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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @AngryFluffy said:

    https://forum.deadbydaylight.com/en/discussion/comment/708532#Comment_708532

    That's why I said they should have just change the matchmaking to pick a killer rank above the average.

    Don't get me wrong, I play both sides and I know what it feels like to face red rank swf with OoO as yellow rank killer. This should obviously never happen.

    I just think to only choose the highest rank in the lobby is also wrong. If you want to get a new friend into the game, you also have to look after them and help them a little out (and I don't mean to carry them, but explaining the basic stuff, show them how to use pallets, they will mess up skill checks, no chance against hex:ruin, etc.).

    So if I'm in red ranks and have a low rank friend (let's say yellow), I think a killer in purple rank would be a good match for all sides. The killer would get some kills for sure and the survivor side also can get a few blood points and no one will get depression.

    And I still ask myself, what rank would the randoms have? If I only play with my yellow rank friend, is there a chance that we also get yellow rank randoms? This would be crazy...

    I think opening up a KYF lobby, equipping Hex: Ruin, and telling them "go practice hitting skill checks" would be one of the best things you could do to help a friend who's new to the game. You could show them a lot of the basics in KYF.

    The next thing BHVR needs to do is let players create solo KYF lobbies. I'd like to practice hitting Ruin skill checks without having to get someone else involved. (Before anyone posts a link to a site for practicing hitting skill checks: I'm on PS4. It's a different animal.)

  • I've experienced the no-heal bug in multiple ways.

    Usually, it won't let other players heal me. I don't run self care, so I don't know if it would also stop me from healing myself.

    Recently, the game wouldn't let me heal myself when I had a med kit, but it did let others heal me. It also wouldn't let me wiggle. I felt bad: the glitch got at least me if not another survivor (who tried to rescue me from the basement, because obviously that's where I ended up since I couldn't wiggle) killed.

  • Survivors aren't the only players; killers are players, too, and new killers get rekt by SWF with high-rank players. Survivors can get help from their friends in SWF; the killer is all alone. Survivors can choose who they play with; the killer can't.

    This change is long overdue. It's only too bad it's coming after the Stranger Things DLC was released, 'cause those players who suffered at the hands of bad matchmaking are already gone.

  • Given all the obstacles on a map, Plague's red vomit can be rendered pretty useless, especially on indoor maps. I become an almost strictly M1 killer on indoor maps with Plague.

    But yeah, when she gets the red vomit, best thing to do is go into super-stealth mode until it passes, because that renders it completely useless.

  • If the upcoming hotfix actually works...

    Best. News. Ever.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/705514#Comment_705514

    Why not flatten the whole pyramid? Everything perfectly balanced.

    That's never gonna happen in an asymmetrical game. Even normal multiplayer games aren't like that. In pvp shooters, some weapons are stronger than others.

    But when everything in the game is so different, there's no way to "balance" it. What would determine it being balanced? It's all subjective. There's no infallible measuring stick. You can't just put this stuff in the players' hands to determine if it's OP; you can give some players the strongest build imaginable and they'll still lose.

    Not to mention, Behavior hasn't even been able to balance the damn sounds in the game, yet. I still can't hear anything over their music, and sounds should be a lot easier to balance than perks, add-ons, and abilities.

  • Not everyone's going to agree on what's OP.

    Let's say right now all the perks, items, add-ons, and abilities can be placed on a pyramid, with the most powerful things at the top. Once the top of the pyramid is removed, then people will look at the next level on the pyramid, saying "Well, these are the strongest things in the game, so they're OP; they should be removed." And so on. It would never end.

  • One time as Spirit I was phase-walking around the the ski lodge map. I'm right outside the lodge and I hear the a Feng Min grunt as she lands on the ground. I come out of phase to see she's landed directly in front of me and I hit her.

    Not a purposeful intercept, but a great random moment.

  • Spirit most, followed by Plague, and lastly Nurse (because she's hard as hell to play on PS4, so I rarely bring her out).

