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TragicSolitude

TragicSolitude

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TragicSolitude
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  • When someone disconnects, the game should treat them like a survivor in the dying state for a given number of seconds. They can remain on the ground like they're bleeding out or the killer can hook them, but it shouldn't be an instant death.

  • @HURRI_KAIN said:

    https://forum.deadbydaylight.com/en/discussion/comment/378349#Comment_378349

    Current setup is good. No killer doesn't need ANOTHER BP bonus when there's a DC. The game just got easier for them. now they're going against 3 instead of 4. In other words 75% vs 100%. If anything survivor's should have increased BP when one DCs, because their lives just got that much harder.

    Whenever someone DCs, I usually just let the survivors do gens and leave. So, the survivors get a lot more points than I do at the end of the match. Sometimes more than twice as much. But what am I going to do? Slaughter them when someone disconnected? That would just suck for everyone, it's not fun.


  • @Incirion said:

    https://forum.deadbydaylight.com/en/discussion/comment/378607#Comment_378607

    No, only got Ruthless, but I just got my Adept Legion the other day with three D/Cs and barely a safety pip. If they made it HARDER to get these achievements, that's stupid. Because it's already A LOT harder to get 4 kills than it is to escape.

    Agreed. The adept survivor achievements are easy. Even if you're terrible as survivor, if you play enough you'll escape at some point. The adept killer achievements are bad enough being 4k with the hatch mechanic existing; if Merciless is also required... well, that's not okay. It's really not. Especially when you add in the fact that they made double pipping even more difficult than it was before.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/378390#Comment_378390

    Same! It is very frustrating. I have no idea how they thought this change was a good idea. Its horrible at the moment.

    It's like they released the version meant for the Switch on the PS4. I know a high-end computer will handle better graphics and a higher framerate than a console, but the PS4 isn't a toaster. DbD has never been making good use of the PS4's hardware, and now it looks like a PS2 game. I don't expect perfection, but when I'm regularly putting money into a game I expect better than this.

  • @F5arTheB5ard said:

    Has anyone else on ps4 noticed how incredibly dark all the maps have gotten. I was chasing a David on the game, downstairs and he literally tucked into a corner and I walked right past him. If the chase music didnt pop I would of had no clue where he went lol

    Yes, dark and blurry. I've had chases start and end without me having been able to see the survivor with my eyes once.

  • @mcNuggets said:

    Noone should be rewarded for DCs.

    Thats how DCs should work.

    Yeah, but right now survivors can be rewarded when they or another survivor DCs. A survivor will disconnect to give another survivor the hatch. I've had survivors disconnect when I down them after the gates are open; if they do it correctly, it counts as an escape for them, and it denies the killer getting to use Bloodwarden, rewarding the other survivors.

    Rewarding the opposing side for a disconnect would be a welcome change. But the least the game could do is, if a survivor disconnects, don't treat it like a sudden death. Give the killer a couple seconds in which they can pick up the body (if they aren't already carrying it) and hook them. Hook states act as usual, so if they're in their first hook state they just hang there and if they're on their second hook state it'll be an instant death. This would keep the hatch from immediately opening, it would allow Bloodwarden to activate, it would give the killer a BBQ stack, and it would give the killer the normal hook and sacrifice points on top of the quitter's bonus. It would also benefit survivors a bit because if the disconnected survivor is in the first hook state they can be rescued. (I've had this happen. On more than one occasion I've rescued survivors from the hook that later turned out to have disconnected, because after healing them they'd continue to stand there until finally collapsing on the ground.)

    The way the game treats disconnects right now is bad for the game. I don't think punishing disconnects will help, either. Rewarding the opposing side might see a decrease in the number of ragequits, though, since players usually ragequit to deny something to the opposing side.

