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TragicSolitude

TragicSolitude

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TragicSolitude
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  • I'm annoyed that a lot of the Tombs I hit are giving pretty much all Parts and no Synthite. I'm walking away from a lot of raids with something like 80-105 Parts but only 5 Synthite (not an exaggeration or hyperbole, those are the actual numbers).

    No wonder so many people don't bother to raid my Tombs. These are supposed to be secondary objectives to get people to go on raids that can be more interesting than the HRV path, but why bother when you only get the currency you're already drowning in? This is a huge miscalculation on BHVR's part. I started out loving the Tombs and even I'm starting to go "Nah, not worth it" if the path looks too deadly.

  • Your rank can go backwards?! What the hell, BHVR?! I got to Silver 1, decided to try out a Brutal Outpost, did horrible, and went back to Bronze 4 for my efforts.

    Don't reward cosmetics for rank and then take players' progress away from them. That's a crappy thing to do. You shouldn't take points away at all. Time played can't go backwards. When I try to complete an outpost and it takes more than a few tries, that's persistence, that's a good thing; it benefited the builder with more deaths so why are you going to punish the raider when they're doing something you should want to encourage?

    As long as players are working their way towards earning a reward, they shouldn't be punished with negative progress. The ranking isn't competitive, at least not before Master.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398116#Comment_3398116

    I just realized something. What you can try doing is go to social raids. Hit search and then any brutal outposts that come up or dangerous ones you can then try and practice on them without harming your rank.

    That's a good idea! I hadn't really thought about the fact Social Raids shouldn't affect Rank.

    I wish the Social Raid feature were better handled. You can sort by player name and Outpost name, but not difficulty. It doesn't list its Prestige, death count, or Accolades. Hard to know what makes for a good practice Raid (I tried one large Brutal one, and it was a basic Outpost with pretty much only the starter stuff, just a lot of it).

    Edit: updated my criticism of the Social Raid feature

  • Every time I try going past Normal, I die a lot and my rank goes down. I don't have much for weapons or hardware options, and I don't have cat-like reflexes, so the types of Outposts I can handle are pretty limited. I can't aim quickly and grappling is rather awkward even when I'm not rushed, so I go down rather easy to mobs. I'd like to branch out and attempt higher difficulties, challenge myself, but being punished for the effort and long-ass time spent mastering harder Outposts sucks.

  • I added a crapton of traps on the way to the Tombs so I have a chance at more kills. None of the Tombs are unreachable, none of them trap the rewards, and none of the traps break the Tombs. I don't want ragequits, but hopefully tomb raiding provides a challenge on my new Outpost. Such a long ass path to the Tombs (thank the stupid immovable block RNG, it made a nightmare of my map), anyone willing to go through that mess deserves the rewards.

    No reason to block the Tombs when you can use them in your layout design to help net more deaths.

  • I made a new Outpost and someone raided it and died a few times. I went to view it in Replay and it's just stuck at the end of the video on his death. I can't watch the Replay at all (still takes forever to load, though). A ten minute video and all I can see is the last frame of it, stuck there forever. BHVR, the Replay feature needs serious work. It needs to not screw up if/when someone quits or crashes.

    Console needs the normal video functions available to PC players. And if you can' t get Replay to work as well on console as it does on PC, then let console players log in to their BHVR account to watch the replays on their PCs.

    Building on console is difficult enough with these controls, but you really kneecap us and our ability to improve our Outposts when the Replay system is non-functional.

  • @Ghorhammer said:

    I don't actually worry about this.

    Is it arbitrary.....yes.

    Does it matter in the long run...no.

    Sure my brutal maps don't get as much traffic as my dangerous ones, but it doesn't cost more to reset them once they run out, and when people do run my Brutal maps, I get 9+ kills per run, even with doubles. So.....

    Yeah I don't think it matters.

    My Brutal map got way fewer Raiders. It didn't get that many deaths, either; my Dangerous maps are deadlier. The Brutal one got a lot of focus on Tomb raiding, but no one goes for the Tombs, they all speedrun the Brutal map. Meanwhile, I see fewer speedrunners and more explorers on the Dangerous maps. Until BHVR fixes the ratings system or adds some info so Builders can understand and work within its parameters, I'm just leaving my Brutal map depleted, because both the number of players it got and the Replays I was able to watch (which weren't many, the Replays are broken as hell and hardly work) were extremely disappointing.

  • @Darkyan said:

    The ranking/prestige system needs a rework IMO.