  • I did this exact same thing, once. I died and then spectated as the remaining two survivors hid near the hatch together, without a key, nowhere near a generator, just dragging out the game, holding it hostage. After a while of watching that, I messaged the killer and told him exactly where to find them. He thanked me, 'cause he'd had no idea where they were hiding.

    So yeah, it happens. I don't regret it, I don't think I did anything wrong, and I'd do it again.

  • I wish this game had more gore.

    It's a horror game where you whack people with bladed weapons and chainsaws and then impale them on meat hooks. DbD is unnecessarily tame given its subject matter.

  • I don't play toxic.

    The closest I've gotten is when I rescued someone and the Spirit came immediately back to tunnel the person off the hook. I clicked my flashlight at the killer repeatedly, trying to get them to chase me, instead. It didn't work, but I tried.

  • BBQ rewards the killer for playing normally. WGLF should just reward a stack for each gen completed while the survivor is alive, with a max of four stacks. There, now it rewards survivors for playing normally. It doesn't have a second function like BBQ, but it does let you gain stacks from your teammates' work, so I'd say it evens out.

    It's almost 5 am (and I haven't slept) while I'm typing this suggestion, so I'm gonna blame that if I later regret saying this. It's probably the worst way this perk could be handled. But, like I said, it would reward survivors for doing their main objective, just like BBQ does for killers.

  • If the killer slugs the unhooked survivor right after they get unhooked, then leaves, does whatever, and returns to hook them, that seems like exactly the kind of situation where DS should work. If they're the second to last survivor, that's a different situation, but otherwise being left on the ground for a few seconds before being re-hooked doesn't make it any better than being immediately re-hooked.

    DS should deactivate if another survivor is hooked and the survivor with DS is not in the dying state. If the survivor with DS is in the dying state when the next survivor is hooked, then the timer continues counting down as normal. That would help prevent the exact kind of situation mentioned above, where the survivor is slugged immediately coming off the hook, not with the purpose of slowing the game down while giving them a chance but just so they can be re-hooked.

    I also don't think DS should activate if the survivor is grabbed, or at least grabbed in certain situations (like during an attempted hook save). DSing the killer punishes him when the survivor is the one making an obviously unsafe hook rescue; DS shouldn't give survivors 60 seconds of immunity just so they can play like an ass.

  • I ignore them. If they're trying to bait me into chasing them, I ditch them and patrol gens. They'll screw up and I'll hook them at some point, getting my BBQ 4-stack, and after that I return to ignoring them while the other survivors get chase points. If they try to insert themselves, I slug them.

    From the way some of them act during the match, I get the feeling they don't like being ignored.

  • I'm not a great player or anything, but I'll throw in my two cents.

    I use Whispers to help me find survivors. I've probably become too reliant on it, but damn it's just so useful. Saves me a lot of time, knowing that an area on the map is empty.

    When I play killer, I ditch survivors mid-chase all the time. If they loop me around one pallet, then run straight to another safe loop, I'll often ditch. Pressuring gens is more important than running in circles. A lot of times, there'll be a much weaker survivor who doesn't know how to loop and will waste pallets, or I'll catch the good looper out in the open.

    If I'm playing Spirit, I'll break off in the middle of a chase to go grab someone I hear working on a gen. I love doing that.

    Knowing when to break off a chase or switch targets is probably one of the more important skills a killer needs. It hurts to watch an inexperienced killer chase one survivor for five gens. Time is very valuable as a killer; if I see a survivor in a strong position trying to bait me and waste my time, I ditch 'em.

    As survivor, knowing when to be altruistic is a judgement call. If you're one of the last two survivors, and the other one is slugged, whether or not you pick them up depends on what the killer's doing. It's not worth trying if the killer is camping the slug. One time, on The Game map versus a Wraith, it was me and one other survivor left. She was slugged on the top floor, and every time I started to creep towards the nearest stairs she'd kinda shake/spin and then crawl in the opposite direction, giving me a clear indication that the Wraith was camping her and that I shouldn't try to pick her up.

