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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800642#Comment_3800642

    I'm not entirely sure but those should defiantly added, also they should probably just update the models because Freddy and Quentin have the same body model

    Ah, I found it! They were across his face:

    @Skaphegor said:

    Quentin Smith was added as part of the Nightmare on Elm Street DLC. Due to his story being tied directly with its killer, BHVR gave him scratch marks on his face resembling wounds inflected by Freddy Krueger. Since the survivors graphical rework, these scratch marks are missing. They are an important part of the character and need to be added back.

    Step 1: boot the game

    Step 2: select Playing as Survivor

    Step 3: select Quentin Smith at least P6

    Step 4: equip the Prestige 6 reward, bloody face cosmetic

    Additional information

    Here is a comparison between Quentin's old and new Prestige face.

    https://us.v-cdn.net/6030815/uploads/IF5Z53XP9KAE/f9ajsh8agaamc29.png

    https://us.v-cdn.net/6030815/uploads/FB4N2IAL4J5M/f9ajupxbgaad6ds.png

    I'd like to see him with cosmetics with slashes in his clothes, too, though.

    And Freddy's model definitely needs an update. He's so small and unimposing. Even if he's technically accurate to the movies (is he, though?), he should look intimidating. The Entity would surely give his stature at least a little buff.

  • @Valimure said:

    Speaking as someone who runs Lightborn basekit thanks to Flashbangs, I actually have no issues with it Blast Mine - it gives me their aura (usually hiding nearby) or a lot of people love to do this thing now where they think you're blinded so they come and put another Blast Mine on the same gen to try and stun you twice… so free hit for me.

    Chemical Trap is meh, it's a brief slowdown. Doesn't bother me much.

    I actually have no issues with it Blast Mine - it gives me their aura (usually hiding nearby)

    ^ This. I usually chuckle a little when I get hit with Blast Mine. I often see their aura crouched in a bush five feet away. They stunned me and didn't use it to good effect, and I get a hit. In these situations, I feel I come out ahead.

  • I don't even play Freddy, but I'd absolutely buy a skin if it were OG Freddy with Robert Englund doing the voice acting.

    On a related note, didn't Quentin's bloody prestige shirt used to have slashes across it? He needs those.

  • I liked using Distortion in its original form, with three tokens to use to figure out what the killer was running and plan accordingly. It required strategy. When Distortion got buffed to regain stacks with no necessary action from the player, it became lazy: it counters a crapton of perks and add-ons with no thought necessary from the player. I mean, a perk that helps a survivor hide and recharges by hiding some more is not good design. That's not fun gameplay for the opposing side, and if that's what survivors want the game to be just ask BHVR to replace killers with NPC bots: bots won't feel boredom playing a lonely game of hide-and-seek, and they won't have the empathy to feel bad when they tunnel out the only player(s) they can find.

    When I want to play a game where I can stay in one location and be safe with no interaction with an enemy player, I go fishing in Animal Crossing. Personally, my favorite version is Wild World.

    (To be clear: I don't like how BHVR always over-nerfs everything they touch. As I said at the beginning, I liked Distortion in its original form. I don't know why BHVR completely ditched the stacks system for this new version. It's a weird decision. I agree that Distortion needed a change, but personally I don't think this was the way to do it.)

  • My friend and I usually force the grab if we think the Myers is running Tombstone. I wish it ever mattered one iota. It prevents the Tombstone, but the team never uses it as a chance to help themselves.

    One match that was especially memorable, after we forced him to grab us so he couldn't get the Tombstone, he dropped each of us on the ground and went looking for the other two. Our teammates stealthed around the edges of the map, never touched gens, never picked us up. A very productive four minutes. We bled out, and the other two both got Tombstoned, anyway.

    Don't get me wrong, I don't dislike Tombstone. I like having things that change up the game. I do wish it wouldn't mostly be used during events and Bloodhunts, though. The Tombstone animation is cool and sometimes even funny when unexpected, but it's less cool when I see a teammate who burned a nice offering get eliminated first thing.

  • The candles are cool. If nothing else, I like the aesthetic.

    They can do a lot of good when used strategically. I wish teammates wouldn't sabotage the strategic use of candelabras by picking them up for no reason and escaping with them or dropping them in the middle of nowhere when they get downed by the killer. I don't know if they do it on purpose or because they don't understand just how useful and necessary the bright white aura is to help teammates navigate the map, but it's frustrating.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799266#Comment_3799266

    I’m not going back and forth with you. What it comes down to is that the devs have both plainly stated and emphasized through core game mechanics that DBD is not a team game. It is a game that allows survivors to play as a team (insofar that it helps their own survival, like a medkit or a key or a specific perk. You know, a tool) or simply for themselves. And both playstyles are valid in this game whether you or any other player finds them agreeable or not.

    Castigating people who don’t play the way you believe they should (and you did in fact do that. This isn’t me putting words in your mouth) is a bad approach. There is no ‘right way’ to play survivor in DBD beyond things expressly forbidden by rules. You can be altruistic or selfish. You can spend the entire match engaged with the killer or play immersed. You can make it as competitive or as lighthearted as you wish it to be, and it’s all ok. Policing how other people, especially survivors, choose to enjoy the game is beyond your scope.

    Regardless of your opinion on how it is or should be balanced, survivors do not owe you a teamwork-based play style. If you would wish to have such cohesion in your matches, there is an option for it. That is BHVR allowing you to form the team you want. Attacking people who play solo queue in a manner you dislike—because it doesn’t demonstrate the ‘teamwork’ you personally believe this game demands—is not good. And that’s pretty much the end of our conversation for me.

    I have said repeatedly BHVR needs to focus on a direction for their game. BHVR needs to fix things. Repeatedly.

    And I have said the playstyle of hiding and doing nothing is not fun for the other people in the match. I have not insulted or bullied or scolded the players who do nothing but hide, I have mainly said it's not fun to be in the same match as them.

    that’s pretty much the end of our conversation for me.