    With less traps and more aestetics cubes, I would end up in "brutal", but more trap and less cubes I would be in "difficult"

    And then by deleting some traps and putting them back again in the exact same place I would end up from difficult to Brutal with 0 change whatsoever.

    Really an annoying bug to fight when you're trying to give new players a fun educational outpost and it ends up in the wrong section

    Very much so. I've experienced all of these. I've also had my rating go from Dangerous to Brutal for simply deleting a trap, which then required deleting three more traps to get it back down to Dangerous. That sucked.

    And with how painful the Build mode is on console for trying to select the correct 3D area, it just makes the whole experience kind of awful. I shouldn't have to struggle with the tools while also trying to fit within the parameters of some buggy black box of a ratings system.

  • @Seraphor said:

    I think 24hrs per activation is about right, but the cost for purchasing/prestiging burial grounds could be reduced a little.

    24 hours is the max. For the Burial Sites I'm offered, 12 hours is the most common lifespan, followed by 18 hours, and the rarest is 24 hours.

    It sucks. A 12-hour lifespan makes the time at which you activate the Outpost extremely important. If you activate it at the wrong time and there's a lull in players, you risk getting few to no Raiders. A lack of Raiders has been a big problem for me. How many Raiders are there? When are they raiding? What day and time are the best for activating an Outpost? No one knows. Is the reason some of us aren't getting Raiders because we activate at a bad time or is day/time irrelevant and there simply aren't enough Raiders to Outposts? No idea.


    @Ilya_Lizard said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396473#Comment_3396473

    The problem with a 24-hour outpost lifespan is that it obliges the builder to enter the game on a daily basis, which makes Meet the Maker feel like the worst kind of mobile free-to-play titles. And I do not think it's the right feeling for a regular, decently-priced game.

    I'm okay with making people stay active for their Outposts to be available for play. Outposts don't expire from sitting around untouched, you can come back a week later and re-activate your old Outpost. My Outposts don't get much traffic, so I'd be annoyed if people who don't even check in daily get all the Raiders while I play daily and my Outposts are practically unvisited.

    My problem is that the Outpost's activation time is based completely on hours with no guarantee that it'll see a single Raider. Builders have no control over whether their Outpost is even offered as an option for players to raid. It's very discouraging to spend more time building an Outpost than the total amount of time spent by all Raiders within the Outpost because it's just not getting any views.

  • @wydyadoit said:

    I saw someone with ********** for the name. So… I’m also curious

    The names are randomly chosen from real city names. My first base's name is Sautee Nacoochee. When I look at the Replay screen, sometimes the second word is censored and sometimes it's not. Sony apparently doesn't know what to make of a Cherokee word and instead just sees possible vulgar slang.

  • I tested out my friend's map, he went back in and removed a trap, and his rating went from Dangerous to Brutal.

    He removed a trap from the main path and his rating went up. He then had to remove even more traps to get it back down to Dangerous. He just wanted to remove one trap and ended up having to remove four.


    Should this stuff be a bug report? Removing cubes and replacing them, simply removing cubes, and removing traps can change the rating from Dangerous to Brutal. The wall/ceiling cubes that were removed would have made the map easier, and removing a trap definitely made the map easier, so I really hope this is a bug that's going to be fixed.


    (Platform: PS4 Pro)

  • Accidentally removed a cube from the ceiling and the difficulty level went from Dangerous to Brutal. Replacing it did not return it to Dangerous. Seriously, BHVR, is this working as intended?

    The game gives no help with the difficulty rating. It just does stuff secretly behind the scenes, not giving the builder any information on how to have the rating they're aiming for or if it's even working correctly. Because again, accidentally deleting a cube (which led out into the open, meaning someone could grapple in, immediately grab the GenMat, and grapple back out, avoiding any and all dangers) increased the difficulty rating, and with the game giving no clue as to why I basically have to watch the rating intently and immediately close out before it can auto-save if the rating changes.

  • Yeah, the Outpost difficulty level is broken. My level is easy as crap (and I am not great at raiding, so that's saying something) but marked as Dangerous. I try adding another trap, it goes to Brutal. I try adding more traps off the path to the GenMat to make getting the totally optional Forsaken Tombs more challenging, it goes to Brutal. I tried putting a Holo Cube to hide the path to a Tomb and make it a bit more interesting (it's not hiding any traps), and that took it to Brutal.

    The traps are spread out, they're not all clustered into one or two rooms. Three guards in a very open room (so the player has choices on how to handle it) and the system treats it like I'm forcing the player into a death trap. And like I said, a bunch of traps/guards are going into completely optional areas.