    Another question is, what do you find fun? What mood are you in? Do you want to play risky, take big chances to save other survivors? Or do you want to play cautious? My mood can determine whether I throw myself into rescuing teammates or play stealthy and try for the hatch. I usually don't get a lot of satisfaction from creeping around the hatch. My favorite moments have been crazy skin-of-my-teeth saves that I've made or that others have made saving me. Those are thrilling.

  • @casedistorted said:

    I was with some friends, we were all lower ranks (some green, yellow, and brown but at least two of us had hit Rank 1 on survivor multiple times in the past)

    and we matched up with a Rank 20 killer with 1.0 hours in the game..

    Pretty good job so far.

    I felt really bad when he hooked me and this brand new Trapper attempted to place traps everywhere around me for over a minute staring at me in the face and just losing emblem points without having any clear way for the game to tell them 'This is NOT what you should be doing right now'.

    They need a better tutorial, something that teaches killers about pressuring gens. Something that suggests focusing on hooking more survivors is usually better than focusing on killing one survivor. Pressure gens, spread the pain, keep them all on their toes. But there's nothing in the game to teach that.

    Not having a tutorial that teaches tactics for killers and survivors makes having matchmaking that keeps new players grouped with other new players a priority. No in-depth tutorial on top of broken matchmaking means new players are pretty much guaranteed to have a miserable time. It's not fair on them at all.

  • @DingDongs said:

    If they want DC at least let me hook you first for BBQ 1 token and then get out

    A lot of times, if a survivor DCs on me, it's specifically to stop me from geting the BBQ stack. "no hooks for you."

    Thankfully, when dedicated servers go live (whenever that'll be), they should be implementing a husk system that'll fix some of these issues, like not being able to get a BBQ stack.

  • If survivors are doing really poorly in a match, I'll often pull back as killer, be a little less aggressive, otherwise survivors die on their first hook and no one has any fun, including me. I don't see what's fun about demolishing players who obviously have no idea what they're doing.

    All this does is highlight that matchmaking needs to be fixed. Like, now. The Stranger Things DLC just brought in a ton of new players, and they're getting miserable experiences because not only does this game throw players of all ranks together, but it doesn't take number of hours played into consideration. Someone with a devotion level, no matter their killer/survivor rank, should not be grouped with absolute newbies. Players who are new to the game should learn the basics together, not get grouped with players who already know what they're doing.

  • Lockers and gens, I dunno, but DS shouldn't go off if you grab someone making a hook save. If you chase an unhooked survivor to a locker, I think that's usually a bad play. If however you get a noise notification, grab an unknown survivor out of a locker, and then get DS'd, that sucks; the survivor did something wrong, not the killer. But there's no way for the game to differentiate between the two circumstances.

    The big problem with DS is that it can still be active even after the killer hooks other survivors. If the killer wins a chase and hooks another survivor, that should deactivate DS on an injured/healthy (not dying) survivor.

  • I worry that survivors will load into the lobby, see I have a P3 character, and give that more weight that my rank, grossly overestimating my abilities.

    I'd be more interested in other survivors' perks, I think.

  • Man, I'm like a solo rank 15 survivor, I don't bully (or play well), and I still feel bad when I win against a newbie killer. I should really learn that if I'm doing well the killer must be new, but sometimes I'm just so happy I'm not dead that I'm not thinking straight, ya know?

    Matchmaking is so borked. If that team of reds + one green that went against you feel good about themselves, then there is something seriously wrong with them. I can't imagine they didn't set that up on purpose by having the green host the SWF team... ugh, that's messed up. I mean, I don't get it. It's not fun to go up against someone who's either way above or way below your skill level; it's boring for one side and miserable for the other.

    Every once in a while I'll see a survivor who realizes they just wrecked a completely unprepared killer and lets themselves die to EGC or something, but it's rare.

  • I've tried playing without it... I lose all motivation to hook survivors. Without the double bloodpoints, I get this feeling like, "What's the point?" and I just kinda stop playing in the middle of the match or I'll slug everyone. Either way, it's a bad game for everyone when I don't have BBQ.