  • ba02.png

    @kucerka said:

    I don't know about you guys, but playing survivor isn't that bad but when it comes to killer I can't see a thing. I'm used to playing killer, I'm not saying I'm great, but I always used to be good (2-3 kills a game).But now I am ending up chasing survivors and soon I just lost them cause now they are perfectly blending with everything (and even survivors are avare of this cause I keep on seeing all characters just squating down in bushes - if I even notice them)

    I'm with you on that one. I've been posting comparison shots in another thread pointing out just how bad it is. Playing killer is not fun like this.

    Edit: Here's the link to the thread https://forum.deadbydaylight.com/en/discussion/52972/ So far I compare two different realms with between 10 and 20 screenshots from each.

  • Nope. That could easily be abused. Also, I'm pretty sure the game doesn't differentiate between solo survivors and SWF once they've joined a lobby; that's why players have to re-invite their friends each time they play a match.

    It would be awesome to be able to watch the match from the killer's perspective. I wish there was a way to view a replay of the match from the killer's perspective after the game ended or something, but it'll never be something that's allowed to happen while the game is still in session.

  • I would be happy with "Plague is no longer slowed while holding fully charged vomit," because that was a nerf she didn't need, and fixing the vomit hitbox so I don't have to watch my vomit go through a survivor without having any affect. I think those two things alone would improve her a lot, and then we could see how it goes from there. Don't want to buff too much and over-correct; small changes can have a big impact.

  • I'm on a PS4 Pro, and the difference in sharpness and clarity is huge. Blurry, darker, murkier, the textures are muddy. I'm finding it harder to clearly see survivors. I think auras are kind of screwy sometimes, too.

    I'd rather have worse framerates if it means I can actually see hiding survivors and hook locations. I'm not really seeing an improvement in framerate, anyway, so this update has definitely had a negative impact on gameplay, at least for me.

  • I too hope it's not permanent. I have so many games that look awesome and run at high FPS on my PS4 Pro, and then there's this game, still with constant framerate drops and now ugly blurry graphics on top of that.

  • The music is too loud and survivors are as silent as ninjas. This shouldn't happen every time, and it shouldn't still be worse than it was previously after they "fix" it. Players pointed out the audio was messed up as soon as the PTB was released. Given how important sound is to the game, it should have been a priority.

    Even before this new update, I couldn't differentiate survivors' footsteps from the killer's footsteps. I could only ever locate them via sound if they were injured.

  • @bigOlboy said:

    How about it's optional to do so. If you do put gas in the gen it should just boost the speed of the repair. Same with Gates and fuses. It just seems like to much for a survivor to do and could cause problems.

    The point of another objective for survivors is that it be mandatory. Dull totems are an optional secondary objective, and survivors often don't touch those.

    Also, the purpose of another objective would be to slow the game down so that gens don't pop so quickly.

  • @KingB said:

    @Carpemortum No, it's already at 100%. I cant turn it up further.

    I feel the same way. My sensitivity is turned up to 100%, and it still feels so slow when I try to follow a survivor's movements. I see PC players able to nod their heads up and down crazy fast, and when I try to do it it's snail speed in comparison.

  • @tizzi717 said:

    https://forum.deadbydaylight.com/en/discussion/comment/371169#Comment_371169

    sometimes you stun the killer even if you don't want to,because is too close to you. There is a simple way to balance this, add in the description of spirit fury: when you use this power you can't avoid the stun. Simple

    That combo is a safe hit every time you broke a pallet with that combo

    They're using two perk slots for that combo, half of their available perk slots. It doesn't even activate with every pallet stun, only after breaking at least two pallets. Once survivors know the killer is running Spirit Fury, they start dropping pallets early. If the killer is still getting stunned, the pallets aren't being dropped early enough.

    Half their perk slots for something they may get to use one time in a match.

  • I was playing as Wraith, yesterday. Once the gates were open, I cloaked and went down in the basement. While waiting for them to leave, one of the survivors came down in the basement to get the chest. He disconnected the moment I downed him. lol

  • @NoodleLegs said:

    oof, same, but i got called garbage once for not getting a survivor because leatherface was camping. i didn't have bt.