    I'd like to create a fun map that people can't zipline through in less than 60 seconds (which they could do on the previous Brutal map) but will actually get Raiders (my last Brutal map got almost none, so I have to keep it at Dangerous), and I'm really feeling like my time is being wasted. The total amount of time spent by all raiders on this map is probably going to be less than what I spent building it. That's certainly how it went for my previous maps, and trying to do a better job with this Outpost is just costing me more time and effort and it will still probably get very few raiders who as a total spend very little time on it in comparison to how much time I spent on it.

    This is asinine. Fix this, BHVR.

  • I am doing soooo many raids, and yet my own Outposts haven't gotten a single raid in hours. I have three active Outposts: one Normal, one Dangerous, and one Brutal. One of them should get some activity, even a little activity, but nope, nothin'. Zero. It really sucks.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395003#Comment_3395003

    then why these "not so good" player should not lose when they face a better player?

    The thing is that I don't want to be put in the same lobby as players who refuse to do gens, refuse to take aggro, refuse to do anything but hide in lockers and crouch around the edges of the map. Of course the killer is going to win when my teammates aren't participating. Why the hell can't the matchmaking put those "players" (hard to call them players when so many are outright AFK with idle crows) together and leave me out of it? Whether they don't like the killer or they don't know how to play or they just want the hatch, the outcome is the same: it's not fun. Dying isn't the issue, I'm more than used to that and expect it, but the quality of the matches is garbage.

    If the matchmaking won't put me with other players who will participate then I'll play something else.

  • @drsoontm said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3394895#Comment_3394895

    That's 8 visits in 36 hours, not 12.

    Whatever the reason, time shouldn't count, or there should be a minimum number of visits.

    Whatever the reason, time shouldn't count, or there should be a minimum number of visits.

    ^ This.

    Time of day when an Outpost is activated can have a huge effect on the number of Raiders it gets. Activate the Outpost on the wrong day and it could really suffer. But the only way to Prestige an Outpost so it can stick around longer and get more Raiders requires Prestige points which are earned by getting Raiders.

    The only motivation to raid Outposts if you're a builder is to earn Synthite. Raiding should do more to benefit your own Outposts; the more you raid (actual raids, like dying at least five times or escaping with the GenMat and leaving at least one Accolade), the higher the minimum number of Raiders your Outpost should be guaranteed to get (again, real Raiders, we don't want players trying to cheat the system by starting and leaving).

    It sucks that my friend built a really cool Outpost for me; I think it's fun without being brutal (even though it's rated Brutal) with attention paid to all three of the Forsaken Tombs, but it's getting no Raiders. I've been raiding a lot of Outposts, but it's doesn't do anything to help our Outposts. Three activated Outposts, each a different difficulty level, and two are doing terrible and one's doing okay at best.

    I'm glad I got this game on PlayStation Plus because I don't think a system like this has longevity: it's extremely discouraging to put effort into Outposts and get nothing for it. The excitement's gone and now I'm just feeling disappointed.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393190#Comment_3393190

    Maybe instead of seeing teammates on gens they are in the basement teabagging and pointing at eachother wasting time

    Of the times a Killer is completely clueless as to why a Survivor gives up, I'm willing to bet this (and some variation of it) makes up at least 75% of the reasons a Survivor chooses to end it. People cannot be bothered to help a team that doesn't want to help itself.

    ^ This. Dear god, this.

    It's really not uncommon for survivors to give up if they see that no one is working on gens. It's not just going down and not seeing anyone because they're all hanging out in lockers. With the HUD, there's now no question about whether or not your teammates are working on gens: you know.

    On a somewhat-related side note, I keep saying that killers should stop ignoring or slugging AFK survivors. This is part of the reason for that. If you down a different survivor and put them on the hook, they can see that they have an AFK teammate. That survivor and any others you go after are so much more likely to quit. All the survivors see is a useless teammate who isn't going to help and may never come back, and it looks the killer is using them to ensure they can get an easy 4k with no threat of the hatch spawning. If you want to encourage survivors to quit so you can move on quickly, then ignore the AFKer; otherwise, they belong on a hook.

  • @RaidenHusky said:

    Just adding thoughts here: 

    1. Portal 2 crossover event

    2. More objectives. I wanna hide a treasure for people who are curious explorers and can see through my sneekyness, and reward them for it!

    3. Its way too easy/limiting to figure out the path to take using HARV. It always has to be flat. No jump downs or grapple ups. 