    That's fine. What I have said and what you think I have said seem to have been two very different things, and this has been less of a conversation and more me trying to figure out why you keep going back to me "attacking players."

    The version of me you've been talking at isn't real. I don't "attack" people, and you repeatedly insisting I do is both insulting and tiresome.

  • Personally, I rarely if ever focus my complaints on killer behavior. My survivor experience has always been negatively impacted by my teammates more than anything else.

    A not-uncommon thing to hear about is "low MMR hell." Basically, you're in low MMR, and you get low MMR teammates, and so you die, and so you get lower MMR teammates, and so you die more… It's a vicious cycle all the way down to the bottom. Some players can get out of it on their own, but I think a lot of the ones who escape low MMR hell do so by playing in a 4-man SWF.

    When I do get good teammates, I'm more likely to die trying to make sure they don't die because they're now my future spouse. And so, again, my MMR goes down.

    Also, I will say, player experiences differ depending on region and MMR and time of day. So I'm sure there are survivors out there experiencing the things they say they're experiencing, I wouldn't say otherwise. But there are also people in your boat whose negative experiences center around teammates more than anything else.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799121#Comment_3799121

    Many of you claim survivors are giving up at 4v1 implying this is a common occurrence, but I only see it rarely in my games. It could be my ranking but even against extremely oppressive killers like the Skull Merchant, Nurse, or Blight, I see survivors wait to be saved from the hook no matter when they go down. Sometimes (usually) they last only in chase for a very short time (less than 15 seconds). Yet still they wait. Even as the game tilts so far into the killers favor at 3v1, or 2v1, I still see these people trying (and I think you all don’t talk about this enough). So I personally cannot speak to what you seem to be experiencing as it is not what I see in my solo queue games.

    But what I can say is that if survivors lose their will to fight at the start of a trial, the problem isn’t a single perk. Attacking other survivor’s for how they like to play (immersed or with their own survival in mind—which is valid) won’t make this game better for you, and it won’t bully or force those survivors to play for your survival either. These are my thoughts.

    I saw someone run Sole Survivor, Distortion, Wake Up, and Iron Will and she brought a key for hatch I saw in the end but she was still contributing in the match. She was near constantly on a gen, saved a few times, and healed. Maybe she wasn’t a good looper but she found another way to impact the match and that is OK. But based on your stance, you would call this player a ‘rat’ because she did not take aggro. This perspective I feel is warped. There will always be different ways of being strong.

    Many of you claim survivors are giving up at 4v1 implying this is a common occurrence, but I only see it rarely in my games.

    Everyone's experience is different. I talk about my own experiences and understand not everyone sees these things. There are some days where everyone plays as a team, and there are days where I have multiple matches with survivors who spend 15 minutes doing nothing so they can escape through the hatch for a total of about 8k BP.

     it won’t bully or force those survivors to play for your survival either

    I will continue to point out that I did not say anything like this. It's a team game that is balanced around 4v1. When one person does not participate at all, the game doesn't work. One person on gens, one person on hook, one person making the save, one person in chase. Four people. When one person doesn't do any of those things, the match falls apart. If BHVR wants DbD to be 1v1v1v1v1, they need to adjust their game appropriately, not simply leave solo queue to deal with the fallout of game design that didn't take into account just how "lone wolf" some players will be.

    But based on your stance, you would call this player a ‘rat’ because she did not take aggro. This perspective I feel is warped. There will always be different ways of being strong.

    Do not tell me what I would say. I have not called anyone a "rat" (I urge you to double check that, because it is true). I also do not criticize people based on their perks or what they bring. What I take issue with are certain playstyles that negatively impact the entire match. A stealthy team player is still a team player. It can absolutely be helpful if people take aggro, and there have been many instances where I wished a stealthy player would take aggro, but it is not required of them, nor would I say it is. It is appreciated when teammates take aggro and make risky plays that help others, and I have sacrificed myself to get those people through the exit gate because I know they didn't have to do it.

    You have, multiple times, put words in my mouth and made claims about my perspective and beliefs which I did not state; I don't feel I implied those things, either.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798916#Comment_3798916

    Yes, because that's genuinely the only way out for survivor is to do gens. Generators is the main focus for survivors, whereas outright tunneling a survivor out of the game is the easiest way to do a 4k consistently.

    Back in the day, survivors could generally waste time by cleansing dull totems and doing generic chest builds, but now that Behavior has reworked the game to be a 60% killrate — survivors can't afford to do anything other then generators as like I've mentioned, a viable strategy that killers do is to eliminate a target for less pressure on their gens.

    I can get behind the Left Behind, but I don't understand why you're wanting to focus on Urban Evasion, which is considered by many as a noob friendly perk. Are you also wanting to take a look at Fixated as well? How about the haste perks for both survivor and killer? Can we not have perk variability in the game anymore?

    Urban Evasion if utilized correctly (not crouching around excessively) counters killers like Hag, Huntress, Trickster, and Deathslinger yet you want to nerf said perk because it provides stealth?

    You're probably right that I shouldn't target UE. My issue with it is the number of people who crouch-walk everywhere. It's not necessarily UE but the overreliance on it when traveling across the entire map.

    I used UE a lot when I was new, thinking it was the best perk in the game. I feel deep shame about those days lol. I wish I'd gotten a swift kick in the butt earlier to get me to not be reliant on UE for so much. But that's me. And I don't remember when or why I moved away from it.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799142#Comment_3799142

    You're 100% correct, sorry about that. I did see the Kate avatar and I thought it was the same person. My sincere apologies.

    No problem, it was an honest mistake and an easy one to make when multiple people with the same avatar post in a thread. If it's not too much trouble, I would very much appreciate it if you edited the original post to clarify the mistake so as to avoid possible future misunderstandings. 😀

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799121#Comment_3799121

    I believe I see what you’re saying, and I get where you’re coming from, but calling players who use Distortion “rats” does give the impression that you are berating people for how they play. Calling a group of people rats does make your post seem a bit more hostile than you may have intended.