    Yeah, I got a message giving me crap for not rescuing a couple survivors hooked in the basement by a Hillbilly. Apparently I, the injured one (with no way to heal and no BT), was supposed to save them while the uninjured guy did a gen. And I should have psychically known somehow that that was the case.

    Whenever I get salt, it's usually from a survivor complaining that I didn't rescue them.

  • I did this just yesterday. The Trapper didn't camp hooks at all, so he was about to walk away with no kills. Someone had burned a BPS, and I knew I had earned a good amount of points. So, at the end, I ran out of the exit gate and into a trap and let him sacrifice me.

    In another match, a Wraith got stuck with a 3v1 and kindly let us do the gens and go. I offered to let him sacrifice me, but he declined.

    Every once in a while a survivor lets me sacrifice them, as well. Once, it was because I let her rescue someone I'd hooked in the basement after the gens were done, so I think she let me sacrifice herself as a thank you. It's rare, though. In hundreds of killer matches, I could count the number of times it's happened on one hand.

  • @scorpio said:

    https://forum.deadbydaylight.com/en/discussion/comment/366432#Comment_366432

    That makes sense. I would also say you should get less points for a hatch escape than an escape through the gates like someone suggested above. It would make it so the last survivor in a match with both gates open has no reason to essentially hold the game hostage looking for the hatch.

    It’s meant to be used when the generators aren’t done and the gates aren’t opened so that the last survivor left alive has a chance to escape. Therefore, it doesn’t make sense to me that the survivor then gets more points for escaping through the hatch than they would have for escaping through the gate, when they and their team did worse overall in the match because they didn’t finish the generators. Same for people who use a key to escape early — they shouldn’t get more points for doing less.

    I don't know about fewer points, but there definitely shouldn't be a 2k bonus for a hatch escape. I've seen teammates keep the killer busy while others open the exit gates, and they end up having to escape through the hatch. There've been times when I was the last survivor left, powered the exit gates, but then escaped through the hatch.

    The hatch shouldn't reward more or fewer points; getting the same number of points no matter the escape method would be best.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/365057#Comment_365057

    That wouldn't make it not an inconsistency. That would make it an inconsistency that devs are just ignoring.

    I don't necessarily mind them making it not work on perks (though if that were the case, they should definitely update the text on Enduring to reflect that), but it should either uniformly affect all stun perks or none of the stun perks. None of this "Huntress Lullaby doesn't work on Jigsaw Boxes" BS.

    That still makes sense from a gameplay perspective, though. Failing a skill check at a Jigsaw Box is the one time when failing skill checks can literally instantly kill the survivor. It would be pretty OP if Lullaby affected that. I've seen survivors fail every single gen skill check when Lullaby is active. Personally, I think fun gameplay mechanics are more important than consistency. Lullaby on Jigsaw Boxes wouldn't be fun for anyone, because it's not like the killer is actively involved in that aspect, only the survivor.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/365024#Comment_365024

    Inconsistent is when it works on some perks but not others for no other reason than "we said so."

    DS stuns the killer; "stabbing the killer" is just flavor text and not an actual in-game mechanic with meaning.

    Yeah, but they can treat it like it has meaning if they so choose.

    But okay, if consistency is what's important, then Enduring should affect neither perk. I think it's better that DS be useful for survivors than killers be able to recover quickly from a stun from a meme perk like Head On.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/365002#Comment_365002

    If there's one thing I'm not a fan of, it's inconsistent interactions. Either let it affect both perks or neither. Having it affect only one is a bad idea IMO.

    Inconsistent would be if I said Enduring should work on DS before the gates are powered but not after. DS is different from other stuns: the survivor stabs the killer. With other stuns, the killer is getting slammed into (pallets, locker doors), blinded, or just losing their grip on the survivor. Those aren't on the same level as being stabbed.

  • I think Enduring should affect the stun from Head On. Lockers keep getting buffed: they hide auras and now the breathing of survivors inside is less audible (I assume that's still going live), on top of already hiding survivors visually and protecting from Doc's madness. Hiding in lockers should have utility, but should hiding in a locker make survivors untouchable? Head On will let survivors jump out of a locker rather than being grabbed, and unless they're already injured they'll still be able to take two hits.