    In reference to your second point, there is the Forsaken Tomb to act as hidden treasure. Bigger maps even have two Forsaken Tombs. A lot of people don't realize what they are: only three people have found the ones in my Outpost, and only two knew what they were. I had no idea what they were the first day I played and was so mad when I discovered that they drop treasure. Hours and hours of wasted raids where I missed out on all the loot because the game's tutorial is so garbage.

    I wish HRV could go up verticals. BHVR could at least allow him to go up any vertical that's small enough to be reached with a double jump. But I've noticed watching replays that a lot of people use the grapple constantly, so anything that can be reasonably grappled to seems like fair game.

  • @Ashgan said:

    Same on PC Steam version

    Honestly tho, would be nice if we could get the resources without going into build mode, like a button outside....

    Edit: misread your post, oops

    Yes, I agree. That's be very nice.

  • @hastarkis said:

    Exiting your outpost will autocollect everything.

    It's not obvious (and they should highlight it better) but it's here.

    Ah, thank you. Unfortunately, that feature is getting defeated by the bug that's not spawning in all the material that gets dropped, because I'm going in and finding new material even though there have been no new raids since the previous time I went in.

  • @Veroles said:

    just remove depip's and i am totaly fine.

    ^ This. Pips are for Grades, not matchmaking. Grades are for giving the player a Bloodpoint reward each month on the 13th. There's no reason to take progress away from reaching this reward.


    Pips are for Grades, and those have nothing to do with matchmaking. MMR is hidden from the player.

  • Part of me wonders, if Killers did not camp and tunnel, and the Killrates were lower a result, would Killers receive more significant buffs?

    As much as I hate going against this playstyle, it's not the player's fault that these tactics work. That's BHVR's fault. The best built-in way (so not including perks) to slow down generator repair and keep the match from ending so you have more time to get kills is to take out a survivor as fast as possible. People's repair speeds aren't slower after being hooked. Survivors aren't really penalized for being hooked other than being one step closer to death, but it doesn't matter at all until they are actually dead.

    Killers aren't rewarded for "spreading the love." If anything, they're penalized, because like I said, hook states don't matter, only deaths.

    It doesn't help that tunneling and camping are the most intuitive ways to play. There's no tutorial that teaches to pressure gens. This game is not beginner friendly. A few weeks ago I went against a killer who did really poorly and he happened to be streaming. Turned out he was brand new and after a few games of camping hooks his chat had convinced him to spread out hooks, go after multiple survivors. Well, he not only got stomped but he earned fewer Bloodpoints than he did when he was camping. So the streamer said, "Yeah, I'm going back to camping the hook." Who's surprised by that? Who can blame him?

  • Last time I got this map, a survivor ran the house three times, choosing a different path each time, and when they went for a fourth I just walked to an exit gate and put the controller down. I didn't care how many gens were left, didn't care about hooking all four survivors once, I was done. I was only bothering to play because of a daily ritual in the first place, and since the ritual was done any more interacting I did with the survivors was more for their benefit than mine. Running that house says "Leave me alone, I want to do gens."

  • The devs don't need to change the win condition, they need to change the reward system.

    I've played other games where there's a win condition, but the players are rewarded for their efforts more than for the win. The reward for winning is dopamine. You encourage participating by rewarding participating. If someone meets the win condition but did practically nothing to get there, then they walk away with what they earned: practically nothing.

  • @Blizwise said:

    this makes no sense at all.

    so no one dies? Or what?

    I had a match a while back where from the moment I loaded in I literally did nothing except hang out in the basement. For some reason, the survivors threw; after the first one came down there and got hooked, each survivor successively came down and screwed up making a save, getting hooked themselves. All four died on their first hook.

    Unless I'm misremembering, that was an iridescent Devout emblem. Meanwhile, when I actually participate in the match and double hook everyone but don't get a kill, that's a bronze Devout emblem.

    Rewarding results but not effort is a problem in this game. It encourages playstyles that aren't fun. The same problem exists for survivors with escaping, they get a huge reward that doesn't necessarily require any effort, it just requires stealthing around until everyone else is dead (those teammates tank more matches than I can count, it's one of the reasons I'm not playing DbD right now).

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/370882/pipping-needs-to-be-looked-at

    100%, at least depipping should be removed

    I'm baffled how there's so many posts of these, just like the killers complaining abt dead hard, and they're nerfing it, yet they won't do anything about depips? I cannot recall a single person in favor of depips on either side

    I cannot recall a single person in favor of depips on either side

    I have seen people in favor of depipping, but I consider that opinion to be objectively wrong. Their argument is "but more people would go AFK or give up early," and the problem is people already do that and the remaining people are punished for it. I can deal with bad matches, those happen all the time, they're a regular part of DbD: getting the depip after those matches is the part that has me not playing at all right now.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389373#Comment_3389373

    Tell that to my soloQ teammates they try to do gens as quickly as possible and just leave in that situation.

