TragicSolitude
TragicSolitude
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- TragicSolitude
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@CLHL said:
Well, stealing blood drop is already impossible unless the killer is totally ignoring the event. You have to take the very first chase to have a chance.
My friend and I both completed that challenge by grabbing a blood drop, getting hit at a pallet, and then throwing the pallet down to stun the killer and steal the blood drop back. Took no effort, done on our first tries.
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Join the Lightborn gang. I run it in 100% of my games.
It sucks that counters that should work against blinds don't, but it feels great when someone tries to blind me with a flashbang and then I know exactly what rock they're crouching behind. Flashbangs are stupid common in my matches and survivors do not seem to expect Lightborn, because they will try and try again to get those blinds.
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@GoodBoyKaru said:
LNY gave us Howling Grounds, Moonrise, and then the 2021 LNY event with the behind cracked envelopes that gave like 30k+ BP for breathing near them. LNY has given us three of the objectively best events DBD has ever had, including the objectively best event Moonrise.
And it's been permanently scrapped for this, which had the potential to be amazing, and then wasn't. How are you gonna scrap the event that was notorious for BP gains (even during Howling Grounds it was 2nd best next to anni, and then 2021 LNY was arguably better than anni) and replace it with an event that's objectively worse than a Bloodfeast event, something done already in 2016/2017 (idk it was before my time)
Yeah, I got crazy Bloodpoints with those envelopes, they were great.
Even disregarding Bloodpoints, the LNY events were fun. I loved the gameplay and the visuals. This Blood Moon event doesn't come close: the in-game mechanic is not really useful or entertaining, and to make it worse the BP gains are meh.
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I can't complete the Bloody Catch challenge on PS4. I did it just fine on Nintendo Switch, but on PS4 I've finished it twice within matches and then been shown "0/3 hooked" after the match.
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This is happening on PlayStation 4 as well. I completed it, it didn't count. I restarted the game, completed some other killer challenges in the Tome, then tried the Bloody Catch challenge again. Once again, it showed as completed within the match but after the match it says "0/3."
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679890#Comment_3679890
Wow, that‘s so sad.
Yup, agreed. I stay away from buying linked cosmetic sets. The fun is in mix-and-matching.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679869#Comment_3679869
Can you unlink the cosmetic once you bought it?
No.
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I'm in a similar boat, but I want to use her hair and top and ditch the skirt part. I'm not buying it as a linked cosmetic, period.
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One of the best moments I ever had in any match was due to Rancor + Nemesis.
My friend and I were survivors. The killer, Wesker, turned out to have that combo of perks, so after he mori'd the first survivor my friend and I each ran to a pallet, stunned him, and we both got mori'd. It was awesome. I'd hate to have a chance at that taken away, especially with how rare Rancor is. I don't think I see it more than once a month, if that. I see Rancor paired with an obsession-switching perk even less than that. At least, unlike most RNG in this game, a surprise Rancor is pretty funny.
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I earned so so many more points during the Lunar New Year event thanks to that envelope they did. The envelopes were awesome.
Not only are the Bloodpoints I'm earning right now pitiful, but this blood thing is also just generally not a fun mechanic. The Halloween event with the ghosts was fun. The snowmen were fun. This blood thing is boring and mostly pointless.
Even ignoring the envelopes, I just liked the Lunar New Year event better. I don't think I'm going to play this beyond finishing the event Tome, and without that I'd quit now.
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The basements are damn near pitch black on Switch. It's awful.
I really really hate how the game gets worse and worse on Switch. If they won't give us the Switch cross-progression they promised they could at least make sure the game is playable.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679506#Comment_3679506
We just have different versions of the word "friendly" that's fine, A-Okay . You play the way you want to play and I am happy for you.
If you load up your games with a blank SM and tunnel one survivor out and call that "friendly" that's fine. Thats how you want to play. Not sure how many people will agree with your version of it but that shouldn't bother you.
The scoreboard you provided showing me someone with sub......
7k points!!!,
and the story about someone giving up on death hook tells me the survivor was tunneled.
This tells me the person was not left alone in the trial.
Again that's fine if that's how you want to define playing "friendly". Just interesting interpretation is all.
