TragicSolitude
TragicSolitude
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230363#Comment_3230363
I've actually had survivors disrespect me like that as well and I was still missing. It doesn't feel good when a survivor stops and stands there because they know your going to miss.
In my case, I wasn't disrespecting him. I was body blocking as my friend opened the gate. I really thought I'd get injured, and then my friend and I would switch places and he'd take the next blades while I finished the door, and that very possibly at least one of us would go down. I hadn't seen that Trickster use his blades enough during the match to know his skill level. I discovered on the end screen that he was on PS4 like my friend.
When I play Trickster on PS4, I get some survivors who'll stand there and let me hit them because maybe they realize I'm doing the Daily Ritual or maybe they just want to see what I'll do (I appreciate it, either way), and damn if it doesn't feel super embarrassing as it takes me three times as many blades as it should to injure them even when they don't move. When I play Trickster on Switch, I pinch myself and wake up because I was obviously having a horrible horrible nightmare.
@Leachy_Jr said:
Bonus points if it's on a last gen console.
Trickster has been out for like a year and a half, and in that time he has had lots of tweaks, but nothing to make him easier on controller.
I hate bringing killrates up as a point of discussion, but I swear the reason he has the 2nd lowest is because of how unnecessarily difficult he is on controller. Combo that with the fact that he's not a good killer in the first place and he becomes extremely unappealing to people who can actually aim, not even talking about casuals who may play him once or twice.
Yes, he does have reduced recoil with a gamepad, but that doesn't fix the fact that randomised recoil exists and the option for joystick deadzones just don't exist on this game.
Also pls make him 115 ty :)
Also pls make him 115 ty :)
I doubt the devs will ever do this. I'd settle for a brown add-on that lets me sacrifice his stupid knives just to be a 115 speed killer. I love the bat twirl, I will play him as an M1 killer if he's normal speed, but on controller you can't have any fun with him because his knives are designed to absolutely screw us and he's a 110 speed killer.
It seems like BHVR wants console players to feel bad for liking Trickster in any way. Next, they'll copy Hooked on You and delete your entire save file if you even try to queue up as him.
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They released Trickster before even implementing Dead Zone and Response Curve options for controller. I don't understand why they won't do basic stuff to improve gameplay and user experience. They don't share the number of players on console, but we know that it's not small. Not at all. There's no reason to ignore console players the way they do.
I recently played against a console Trickster. He couldn't land enough hits to down me while I was standing still, body blocking as my friend opened the exit gate. When I play Trickster on PS4, I resort to M1'ing and almost never bringing out my knives because trying to adjust the aim mid-chase just doesn't work, DbD needs controller options so players can set the camera to respond to the thumbstick in a reasonable manner.
(I just did the Halloween tome challenges for killer on Switch and I'm in a really bad mood about it, so I apologize if my extreme dissatisfaction with the game at the moment turns this post to acid. I ####### hate killer on Switch. The framerate is too low to stay in chase with survivors, and the input latency is so bad that when I can see them I don't land the ####### hit. They have to throw the match for me to succeed at anything.)
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Yeah, I'm getting unknown errors and Connection Lost errors a lot. Like, a lot a lot. And I'm also experiencing crashing. This specifically started with the most recent patch.
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Oh, just had the game completely crash mid-match. Nothing was going on, two people were dead, the killer had chased me and my friend off gens, no one was injured, there was nothing going on, but the entire game crashed. (Nintendo Switch)
The game is seriously less stable since the last patch.
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@ChurchofPig said:
Survivors:
- Claudette
- Feng
- David
- Jane
- Felix
- Yun-Jin
Killers:
- Trapper
- Hillbilly
- Nurse
- Doctor
- Plague
- Twins
Thank you! I'm having a hell of a time figuring out whose stuff I've unlocked. (It takes forever to return back to the lobby on Switch, and I've always looked away by the time the reward icon pops up.)
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3207116#Comment_3207116
Did you try to drop her from a height? Did she have boil over or any other perk to help her wiggle? Or you were really close to hook (so no aura) or it was in the open (nothing to obstruct hook, so it wasn't red). Perhaps you played nemesis and forgot to use zombies.
Like what you are trying to write happaned to me only on midwitch (or breakdown/sacrifice/boil over fiasco was in play). So I really wonder about details (as I play sabo builds and I am very interested exactly in these situations)
No Boil Over, I specifically checked for that when I picked her up. I was doing a Clown daily and ended up on the Ironworks of Misery map. Mikaela went up the stairs into the room in the main building. I broke the door and picked her up and discovered that the hook inside the building didn't spawn and after maneuvering through the door and dropping down there was no hook near enough to get to. (After I downed her a second time, Mikaela actually got birds up there. She didn't make any attempt to crawl to another survivor to get picked up.)