    I have not, as far as I remember, compared a playstyle to "rats." I use phrases like "unhealthy for gameplay" to avoid being insulting and to keep my criticism constructive. Sometimes I'm a bit heated on the forums despite trying not to be, but I try to stay mindful and course correct when that happens.

    Make sure to double check the username when referring to a previous post that you don't directly quote. It's easy to get mixed up when multiple people have the same avatar.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799102#Comment_3799102

    It’s the crabs in a barrel mentality. Your ire isn’t with the other consumers/survivors who don’t owe you a damn thing. It’s with the company/game designer that should make the game viable for all players and even at 3v1 or less.

    People do this at 4v1.

    And I outright said the devs need to fix their game. They designed a team game that needs 4 survivors working decently well together for it to be a fun experience. One survivor choosing not to ruins it for the other three. That BHVR said "play as a lone wolf" in their game description doesn't mean it's healthy for the game, it means BHVR designed it wrong if they want lone wolfing to be an option that doesn't make the majority of solo queue miserable.

     Your ire isn’t with the other consumers/survivors who don’t owe you a damn thing.

    I never said they owned me anything. I said that someone throwing the match from the beginning ruins it for at least three other players. It's not healthy for the game. I've never played any other game where doing literally nothing was considered a fun or viable or even acceptable playstyle. BHVR needs to decide if they want a 4v1 game or a 1v1v1v1v1 game and design it accordingly, because the state it's in right now doesn't function.

    I don't berate players for how they play. You're making it sound like I throw dishes at the players' heads and demand they play the way I want, but that's not the case. I come on the forums and say BHVR needs to fix this problem. BHVR has made a change to Distortion. Hopefully it's a step in the right direction and they take more steps in the future.

  • @Ayodam said:

    So when they move over to lockers (and they will), will you complain about those next? Just curious.

    They already use lockers.

    They use lockers and Distortion, Iron Will, UE, and Left Behind. Distortion getting nerfed means one less tool in their arsenal. It doesn't solve the problem, BHVR needs to make deeper changes to get people to actively participate in the game instead of throwing the entire match for a chance at a hatch escape, but just because it doesn't completely solve the problem doesn't mean it shouldn't be done at all.

    I mean, what are solo queue players supposed to do when we get these teammates. Go "next" every time? It's against the rules to try to take the killer over to them. I can't force them to play; I've tried, I've tried getting them out from behind that rock or out of a locker and showing them a gen, they will not follow, and they'll keep doing what they're doing even if you follow them around. You can't change a player's BHVR by saying "Please stop it." So what is solo queue supposed to do other than complain to BHVR to fix their game?

  • Teammates, as always, are the worst.

    I mark the exit gates with candles because they are absolutely hellish to find if we make it to end game. It's the best way to help teammates.

    And people pick them up. They pick them up mid-game, they pick them up before they run out the exit gate with teammates still in the match, they pick them up every chance they get. Someone picked one up two seconds after I put it down. Why? I have no idea. All they did was drop it under a hook a minute later when the killer downed them making a save. The ones most likely to do this are high prestiges, too, so they should understand game mechanics and at that point it feels like trolling.

    I've nearly died more than once because I had to hug the wall and keep running until I found an exit gate, all the while the EGC ticking down. There had been candles in front of the doors, but not after the gate was opened, nope. You don't even get points for leaving with the candelabra.

    The candles work best as map markers. Put them down near/on gens, put them down in front of exit gates, stop freaking picking up useful candles just to drop them in the middle-of-nowhere spots when the killer downs your highlighted butt.

    It's also terrible trying to get healed. No one can see where you are. When my friend and I played together, we could pick up and put down a candelabra repeatedly to show our exact location, but that's not going to work in solo queue with randoms. And healing is so slow.

    Just had the candle thing happen again. Not to me, the survivor made it more difficult for the last two survivors to get out after a hook save. And it was again a high prestige who picked up the candle to wave it around and walk out with it. I wish experienced survivors wouldn't actively sabotage teammates for no reason.

    If I play another match in this mode, I might start wasting time putting down four in front of an exit gate just to make a point of it. People need a fast exit after an end-game hook save, not to spend their Endurance and then some hugging a wall hoping they'll find the exit in time. I don't reach the end game very much, but when I do this is ridiculously common to see.

  • I dislike Lights Out mode, but I love the aesthetic. The eyes in the dark, the bats. Would be nice if those elements didn't disappear to never be seen again. The Castlevania map could even have some candelabra easter egg so that the candles return in some form, like how Nostromo has an easter egg with the key card.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426892/distortion

    Some people will argue that one perk shouldn't nullify all killer perks and add-ons as killer is the power role.

    But at the same time, Behavior needs to address aura reading and slow down on making them. With our current aura reading on add-ons and perks, it's quite easy to snowball a survivor especially with the bloodlust buffs and reduced speed boost a survivor already has. With these new changes, aura reading goes unchecked unless you run three perks:

    Off The Record situational in regards to only working off hook.

    Object of Obsession which always can make you a target because the killer always sees you. Sometimes I even see killers outright ignoring the OOO user as they can focus on other people as they will see the OOO user.

    Shadowstep which is more limited and you have to be in a boon.

    I don't see this as a good change for the future of solo-queue. They could have simply kept it a token system and caused it to regenerate in chase as many people pointed out, but they'd outright murdered the perk when aura reading is so prevalent in the game.

    one perk shouldn't nullify all killer perks and add-ons

    Which is true. It's not fair or healthy in the least.

    Behavior needs to address aura reading and slow down on making them

    What kinds of perks would you design for killers?

    Survivors have gens, bones, chests/items, altruism, escape, and evading the killer. That gives the devs a lot of different things they can make perks for.