I play friendly all the time. I often only hook each survivor once if that. I avoid chasing any one survivor for too long. I have seen people escape with sub-8k in those matches. I am seeing many many survivors who do nothing but crouch around the edges of the map and don't touch gens, don't do anything except stealth around to avoid birds.
I have the same problem playing survivor as well. It's becoming more common for some reason and it absolutely sucks.
I wasn't in OP's match and can't testify to how he played, but there's more than one way for a survivor to earn nothing in a match. It's very possible that when he wasn't chasing her she wasn't actually doing anything.
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Performance issues. If the framerate is so bad that I can't land a hit, then I'm better off putting down the controller. Either way, I'm no threat to the survivors, so I might as well not frustrate myself or prolong it by slowing down gen repair.
It happens a lot on Nintendo Switch.
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Every time a new killer comes out, the response from survivors is that they're tired of going up against the new killer. If you're playing DbD when a new killer is released, then you should expect to see that killer. If you don't like the new killer, take a break for a week (the new character's usage rate usually drops well before it's been a week).
That's really all there is to it. I already saw the Unknown a lot less today than I did the previous days, and he wasn't the majority of my matches before today, either.
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I wouldn't care about them linking the cosmetics if it didn't include the weapons. I want to be able to change weapons regardless of the killer's appearance.
I'm tired of the weapons being bound to linked sets across all killers, but with the Unknown the weapons are very different, and the axes are boring as hell.
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@TheRealConsent said:
Its just a 2 day ban, you'll be fine
They didn't ask to get it reversed, they asked how to prevent this in the future because they don't know what they did wrong. They can't change their behavior if they don't know what they did that caused the ban.
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I agree, de-pipping needs to go. It made sense when grades were ranks and used for matchmaking, but that's long gone. Grades are just for a monthly reward, and losing progress towards the reward sucks.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672186#Comment_3672186
I think I remember reading it was supposed to be 10 times but BHVR made a mistake and just never bothered to fix it.
Nah, it used to be 100 for everyone, but BHVR realized that was ridiculous and lowered the number. (At least, that's what I've always heard.) However, Sony is a pain and doesn't like achievements being changed unless they become literally impossible. An early Legion change made an original achievement of his actually un-achievable, so it was able to be immediately updated. The Huntress achievement is technically possible, so it has remained.
@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672183#Comment_3672183
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672186#Comment_3672186
bhvr actually changed it some months ago, now it´s only 20 hatchets (yes, i did it before the ´´change´´, all 100 downs, some weeks before the change, ALL 100 DOWNS💀)
Never unlocked for me. Everything I've read says the text was updated but the achievement still doesn't pop for less than 100 downs.
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Skilled Huntress. On PlayStation, it requires downing survivors 100 times from farther than 24 meters away. It's an absolute BS achievement and the only one I haven't gotten.
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If a survivor has birds, they should lose collision so they can get past a teammate or killer who has body blocked them.
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Us console players have been asking for years for these things: better controls, dead zone and response curve settings for controller, an optional reticle for ranged killers. BHVR acts like keeping reticles away from console players somehow means PC players can't and don't just use their own reticle while console players get double screwed.
First and foremost the big big thing we console players need is more controller settings. We have an abysmal lack of options, I don't know why BHVR insists on ignoring this.
I'm actually really really frustrated with the controls in the game right now. Move the analog stick slightly, slightly, nothing happens, slightly more, still nothing, push slightly more, and then the camera or the cursor or whatever you're trying to move jumps a mile. I'm sick of it. When playing killer on Switch, I can't hit survivors if they're standing still, forget trying to hit a moving target.
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Unfortunately, the devs actually use the chase music to balance the game. (This isn't a guess, they have outright stated this.) That means players will continue to get their eardrums blown out if they try to have the volume loud enough to hear those nearly silent footsteps. I gave up trying to use sound to track anyone years ago, I've always found directional audio in this game to be absolutely useless, especially with BHVR's nonsensical audio occlusion. God forbid I think I hear the hatch or injured survivor, I go in a circle and somehow end up looking in the wrong direction every time.
Other games are designed in a manner where the music is optional and players are allowed to turn it off if they feel it's interfering with their ability to hear useful sounds. That's not the case with DbD, where a large number of the killers get washing machine screeches as chase music just to make sure it's loud and obnoxious enough to drown out the audio players want to hear.