    ^ This. Every time I get an AFK killer, suddenly my teammates are rushing through the gens. If I'm lucky I can do a gen somewhere near the killer to up my Evader emblem, but mostly I'm screwed. I know to do gens, do bones, try for an exit gate, and hang out near the killer, but whether I have the opportunity to do those things is in my teammates' hands. I'm lucky as hell to black pip in those situations.

  • Only if hook sabotage, hooks being broken after a completed sacrifice, and Boil Over are completely removed from the game. Console killers are being encouraged to slug with the way the updated wiggle and Boil Over get them stuck in place so they can't carry survivors to hooks.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/370888/fps-issues

    Yeah, my Xbox has with this game for like 4+ years now 😂😂

    Yeah, my PS4 has struggled to be 30fps since I started in 2018. My Switch doesn't even get a steady 15fps, it dips into the single digits.

  • I've had this happen a couple times. Both times me or someone else on the gen failed a skill check just as the other gen popped. I stayed on it and continued working until someone opened the exit gate, then the Entity kicked me off.

  • The offering for Grave of Glenvale still exists, it was just changed to Shattered Bottle (used to be Dusty Noose):

    Shattered Bottle is a Rare Offeringbelonging to all Players. Change: changed the Offering's name, iconography, and flavour text to no longer reference a noose, but an alcoholic beverage instead. This change was undocumented. The Offering was changed to reduce the possibility of some Players recognising the noose as a symbol of self-harm, as unlike the Gallows found in the Map itself, the Offering's icon did not provide the context of its original use in hanging criminals in the Old West (see Gal


  • This would require updating the game so that survivors are required to spend 3+ seconds on the generator (rather than a millisecond tap) to stop regression. There's only one killer, so their time is more valuable than a single survivor's, and it takes the killer 1.8 seconds to damage the generator.

  • I felt this pain when I turned off cross-play to see if I could have a semi-reasonable match as killer on Nintendo Switch. I never got a lobby. I guess it's misery or nothing.

  • BHVR could increase the standard for pipping or the number of pips required to reach iri 1, as long as depipping gets removed. Depipping is a horrible mechanic that made sense when emblems were for Ranks and matchmaking, but Grades are for a reward. Taking away our personal progress towards a reward because of bad matches which are out of our control sucks. So many RNG things that have nothing to do with skill can cause a depip.

    If nothing else, BHVR knows lobby backfill puts you with players who are either way better or way worse than you. Even if all matches were with players in your skill level, things that are out of your control can still go wrong, but when fast matches are prioritized over fair matches, then depipping is just a slap in the face.

  • I always feel like there should be a no-killer mode for the survivors who just want to play gen repair sim. I don't mind doing something else while they do gens, there's always other stuff to do around the house, but it's kinda silly to waste a killer on one of these matches in the first place.

  • Depipping should've been removed the moment it changed from Ranks to Grades. They could make pipping up more difficult or require more pips to reach iri 1, I don't care, but I play DbD less because of depipping, it demotivates me because things like "trying harder" and "getting better" don't matter, depipping is out of my control most times. It's not worth trying to reach iri 1, so I'm just... not playing.

  • @tenenx said:

    Dear Dead by Daylight Support Team, I am writing to you today regarding a persistent issue I have been experiencing while playing as a survivor in your game. Specifically, I have been encountering a problem where the killer goes AFK multiple times in a row, causing me and other players to feel anxious and frustrated. This issue has been plaguing me for the past three years and has caused me to quit the game multiple times in frustration. I know I am not alone in this experience, as many other players have expressed their frustrations with this problem on various online forums. As a player, I feel that it is essential for the gameplay experience to be as seamless and enjoyable as possible. When the killer goes AFK, it disrupts the gameplay flow and creates a sense of unease among players. I believe this issue is a significant deterrent for many players, and if not addressed, it may cause a lot of people to quit the game permanently. I understand that you have a large community of players to cater to, and it may be challenging to address every issue that arises. However, I urge you to take this issue seriously and work towards finding a solution that will enhance the gameplay experience for all players. If this problem cannot be fixed, I would appreciate it if you could inform me of the situation, so I understand the issue better. As a dedicated player of your game, I want to continue enjoying it, but it has become increasingly difficult to do so with this persistent problem. In conclusion, I hope you take my concerns seriously and work towards finding a solution to this issue. I love the game, and I want to see it thrive, but I cannot continue playing with this problem unresolved. Thank you for taking the time to read my message. Sincerely, TPN

    the killer goes AFK multiple times in a row

    For clarification, are you referring to killers who spend the entire match AFK or are you referring to killers who go AFK partway through the match?