    I do not think Enduring should affect the stun from the new DS. If the stun is only 1.5 seconds, then DS is basically useless and won't help stop killers tunneling survivors. If the survivor uses DS, then they're already going to be injured while running away, so they're a one-hit down. It would be better to just equip other perks and hope your savior has Borrowed Time.

  • And killers get an anti-key and anti-hatch offering?

    No, not even then. No. I've been in plenty of matches where the killer burned a mori offering and no survivor got mori'd.

  • @[Deleted User] said:

    These NOED posts need to stop.

    It’s fine as it is. If a team of survivors has focused solely on rushing gens only to be faced with NOED equipped on a “bad” killer, then the survivors themselves haven’t played well either.

    I play survivor too, not just killer. It’s honestly not difficult to find all 5 totems before the last gen is repaired, even WITHOUT Small Game. And it’s unlikeky the killer will find you if they’re not running other hex perks because the killer can’t see the auras and some totems are away from gens, gens being the killers primary concern.

    So if you get instadowned, too bad. There’s a ridiculously easy counter to NOED before reaching the endgame.

    Survivors don't have to gen rush to get screwed by NOED. I've been in 15+ minute games where I found all but one totem, gave up because someone else must've cleansed it, go pop the last gen, killer is on top of me as soon as the gen is finished and I go down to NOED. Die on my first or second hook. Yay. That may sound specific, but it's not. It is frustratingly common, and that's why these anti-NOED threads are common. Yes, NOED can punish gen-rushing SWF teams, but it can also reward bad killers and punish non-gen-rushing solo survivors. It's just another thing that can make playing solo survivor really suck.

    Don't get me wrong, though. I'm not saying NOED should be trashed or even changed. NOED can't be easily gotten rid of. It's the only perk that counters Adrenaline.

    What's needed is a better end game so that NOED doesn't feel necessary for some killers. The game itself needs another mandatory objective so that matches naturally take longer; gen rushing isn't a problem with the survivors, it's a problem with the game's core design. Once all that's achieved, Adrenaline and NOED should be removed/reworked. As long as Adrenaline exists in its current form, NOED is a killer's only counter (other than "git gud don't let the gens get done"), so either both stay or both go. But until DbD is fixed with another objective and a better end game, NOED isn't going anywhere.

    If there needs to be a reason to clean dull totems, there could be a thing that if there are any dull totems on the map the exit gates take 8 seconds or something longer to open. There, dull totems still have a purpose, and they slow down the game one way or another.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/360341#Comment_360341

    If you suffer from high blood pressure or anxiety and a video game is causing you problems then you need to stop playing it. Don't expect the world to cater to your needs.

    I didn't actually ask it to cater to my needs; I did the opposite. I listed ways I deal with it, I mentioned an easy adjustment that wouldn't change the flashlight usage but just the audio cue, and ended with "It'll never happen. You can either play the match and ignore the flashlight clicker, or go afk and watch TV or something."

    The point of the first paragraph was that people shouldn't be rude about some players having a problem with the flashlight clicking noise, because it's not necessarily about "wah, someone in a game was mean to me." Maybe I wasn't clear enough in my intent, though.

  • @OldWeirdBeard said:

    I imagine the cramp is not as savage when using a space bar but I get your point. I suppose it’s good to have something that doesn’t need a skill check in the game but damn the struggle is real on console. puns

    Yeah, spamming the button on consoles can get really bad. My thumb constantly feels jammed these days, and that wasn't a problem before playing this game.

    Holding down a button would be less physically taxing. Like the way you hold down R1 or whatever to attempt to unhook yourself. Struggling could be a bar, and you hold down a button to keep the bar filled. If you let off the button, the bar quickly starts to unfill, and when it completely empties (within like a second or two) the survivor dies. That seems reasonable.

    I get that the struggle phase is supposed to be "uncomfortable" for the player, but I'd say not aggravating or causing medical issues for players is more important.