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One of the reasons players are allowed to dodge lobbies is to avoid matches with a bad ping. That's why there's a ping indicator in the lobby, so players can try to avoid matches where they're going to rubberband around and not be able to do anything.
Punishing people for dodging lobbies means those players will instead go into matches with the intention getting out of the match as fast as possible, or they'll disconnect on the offering screen which means everyone has to re-queue up. I'd rather those players dodge the lobby.
I also play on Switch, and I'll often dodge a lobby if I see another Switch player in it. No solo queue survivor wants to be in a match with multiple Switch players, because unless the killer is also on Switch it's just going to be a miserable time, it's not worth playing out. When I can't be at the screen I wish other Switch players would dodge when they join the lobby and see me instead of tanking the match by sticking around. It's stubborn and selfish to not dodge in that scenario, the queue is fast and there's no punishment for dodging, so there's no reason to stick around and ruin the match.
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BHVR will make BPS personal only (like Escape Cakes and Survivor Puddings) before they allow survivors to give themselves a 400% Bloodpoint bonus that leaves out the killer, if for no other reason than because every killer ever would absolutely disconnect on the offering screen if they saw that.
A BPS has nothing to do with tunneling. If you have a problem with tunneling, that's a separate issue. I see killers tunnel the same amount with and without a BPS.
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I've had games where no one works on gens, all four survivors run around interacting with the killer doing altruistic stuff and getting in chases and it's so much fun even though it inevitably results in a 3 or 4k for the killer. I don't know if the killer enjoyed it, I hope they did since they were constantly active and they killed most if not all of us, but I and my friend definitely had fun and the other two survivors seemed to be having fun as well. So, I think it is possible to have matches where all 5 players have fun.
I wish I had more matches like that, but they're pretty rare. Otherwise, in general, survivor fun comes from well-rounded matches where I get to do a little bit of everything and the trial doesn't drag on forever, and killer fun comes from rewarding usage of the killer's power with near-constant survivor interaction and having chases that are fun but not frustrating.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647026#Comment_3647026
It doesn't require a minigame though. It makes you think you're gonna escape faster if you press the ever-shrinking skill check (which it used to), but in the end all it does is lightly push the killer to the side sometimes. Makes about as much sense as the old spamming space on death hook: if it's gonna do nothing in your favor then might as well make it automatic.
Default it to wiggle and give people a button prompt to stop wiggling in case the killer is giving them hatch or something. If the player has no agency and nothing they do matters while they're being carried there's no point putting any effort in struggling manually.
It's a video game. It's not always about making sense, sometimes it's just about wanting to keep the player actively involved in what's happening so they feel they're participating. If the character is acting on its own rather than reacting to the player's input, the game feels less interactive. Plus, survivors get points for hitting those skill checks. I like getting those points.
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The framerate on Nostromo is abysmal, especially on Nintendo Switch (and I was playing survivor).
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647400#Comment_3647400
Removing hatch, or not having any form of consolation prize, won't just mean you'll see less survivors hiding for hatch, it will also mean you'll see less survivors. They'll either stop playing survivor or they'll play something else. It will just be cheaters and sweats with no room for casuals outside of custom matches.
But I did include a consolation prize, and to get it all that's required is playing the game. If the last survivor on the map earns enough points, they automatically escape. The hatch is an RNG mechanic, it's not earned and both sides routinely complain it's unfair. The number of matches that get tanked because a survivor decides to stop participating is much higher than the number of survivors who actually get the hatch, at least in my region/MMR.
I play like a casual, I'm definitely not the best survivor, but the amount I die could probably be halved if my teammates at least worked on gens. It would improve my experience so, so much. As is, the way my random teammates play has me avoiding the game and not playing for longer and longer periods of time. I can only hope the people who believe that hiding to get the hatch is the best tactic stop playing DbD and never return, then I might actually have a desire to play the game again. For people who don't spend all their time hiding, there'd be no reason to leave the game.