Doesn't help that on controller even without Boil Over it's almost impossible not to get stuck on doorways for a few seconds when carrying a wiggling survivor, so the distance I can make from inside that room is shorter than it'd otherwise be.
I've seen it happen to other killers on Ironworks of Misery. As survivor, I've watched killers down a survivor and try to carry them over and over again. Sometimes hook spawns are bad on The Game map, too. Worst is Midwich, of course.
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I had a match today where there were four survivors left, three were on death hook and the Mikaela hadn't been hooked once. I found her, and after a bit of chase I downed her but apparently there was no hook close enough and she got off my shoulder. You know what she did then? Can anyone guess? She ran back to the same goddamn spot to get downed there.
If this stupid Unbreakable change goes live, then that is a freaking lose-lose situation for the killer. Seriously. Today, I was able to just down her a second time and then go off and find and kill the other three before they could get to her. Great job, Mikaela; if she'd just gone on a hook, it would've actually been better for her team. Instead, she bled out for four straight minutes.
If the basekit-unlimited-pick-up change goes through, though, then Mikaela would've been able to pick herself back up, and that would've been a load of crap. No hooks were broken or used, it was just a really bad spot plus really bad hook RNG, and there was nothing I could do about it except slug.
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I'd say most people don't actually know how many cheaters they've had in their lobbies. I think most cheater subscription services even advise their users to be careful, don't be obvious, and give tips on how to avoid getting caught. The people with burner accounts to spare or who know how to get around the bans are the ones who can afford to be blatant.
I've seen some obvious cheaters. I've wondered about suspicious occurrences in matches. I've been playing less and seeing more cheaters in the past few weeks, so I would definitely not say this is a problem limited to streamers.
Anyway, every online game should have a dedicated team working on patching holes and preventing cheaters. It's a constant battle, and if a game isn't constantly working on it then the problem only worsens. It is naïve and short-sighted to suggest otherwise. Security is important in all online matters. God only knows what they could do or get access to if BHVR ignores the problem.
Also, cheats crash the Switch. Whatever the cheat engine does, the Switch can't handle it and freezes up. I definitely don't want that ignored.
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As far as I know, her lore doesn't specify. Going by appearances, it kind of looks like leprosy. Advanced horror movie leprosy like you'd see on a walking corpse, or maybe a combination of leprosy and the bubonic plague. She doesn't look like she has any type of hemorrhagic fever.
According to this article, descriptions of a plague that spread from Babylon suggest smallpox. It's unlikely Adiris has smallpox, though.
I think Adiris's affliction is meant to be non-specific, that way the devs/designers can do whatever they want with her appearance and powers.
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@TheArbiter said:
You don't have to use any lockers, you just have to be within a certain number of meters of one, so this makes sense to me as to how she would know where you were
You're thinking of Darkness Revealed. Iron Maiden requires the survivor to enter and exit a locker.
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Yeah, I'm playing less but seeing cheaters more.
Saw one yesterday when I tried to do a Dredge daily. All I needed to do was activate Nightfall twice. I was on Switch, so I couldn't really play killer. I can't realistically chase or anything; sometimes I whiff when survivors stand still for it, the performance really is that bad. I guess the cheater didn't like that, because when they flashlight-clicked at me and I went in a different direction my framerate dropped from the normal 5 fps to about 1 frame every 5 seconds. The cheater threw themselves on the hook, two other survivors disconnected, the system was so overwhelmed that it wasn't taking my inputs, and finally the framerate got so bad that it was completely frozen and the game crashed entirely.
So, don't be too bad at the game, killers, or cheaters will get mad. But also don't be too good, because they definitely won't like that, either.
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I finished the Rift. Anonymous Mode was taken away from console, so that really really sucks. And I'm seeing more cheaters even though I'm playing less. I'm already kinda on a break, and if my friend would stop attempting Dailies and then handing the controller to me I would really be on a break and I'd much prefer that.
Losing Anonymous Mode is what has me ready to go on a long-time hiatus the most.
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Okay, I updated this post because I realized that my original take didn't work. I thought, "Being able to report cheaters before the end screen is what I need." Except, the whole problem was that the framerate dropped to about 1 frame every 5 seconds and I was locked out of doing anything. That means I couldn't bring up the Options screen to leave the match, and if I couldn't do that then I couldn't do anything else like report a player.
DbD needs to keep a record of the information of the last match played, even (especially) if it crashes or disconnects and the match doesn't finish.
I'm not sure the cheater purposefully crashed my game. I think Switch just can't handle the cheat engine. That means Switch players will have a hell of a hard time reporting any cheater if getting to the end tally screen is required.
The only answer would be if you can review the information that would have been shown on the tally screen even after a match. No big backlog, the game just keeping track of one previous match would be enough. A player whose game was disconnected or crashed needs some alternate way to click that little report button to flag a match and report a cheater. I mean, that's one of the more troublesome things a cheater can do, because it forces an innocent person to eat a disconnect penalty, and then the cheater can't even be reported.