  • A couple weeks ago I had a survivor match against a Wraith. He did horrible, he was obviously new. After getting stomped, he got one kill because the survivor did something dumb instead of just leaving. The Wraith hooked her and hit her over and over again.

    It turned out to be a streamer, and I went over and watched the recording of the match. He was never angry, he was talking with his chat throughout the match about different things, and when he had the survivor on the hook at the end of the match and was hitting her over and over again he was actually just bored waiting for the Entity to hurry up and finish sacrificing her so he could see how much BP he'd earned. It wasn't malicious or angry or meant as BM, he was talking amiably with his chat and was a bit impatient about seeing the end screen.

    That was a surprise. I expected some frustration or taunting or something, but nope. Nothin'. We truly never have any idea what's going through another player's head.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385078#Comment_3385078

    i didnt realize it was so bad on switch...it reminds me of the input lag when i tried to stream dbd on gamepass on my phone (now if i do log in on my phone it is just when they have daily log in rewards)

    i hope you didnt pay too much for that switch version of dbd...is it running better on ps4 now?

    DbD goes on sale a lot. I was traveling and the Silent Hill edition went on sale on Switch (I don't remember for how much) and that's when I got it. I'll say, though, paying anything for a game that performs this poorly is a bummer. BHVR releasing such a bad port and charging money for it feels unethical. The performance is garbage even after BHVR downgraded the game to PS1 graphics and disabled the Switch's built-in 30 second video clip feature (I really miss being able to clip videos).

    is it running better on ps4 now?

    A couple years ago, performance absolutely tanked on PS4 and Xbox One consoles. I mean, damn near unplayable. I bought an external SSD to fix it, and performance went back to normal. For me, DbD on PS4 runs well. It's still capped at 30 fps and it can still have issues, especially on certain maps (every new map seems to be worse than the previous one), but it's a million times better than on the Switch. However, for PS4 players without an SSD, I do not know how it performs.

  • I used to leave them be, but I've learned better. Killers not hooking AFKers constantly tanks my survivor matches. Other survivors don't realize the person is AFK and then people die on the hook because the others think the person not on a gen is going for the save. Or other survivors get downed attempting to pick the slugged AFK survivor up. I really, really wish that when killers saw an AFK survivor, they'd hook them. I'm so tired of absolutely borked matches because someone is AFK, I see AFKers way too often.

    As killer, if I see an AFK survivor, they go on a hook. The number of times I pull someone out of a locker with three idle crows and the survivor immediately starts struggling tells me that a lot of people with idle crows aren't dealing with a life emergency. If I'm feeling really friendly I'll use an AFKer to farm, but if they don't come back by the time 4 gens are done I'll probably kill them because I'm not amused by how many survivors return the exact moment the exit gates are powered. More than once an "AFK" survivor has DC'd when they realized they weren't getting a free escape at the end.

    The HUD needs to show idle crows, if not with one then at least when someone gets two. Survivors really need the information that a teammate either isn't there or at least isn't participating.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383000#Comment_3383000

    Her backstory was meant to have holes in it now that we know that tomes are meant to expand further into newly released characters. SM has A LOT of potential when it comes to lore

    I must say I would be kinda angry to find out that they withheld important elements of Skull Merchant's lore from their novel-length bio in favor of the Tome considering SM's bio starts before her birth and even mentions that her father met his future wife designing logos like that is a relevant or interesting part of a story about someone who hunts people.

    Sorry, this isn't directed at you Shroompy, it's more directed at all the writers who have learned neither prioritization nor that less is more. SM's backstory is a mess and the most horrifying aspect is the idea that some elements integral to her character design were withheld (no, pointing at the black box that is her father's "dark manga" does not excuse anything) while so many inane details were included.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384956#Comment_3384956

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    BHVR instead of nerfing whats commonly used because its common should ask them selves why are these perks commonly used instead of other ones what makes them more appealing.

    The truth is BHVR needs buff all the weaker perks that people pass over for better ones in order to increase variety. Not nerf whats popular because its popular unless it very well is properly unfair and OP the perks I mentioned we're not.

    Its pointless to use certain perks when you know they're only useful in niche situations that rarely happen.