If you like the hatch mechanic as is, that's fine. I've also seen people who miss the days of multiple survivors being able to escape through the hatch with a key. Some people had positive experiences with those things, and then there are people like me for whom the negative experiences hugely outweighed the positive ones. The experiences we have are often dependent on the teammates we get, and for solo queue players that (like so many things in DbD) is RNG.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647401#Comment_3647401
Well it depends what killer you play. I have played wraith in that mode and its really easy since he is always close to the survivor. I can see how someone like huntress would struggle since she needs to aim
If I remember correctly, I tried as Legion, Chucky, Demo, and Nemesis. I felt equally blind as all of them.
My friend says Dredge is good, since you can see the survivors better in night mode. I reached 2 million BP and have nothing to spend it on, though, so my time playing Lights Out is already finished. If the mode returns, I'll try Dredge.
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I can't see anything. I don't know how the hell killers are able to chase me when I play survivor, unless the visibility is a lot better on PC than on console, because I sure as hell can't chase survivors as killer. I felt a lot blinder as killer than as survivor in Lights Out mode.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647032#Comment_3647032
The last 2 survivors are trying to complete their objective: escape, a.k.a. not die. Surviving is their objective, not powering gens (which is only 1 means to an escape).
Working on gens when there are only 2 survivors left is a death sentence; unless there is 1 gen left, gens are very spread out, Aftercare is in play so that both players can see they're not the only ones doing gens and give visual cues to where the killer's at regarding patrols (the HUD kinda does this), both survivors are good at hiding when their gen gets patrolled, and both are committed to completing the gens.
In my thousands of matches, this has only happened 2 or 3 times. (This number is biased, as I either have to be 1 of those 2 survivors and I'm not that committed to gens, or I have to spectate matches after I die to witness 2 others do it which I don't.)
The last 2 survivors are trying to complete their objective: escape, a.k.a. not die. Surviving is their objective, not powering gens (which is only 1 means to an escape).
Except that if the two remaining survivors refuse to work on gens and instead hide around for an extended amount of time, the devs have said it's considered holding the killer hostage. The objective is to do gens to power the exit gates and escape. The hatch is a consolation prize for the last survivor, not an objective. One of the reasons gens exist at all is so killers know where survivors will be. The devs do not expect killers to search every inch of the entire map for survivors, the game isn't designed to work that way, so if survivors avoid gens the game breaks. You yourself are saying that the final two survivors are best off hiding waiting for the hatch, which shows the hatch encourages and rewards game-breaking behavior. That makes it a bad mechanic. Refusing to participate in gameplay by doing nothing but hiding shouldn't be rewarded.
You're lucky if you rarely experience this. When I play killer it's not uncommon for only one survivor to attempt gens while the other hides, and as survivor I see hatch-playing gen-avoiders multiple times daily. It's one of the things that bothers me most in this game and I complain about it regularly on these forums. Teammates not touching gens ruins more of my matches than anything else, and it's so frustrating that more and more I avoid playing DbD at all.
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I don't think it's insulting or rude. I don't think most killer mains would consider it rude, either. I think you got a weird one, there, and they're probably one of those people who take everything as an insult, which is on them and not you.
Every once in a while I have survivors offer themselves up. Sometimes I take it, sometimes I don't. If I need a kill for a challenge, I take it and am thankful. If I don't need it, I'll probably only accept if they're going to die to the entity anyway because time is almost up. Otherwise, it seems silly to take 7k+ away from the survivor for escaping when it rewards me so little BP for getting the kill. It's a very uneven trade in terms of BP.
That's my view. I understand that when a survivor offers themselves up it's usually a sign of appreciation for how the killer played (usually because the killer makes the game harder on themselves by not tunneling, or the killer simply stops at double hooking, and in turn it allows the survivors to have a more enjoyable match).
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Wrong, wiggling's not pointless, it limits the amount of time the killer can carry a survivor, preventing them from carrying a survivor around the map.
I'm sorry you've somehow never gotten off the killer's shoulder, but I have. And I've also had the wiggle function break. Look at how long the Hag got to carry me around without Iron Grasp or anything, it was almost 30 seconds of being on their shoulder:
@TragicSolitude said:
Wiggle issues have happened twice. The first time I was playing as Ada on Garden of Joy against a Hag. The second time was as Alan Wake on Ormond against a Wraith in Lights Out mode.