    I wish I didn't have to have it equipped so I could try out more perk builds, that would be my reason for not using it, but alas.

  • I don't get mad at the killer for using NOED; I get mad at my team that I cleansed 4 totems and died to NOED because no one else could be bothered.

    A totem counter on Small Game would be much appreciated, so I could know if I need to search for that fifth totem or not.

    And leaving a totem untouched in the hope that it will become NOED almost never works, either. Every once in a while I get lucky on that, but it's rare. I'm not a lucky person.

  • Yeah, if you're running Iron Maiden against Inner Strength, all it does is counter peace and quiet. No survivor is gonna fear getting into a locker because of Iron Maiden.

  • I dunno if I'd say it's powerful, but I had a couple Nancy players in once match and it highlighted just how useless Iron Maiden is; lots of notifications, but I could never find them before the 15 seconds was up (or at all, actually).

  • Yesterday, I had this scenario happen multiple times: killer hooks someone, exit gate gets opened, survivor gets unhooked, killer finds out survivor is protected by Borrowed Time, killer immediately disconnects before anyone can escape.

    I'd only ever had that happen like once before, but yesterday it happened multiple times.

  • It'd be nice if, when viewing the lobby as killer, survivors with under a certain number of hours in the game were marked somehow.

    I feel really crappy when I kill a survivor and then find out that for some reason the game put a rank 19 or 20 with like one tier 1 perk into my lobby. Instead of thinking they were an awful person for farming their teammate, I'd understand they were just new.

  • An anti-tunneling perk is needed. DS as an anti-tunneling perk is good. However, it shouldn't activate on grabs--if the killer grabs you off of a gen or an attempted hook save, or grabs you out of a locker, you're the one who did something wrong--and it should deactivate if another survivor has been hooked. If the survivor with DS is slugged at the time when someone else is hooked, then the timer countdown continues as normal, to prevent killers from trying to abuse the mechanic.

    That seems fair.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/691309#Comment_691309

    Sorry, I should have been clearer. I wasn't suggesting that the players remap the controls themselves, but that the devs change it as a quick interim solution to the pain issue.

    Ah, okay. Yeah, changing the controls for it might be a good interim solution. Hitting the bumpers might not be as problematic as say having to continuously press the X button to struggle on the hook (another issue that they need to look at). Hard to be sure without trying it, of course.

    Completely unrelated to the wiggle thing, but it would be nice if they'd also let people turn off the touch button inverting the controls. I can't imagine many people actually find that useful; it mostly gets hit by accident. Just wanted to get that in there, in case the devs are listening.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/691252#Comment_691252

    I couldn't comment on how taxing that might be since I've never played with controller, so I'll take your word for it. In that case, perhaps a simple interim solution would be to change the default controller wiggle action to the bumpers instead of the joystick, which would be a lot more similar to the PC mechanic and therefore apparently less painful to execute.

    Can't change the default controller wiggle action. It's not given as an option.

  • You know what sucks? That this new killer who is just trying to learn the ropes probably didn't learn anything from this match. Why not? Because the game doesn't really help new killers learn how to play. It didn't give him feedback on why he didn't get any kills.

    Rank 18-20 killers should get matched with rank 18-20 survivors. Even that wouldn't be a perfect system, but it would give these poor players a better chance at learning the basics of the game with others who are also still trying to learn the basics of the game.

  • I managed to get the achievement on the PS4 recently. There were still multiple gens left to do, and it was down to me and one other survivor. I finished a generator just after the other survivor died on the hook, then the killer closed the hatch and I got out via an exit gate.

    It didn't take finishing the last generator, just finishing a generator as the last remaining survivor, and then getting out via the exit. I don't know if that's intentional or not.

  • I've seen a lot of very green killers on PS4, lately. I feel bad, seeing rank 19 and 20 killers up against survivors in the 16-14 ranks. The difference in skill is obvious. The killers are getting stomped, and I when I see the screen at the end I'm like, "Wow... I hope that match didn't crush their spirits."