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    Okay, but the devs also said what I said about wanting skill to be more important than perks when it comes to winning:

    @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383697#Comment_3383697

    We have very detailed dashboards that show not only pick rates, but also win rates for each perk and/or loadout. When something is not only used often but also makes people far more likely to win, it's a sign that it's doing far more than other perks. Ideally people should be winning their matches because they played well, not because they put on the strongest stuff. That said, data isn't everything. Each of the perks in this next update had no shortage of complaints.

    The alternative of leaving them as is leads to a meta that becomes very stale after a while. When there's so many perks in the game, it can get a bit boring to play against the same dozen or so over and over. Over the past year or so, we've been making sure that any emerging metas don't stick around too long.


    The truth is BHVR needs buff all the weaker perks that people pass over for better ones in order to increase variety.

    That leads to power creep, which is unhealthy. Peanits addressed that recently to someone else who said weak perks should be buffed instead:

    @Peanits said:

    If you only buff weaker perks, you end up with power creep. Each perk needs to be better than the last in order to dethrone the meta, and so over time perks would become stronger and stronger. Eventually you'd reach a point where perks are ridiculously strong and have far too much impact on a match, making skillful play less important than the perks you brought.

    Even beyond that, this simply is not feasible. There's 228 perks in the game. Even if we assume that 50 are in a really good spot (already meta in this case) and don't need any changes whatsoever, that's over 170 perk updates that need to be done just to balance things.

    Instead, we do a bit of both. Most perks are already in a decent spot and see a good amount of use, but there's a few outliers that either don't get used enough or are used way too much. Bringing the top few down and some of the bottom few up is a lot more manageable. You pretty much answered yourself with your example. With Dead Hard being weaker, suddenly there's a lot more reason to bust out Lithe, Sprint Burst, or another exhaustion perk instead.


    In terms of the upcoming flashlight changes, BHVR has been trying to get away from perks and items countering killer powers for a while, now. Toolboxes used to disable Trapper's traps, that was removed. Small Game gave notifications for Trapper and Hag traps, that was removed. I'm surprised the flashlight interactions weren't removed sooner.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384932#Comment_3384932

    i feel your pain as a console player...the biggest gripes i have are boil over in indoor maps lead to almost impossible hooks and aiming is horrible (hi trickster)

    is it really that bad on switch? i remember how dbd was running on the xbox one and now that i play on the series s it is so much smoother

    the retention rate is why i worry about this games future...there are only so many more players you can entice (ps players got it as part of ps plus, epic games gave it out for free, i am actually surprised it hasn't been given out as a game with gold or moved to a free to play model with microtransactions/outfit generator

    is it really that bad on switch

    Yes. I cannot play killer for real on Switch, I cannot. The framerate is so bad and choppy it's definitely worse than 15fps. The new/updated maps are really bad. Because of the poor framerate, I can't increase the sensitivity to 100% like I can on PS4, so the controls are sluggish. Survivors kind of just disappear during chases all the time, either because they 360 and vanish or because they break line-of-sight and scratch marks are just not there. The majority (large majority) of attempted hits miss. Many killer powers are either super clunky or they move way too fast and feel uncontrollable. Input latency makes things even worse.

    I remember one survivor running in circles in front of me on the new Shelter Woods map, and he was moving faster than the framerate could keep up with. I must've tried to hit him over 20 times and not once did it ever connect. Only injured him once, when another survivor accidentally body blocked him, otherwise he was untouchable.

    I once tried to pip up killer on Switch, and I couldn't get out of Bronze. (It was a long while back, I don't remember how far in Bronze I got, but it wasn't far. I had already gotten to Iri 1 on PS4 and thought it'd be cool to also get the bonus BP on Switch... never again.)

    I have gone against other Switch killers, and the majority seem to suffer from the same performance issues I do. Almost all Switch killers whiff over and over and over again. I can't remember the last time I saw a Switch killer who wasn't running Unrelenting, it's pretty much required.

    Survivor has problems (skill checks) but it's not nearly as debilitating as when playing killer. Between the frame drops and input latency, running DS has never been an option. I do a mini-celebration if I manage to hit every Merciless Storm skill check. The input latency can cause problems in chases, too, like not being able to throw down a pallet.

    I think older generations of Switch consoles and ports have more performance problems than newer generations, but I wouldn't know for sure.


    (hi trickster)

    Trickster's unplayability makes me so sad.


    moved to a free to play model with microtransactions/outfit generator

    I hope that doesn't happen. Free-to-play would mean even more cheaters and hackers.