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"In one trial" challenges suck.
You could try BMing a killer so they focus on you all match. A tilted killer is more likely to do things like eat pallets. I got it done because the Spirit found me first and I was the obsession and they had Rancor and Spirit Fury, so for like four gens they stayed on my ass. No BM required, but the circumstances were rather specific.
@Grandpa_Crack_Pipe said:
As the Plague, hit two survivors with a single discharge of your Corrupt Purge. Do this twice.
Remember when that was a level two challenge?
BHVR loves encouraging farmers.
I think people suggested staying near the hook to get it done, but due to the way particles are and how direct visual hits sometimes DON'T COUNT, it was a huge pain in the ass and I got it against people who didn't run, though it took multiple tries despite them standing still. God I hate Plague's inconsistency.
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I doubt they will ever admit it's canceled. It's easy enough for them to just keep saying "there's an issue, we're still working on it" or maintaining radio silence. I have no belief it is coming. Will I be happy if they actually release it? Hell yes! But I will not get my hopes up. I lost all faith in them when it went from having a date to becoming TBA. I wouldn't have bought it on Switch if I'd known there were any possible issues with cross-progression.
So, I consider it a pipe dream. Until it goes live (if it ever does), it's best to think of it as dead in the water.
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Hitting a Xenomorph with a pallet should cause acid blood to spray out, injuring anyone in a 15 meter radius. Finally, a killer truly made to eat pallets. And give it something like Demogorgon's pounce to make pre-dropping a bit more difficult.
Aliens is one of my favorite movies, and the xenomorph is one of the best creature designs ever. H.R. Giger was amazing. If you like his art, in case you haven't heard of it there's a game called Scorn in development that is based on Giger's style. Looks cool. I know nothing about the game, it just literally looks cool.
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@Mooks said:
Hoping to see that Trapper outfit.
If you know, you know.
(yes I have said this exact thing in a past thread. Yes, I will do it again)
Comes with the special feature that immediately upon entering a survivor's FOV it blinds them.
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I'd be for this change. I usually don't play for kills, so if two die it's often by accident. I'd love to be able to tell the other two to just get the hell out and stop wasting everyone's time. No, no, instead I have to search the whole damn map over and over to find their asses hiding in some remote area just so I can move on. At that point I'm usually annoyed enough I want both dead, but if I could open the door it wouldn't get to that.
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@Ricardo170373 said:
its nice but, i think its so unfair with people who spent a lot of money with buy auric cells. I play on Ps4 and my prices are ridiculous and now everything will be "shardable"? It unfair.
But you got to play with those outfits. Had you not bought them, you wouldn't have had them for all this time. And would you have enough to buy all those outfits with Iridescent Shards? You need a little over 100,000 Shards to buy 5 Very Rare outfits. You said "a lot of money," so that sounds like more than a few outfits.
There are some outfits I wish I could get my money back for because I ended up never using them, but that has nothing to do with this change. I don't regret the ones I have used, even if they will now be purchasable with Shards. (I play on PS4 and Nintendo Switch, in case that matters.)
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I know that Pinhead's voicelines are not consistent. My friend and I play in the same room, and I'll hear Pinhead say one thing over the TV speakers and another through my headphones. It's very weird.
I cannot say for sure about other characters.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3186383#Comment_3186383
It shouldn't be part of the game... why not? You want every game to play out the same way? Survivors should always be forced to do X, killers should always be forced to do Y?
Yes. Survivors should have a clear objective, and Killers should have a clear objective.
In every game, there should be a clear objective.
Imagine I'm playing you in chess, and you're about to checkmate me when I say "actually, I have a trapdoor on this board that my king is going to jump into. ggs mate, you tried." Next time we square up for chess, you might as well ask me to just jump in the trapdoor immediately and save us both from wasted time.
You devalue the real win condition when you add in a second (or third, or fourth, etc.) win condition that players can fall back on when they fail to meet their actual win condition. Why ever strive for the first win condition, when the second win condition is always there and can be reached with with greater ease?
What is even your hypothesis?
You think I want the game changed BECAUSE OF this Dwight? Like some kind of evil villain arc, you think this is the worst thing to ever happen to me--my life has been drastically changed for the worse--and now I'm here trying to enact my revenge?
Buddy, I think I've made it pretty clear here that I'm not some 10-hour Andy throwing their first babyrage rant up on the forums because I didn't like something that happened to me.
Is that why you're discrediting me? Do you think I'm just babyraging?
Because there is substance to my argument here. Substance that you and others, for some reason completely unbeknownst to me, are repeatedly sidestepping in favor of "suck it up, its just a game."
Yeah, well... game sucks, it needs improvements.
It's not even just the hatch. Besides helping with your own escape, it doesn't matter what happens to teammates at all.