    I really, really wish this game had a better tutorial for killers. Or that it kept rank 18-20 killers with rank 18-20 survivors. Or both. Both would probably be good.


  • @Fibijean said:

    If people are experiencing physical pain from wiggling, they're doing it wrong. You don't have to mash the buttons like your life depends on it. Just rock back and forth between them. You only need to hit each side 2-3 times a second to get 100% wiggling speed. Of course this is discounting people with actual physical disabilities who have difficulties with repetitive actions, but I'm not convinced that anything short of fully automated wiggling would fix this issue for those people unfortunately.

    On a controller, you have to mess with the right joystick. It can be physically taxing on a person's thumb and it's bad for the controller. Trying to do it with your palm instead of your thumb isn't a good alternative and is still bad for the controller.

  • Killers don't get skill checks; I don't see that being changed, nor do I think it should be changed.

    Just disable DS after another survivor has been hooked, as long as the survivor with DS isn't currently slugged; otherwise, the 60-second countdown continues as normal. There, it discourages tunneling off the hook without punishing a killer who's not tunneling, and it doesn't shorten the timer if the survivor with DS is slugged before someone else is hooked.

  • Right now, I'm playing Catherine: Full Body.

  • I posted this in a similar thread:

    The Emblem system isn't a way of rewarding "better" killers, it's a way of rewarding killers who play in the manner devs want them to play, aka fun for the survivors. It's a problem with the game design, it doesn't organically promote both sides to play in a way that's fun for the other. So, survivors don't get emblem points for stealthing, they get points for being around the killer. And killers don't get emblem points for being fast and efficient, they get points for dragging the game out so the survivors have a chance to play.

    It would be better if such things were promoted organically; this is a band-aid fix that frustrates many players who play in what they see as the most efficient way to win.


    So yeah, efficiency is pretty much the opposite of the thing devs want to encourage; they want to encourage a specific playstyle that increases the interaction between both sides, so that's what they'll reward. That's the answer to your question.


  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/690701#Comment_690701

    It’s hard to say in terms of speed, because of course hitting more skill checks gives you more of a boost. If a change like this is made, it needs to be fair. I can see the torrent of complaints already if survivors have to hit all the skill checks just to maintain the current speed.

    I would say something along the lines of hitting 75% of them gives you current speed, with the remainder earning you some bonus. This is off the top of my head, but that seems fair. The devs would need to test and fine tune the implementation of this.

    Your final thought hits the nail on the head! If we can prevent damage/injury with a change like this, I think BHVR would be wise to consider such an alternative!

    I would think that hook distance and wiggle progress speed are pretty finely tuned, so any boost to wiggle speed could give experienced survivors who easily hit great skill checks an advantage that, given they're experienced enough to hit great skill checks, they probably don't need. Instead of a speed bost, the skill checks could look like the Autodidact skill checks, keeping survivors on their toes but not being difficult to hit.

    One of the things that adding skill checks will do is bring up the question: do killer perks/abilities affect them? If the skill checks give a speed boost greater than the current wiggle speed, it would basically be required for things like the Doctor's Madness, Hex: Lullaby, and Unnerving Presence to affect the skill checks.

    So, I guess the question is, would survivors rather have no speed boost or would they rather have wiggling be affected by killers' skill check perks/abilities?

  • @Financial_Stability said:

    I don't get why they don't give pips off of sacrifices anymore. It's in the title, KILLER. Victory cube was the closest to perfect ranking system we got as killer, and it makes me sad to see they tried to over-complicate the ranking system with a bunch of bull. Tell me, who's more skilled? A killer who 4ks with many hooks, or a killer who 4ks with less? Emblems will say the killer who hooked many times is "better."

    The Emblem system isn't a way of rewarding "better" killers, it's a way of rewarding killers who play in the manner devs want them to play, aka fun for the survivors. It's a problem with the game design, it doesn't organically promote both sides to play in a way that's fun for the other. So, survivors don't get emblem points for stealthing, they get points for being around the killer. And killers don't get emblem points for being fast and efficient, they get points for dragging the game out so the survivors have a chance to play.