The first time, as Ada, after about 16 seconds the bar filled up but I did not escape from the killer's shoulder. They were able to carry me around for another 13 seconds (as I continued to hit skill checks) before they put me on a hook.
https://www.youtube.com/watch?v=0_wExur8QWw
The second time, as Alan Wake, the skill checks completely disappeared. My teammates body blocked at the hook, I'm pretty sure I should've gotten off the killer's shoulder (there's no bar in Lights Out mode, so I don't actually know, but I was on the killer's shoulder for about 20 to 21 seconds). I was unable to wiggle and the killer was able to hook me.
https://www.youtube.com/watch?v=ZzkoLSV722A
Platform: PlayStation 4 Pro
No, I don't want wiggle taken away, and if you do then you're not really considering the consequences of your request.
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I'm so tired of my teammates playing for the hatch after the first survivor dies. Or even sometimes when no one's died yet. The hatch brings out the worst in survivors.
Get rid of the hatch. Get rid of the killer ever being required to 4k for any reason. Instead, if the final survivor has earned more than 7.5k, they get to be the "final girl" and escape, and if they didn't earn at least 7.5k they automatically get consumed by the entity. (The final survivor being in the dying state wouldn't change this.) The hatch should never double or even more than double the number of points a survivor has earned. Yeah, I know, bad matches happen where three survivors die and no one's had a chance to earn anything, so the final survivor would be doomed, but nothing's perfect. I'm tired of teammates doing nothing because the hatch is so damn lucrative. It is so common. Rather than the last two survivors hiding hoping the other dies first, they should actually be participating in gameplay and trying to do the objective.
Yeah, I've had a lot of bad matches, lately.
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I played Lights Out for a while with my friend. It was not fun. Our teammates pretty much refused to touch gens. I mean, I know it's like that in normal mode, but Lights Out somehow managed to actually be worse. Very few killers were having fun with the mode. My friend and I turned DbD off for good when a killer body blocked him for an entire match (13+ minutes), that was the final straw, a lot of bad matches culminating in a killer actually holding one of us hostage, convincing us we're not going to have any fun in this mode.
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@KateMain86 said:
It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.
To deny the tombstone for how they went about trying to do it? Absolutely. Was it worth the frustration of the match? Absolutely not. I would prefer people not play this way and the matches be more fun.
That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.
If you look at the pictures you'll see he tried to get us both. The last picture is me hiding in a locker to deny him the tombstone. He was charging up evil within and activating it in chase when he got close to survivors. Lockers prevent him from doing that. I wanted him to hook me after pulling me out of the locker but he refused. This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.
These kind of matches are in fact mind-numbingly boring.
I've managed to avoid being extremely bored in Tombstone Mikey matches; I've actually had a lot of fun denying them the Tombstone for as long as possible. Most Mikeys have had to give up and hook me, especially if they don't have infinite tier 3. I've never resorted to using lockers, though, since there are no points to be earned sitting in a locker. If it's a choice between doing literally nothing and being Tombstoned, I'd rather be Tombstoned and move on to the next match. I'm going to die either way, being hooked vs being Tombstoned means nothing to me if I'm not having fun in the match.
This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.
It would be a lot of work to code that, and it would require a couple things. The first would be getting rid of hook-denial perks. The second would be figuring out what to do when the killer has walked away from or lost the slug but the survivors are leaving the slug on the ground. Leaving a teammate on the ground so that a gen does itself and the killer can't even kick it could be a big get. The killer can't always hook someone but survivors are never required to pick up a teammate on the ground, so a blanket punishment for there being a slug could be a big problem. I've left horrible griefing teammates to bleed out on the ground, and my god a gen doing itself for me on top of them dying would have been awesome.
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If killers are going to be forced to hook or else get huge penalties, anti-hook perks would have to go. If a killer gets heavily punished for slugging when survivors can run hook-denial builds, that would be extremely unfair.
They did not succeed but it came at the cost of having to wait out not only the extremely long bleed out timer, but also being carried around by the killer with 1% left for as long as possible.
Anyone who has ever been in this situation knows how mind-numbingly boring this situation is.
That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.
I had at least 3 matches yesterday where the killer 4-man slugged at 4 or 5 gens. I bled out at least once. It didn't feel extremely long or mind-numbingly boring. It felt kinda dumb and pointless, but I died and moved on and that was that. Even happening multiple times in the same day, it was shrug-worthy at best.