For example, just watched the only match my friend is going to play today. Went against a Pig. Friend did 3 gens and healed teammates and went for saves, all that team player stuff. Unfortunately for him, he was the last one the Pig chased. Four gens done. He runs Empathy, so for the majority of his chase he got to watch his teammates do jack. Hell, one of them was even teabagging on top of the Grim Pantry building for no good reason when he was running up it during the chase. (They didn't actually try to take aggro, so I really have no idea what they were doing.) Anyway, two of the survivors finally got on a gen together. My friend got downed, helmet went on, final gen popped before he was even put on the hook. That was it, he was dead. Not even a question. His teammates screwed him. The three of them escaped and he died. Does it matter to them? Not in the least. Has no effect on them whatsoever. Did he need to die? No. That's the frustrating thing. His death was completely unnecessary and preventable, it could've been four people escaping easily, but teammates don't have to care. If they had worked on the gen sooner, he would've been fine. If they'd held off popping it, he would've had a chance. Instead, they popped it at the worst time, and it didn't make a lick of difference to them.
It's one thing to die when you're working with your team, and it's another to die because your team screwed you. One is a meaningful death that happens when you're having fun and helping your team, and the other is a frustrating byproduct of bad game design. Being a team should matter.
(For reference, my friend died with 22k. The survivor with the most got 26k and the one with the least got 20k. Had my friend not died, he would've earned the most. Escaping awards 7k Bloodpoints, so it's no little thing.)
The game is fun when survivors work together and play as a team. The game is not fun when it feels like your teammates don't give a crap about you. It feels like it's you against a killer and three other people. That sucks.
Sorry, I'm also kinda just venting. I was frustrated watching that happen to my friend. I've had it happen to me enough times to know how bad it feels. And I've seen it happen playing Piggy myself, in which case I often try to make sure the survivor gets the hatch or something because dude, their team absolutely screwed them.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3186313#Comment_3186313
Based on what Mandy said, I assume they're going to need approval from each platform to implement these since they edit platform level features. I also think they'd need that for cross-progression as well, although I'm not 100% sure on that one.
Yeah, but we don't know, which is why I asked. I try to never assume with BHVR and their intentions.
Not that an answer necessarily matters, anyway. Whenever asked BHVR says Switch cross-progression is still "being worked on," but I don't expect it to ever happen. That was dead in the water the moment they said there's no longer an ETA.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3186239#Comment_3186239
as I tried to explain in my initial comment this is to do with over riding platform level features, which is something we cannot do. This is absolutely nothing to do with priority.
Are there plans to get it working for console? Because PlayStation and Xbox users can't just change their names like Steam and Epic and even Switch can. Anonymous Mode was amazing. I didn't have to worry that I ticked off one of my teammates by doing something like cleansing dull totems or escaping when they didn't. My friend pays attention in lobbies for names he remembers because that's a bad thing, it means they seem to have a grudge for some unknown reason, but I didn't have to care with Anonymous Mode on.
I'm sure there were a lot of PlayStation users who were happy at the chance to turn their messages back on, too. I turned off messages and friend requests a long time ago specifically because of DbD.
If console isn't getting Anonymous Mode, then cross-progression really needs to be a thing so that those of us who want to use these features can move over to Steam or Epic.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/3185711#Comment_3185711
They could've done better.
They could've not gotten rid of the BBQ/WGLF bonuses. Then I'd be happier. Those bonuses being gone has decreased my enjoyment of the game (as I wrote about earlier in this thread). It's not about costs or value, it's just about the feeling of being rewarded. But that's my opinion.
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@Bran said:
I miss it.
I won't agree that the grind as been reduced for the better though. I don't even remember what they did. They gave us perks, but what else...
They reduced Bloodweb costs by 33%, lowering the Bloodpoint cost of stuff in the Bloodweb. https://forum.deadbydaylight.com/en/kb/articles/348
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3185688#Comment_3185688
It definitely counts though. Even if the killer has Lightborn, it still does the stun and stagger.
Yeah, it definitely stuns the killer. But things can work in-game and not actually count towards challenges and stuff. Like multiple times now Myers has broken in different ways: at least once his tier 3 Exposure stopped counting for hitting survivors while Exposed challenges, and right now he can still tier up but it doesn't count towards his Daily Ritual of tiering up 4 times. The BP score event being broken for Blast Mine suggests it might not count as a stun.
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Nemesis is one of my mains as killer, and survivors camping pallets is great for me and bad for them. Love when they do that. I also discovered that some survivors who camp pallets against Wesker don't throw down fast enough if I do a Bound, so that's fun, too.
Survivors don't usually get stuns on me if I'm in a real chase, but if I'm done with the "real chase" part of the match and am just screwing around then I often start letting them hit me with pallets. (I usually go into "screw around" mode after hooking everyone once or twice.)