  • @brokedownpalace said:

    Or you could simply not get so easily triggered

    "Triggered" suggests someone is upset because the other person is being mean to them. For some people, repetitive noises like that are unignorable. Like the person tapping on their desk behind you when you're trying to concentrate. Some people can tune it out, others can't. I think it's more likely to be a problem if you struggle with anxiety or high blood pressure or something. Regardless, it's frustrating.

    Frankling's and/or slugging them can be fun. I'll usually just ignore the survivor, which seems to really annoy them, but there have been times when I've taken off my headphones and gone afk during a match because it's too much for my nerves to handle that day; the clicker can have fun playing a gen repair sim, 'cause I'm gonna read my book. Or, if you have Whispers, you can play "keep away," not letting the survivors interact with you at all. I'll do that in the end game regardless, sometimes, when I'm waiting for them to leave.

    Draining the battery quicker is probably too much to ask for, but maybe a cool down on the click noise would be doable. They can activate the flashlight over and over again all they want, just like right now, but the click noise can only happen once every couple seconds or so. Or clicking the flashlight too much in a short amount of time (not like clicking it twice, I mean clicking it rapidly a lot) causes it to short circuit or overheat or something for a few seconds.

    That's all just wishful thinking, though. It'll never happen. You can either play the match and ignore the flashlight clicker, or go afk and watch TV or something.

  • @Larcz said:

    I got game wher one gate was open and last 2 survs want fking hatch.I patrol map for 5min but no one want go to gate after 5 min i start record this crap.And finaly i see somone and get one more on hook when next one waitvon hatch.Fk this end game surv greed for hatch.You can escape to the gate but no i want fking hatch.

    The hatch shouldn't be worth an extra 2k points. It should be worth the same amount as escaping through the exit gate. That would end a lot of this nonsense.

    I once had a match where I was farming with a couple survivors. Then, they both see the hatch and try to claim it. After much waiting for them to figure it out amongst themselves, I slugged them both and carried them to the exit gate. Seems like a pretty straightforward way of saying "Leave, no one gets the hatch." Well, they both crawled back to the hatch! One finally crawled back to the exit and escaped because she was closer to death, and I immediately hooked the other one.

  • I get slugged all the time on the PS4. Every time I unequip Unbreakable, I regret it.

    I had a match recently where the killer slugged all four survivors and let us bleed out. Didn't bother hooking us. Boy, that was fun.

  • @NoShinyPony said:

    @TragicSolitude said:
    Even if the exit gates weren't open, the killer standing on the hatch is not bannable.

    That's not the OP's point. I don't know how they did it, but they managed to get themselves trapped in a corner so that they couldn't leave anymore. The killer was blocking the corridor.

    Hm, I couldn't get that at all from watching the video (when it shows the surrounding area, it spins in a disorienting manner), reading the original post, or reading the YouTube summary. If it's in the video's audio, I apologize, I can't listen to the audio. Body blocking someone so that they can't leave a match without disconnecting is bannable, obviously.

    I am curious how they got into that position. They had to walk over the hatch to be where they are, but they didn't jump in and they moved away enough to let the killer stand on top of it.

  • Even if the exit gates weren't open, the killer standing on the hatch is not bannable. No one is entitled to the hatch, and a lot of killers are getting tired of survivors sticking around after the match is over to look for the thing.

    The number of times I've been a nice killer and let survivors go, only to have someone stick around on the map for another five minutes wasting my time and holding me hostage as they search for the hatch... it really adds up, and even after a no-kills match I've started sacrificing survivors if I catch them doing that. Or I'll stand on the hatch and go afk, so then I'm having fun elsewhere and the survivor is the only one wasting their time. Feels good.

    tldr Leave through the exit gates.

