels. Though, I could change my original statement to say "Generators are one of the most boring parts of survivor gameplay" if that would help.
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@brenocamdido3 said:
I think it would be interesting to combat gen rush that survivors need to make 6 generators and that the generators need a little more time to be completed.
I think it would be a good way to combat the hook campers if the hooks worked like in 2vs8, but it worked the following way the Killers would need to take the survivors to the hook normally but if they stay close to the hook for too long it will teleport away and If they repeat this 3 times the survivor can leave alone.
What do you think of this suggestion?
I think it would be interesting to combat gen rush that survivors need to make 6 generators and that the generators need a little more time to be completed.
I'm personally failing to see why this would be interesting. Generators are the most boring part of the game, number tweaks are a standard balancing method rather than something out-of-the-box, and increasing the amount of time survivors spend on generators is routinely suggested by people as a way to combat gen rush.
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@theonryo123 said:
I am not understanding that at all. I don’t think the perk is broken nor it is a problem at all. All it does is reveal locations of pallets and windows that’s it I’m not understanding the issue of why people hate the perk so bad. Plus in my personal opinion I don’t think it needs a nerf because every chapter update there’s a guarantee a new map so i don’t think it should be nerfed. Plus new players who need to learn the map and game should use WoO often. I am a killer main myself I main onryo and I don’t have a single issue with survivors running WoO. If your a killer main and if you have an issue then your just complaining for no reason. Plus killers have literally the same perk called zanshin tactics it literally does the same thing
All it does is reveal locations of pallets and windows
That can be quite strong if someone uses the information skillfully.
As killer, it's great when someone's not running WoO, and as they're running to the shack I can smile and say, "Sorry, your teammate already used that one."
killers have literally the same perk called zanshin tactics it literally does the same thing
Killers can't throw down pallets to stun or trap survivors, so while it literally does the same thing it doesn't actually have the same effect on the killer's gameplay.
I understand the arguments for wanting WoO nerfed. I don't think it should be nerfed, personally. As someone who plays in solo queue and used to equip WoO regularly, it was very helpful. I know the maps decently well if not quite well (not including recently updated ones), but the knowledge doesn't feel that helpful. I run to places where pallets can spawn but they either didn't thanks to RNG or they were already used by one of my random solo queue teammates and I had no idea. Given how awful solo queue can be, it is nice to have WoO to mitigate the damage done to the map by RNG and random teammates. So, I personally don't want to see WoO nerfed.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825312#Comment_3825312
I too, begin to experience extreme boredom if left unstimulated for a few seconds.
… I can't tell exactly what that's aimed at. I talked about the ends of matches being dragged out slogs, which means 5-10 minutes or even more of boring gameplay. And I talked about myself just being happy the match is over because the slog is over and a few seconds of animation on top of the who-knows-how-many-minutes of boring gameplay feels like no time at all to me. But nothing was about anyone being unstimulated for a few seconds, all of it was based on the idea of a match that had already been unstimulating for quite a while.
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@InvadeGames said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825306#Comment_3825306
thats wild. i have add myself and thats not problematic for me at all
There are some people who want to move on to the next match as fast as possible, and I imagine that's in part because by the time they've reached the end of the current match they've been bored for a while. The ends of matches can be dragged out, boring slogs depending on how it goes. Or maybe they really believe in optimizing their time for max points and animations and queue times eat into that.
I don't have the issue myself so I'm just theorizing. At the end of a boring match when I'm in the death animation I'm sighing with relief like "Finally, it's over." A few seconds of animation doesn't make it any less over to me.
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@InvadeGames said:
wow tik tok brainrot is getting worse and worse. youve also seen the sacrifice animation hundreds to thousands of times too and thats never been a problem before. its 10 seconds, scroll your phone or tab out if 10 seconds is really that hard for you to handle.
youve also seen the sacrifice animation hundreds to thousands of times too and thats never been a problem before
You've missed the threads where people complained about not being able to disconnect during the sacrifice animation, huh?
Not even joking, I have absolutely seen it complained about.
Or do you just mean for the people in this thread? A lot of people (not all, but many) who don't like the mori animation take it kind of personally.
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They're quite distinct to me. And that's before you take into account the differences in their audio and movement.
It just seems like a weird question. "Why do people who enjoy Japanese horror want two Japanese horror icons in the game they play?
Skinny, ghostly pale Japanese girl, black long hair and white dress.
YOU CAN'T COMPARE THE CURRENT EXISTING MASK AND KNIFE KILLERS
"Can't compare them to existing masked killers"? To a lot of people one slasher movie is the same as the next, they see a masked guy with a knife. "They wear different masks." Sadako's hair hides her face and Kayako's face is visible. "They're both Japanese girls with long black hair." Yes, because they're both Japanese. Japanese horror icons.
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Thank you for posting this. I very much enjoyed how calm he is.