    Killers have survivors. Chasing, downing, and killing survivors while trying to slow down survivor actions. There are gen perks, which slow down gen repair progress (and these are usually the most complained about perks). There are aura perks so killers can find survivors and get into chase with them. There are chase perks, which either make killers faster in a chase or partially nullify some of the defenses survivors have in a chase. Those are the main types. In terms of the small subsets, there are end game perks (niche and usually more for meme builds because they' translate to an empty perk slot for the majority of the match), carrying perks (again, more for meme builds, though Iron Grasp at times feels necessary on console), hook perks, exposure perks, and anti-healing perks. Again, the majority of those deal with damaging and slowing down survivor gameplay. Survivors don't really like going against the majority of them because they all interfere with basic survivor gameplay.

    Aura perks are in many ways the least damaging type of perks in that they encourage interaction with the opposing side rather than simply slowing down or preventing survivor actions. Killers can find survivors and get into chase. That doesn't mean the survivor will go down. Even seeing auras mid-chase doesn't mean the survivor is getting hit: the survivor can't mind game while their aura is shown, but there are still obstacles in the killer's path.

    Good survivors can and will lead the killer on long chases. If it also takes killers a long time to find survivors between chases, well 1. having zero interaction with anything is not fun, and while a killer is looking in lockers and behind rocks they are not interacting, it is absolutely boring, and 2. a long period of not finding survivors and then long chases is game over for the killer.

    I used to mostly play killer, but for a long while now I've played a lot more survivor than killer. I get bored pretty quickly as killer searching for survivors, and if I can't find anyone after a number of minutes I just walk away and do something else. I loaded in for PvP, they loaded in for PvE, it's easier to let them have their PvE than to spend my valuable time forcing them to do something they don't want to do.

    They could have simply kept it a token system and caused it to regenerate in chase as many people pointed out, but they'd outright murdered the perk when aura reading is so prevalent in the game.

    This is what I thought BHVR would do, and I'm curious why they didn't. Is there something in their data that caused them to take away the tokens? Are they changing killer perks in some way in the future?

    Back when Distortion just had 3 tokens, I used it a bunch as an info perk to learn what aura perks the killer was running and then act accordingly. It was the smart and resourceful way to use the perk and it actually felt like I was outplaying the killer. When BHVR added the ability to regain tokens, it became a lazy perk and there was nothing fun about that. Now they've ditched tokens entirely and only kept the regaining a use part. It's a strange direction for the perk. I enjoyed its original form back when it was released.

    @MissClove said:

    I’ve been playing dbd since release. (With breaks, of course) survivor main. I never really liked playing killer. Used to have more than a team full of friends to play with but over the years they quit playing due to how toxic the the community is and/or because of the hackers and perk changes.


    Distortion Is a perk I mainly use because I solo most of the time if my boyfriend doesn’t play with me. I was already losing all my tokens because alot of killers have aura reading builds. This nerf will render it useless imo. Why do the killers have so many abilities to see us and take away the one we have to counter it? I think this decision is bad and will probably cause me to quit the game again. Not that anyone cares or the devs.

    Just because I used Distortion doesn’t mean I didn’t do gens, help teams to get chased. There is a lot of times when I see a survivor getting bullied and tunneled by a killer that I throw myself in there to stop them.


    I’m really disappointed about this change. Hope I’m not the only one who feels this way.

    Just because I used Distortion doesn’t mean I didn’t do gens, help teams to get chased. There is a lot of times when I see a survivor getting bullied and tunneled by a killer that I throw myself in there to stop them.

    That's you. That's not my solo queue experience. My Distortion-running teammates are usually playing for the hatch from the get-go, and if they get found they run at a teammate to get the killer off their back so they can return to hiding in a corner. I am so, so happy for this change. I know I won't stop getting teammates who refuse to participate, but this is at least one less tool in their arsenal to throw the match and get everyone else killed.

    I hope next up is reducing crouch-walking speed on Urban Evasion and adding a gen-repair requirement to Left Behind. There's nothing like seeing someone escape with 8k Bloodpoints to know the match was a bust from the moment I loaded into the lobby.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798255#Comment_3798255

    I guess my point is like where do you draw the line. Like yeah I mean if you hide that long that you actually die to the endgame that is absurd, but what if you hide for say, 10 minutes until the killer finds the other survivor and then you get hatch. It seems to me that, rather than being a reportable offense, it should really be on the devs to make some sort of mechanic to prevent everything from being dragged out so much.

    rather than being a reportable offense, it should really be on the devs to make some sort of mechanic to prevent everything from being dragged out so much.

    Yes, this has been requested. Often and loudly. It being reportable is useless, it doesn't stop it from occurring. Much as we'd like to be able to, we can't force the devs to add a game mechanic to fix it.

  • @danielmaster87 said:

    It's zero fun for anyone. It's stupid. Why would you not want to see anything? Even the progress bars for gens, healing, and recovering for survivors are hidden.

    Hiding the progress bar for recovering was a horrible decision. Recovering gets interrupted very often during matches. Sometimes multiple times during a single instance of being in the dying state. I don't know what causes it, but I have to let go of the button and push it back down to get recovery to restart. But with no recovery bar, I can't tell when that happens. I can't tell when it gets interrupted or when it's finished unless I just do small taps of recovery, which is asinine as hell.

    It really feels like the devs don't play their own game when they do things like this. It happens on both PS4 and Switch, so it's not isolated.

    I've completed the Tome except for the two challenges that require sacrifices, but I see no reason to bother with those. I think I'm done with the mode. There's not even an extra BP bonus that would entice me to play it over the main game.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797344#Comment_3797344

    I think I have a little over 3k and I make so many mistakes and goofs lol. There's a difference in playing how I do though, taking long breaks, not playing to always win, etc... and someone who actively tries to practice at the game.

     taking long breaks, not playing to always win, etc

    lol That's the same way I am! I don't know how many hours I have because I'm on PS4 and Switch, but it's a good amount. And I have never gotten good at looping, I'm bad at judging speed/distance and I get caught on every little thing in the environment. I take a lot of breaks from the game, these days I mostly play for Tomes and events/limited time modes. When I do play, it's often not super seriously, like I haven't taken off Bardic Inspiration since it released.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797290#Comment_3797290

    nah, it's alright; it was just a way to illustrate what I meant when I said players have a distorted image. - Like I said I have my fair share of "omg what are these people doing" — or, well, not doing for that matter — moments. But I think it's important to be aware that even if these things do happen it's still more likely that you assume they happen way more often than they actually do, simply because you (or I or anyone) can't see the full picture.