@FriendlyKiller said:
I'm having a much rougher time trying to get it than deal with it. Roughly 1/4 of squads try to blind you every chance anyway so I haven't noticed a gameplay difference. I've been trying to get it with blast mine and flashbangs since I suck with a flashlight, not going great so far.
It's just stuns, not blinds (iirc), and when I tried Blast Mine, it didn't seem to count as a stun. At least, I didn't get a BP score event for stunning the killer. I was not happy about that when I noticed.
I got the challenge done against a Spirit running Spirit Fury who chased me most of the match because she was running Rancor and I was the obsession, so she ate pallets and didn't leave me alone for the longest time. In other words, it was dumb luck.
Edit: Other people have said they used Blast Mine for stunning the killer, so I guess it's only the BP score event that's broken. So, there ya go, still usable for the challenge. :)
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The answer: Because in a 1v1 the survivor is weaker, so perks exist to give the survivor a bump and help them out. (With a lot of them, like exhaustion perks, that bit of help usually doesn't last very long; the perk offers a chance.)
Killers are faster. They have powers. They can take the survivor out of the match permanently.
The killer is supposed to be a threat. However, if the person playing killer is struggling a lot, then the match is going to be pretty damn boring for survivors. The killer offering a challenge is the point of the game. So, perks like NOED and Coup and Spirit Fury exist to help the killer and give them a boost when they're theoretically failing. Most aren't that strong because the killer is already stronger overall. (Getting value out of end game perks and Coup also requires letting the match get to the end game rather than the killer slaughtering the survivors in seconds, and BHVR does prefer that to everyone being dead a minute into the match. That's why they keep trying to nerf camping and tunneling, and why Bloodpoint caps and emblems are based around dragging the match out with 12 hooks rather than 1-hooking everyone.)
Is all this stuff well balanced? I'd say not. But that's the reason behind the perk design.
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@Ecko said:
https://forum.deadbydaylight.com/en/discussion/comment/3185131#Comment_3185131
You almost remembered it correctly. Thats the achievement I'm talking about Power Moves. Equip 0 perks, repair a full gen and escape (8 times)
@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185137#Comment_3185137
Damn, almost. Anyway, this challenge is a pain in the back 🙂
There's also an achievement like Bot_Salvo88 originally described, Left For Dead: "As the last person still alive, activate the last generator and escape through the exit gate."
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I think it means there's packet loss. Red is bad, yellow less bad.
Source: https://forum.deadbydaylight.com/en/kb/articles/349-6-2-0-resident-evil-project-w
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3184997#Comment_3184997
Ada was on first hook when Dwight gave up. As far as I know, he gave up before she was hooked--she just had Kindred to show me where he was and what he wasn't doing the moment she was thrown on hook. He was the only one on death hook, and that doesn't justify his behavior.
This game should stop rewarding players who throw their teammates to the wolves. DBD is a 4v1--not a 1v1v1v1v1.
Yeah, the game is designed as a 4v1, but then on the DbD Steam page it says this:
Survive Together… Or Not - Survivors can either cooperate with the others or be selfish.
BHVR needs to pick a lane: either it's 4v1 and needs survivors to work as a team or it's not. Trying to have it both ways just leads to a lot of misery.
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I've done all the challenges on PS4 except a few white and green glyph ones, which I'm saving for when I need Bloodpoints (because they reward a lot of extra BP within the match, not just from accepting the challenge).
On Switch, there are a lot of new and old challenges left. I don't feel like dealing with them, DbD on Switch isn't fun. I'll select some as I play but I don't go out of my way unless I still haven't completed the current Rift, which I already did.
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I try not to let sandbaggers succeed. I mean, it'd be stupid of me to ignore a person on a nearby gen and just let the gen pop, but if a survivor throws a pallet down in front of another survivor or points out someone in a locker, I don't take the bait. I also try to keep in mind that the survivor in a locker may be doing nothing but hiding in lockers, so they don't automatically become my new bestie, either.
I try, I really try, to be mindful of what's going on as killer. Like if one survivor is trolling another, they could be friends, I dunno. Me and my friend troll each other. But if I see definite griefing, like a group of survivors blocking someone else in a corner, then the group gets to bleed out, I'm not going to watch some SWF bully the random.
@Hensen2100 said:
I think it's funny. Recently I had a Dredge game where it was down to the last 2 survivors, and one went down for their first hook.
I searched around for the last survivor (a meg) for a while, and eventually found them BMing the hooked survivor by spamming the unhooks and teabagging
Took turns BMing the hooked survivor with the meg, then went into a locker after. I hate teammates who struggle on hook in a lost game when i'm trying to get hatch, just die already!
But spamming the unhooks actually keeps the hooked survivor in the game longer. My friend and I spamming unhooks on one another realized that in second state it resets the count of missed skill checks, so if we weren't hitting skill checks it didn't matter, we still didn't die.