    It would be better if such things were promoted organically; this is a band-aid fix that frustrates many players who play in what they see as the most efficient way to win.

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/690841#Comment_690841

    So you dont know that this is easy outplayed with another cheap way of playing killer? Think again.

    Without having a stopwatch timing when the survivor was unhooked, would you really have thought to slug in this situation?

    https://www.youtube.com/watch?v=3_VikeC6Om4

    Flashlight Laurie gets unhooked at 1:35 and, after hooking two other survivors, I get DS'd by Flashlight Laurie at 2:34.

  • I consider Head On to be a unicorn. At first I might be like, "Dammit, they stunned me!" but then I'll be like, "Heh, wow, they pulled that off." It's a meme-y perk, very situational, and if they're trying to use it the survivor is often just having fun, no reason to take it personal or consider it toxic.

  • Unless I really need to heal someone, like for a Daily Ritual, then I will only follow them so far before I say "screw it" and go back to doing gens. Doesn't matter if I have WMI or not.

    And I refuse, refuse, to follow survivors to the edge of the map to heal them, anymore. I have died so many times because I followed them to the edge to heal them.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/690675#Comment_690675

    Yes! Ending the strain would be a very welcome change indeed!

    I have to disagree on the skill check part though. Remember, this is meant to be a struggle for your life, fighting to prevent a large metal hook from piercing your shoulder! I’m sure that’s why the wiggle mechanic is in its current state. You need to feel frantic pressure.

    My dual skill check idea maintains the frantic pressure, which is important to the overall experience of the game. However, rather than mindless movement, it is strategic button presses. This eases pressure on the hands, but not on the mind!

    I can see that. If the wiggle meter is slowed down and hitting the skill checks would be akin to keeping it at the current speed but no faster, then I'm cool with it. But the slower speed + skill checks should make it neither faster nor slower than it currently is. It should be balanced just right to keep it equal to its current state.

    The most important thing though is to prevent physical injuries on players. If I had to choose between keeping the frantic pressure or preventing RSI, I'd go with the latter.

  • What I really hate is when the third survivor DCs the very moment I down them, Like, dude, I was going to hook you. Even if they're slugged, I don't think it's good to DC to give the hatch, but not even giving the killer a chance to hook them? That's really bad sportsmanship.

  • Everything.

    Okay, that's not necessarily true: I can hit good skillchecks as a survivor. And, ummm... no, that's about it.

  • Make it so that wiggling is just holding down a button, same as running or crouching or working on a gen. Skill checks or anything more seems unnecessary. But something to stop the physical strain on people's hands and the stress it puts on controllers would be a welcome change.

  • @TheGorgon said:

    Paying for rituals and weekly's, I don't really know if it's the greatest idea. It makes it seem like P2W or P2W for people who pay for it. It should be free, only the initial "battle pass" should cost 10$ dollars and the rest is re-rolled every day, except for the weekly.

    It looks cool, but it's ridiculous what they want. Maybe to re-roll early, then sure, but... Or am I overly wrong? Is the extra auric cells just to re-roll sooner than the timer runs out? I'm confused!

    It looks like it just costs auric cells if you want to re-roll before the timer runs out. I don't know for sure, but that's how it looks. And only some of them seem to cost auric cells to re-roll; some are free to re-roll.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/690378#Comment_690378

    I'm on PS4 as well as PC.

    The claim all thing is actually intentional. Once you're in the claim screen, It says to hit a button to "claim all". I've made that mistake before too.

    It also says "claim all" when there are fewer than three completed, but it doesn't automatically claim both if there are only two done. It's not intuitive; it's poor UI design/functionality and there is really no reason for it to work that way.

  • I haven't had this to me.

    I'm on PS4. The problem I have is that I can really only bank one ritual at a time. If I have two completed rituals and then complete a third, when I try to claim just one of them it claims all three automatically no matter what. The first times that happened I lost a lot of BP because I had no idea the game would do that.

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