    That matchmaking is absolutely whack sometimes also plays a role - that's very true and I wish it could separate the newbs and give them their own pool (technically it's supposed to do that but in effect it kinda clearly doesn't). Cause I wouldn't fault a new player for what would usually be considered excessive hiding. They're still in the horror-game-phase - and even if they're out of it they most definitely don't know where anything is on a map or where to go. Them running around the map like a lost puppy for the majority of the match is to be expected.

    Yeah, it's not surprising when new players do it, it's practically expected, and that is almost half of them. It's really not fun that matchmaking so often puts me in those lobbies. However, it's very frustrating when it's experienced players running Distortion and/or Urban Evasion and/or Left Behind who do it. Or someone with a name like "3k at 5 gens" who's decided trolling three teammates is their idea of fun (Bond once let me watch one of those players, who had a prestige of over 50, while they went from the basement to a rock to the basement back to the rock… all four survivors were still alive, but after over 10 minutes of watching them do that I was ready for the sweet release of death). It's especially bad when there's more than one of those types of players in a single match.

    I'm teamed with experienced players doing the waiting-for-the-hatch-from-the-moment-we-load-in thing at least as much as I'm teamed with newbies doing it. I'm not saying it's every match, but it's many. There are days when I turn the game off because it happens more than five times in a single evening. Players who refuse to participate ruin enough matches that that behavior and console performance are the two things I complain about most on the forums.

    Before the HUD, I didn't ever know for sure what teammates were up to unless they had less than 1k BP at the end of a match. But now with the HUD, usually playing with a friend (two people to see auras when dying or hooked, plus someone to spectate the match after death), the aura perks we run (Empathy or Bond), and understanding the amount of BP players have earned, it's usually easy to see what teammates are doing. I'm on console, but even if I weren't I have no interest in berating players for how they play a video game. I will however complain on the forums that the devs need to do something on their end. Maybe the Distortion nerf will help, only time will tell.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797404#Comment_3797404

    I enjoy hide and seek, im not a fan of this game mode, i want perks, items and addons (taking them away have nothing to do with hide and seek). Im fine with the darkness.

    taking them away have nothing to do with hide and seek

    You'd have to at least take away all aura perks to play a real game of hide and seek.

  • @mecca said:

    At this point, they should allow cheating. Killers have permanent wall hacks almost as it is and the only counter to that (distortion) is getting nerfed.

    My build is Lightborn, Distortion, Beast of Prey, and an up-in-the-air fourth perk which is maybe Deadlock or if I'm on Switch almost definitely Unrelenting. The only one with aura reading is Lightborn, and the simple counter to that is "Don't try to blind me." Survivors need to be able to cheat to have a chance against me? It really doesn't feel like I have permanent wallhacks, but maybe I'm missing something.

  • Ugh, this is miserable as killer. Can't see a damn thing. Can't track. And EGC is a bust because they still get Endurance when unhooked, and you can't find anyone new to chase them instead, so you might as well go stare at a corner when the final gen pops because otherwise it's just absolute frustration, not fun in the least.

    I'll be very happy to complete the killer Tome challenges so I can never load in as killer again. The first Lights Out was bad enough because I couldn't see anything, I tried killer a couple times and noped out of that role for the rest of its run, and now survivors have extra help and I still can't see. Who thought lonely walking sim in pitch black while tripping over the environment was a fun time?

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797416#Comment_3797416

    Not quite. The old Buckle Up protected both the healer and the person who was healed, meaning when paired with For the People, you could run in, instantly pick someone up, and both of you would be safe thanks to the Endurance. We're Gonna Live Forever only protects the person who was picked up - the healer would still be in danger.

    Ah, okay. So it's not that useful against a slugging killer, it's often gonna be just trading one survivor on the ground for a different one. It's best use is for when the killer has decided to target and repeatedly slug one particular survivor, which I've had happen but it's too rare an occurrence to run a single perk for, and it's only helpful if I'm not the one being targeted.

    I miss old Buckle Up, it was the only thing that helped when I had three teammates on the ground. I stopped running it and nowadays usually just concede if my three teammates are slugged so we can all move on quickly, otherwise 90% of the time it's me on the ground with the other two survivors for four minutes bleeding out while the one I picked up hides and waits for the hatch. It was nice having a comeback mechanic for killers who slug at four or five gens left.

  • Wait, is We're Gonna Live Forever now basically just pre-gutted Buckle Up, or am I misreading this?

    Edit: It's not, it's missing the Endurance effect for the person who does the picking up. Might as well point that out here in case someone misses the answer further down the thread.

  • This is the "hide-and-seek" game I see a lot of survivor players say they want. The killer can hardly see you, the killer can't track you. Yippee, the game does half the work for you, how exciting.

    I can only assume the survivors who want to play hide-and-seek are enjoying this, unless they come on the forums and say otherwise. But are killers having fun? Do killers want to play hide-and-seek?

    Personally, I've always hated hide-and-seek as killer. It's boring. It's absolutely mind-numbingly boring to walk around by myself for minutes on end checking behind rocks and in lockers.

    I've played PvE games like Fatal Frame (2?) where it's fun and tense to hide against an insta-death enemy. But in DbD hiding from the killer stops being tense at about 10 hours in, and then it's just "C'mon, go away, let me pop this gen," or "Geez, I'm bored, how is this match still going?" Hell, it'd probably get boring in Fatal Frame after multiple playthroughs when you know how the AI works. That's what happens with repetition.