  • reduce the skill ceiling for both survivors and killers players alike

    BHVR is doing the opposite: they want skill to matter. They don't want perk strength to be the defining factor of a match. When perks become the most-used because they're the strongest, BHVR is going to nerf them. That's their plan for the foreseeable future to keep the game from getting stale. And really, they should do it more often than they are, because the game gets stale pretty quickly. It doesn't take long before one side is always running certain perks so the other side feels forced to always run certain perks in a vicious cycle that causes the death of variety.

  • As survivor, teammates. I want smarter matchmaking that puts me with teammates who will participate in the match. I haven't touched survivor for a while now because I really, really am so freaking tired of it. You can't put survivors who don't participate with players who do participate and expect the latter to carry them, that's not fair and it doesn't work. Put the ones who don't participate together and let them learn what happens when they can't piggyback on their teammates.

    In general, I want BHVR to improve console performance. Killer is pretty much unplayable on Switch. The new wiggle hurts controller users so, so much more than PC and on PS4 I have had times when I was unable to hook Boil Over users even when the hook was only a few feet away, I simply could not move. Console needs controller options like dead zone and response curve, the lack of those options when ranged killers exist is unacceptable.

    I also want the cross-progression that was promised for Switch. It was the only reason I was willing to purchase the game on Switch in the first place. Performance keeps getting worse.

    With how bad DbD is at keeping new players, they really do need to work more on keeping long-time customers happy. My frustration with the game only gets worse each time I turn it on. When my best way to deal with game's issues is to not play, at what point do I simply completely stop? History has shown that once I move on, I won't come back. I think most people are the same.

  • Long-term plans? No. Hopes? Sure.

    BHVR has proven time and again they can't reliably predict what their players will do. They've designed and released a lot of perks that the playerbase correctly predicted were mistakes, and we're always baffled how the developers didn't see it before it got past the idea stage.

    I'm not sure what you mean by "temporary" meta shakeup. It's a meta shakeup, that's definite, and after the changes a new meta will arise and if a number of perks show themselves as the obvious choices to run because they're the strongest then those will get altered in the next meta shakeup. BHVR plans to keep doing meta shakeups regularly ("regularly" for them doesn't mean often, more like every nine months to a year, BHVR is not fast) as far as I know.

  • You can hide your name from showing on your own screen, but everyone else sees your name. Only PC players can hide their names from other players.

  • @Halloulle said:

    You won't get randomly banned. - But threads/posts do sometimes just disappear. Sometimes it's clear why - sometimes not so much. There have been a number of threads I clicked on in the morning, then went about my day and when I saw the open tabs in the evening and remembered I wanted to reply, the thread didn't exist anymore. Sometimes a post may get edited without you ever learning about it, except if you happen to scroll back up and see the edit by someone else. --- Ngl, sometimes I can't help but be a bit bamboozled by certain deletes/edits but at the end of the day it's at the discretion of the mods. As a rule of thumb: assume stuff will be interpreted as you being serious and meaning it literal. Sarcasm and irony as well as polemic statements seem more likely to not remain as they were.

    If one of your posts is deleted and you don't know why, it's probably either because you edited it and it got caught in the spam filter and now needs to be approved, or you replied to someone who broke the rules and because the original post was deleted many/all replies to it were as well. I've seen entire conversations disappear out of a thread because the first post in the conversation broke the rules.

    If your post breaks the rules and is deleted, I think a mod will always DM you about it. If it wasn't your post that broke the rules but someone else's, your post may be edited to remove the offending post or it may just be quietly deleted.

  • I already cry every time I play survivor because I see people running Self Care without Botany. A lot of people. I already think BHVR needs to show teammates' perk loadouts in the lobby or simply fix matchmaking so all the people running Self Care without Botany play together and don't make the rest of us suffer.

    If Self Care doesn't get at least a little bit of a buff with this healing nerf, it's going to be apocalyptic in solo queue, because it's everyone else who's not running it who really feels the pain.

  • These posts on the forum make me think that I'm everyone's favorite killer when I'm doing my Switch Daily Rituals. I stand there, wait for survivors to come up and take my pounce or hatchet hit or whatever, and the low fps means I can't track well enough to chase them afterwards so I don't bother trying: survivors can heal at their leisure, no one gets tunneled or camped on the hook 'cause no one gets hooked, and I don't get in the way of gens getting done at all.

    I hope you guys are hitting the thumbs up button after those matches. (Also, I wish you guys would come up and get hit more often so it wouldn't take me multiple matches, but whatever, they're your Altruism points.)

    Note: This post is only sort of sarcasm, that really is how I have to accomplish killer Daily Rituals on Switch. And honestly, I can't tell anymore if this is what some survivors players want or not. Is it what you want? Are these your favorite matches to get?

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