  • @Tucking_Friggered said:

    @TragicSolitude said:

    @NuclearBurrito2 said:
    As a killer main I am 100% ok with giving a dull totem cleansed notification for survivors (no real need for a counter they can just count the notifications. I guess it could be there anyways but it doesn't have to be) and other survivor QoL

    Hell I would even be ok with having survivors who work on a totem revealing the totems aura to other survivors as a passive

    I think giving survivors a notification for a dull totem being cleansed could be a good middle ground, if letting Small Game keep count is too big of a buff to that perk. Then, if the survivors pay attention and keep count, they'll know how many dull totems are left and the areas in which any were cleansed. But the game isn't doing the work for them.

    Attaching it to Small Game is fine. Not just free though. That's too much of a safety net to not be attached to a perk. Imagine if Discordance was free to killers.

    I would never think it should be free info. Personally, I think there are times when DbD already gives too much info away for free. Like telling survivors the Lullaby hex exists before it even has a chance to do anything.

  • @NuclearBurrito2 said:
    As a killer main I am 100% ok with giving a dull totem cleansed notification for survivors (no real need for a counter they can just count the notifications. I guess it could be there anyways but it doesn't have to be) and other survivor QoL

    Hell I would even be ok with having survivors who work on a totem revealing the totems aura to other survivors as a passive

    I think giving survivors a notification for a dull totem being cleansed could be a good middle ground, if letting Small Game keep count is too big of a buff to that perk. Then, if the survivors pay attention and keep count, they'll know how many dull totems are left and the areas in which any were cleansed. But the game isn't doing the work for them.

  • I don't hate NOED as much as I hate that so many other survivors don't cleanse dull totems. I'll cleanse four dull totems, be unable to find the fifth and have to hope that someone else got it, only to go down to NOED the moment I pop the last generator. And the kicker is that I'm often the only one to die in those matches, because the other three will just leave.

    This may sound like a "sometimes" scenario, but it's not. I had this happen multiple times just the other day, and it was unbelievably frustrating.

  • @switch said:

    @TragicSolitude said:

    @switch said:
    If noed is bad design, what about DSTRIKE ?

    Personally, I think NOED is a band-aid fix to flawed game design whereas Decisive Strike is actually bad game design. NOED should be made unnecessary by fixing other elements of the game, then it can be altered/removed. On the other hand, DS could be removed tomorrow and I think the game would be better for it.

    However, a thread pointing out the problems with one perk shouldn't always have to devolve into a contest between which perk is worst. Multiple perks on both sides can need fixing.

    NOED is: devs being lazy and dont want to put time into making a good endgame scenario for both sides.
    DS is: pure bad game design.
    The op just said: noed is bad game design while he has no idea what bad design is.

    To be fair, there are a lot of elements in DbD that are a result of bad game design. And NOED may be an attempt at helping with the bad game design, but that doesn't mean it's not a poorly designed perk. Yes, it needs to be strong since it's an end-game perk, but due to the problems in game design that give SWF such a huge advantage over solo survivors, NOED is much more likely to be a problem for solo survivors. And that's kind of backwards, given that NOED is meant to be a punishment for rushing gens, which is more of an SWF thing than a solo survivor thing. Just like how Ruin is meant to slow down gen rushing, but the good survivors who can gen rush can also power through Ruin.

    DbD needs to be fixed so that perks can be used for fun or to help with player weaknesses rather than needing to be used to help with weaknesses in the game itself.

  • @switch said:
    If noed is bad design, what about DSTRIKE ?

    Personally, I think NOED is a band-aid fix to flawed game design whereas Decisive Strike is actually bad game design. NOED should be made unnecessary by fixing other elements of the game, then it can be altered/removed. On the other hand, DS could be removed tomorrow and I think the game would be better for it.

    However, a thread pointing out the problems with one perk shouldn't always have to devolve into a contest between which perk is worst. Multiple perks on both sides can need fixing.

  • @DemonDaddy said:
    Nah, I like to walk away and see which of the 2 is more altruistic. The coward gets the hook and my pet slug gets a nice dark hatch to hide in. I can understand being wary of bait and getting caught but that's no excuse for abandoning a teammate. I hate that as a Survivor so I tried to reinforce proper behavior as a killer. If they're both fast enough I at least let them get back to attempting the gens before finishing them off.