    I haven't played this new iteration of Lights Out yet, so maybe it won't be awful, but I can't imagine it'll be so fun that I'm willing to play it without a good BP bonus. The extra BP bonuses are a big reason my friend and I play the limited time game modes.

  • @[Deleted User] said:

    I would just like to say that I downloaded this game 3 weeks ago and in all those 3 weeks I’ve only escaped 2 times on survivor. I’m not good at the game, I’m trying to be better but I also don’t have access to any of the other survivors. And when a game looks hopeless yes I kill myself on hook. I usually just get tunneled out anyway. I seriously try to loop and get better but not winning is taking a toll on me. I don’t even know if I want to continue playing this game. I just can’t win on survivor. And with every game that goes by I don’t feel myself getting better. I don’t know really how to loop and I go against these killers that are just so oppressive and on top of me. I just can’t compete. Is this normal for a new survivor to go through?

    Yes, it's normal. When you're a new survivor, killers stomp. It takes about 1000 hours of gameplay before players consider you not a newbie. No, I didn't accidentally add an extra zero: one thousand hours. And that doesn't necessarily mean you'll be good at the game. You can find people talking about having 3k hours and still being "hot garbage" (their words). Playing survivor takes game knowledge, and it can take hundreds of hours to learn the maps, learn the map variations, get an idea of how looping works, learn the survivor perks, learn killers' powers and perks and add-ons…

    Whether you want to dedicate that kind of time to this game is up to you.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796861#Comment_3796861

    The thing with that is: seeing what some people write in egc, what other survs get is a massively distorted image. Just recently I had a player accuse me of not knowing how to play, hiding all game and being too scared to do anything and just all around useless. Idk why they got that idea. I did 2.5 gens - one of which while the chase was right next to me but the killer too focused on trying to outplay a tile to notice or bother, unhooked several people, chased for a good while (and tbh have no idea how/why the killer didn't down me; honestly had a "can have down in five seconds but must.kick.gen." vibe). Somehow I did end up with 0 hookstages - but not for lack of trying to get the killer's attention. The only thing I didn't do was run into an ongoing chase (where the surv was safe and knew what they were doing). - It's anecdotal and I too have my fair share of moments where I could grab and shake survs that (seemingly) do nothing but I think the share of people who would end up in that Q is actually very small.

    the share of people who would end up in that Q is actually very small.

    The type of players you get changes depending on region and MMR, so the types of players I get may be very different from the types you get in your lobbies. I get curious and find those survivors who've never had an icon next to their name on the HUD…. I've done a lot of following a survivor back and forth between one rock and a different rock, or walking in circles in the basement. Or the multiple times I've been able to see survivors who never left the balcony on Garden of Joy. I've had a lot of matches with friendly or simply very inexperienced killers where someone would escape with fewer than 8k BP. On one really bad day there were multiple matches where I'd die or escape and see someone else still in the match had less than half the BP of what the next lowest person had (I'd check and spectate and no, they were not AFK).

    I'm sorry people misjudged your contributions to the team. Personally, though, my matches would see a hell of a big improvement if the queue could separate certain playstyles.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796872#Comment_3796872

    I just feel like all this talk of "punishing rage quitters" is not productive. Bhvr is hopefully actually working on ways to improve the game so people dont feel as compelled to "go next" every game. I hope that as they experiment with different game modes they will eventually figure out tweaks to incorporate into the base game to improve the fairness for all sides. The dbd community should be focused on positive goals like that rather than "punishing" which is a classic example of treating the symptom rather than the problem.

    In most cases I don't think punishing is a good thing to do in a game. It's a very common suggestion in the DbD community for everything people don't like: "Punish it." I often see people say positive reinforcement doesn't work, rewards don't work. Can't even get reward for desired behavior plus punishment for undesired behavior, because people who do the undesirable thing might find a way to get a bite of that reward and that would be world-ending, apparently. The "punish" mentality is terrible for a video game, video games are supposed to be fun.

    However, as it relates specifically to what I said, putting people who play a certain way together shouldn't be a punishment, and if it is a punishment then that's on the players for creating the environment they now find themselves in. However, my wish for a smarter queue system goes beyond that. I've said before that I think the game would benefit if it could identify casual vs competitive players. If the queue could put casual survivors who meme with casual killers who meme, and put the super competitive 5-gens-done-in-60-seconds survivors against the 4k-at-all-costs killers, then both sides would be happier. Do I expect that to happen? Of course not. But it would be a better experience for players if the game could identify certain behaviors and playstyles and adjust accordingly.

  • Interesting fantasy.

    I wouldn't call it interesting. I'm just venting because solo queue sucks due to teammates who turn 4v1 into 3v1 first thing by either going "next" or simply not participating. That and console performance are the two things I complain about most on these forums: I don't expect to see improvement in either.

  • @Massquwatt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796820#Comment_3796820

    Half the issue is just basically an attitude problem. It isn't policing how people play, if they want to give up on the first chase and sacrifice themselves then they should go play with others that have the exact same attitude. Just hold a mirror to their face and they'll quickly course correct.

    they should go play with others that have the exact same attitude

    I would love if the queue worked like this. There are certain playstyles that make for miserable teammates. The people who "next" immediately? Put them together. The survivors who do nothing but crouch around and hide and never help the team? Put them together. Whether the players course correct or not, at least they won't be trashing solo queue with their behavior.

  • @humanbeing1704 said:

    I’m confused there’s people actually mad about it?

    These people would get pissed off at rainbow six siege then over the years operators usually go down 5000 of the ingame currency every season and a slight drop for the paid

    The people who have owned the characters for years and are asking if they'll get compensated baffle me.

    This is a good change and I'm glad it also applies to iri shards. I haven't re-purchased anything that I already own on Switch… not sure I ever will… but I'm more likely to repurchase with the lower iri shard prices.