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637588#Comment_3637588
This is beside the point, but if any killer is going to be this toxic in trying to do something then I will deny them.
It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.
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Kinda boring for just one of us to play while the other sits around. Or if we're both playing but in different matches, we'll get distracted looking at what's going on in the other's match. Plus, it's nice to do some teamwork and then high five after. Good times.
We're just a pair, not a 4-man, and playing in a pair is pretty much solo queue but you're sharing the pain with a buddy. We occasionally play solo, but it's rarer and rarer. For years I only played solo, before I got the game on the Switch so we could play SWF.
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@missionnhunter said:
I've literally had 30 rounds in a row where the killer does nothing but tunnel each person right off the hook. This game is broken. Devs don't seem to care because the minor changes they've made have not removed tunneling from the game. It's literally unplayable garbage at this point. This feature is not fun, does not add challenge, and does not make new or existing players want to continue playing. The purpose of a game is fun, literally no survivor ever has said that tunneling adds fun - that's 80% of the players in each round (4 survivors 1 killer) and yet it's ignored.
It's so easy to solve. Make DS automatic and unlimited until the killer gets a certain distance away from the survivor, or until the survivor does an action to benefit the team ie generator, heal teammate etc. And it disables when only 2 survivors are left. And if a killer persists in tunneling they get stunned an increasing amount. SEE? Very simple to fix. It didn't take an entire dev team to come up with a solution that would make the game considerably more fun for survivors and would make the killer use skill to win, which is the whole point right? Right?
It's so easy to solve. Make DS automatic and unlimited until the killer gets a certain distance away from the survivor, or until the survivor does an action to benefit the team ie generator, heal teammate etc. And it disables when only 2 survivors are left. And if a killer persists in tunneling they get stunned an increasing amount. SEE?
On the one hand having a survivor follow me around and insert themselves into my chases because they had DS meant they weren't working on gens, which was a plus. On the other hand, I'd be forced to hit them while I was trying to chase someone else, and then I'd lose the survivor I was chasing and I'd have someone on the ground I couldn't pick up, which was annoying and I played killer less and less while that was a thing. It still happens, though not nearly as much as it used to, but if DS were unlimited I'm sure that playstyle would come back in full force.
The problem is that DbD is designed as an elimination game, and for each survivor the killer eliminates the killer gets stronger, so the killer is incentivized to tunnel. The killer doesn't get stronger for hooking a survivor and then letting the survivor go continue on in the match. If the catch-and-release method were at least as good as quick elimination, then more killers might do it. I play catch-and-release and it's a much bigger challenge than eliminating the weakest link first, but I don't play to kill so it doesn't matter. Someone who plays to kill and win is going to play efficiently; they're not going to unnecessarily make the game harder on themselves, not unless they've gotten bored with winning. (Yes, some people do get bored with winning and look to challenge themselves. A game can't be designed with that expectation, though.)
Tunneling is also the more intuitive way to play. The tutorial is nearly useless and a lot of players don't even bother with it (I know because I keep getting killers who don't know how to pick survivors up off the ground), so killers don't learn how to pressure gens and spread the love amongst survivors.
That was a bit long-winded, so I'll repeat the important parts: 1. Tunneling is intuitive, it's the most natural way to try to play, and the game doesn't even try to teach killers otherwise so of course they tunnel. 2. DbD is an elimination game that heavily rewards the elimination part. If the catch-and-release method were at least as good as quick elimination at increasing the killer's chance at winning, then more killers might do it.
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Console-only cross-play would be amazing.
Nintendo Switch has been cut of from cross-play a couple times due to issues in DbD, and my god the matches felt much better when it was just Switch players vs Switch players. I mean, the performance still sucked ass, but we were all suffering together. And getting matches was still instant. There's no turning cross-play off when the game is working normally, though, because then there are no matches to be had whatsoever (I've tried it occasionally and I give up after waiting in the queue for over an hour and not having a single match).
I normally play in a pair with a friend who's on PlayStation, so console-only cross-play would be ideal. Sure, the other consoles have a huge advantage over Switch, but it's having PC in the mix that's the biggest problem.
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Nurse on console is the hardest adept. Thank god Nintendo Switch doesn't have achievements, I'd actually cry.