    I actually had this happen to me today for the first time. I kept trying to further the objective and help my teammate, while my teammate crouched around the map doing nothing except trying to avoid the killer, and the killer gave me the hatch. It was one of those rare happy moments in the game.

    On the subject of the thread, I don't really think the hatch itself is a problem. The hatch standoff is a problem. Right now, whichever party acts first loses. That's dumb. Remove the hatch grab (I'd be sad to see this go, because it's pretty funny), and have it that if a survivor is hit before they begin jumping in the hatch, the entity closes off the hatch for a few seconds (about the length of a killer's attack cooldown), but if the survivor has already begun the jump animation when the killer swings then they escape. Now, if the survivor acts first, they win. If the killer acts first, they win (if the survivor was injured) or at least have the potential to still win (if the survivor was healthy).

  • I'm still learning Nurse (I play on the PS4), so I'm not using any add-ons. The perks I use are Nurse's Calling, BBQ, Whispers, and Bitter Murmur. I've never tried Shadowborn on her because it hasn't popped up in her Bloodweb.

  • @Bravo0413 said:
    Git gud

    The point I think OP is trying to make is that new players are turned away from spending the time to "git gud" because the game isn't fun for them. I have trouble getting people to SWF with me because they get frustrated and quit after a few matches. I can't "git gud" for them.

    Maybe what we need isn't a change in the game mechanics but a change of expectations. Instead of calling them "survivors," we'll call them "sacrifices." Instead of "killers," we'll call them "hookers." Wait, that may set a whole new expectation. Hmmm...

  • I'm practicing playing Nurse on the PS4. It is really, really difficult. And any changes made to the PC version will affect the console versions. The low FPS and low sensitivity (even at max) really work against her.

    It's not like The Nurse doesn't have any weaknesses. Her blinks may be deadly, but her fatigue gives her a big downside. When she's fatigued, it is easy to lose sight of survivors. The dead zones in maps are also a big problem, though those are errors rather than a feature.

  • I stopped using UE for a while... as soon as I did, I kept having Hag match after Hag match, and they always went badly. So, I started using UE again. Back to almost no Hag matches, but at least when there is one I'm prepared. And it's still useful for quickly hiding behind stuff when the killer comes over to the gen.

  • @Vietfox said:
    @TragicSolitude said:

    @Vietfox said:

    @TragicSolitude said:

    @The_Crusader said:
    
    @TragicSolitude
    

    Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope. I feel like I'm banging my head against a brick wall here. Let me explain... NOED is harsh on solo survivors but it means nothing to 3/4 man SWF. Want an indication of when a dull totem is cleansed? - killers won't have it. Want some form of Kindred as a baseline ability? - killers won't have it Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.  How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?

    Killer mains just want everything swung in their favour.
    
    
    
    Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
    
    Sorry if that's off topic.
    
    But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
    
    
    
    How about you just run Kindred instead? Guys stop asking to devs to hold your hand.
    

    Builds work like that, they force you to choose, not to run everything you want.

    I do run Kindred.

    Awesome then.

    Yeah, Kindred is a good perk. But it has some really big flaws. For one thing, it is a perk that is made completely unnecessary by SWF. Bond and Empathy can still be useful, because I can see exactly where people are and go to them, but the only info people need from Kindred is, is someone else coming to rescue you. And when I run Kindred, it may not help me in the least, not because I don't get hooked, but because I have no influence on how the randoms I'm teamed with use the info the perk provides.

    Making seeing other survivors' auras baseline would really help solo survivors, and letting Kindred be about showing the killer's aura would make it a better perk, I think. Especially since, like I said, Kindred tier 1 is useless. Kindred at all tiers would then be about countering hook-camping killers, just like Unbreakable is about countering slugging killers and Spine Chill is about countering stealth killers. At tiers 1 and 2, Kindred doesn't counter hook-camping at all.