  • @brewingtea said:

    Does it have to be SIXTY ***** seconds??? Nobody ever readies up and it takes FOREVER to start a match.

    Also, I heard that the MMR stops working and they just gives you the first available player (to fill in the lobby-dodgers) instead of giving you someone of appropriate skill. The system isn't transparent at all, so we can't prove that's true, but it sounds like something BHVR would do

    You've heard that because the devs have flat-out said that when someone leaves a lobby it backfills and pretty much throws out MMR.

    backfill-01.png backfill-02.png

    I could swear I've seen a better official explanation of backfill, hopefully if anyone has it they'll post it.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796559#Comment_3796559

    You know what? You're right. It's only fair if one side gets broken crap, the other side should too. We can have the old busted stuff back when Killers get old 3gen meta perks, No-hook Moris, old hugtech Blight, and original Nurse with no nerfs back.

    Obviously that would all be ridiculous and nobody would play, because broken things are still broken no matter how "fun" one side or the other finds them, and broken things that badly affect gameplay shouldn't be in the game.

    Yeah, I can't imagine a mode full of busted old mechanics being a success. I mean, just how busted are we talking? Are we bringing back old exhaustion as well? What about hooks permanently breaking?

    Let's not forget old Bubba, the best camper ever created. And there won't be any anti-facecamp or built-in Borrowed Time, so Bubba will be back to his old glory.

    We all probably had at least one old and busted thing we enjoyed back in the day, but that doesn't mean those things should return in any form.

  • First, as a survivor, I really dislike my teammates who do nothing but hide. Don't do gens, don't do anything useful, just hide. I've never played any other game where doing nothing was considered a legitimate and fun strategy. I wish more killers I faced ran aura-reading perks that would out those survivors.

    Second, survivors may find stealth fun, but most killers don't really enjoy checking in bushes and searching lockers and peeking behind every rock just to find someone to interact with. Survivors have gens and bones and chests and each other to interact with, but killers only have survivors. If a killer is not interacting with a survivor, they're bored. I get bored when I can't find survivors in a couple minutes or so, and at that point I'm like "Whatever" and I go get a glass of water and read a book or something. I'm often not playing for kills, I just want to have fun, and if that's not happening then I'll go do anything else while survivors either hide in corners or play gen repair sim, whichever is their idea of a good time.

    Hide-and-seek is for children's play dates and PvE games, not PvP games. PvP games are for interacting with other people in a setting where risk doesn't have life-ruining/ending consequences. Killers aren't NPCs, they're actual people who probably don't feel like having 90% of a match being a walking sim.

    Also, the better survivors hide, the more killers camp and tunnel. I like to spread the love, but if I can't find the three other survivors then yeah, I'll either keep going after the same one or I'll put the controller down and do something else entirely. What I do depends on my mood, but what most killers I've faced do is the former.

    Stealth is useful and it can help delay and avoid chases, but too much stealth is unhealthy, and if a killer has to spend a lot of time finding a survivor before getting into a (possibly long) chase with a survivor to then get a down and a hook, the killer is going to have a miserable match. Killers aren't earning Bloodpoints unless they're interacting, so the time they spend searching is empty of any reward for them.

  • If bringing back old perks like original Dead Hard, original DS, and original Mettle of Man, the only old thing I can think of that would make killers willing to play that mode would be no-hook moris returning. At which point, survivors would get little to no use out of their perks.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796464#Comment_3796464

    You want to see cosmetics and the op here says they want to see the base skins. Why does what you want to see trump what they want to see when you don't see what they see. That is like you saying I can't use color blind mode because it ruins your immersion. That is incredibly self centered and selfish of you.

    This option would also help lower end consoles and pcs performance with the ability to reduce overall texture and model load if there is multiple kates in the same game. instead of loading 4 different unique kates those consoles now only load 1. From a technical standpoint this could greatly boost performance for players using last gen consoles like the switch.

    If I could turn on "disable cosmetics" while in the public lobby, I absolutely would every time a Yui wearing those damn tails popped in. They have absolutely destroyed the framerate in some matches, I do not want to play with anyone wearing that skin.

  • Yeah, I have video proof here to show getting over 30 downs and the achievement not popping:

    @TragicSolitude said:

    Now with video proof! The achievement did not pop after getting 20+ downs today. (Aug 3, 2024)

    The achievement says "20." I should have already had over 20 downs from 24+ meters away given the amount I've worked on farming it over the past 6 years. I'm trying to get it to pop now, and it still hasn't popped.

    Is the achievement broken and not registering the downs? Is it still set to 100 downs? Is the achievement for some reason set to ==20 instead of >=20? Did it reset my number of downs to 0 when the achievement was updated? Seriously, what is going on here?

    I'd love to be able to tell you exactly how many downs I've gotten, but there's no way to see. There's no counter in-game that shows the number, and PS4 doesn't show achievement progress, so I'm just out of luck there. Something in-game that helps players pinpoint when these kinds of achievements are broken would be great, otherwise how are we supposed to know and report it in a timely manner?

    Platform: PlayStation 4

    I recorded more video to show getting something like 20-30 more downs and the achievement still not popping but it's so time consuming to edit video I just really didn't feel like doing it for something where 30+ is proof enough and it feels like a waste of time when this was reported in June and in August it was still broken. And look, it's September and still broken.

  • I think the popularity of WoO is indicative of a couple things. 1. The RNG that is so heavily baked into the game is something players consider a chore to try to deal with, especially in terms of pallets and vaults which are so essential to not going immediately down in a chase. (I'm not making a statement about RNG, just about players' feelings towards dealing with RNG. They use a perk that puts distracting bright yellow rectangles all over their screen rather than try to guess mid-chase if the pallet spawned at this location or that location.) 2. Teammates' skills are inconsistent and unreliable, and you can't be sure if they utilized their resources properly or if they threw down every pallet without even glancing behind them. WoO will help you not run into an area that had pallets 60 seconds ago but is now a dead zone.