If a survivor wants someone else to die, spamming unhooks is counter-productive. The hooked person literally cannot let themselves die in that situation. They can't try to self-unhook in first state, and they can't miss skill checks in second state.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184880#Comment_3184880
There are game design changes that could be made. The other day I saw another thread by a poster, who was complaining about this topic too. They suggested that BHVR could have the Entity spawn a chest with a key, and the hatch, with 2 survivors left, but only 1 survivor can use hatch. Therefore, the hatch no longer spawns for final survivor, instead.. it spawns when 2 survivors are left and only 1 survivor can use it. The final survivor then has to use the exit gates if they want to escape.
This sounds great for the final two survivors, but it also sounds like a new reason for my teammates to leave the first two people hooked to die. Why work on five gens when you can let two people die and go for a key? There was a similar problem in the old days of the hatch and key: a 3-man SWF would leave the random to die on their first hook so they could hatch out. Four people left, just one gen to do, that's totally doable, but why bother when you have a key and a hatch. Oh, I don't miss the old hatch at all.
This game already has a problem of rewarding players for doing nothing. I hate, absolutely hate, that survivors are rewarded 7k BP for escaping. That has encouraged the worst, most selfish, most annoying behavior from my teammates. Why take aggro or work on gens or do anything but hide when you can get almost 10k from a hatch escape?
The game needs to reward more BP for participating, little to no BP for escaping. And SBMM needs to be fixed so that participating in the match is what counts, not escaping, that way players feel encouraged to (rather than punished for) taking aggro and making end-game saves.
Because of BHVR's poor game design decisions, players put way way too much emphasis on "not dying" instead of playing the game. Dying is not the end of the world, we can move on to a new match. I can enjoy a match despite dying if I feel like I'm playing with my team instead of against my team. BHVR needs to fix their game description and fix the survivor role to remove as much selfishness as possible and ensure team play.
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I always run Windows of Opportunity, Empathy, Self-Care, and Botany. I don't necessarily do well, but I do worse without them. I feel blind without WoO and Empathy, and without Self-Care and Botany I'm dependent on others for healing and I'll be damned if I don't have matches where it seems no one wants to touch me.
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the hiding for 20 minutes because neither survivor can touch a gen without killer knowing,
As long as there's more than one survivor left, you're supposed to work on gens and power the exit gates. That's the objective.
Why would anyone even hide for 20 minutes? Why hide for 10 minutes? Isn't that boring? You're not earning points. At least if you died you would already be in a new match doing something. Not to mention, if all remaining survivors are hiding for 20 minutes not touching gens, that is against the rules and the killer can report the survivors doing it.
I've had matches that were still fun when it got down to two survivors. Just the other day, there was an AFKer in the match and the another survivor died pretty early. Still 2 or 3 gens left, and me and the remaining survivor actually managed to push through them, we never gave up. I finally went down (my own fault, I really wanted the fourth stun for that stun Tome Challenge, and no I didn't get it) and he even saved me after opening the exit gate. It took a while, it wasn't easy, but we managed.
How would you even want BHVR to fix the endgame? After two survivors die, the final two die automatically? It's an asymmetrical game, the side whose strength is in its numbers is supposed to get weaker as those numbers decrease. You can try to push through it or you can give up when it seems too hard, but doing neither and dragging it out by hiding is pointless and as I said before against the rules.
Sorry you keep getting teamed with jerks. All you can do is report the griefers who work with the killer and move on. You must be in the worst region and MMR bracket imaginable, because I don't think anyone else on these forums experiences this problem to the extent you do. Everyone experiences it some, but I don't necessarily see it blatantly occur even once a week or once a month. Then again, I usually don't go into super stealth mode; if I'm not going to be doing something, then I'm going to just surrender and move on. My chances of a teammate becoming pissy with me and outing me to the killer go up greatly if I start hiding in lockers. Lockers are seriously looked down on, and actually, screw every survivor who automatically follows me and starts messing with my locker when I get in one real quick at any point in a match, I'm just making a Flash Bang you impatient oblivious fool. Goddamn, people. There are perks that require getting in a locker, ya know.
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I miss BBQ. It gave me a nice goal for every match and it felt so very rewarding. Without that goal and reward, I'm really struggling to get anything out of playing killer. I don't enjoy killing, hooking is boring, so getting a 4k has never worked as a goal. Unfortunately, for that same reason, single- and double-hooking don't work well as goals, either, not without BBQ's BP bonus. I finished all the Tome Challenges, and now with no goal to work towards and no way to double BP without burning an offering (killer never has the BP bonus, the amount of time I've seen the bonus active on killer doesn't even total up to 2 hours yet) I often just kind of get bored mid-match and go AFK. I was having fun using Wesker's power, going after each survivor in turn over and over again, but I've grown tired of the broken Brutality gain and I don't think I want to play him anymore until it's fixed. In general, with most killers, once I've downed a survivor once I don't really feel the need to chase them again, and it doesn't feel rewarding to stay involved when the BP isn't being doubled.