  • @Vietfox said:
    @TragicSolitude said:

    @The_Crusader said:

    @TragicSolitude

    Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
    
    I feel like I'm banging my head against a brick wall here. Let me explain...
    
    NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
    
    Want an indication of when a dull totem is cleansed? - killers won't have it.
    
    Want some form of Kindred as a baseline ability? - killers won't have it
    
    Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable. 
    
    How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
    

    Killer mains just want everything swung in their favour.

    Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.

    Sorry if that's off topic.

    But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.

    How about you just run Kindred instead? Guys stop asking to devs to hold your hand.
    Builds work like that, they force you to choose, not to run everything you want.

    I do run Kindred.

  • @The_Crusader said:
    Look here's the thing...

    The devs insist survivors are dying, despite killers moaning that the game is too hard. The stats show that the game is actually in the killers favour right now. They're going to buff survivors eventually and I can already sense the salt on these forums when that happens.

    However we've all seen those games where they wouldn't be a single kill if it wasn't for NOED. If NOED was removed and the stats swung back in the survivors favour then killers could have these buffs they keep asking for.

    It's in the killers best interests to not have so much revolve around this one perk.

    For some killers, like The Hillbilly, NOED is like a big red flag that says "I don't know how to use this killer properly." One of the least fun things about the Lunar event this year was that every killer (at least on the PS4) was using NOED and Ruin. It was extremely frustrating. Seeing one generator get done was sometimes a miracle. Escaping with a lantern was practically impossible (at least for a mediocre player like me).

    For other killers, like The Pig and Freddy, NOED is kind of needed for the end game, so I'm not sure flat-out removing it is the answer. Until the end game is fixed to where killers like them would stand some chance, it seems like a necessary evil.

  • @The_Crusader said:
    @TragicSolitude

    Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.

    I feel like I'm banging my head against a brick wall here. Let me explain...

    NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.

    Want an indication of when a dull totem is cleansed? - killers won't have it.

    Want some form of Kindred as a baseline ability? - killers won't have it

    Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable. 

    How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?

    Killer mains just want everything swung in their favour.

    Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.

    Sorry if that's off topic.

    But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.

  • I use BBQ for the Bloodpoints. Argue all you want, but a large percentage of the time, I don't see any survivors with BBQ. It's a nice bonus when I do. If all it did was show auras, it would be mostly useless due to the large number of counters.

    Whenever I'm playing survivor and someone gets downed, I try to hide behind a gen or get in a locker. It is far more annoying to have a killer camp the hook than have them go after another survivor far across the map. Hook-camping and tunneling killers make for the least-fun matches, and BBQ uses positive reinforcement to counter both of those things.

  • When playing survivor, one of my biggest gripes is that I'll cleanse four dull totems, then still get downed by NOED and be the only survivor to die in the match. It sucks how often that happens.

    However, the end game in DbD is broken right now. As killer, I've used NOED just to encourage survivors to get off the map at the end of the game. Once an exit gate is open, the only things that really put fear in survivors are NOED, Blood Warden, and Rancor. The perks have to be strong because they're there to counter one of the most powerful things in the game: an open exit gate.

    Dull totems are there as a secondary objective to get survivors to do something other than gens, giving killers more time, something they often desperately need in this game. The survivors shouldn't know whether or not a killer has it; the point is to do dull totems regardless just in case. However, for solo survivors like me who cleanse four dull totems and get screwed anyway, it would be nice if there were something to help, like Small Game showing the number of totems left on the map. There have been times when I've done two full trips all over the map looking for the fifth totem, but Small Game never proc'd so I had to assume someone else had cleansed it. I am still curious where that last totem was in those matches.

  • It would be nice if they reworked the offerings. Every time I burn a BP category offering, it's bad luck, it ensures I will get tunneled out of the game or at least earn less than 1k in that category.

    I don't like the envelope offerings that give BP to all survivors but not the killer. The killer deserves love, too. Seriously, though, it's not right and I see no reason for those offerings to specifically exclude the killer. It feels mean spirited.