I got Chucky on my second attempt. Wasn't too bad. FttE did come in very handy. The most stressful part of adepts is almost always just the last survivor and fighting against the RNG hatch.
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The visual heartbeat isn't cheating. It is, however, obvious which of my teammates are using it because they begin crouch-walking away from the gen well before I even hear the TR, meaning they don't take aggro but they're also useless as gen jockeys. That can't be fixed, that's just how some players are, they moved from Spine Chill to the heartbeat, but the visual indicator does seem too sensitive. Players using the visual heartbeat and players using their ears should have the same info; neither one should get advanced warning.
Killers need some sort of visual indicator, too, yes. Things like gens and footsteps, sounds DbD wants killers to rely on. I don't use the visual heartbeat, but I might use the killer one, because the sound occlusion has me unable to hear a damn thing half the time, and I certainly can't track via sound in this game. Five years playing this game and I have never once been able to use footsteps to track a survivor. Even the sounds of an injured survivor are pretty garbage, I have wasted a stupid amount of time in this game trying to locate an injured survivor I heard but couldn't see, because I'll hear them for a second or two and then silence; they're still injured, but they're gone and I am never able to pick up where they went. BHVR seems incapable of fixing the audio, it only ever gets worse (even in Meet Your Maker, the audio started out good, and then with the updates it got worse as the audio occlusion eviscerated directional audio: it stopped being any sort of useful for finding Tombs). Since they apparently cannot fix the actual audio, giving visual indicators for things they design around killers being able to hear and use for info would be the next best step, especially since it would make the game more accessible.
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Ended up on Midwich again with both gens spawning. This time we did the music room gen first, then the chemistry room gen. After an exit gate was opened, the door did dissolve to reveal the secret room.
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Right now you get value out of sabo without finishing the process, because the killer cannot hook a survivor on a hook that's in the process of being sabo'd. The devs would have to remove that if they removed the cooldown for an unfinished sabo attempt, otherwise survivors could spam it infinitely.
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I've found teammates are the ones who screw up the new AFC mechanic more than anything. My friend was getting face camped in the basement earlier. Would've gotten off in first state if an injured Bill hadn't hung around upstairs doing nothing, waiting for a free unhook or some such garbage. Bill ended up going down and getting hooked in the basement as well, and my friend was never able to unhook himself because his teammate was too dumb or too selfish to allow the AFC system to do its thing.
I'm tired of seeing the bar stop filling up not because the killer moved but because a teammate has decided to crouch nearby and do nothing but halt the timer.
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@HugTechLover said:
Why would you not use her power?
I dunno about the OP, but I used to play as Spirit until the devs kept messing with her. Removing collision during her phase made her impossible for me to use. The lagginess and inconsistency of scratch marks has only gotten worse over time, and I've never been able to track via sound in this game. So, I have fun Spirit cosmetics from back in the day, but I never get to use them because I can't use her power except for map traversal, and her slowness makes her rather unfun as an M1 killer.
I wish slow killers had a brown add-on that was like "Give up the killer's power to have normal movement speed." It could give some bonus BP to make it a good meme BP add-on, like Speed Limiter and Padded Jaws.
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It is so much easier for me to just run around and M1 rather than attempting to use my power when the frames are constantly dropping and my input doesn't register until long after I've tried to adjust my aim for whatever the survivor is doing. Trying to use most killer powers is miserable. It's weird to say M1ing is the more skillful thing, 'cause it really doesn't feel like it. Congrats to the people who learn killer powers and use them consistently; I mostly don't bother, I gave up long ago.
But touch Nemmy's zombies to do anything other than correct them for getting constantly stuck on the environment, or take away his ability to strafe with the tentacle, and I'll be pissed. Those are the only not-garbage killer things on Switch, and even the strafing isn't half as helpful as it is on PS4.
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@[Deleted User] said:
It's likely the snowmen will be returning, kind of a staple though people only have fun with them on day 1 then never touch em again.
My friend and I used them throughout the entire event, both as killer and survivor. The snowmen are such fun to play with.
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Can you please provide additional information regarding this so that we can investigate this properly.
Not sure what else I can add. I was playing with my friend, they were on PS4 Pro and I was on Nintendo Switch. We both witnessed the door not dissolving to reveal the secret room. The killer was Michael Myers.
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Happens on PS4 as well.