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It was either Adept Mastermind or Collision Course, I don't remember which.
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This is a horrendous challenge. I did it by farming and I can't imagine doing it any other way.
I did it using three different survivors, but does it have to be three? Or could you do it with two different survivors and hit one of them twice? I don't remember the exact wording of the challenge.
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@Laluzi said:
They're anonymous users. Usually they're your average rando that doesn't want you looking at their profile. Sometimes they're TTVs. Sometimes they're cheaters.
Anonymous Mode is also really good for console users. Xbox and PlayStation players can't change their name, and you play DbD long enough and you get people who stay salty because I guess there was one match two years ago where you didn't try to rescue them from the basement with NOED active or something.
I only wish I could customize my anonymous-mode name. On Switch I like changing my name to "DoingDaily" so survivors understand why I did nothing but stand around and send out chains as Pinhead all match. Or "Doing Tome" for any of this Nurse nonsense.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3182222#Comment_3182222
I don't feel the need to reach p100. In fact, I abhor the idea of wasting that much time for one small aspect of this game.
I did however, feel the urge to p3 all characters under the old system. As to me, that felt like a tangible, worthy goal to strive toward given the benefits and mental satisfaction of having my characters maxed.
For the rest, it sounds like we're in complete agreement.
BHVR has intentionally made the grind worse, under the guise of making it better.
I did however, feel the urge to p3 all characters under the old system. As to me, that felt like a tangible, worthy goal to strive toward given the benefits and mental satisfaction of having my characters maxed.
I was working on P3ing as many as I could. I had most killers and a bunch of survivor p3'd on the old system. I held back on a few survivors because they had event items/offerings that I hated to lose, and it made me a little bummed that I'd probably never p3 everyone because of that. Every new character got p3'd as quickly as possible, though. It felt nicely rewarding to get the new ones to P3.
The rewarding goal I really miss is the BBQ 4-stack. That was the big one for me. It was a nice reachable and rewarding goal to have every match. God, losing that hurts; not sure matches will ever feel rewarding enough for me to return to playing regularly.
Yeah, BHVR is not good when it comes to rewarding players. They don't seem to understand the addictive nature of attainable goals that feel satisfying and rewarding to achieve; instead, BHVR relies on grinding and frustration, which can suck players in for a while but absolutely cause burnout. Even a bunch of their Tome Challenges reflect this bad philosophy of theirs.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182148#Comment_3182148
I'm only asking for killers to do their job and kill everyone. Stop this culture of playing favorites or letting people escape. It's encouraging snitching, it's encouraging toxic attitudes, it frustrates the other people who got killed... just kill everyone, do your job.
do your job.
Until BHVR starts paying me, it's not a job. It's just a game. A lot of people play to have fun. I don't take this game seriously. I screw around, I meme, I let all four survivors go because I really, really don't care about killing: I enjoy using my power and winning chases, but the act of hooking isn't satisfying at all.
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182152#Comment_3182152
I don't want to be chosen. I'm only asking the killer to do their job and ... kill. kill everyone. Makes no sense for a serial killer to let someone go. Killers don't have pity on anyone
Problem solved. The culture of letting people go also fosters the snitching cheating too. Nobody should be doing this. they kill.
Makes no sense for a serial killer to let someone go. Killers don't have pity on anyone
If someone's a huge horror fan, there is 99.9% of the time a final survivor who escapes at the end of the film. So, if anything, those players are just staying true to the trope.
I would assume most people playing killer in DbD are not killers in real life. If you're asking them to truly roleplay a serial killer in DbD, then slugging people to death is actually the most appropriate thing to do. A slow, agonizing death is better than a quick one. Also, tormenting the final survivor by making it seem like you're going to let them escape, only to take it away, over and over again: that's the kind of sadism a serial killer would display. Personally, as someone who plays survivor, I really don't want killers doing that, not because I feel trolled but because it's so ridiculously boring.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3182157#Comment_3182157
Then how do you not understand my position?
You basically just agreed with everything in my last comment. If you are so against the new system and it's resulting effects, can you illustrate why you disagree with my initial post?
I said I don't understand the feeling of needing to reach p100. I'm a completionist in that I complete every Rift, I do all the Tome Challenges, I grab every dumb charm, but when I look at p100 I see an unreachable goal that's meant to trick players into getting invested in a never-ending grind. So I look at it as a cap, a ceiling. My goal is still to just keep P3ing everyone to get their tier 3 perks unlocked on all characters.
For me, it's a win because I don't lose all my stuff when prestiging, now, and the tier 3 perks of previous characters are available automatically immediately on new characters. That part I like. What I don't like is the attempt at making players competitive to prestige. It feels manipulative, especially since I can't opt out of showing my prestige levels.