    WoO helps deal with things that make the solo survivor experience painful. I have no comment on whether or not it's too strong. I know it can be annoying as killer on a pallet-heavy map when the survivor easily runs from one loop to another and there are enough pallets that survivors could get 10 gens done and still have resources left, but it's even worse for survivors when you feel completely hopeless in a chase because there are no resources where you expected resources to be: you don't get any chance for skill expression, you just go down. Chase is basically the one time a survivor isn't stuck in place (doing gens, cleansing bones, healing a teammate, on a hook, slugged, on an exit gate), so when the chase is miserably short what was even the point of going through all the other tedium.

  • Killers are supposed to be able to see items and adjust their builds accordingly. BHVR needs to decide if they still care about that balance feature or not, because if they don't care they could remove lobbies and if they do care then they could remove last-second switching. Leaving it in this in-between state is useless and time-wasting.

    Lobbies used to have a ping indicator. BHVR removed it, I don't really know why, because sometimes I get into a game and the ping is horrendous and I can't play the match. If ping still showed in the lobby the match wouldn't be ruined for four other players because I literally can't participate, but the game doesn't give me the option to avoid high ping matches, I'm forced to die to get into a match I can play. The ping indicator was actually a very very good reason to have lobbies.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796036#Comment_3796036

    yeah its confusing sometimes it should just be pre-game lobby, game lobby, end game lobby.

    Personally, I like differentiating the lobbies with "private" and "public." It's usually not an issue anyway: 99.9% of the time people just say "lobby" with no other identifiers and everyone knows it means the public lobby. There's rarely a reason to care about the private SWF lobby as a separate entity. If you don't play with SWF you're not even going to think of it as a type of lobby, just a menu area where you queue up and wait to find an actual lobby.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795967#Comment_3795967

    I know that which is why I refered to it as the pre-game lobby and not the game lobby or end game lobby.

    I misread the post you were responding to. Apologies, that's my bad. The problem is that in all these different threads everyone uses different wording for these things. Most people I've conversed with mean the public lobby when they say pre-game lobby (vs the post-game lobby/screen). I've seen people refer to the private lobby as the SWF lobby and the pre-pre-game lobby.

  • Does it want to be worshipped

    Seems like a pretty hard "no" on that one.

    What does it really want

    It wants to feed. It feeds off pain and suffering. This also requires providing glimmers of hope for survivors so they don't fall into total despair (at which point they become useless as food).

    That's what I've pieced together from different parts of the lore, anyway.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795967#Comment_3795967

    The Devs have stated they can't do this - showing Prestige is an on or off switch, it's a boolean variable. It shows for everyone in the lobby, or nobody in the lobby. Any lobby.

    Besides your SWF can see it at the end. Zero issue to be had.

    That's not a surprise, I was involved in a previous thread like this one where I said something like that was probably the reason it was removed from both lobbies. Personally, I was talking about updating the private lobby to show more info overall (perks). That would mean more coding in general, at which point showing prestige privately could be separated from showing it publicly so it's not based on one global variable.

    Not looking for an argument here, because I know this change will not happen and I have no interest pushing saying it's needed. And I'll be the first to say there are much bigger QOL issues I'd like to see them fix before tackling something like this. But it could at least be something for BHVR to keep in mind for the future, as they do love to make (awful) interface changes no one asked for. At least this would have been asked for.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795948#Comment_3795948

    it was hidden to prevent lobby dodging which happened to me almost anytime i picked kate. It should be hidden atleast from killers.
    I know you meant the pre game lobby. You can see it in the end game lobby…

    There are 2 different lobbies before entering a match. The first one is private, SWF only. Then, once everyone there is ready, the game looks for a public lobby with a killer and any other survivors needed to fill out the match.

    The original poster is specifically talking about the first private lobby and excluding the second public lobby. Dodging is not a possible problem in the private SWF lobby. There's every reason to hide prestige in the public lobby but no reason to hide it in the private SWF-only lobby. Friends like to show off and compare progress when hanging out, it makes sense to allow it privately amongst friends.

  • @RoastedGarlic said:

    I have seen far fewer dodges since they removed the ability to see prestige. Im glad its gone, I hope it doesn't come back. I see your point for swf lobbies, I also think we should be able to see our teammates perks like you can on mobile or atleast like you could on mobile haven't played in a long time.

    Both prestiges and perks should be shown in the SWF (not public) lobby.

    Showing perks in the public lobby would lead to dodging. I've seen threads created where people ask for that specifically so they can dodge builds they don't like. And it would be even more telling than prestige of how new a player might be (a Dwight running only a single tier 1 perk is not going to be popular).

  • @Coordi said:

    Can you please provide game logs if you were on PC? Thank you!

    Wow, that's a quick response. I reported this issue back in March and never got any official response :( Another player made a new forum account a month later just to respond and make sure I wasn't still struggling with the issue.

    My problem turned out to be that the game keeps growing without giving players any hints that these things are happening behind the scenes. I had rebound my buttons immediately upon starting the game back in 2018, changing the vault button to square or something (having vaulting/dropping pallets AND healing bound to the same button is the worst default DbD could have, players should immediately change it). Years later, DbD added an "Activate ability 2" (very vague) input binding, with no hints what that means, nothing to let players know this was now a thing and to check their input bindings and make sure nothing overlaps, and so the vault option was overriding the option to place Chemical Trap.

  • Have you edited your key/button bindings? If there's overlap, it won't give you the option to place a trap. It's very annoying how the input bindings are done in DbD.

  • I just want Vecna's spells mapped to the directional pad on the controller so I don't have to open up the clunky menu. I can't use him with that menu, it's too cumbersome. There are four directions on the d-pad, there are four spells that line up perfectly with those directions, it'd be such a perfect way to handle him on controller.

    Also, 3% for Vecna when there were 36 playable killers is not bad, especially when Vecna is licensed.

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