I was never trying to say that the new one is better for you. I was just telling you why BHVR did it: they hugely value the grind, as they seem to think it's the only thing that keeps players around. They lessened the grind that's necessary for unlocking perks, taken away some of the RNG involved, so to compensate for any loss to the grind they created p100 and started showing prestige levels to foster competition among players and get them invested. Not only would BHVR never risk truly lessening the grind, but they actually increased it. At least, they increased it if you care about that kind of thing.
The new prestige system is better for BHVR and for their goal of using the grind to keep everyone sucked in. Though, I'll give it credit where it's due: seeing someone with a p100 Ada saved me from a match with an obvious cheater. That's a nice bonus.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3182042#Comment_3182042
Yeah... no.
I don't see it as anything other than a currency sink that offers no real value to the player. No one cares how high yours or anyone else's prestige is. That doesn't matter in MMR anyways.
The old system coincided perfectly as you unlocked the perks and bloodies at the same time. Ending at 3 was reasonable as your meaningful BP sink into each character went towards those and ended roughly around the end of the 3rd level. From then on, you had all the important stuff. You could keep purchasing for new perks, add-ons, and items as needed though.
Looking over the character screen (survivor or killer) and seeing loads of p3's and then one or two p90's or above is an incredibly frustrating thought knowing that I'll have to spend god knows how long to attempt to max them all. And that's not considering adding new characters or if (like you said) they raise the prestige cap.
There was nothing wrong with the old cap, it provided an achievable goal, and rewarded the player fairly for their time sunk into the character. The new one is atrociously high and gives no functional value after 3 (or 9 if you count bloodies).
No one cares how high yours or anyone else's prestige is. That doesn't matter in MMR anyways.
You'd be surprised how many people are suckered in by this meaningless number. The moment their status is shown to other players, they feel the need to raise that status, even if it's completely pointless.
I was never saying I agreed with what BHVR's done. It's just... this is why they did it. They didn't do it for us. They did it to keep people grinding endlessly forever.
I've complained about the new prestige system from day one. I simply hate my prestige being shown to other players. I don't care about the number, and I don't want other people seeing my number. I'm not competitive in that way.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182115#Comment_3182115
Refusing to kill a survivor and working with them so they can escape, is not within the rules of the game. You're not supposed to work with survivors. You're actually breaking the rules.
If the killer uses one survivor to find another and then lets the first survivor escape, yes, that is against the rules.
If the killer chooses to kill one survivor but not another, that is not against the rules.
Does it suck when the killer lets the survivor who crouched around the edges of the map all match get a free escape? Yes, of course it does. Some days it seems like every survivor but me gets a free pass. Other days, I get three useless teammates who end up on the ground within 50 seconds, and I crouch and spin circles in front of the killer when they find me and they let me get the hatch. In the end there's probably a balance of about 25% where I get to be the lucky one, if there is a lucky one. Usually, the killer kills everyone.
What actually sucks is to be the one singled out by the other three survivors as the sacrificial lamb, served up to the killer and the only one to die. Being targeted by four people, including three "teammates," definitely feels worse than not being the one person who received a voluntary nicety from the opponent.
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I'm a completionist myself, but I guess I'm not as much of one as I used to think, because I don't understand this stance. P100 has never looked like a goal to me. It's just a cap, a maximum. The devs could have left it to be infinite but didn't, probably because they wanted prestige icons and didn't want to have to design them beyond p100. Hell, there might be some designer there right now, sketching out ideas for more icons so in a couple years they can up it to p1000.
The point of this wasn't to give players a new reachable goal, but to give players a cap they won't reach anytime soon that way the grind can be an unending competition. Before, only matches contained a competitive element, and grinding was just a means to an end. Now grinding itself is also a competitive sport with a visible number attached to it.
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I only went against one Wesker today. Got a lot of Ghostfaces, instead, so maybe things are going back to normal.
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Spirit or Wesker.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3179155#Comment_3179155
Solo queue has always stunk. It didn’t just begin with people quitting.
I didn't think I was implying that. I guess I should've said "in part because of this kind of stuff," but I wasn't trying to overthink my response. Of course lack of communication, being the random with a trolling 3-man, being the victim of someone's Tome Challenge, and getting lobbied with people in extremely different MMR brackets also contribute to how awful solo queue can be.
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@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178879#Comment_3178879
I don't think bhvr can fix this. This all comes down to Nintendo and it won't do much cause the switch just can't stay up to date with these games. Fall Guys for example can barely run on the switch everything is like 30fps.
Actually, it comes down to BHVR porting the game to a platform that can't handle it and not giving us cross-progression when they said it was coming.
Switch players should continue to report all bugs. They probably won't get fixed, but that doesn't mean we should be quiet about how big of a mistake it feels this port was.
Edit: Any saltiness in this post isn't directed at you. What's happened with DbD on Switch is just very frustrating.