Avatar

TragicSolitude

TragicSolitude

About

Username
TragicSolitude
Joined
Visits
8,306
Last Active

Comments

  • I'd love to see this as a skin. It'd be cool.

    On a more technical note, your comment that the artist dislikes the original design being used is incorrect.

    Masahiro Ito is the original designer of Pyramid Head and has said he dislikes how that original design has since been used, as it was specifically made for James.

    https://twitter.com/adsk4/status/1557060985768521728


    He wasn't saying he disliked Pyramid Head's original design being used. English isn't his first language, so some of the nuances are lost on him.

  • @StardustSpeedway said:

    Totally unrelated, but still related to Hooked On You, but did they fix the unlockable outfits on console yet?

    They reported that they fixed that pretty quickly after the game's release, and I unlocked the cosmetics on console with no issue.

  • @TarunCosmo said:

    I think we are overusing the word t-bag.

    There's no chat, communication is limited. I almost want to make a separate post for this.

    At the beginning of the round, if I see another survivor we both double tap crouch, it's like saying "hello". This even goes for reunited, double tap to acknowledge their presence"

    Spam crouches afterdoing gen, "woot woot!"

    Double tap after heals means "thank you".

    Spamming crouch to get a heal usually means "please please please please please please, pleaaaaaaaaase"

    Spamming croush while someone is cleansing a totem, "Let me boon dat shiz, my friend!"

    Crouch to killer:

    Quick pump single crouch, "Come get me" usually in a playful way like a cat or dog ready for a chase.

    long crouches, "Noooo please don't kill me"

    spamming crouches "hahaha, yeah boy"

    On your teammates face after a mori, or in dying state:

    "t-bagging"

    As a side note to this: If you see someone randomly crouching in a chase, it's probably not purposeful t-bagging, it's that they're playing on a controller and are accidentally crouching when they're trying to run.

  • Pretty sure I've had this happen before. Attempting to kobe takes a chunk off the bar. If I'm correct, it takes the chunk off first, before the survivor fails or succeeds. If you wait until the last second, then the chunk it takes off puts you into second state.

  • This is one of the reasons I don't pay much attention to lobbies and have Lightborn equipped 100% of the time. Having Hillbilly prestiged means Lightborn on all killers now and forever, so that's nice.

    As Hag or Wraith, though, yeah, I'd just nope out of there.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122319#Comment_3122319

    No, this is a special achievement for all 8 endings :(

    That's what I meant, getting all 8 endings multiple times.

    In my previous post I said 4 times each, but this post says 8 of each, requiring a fresh playthrough each time:

    https://steamcommunity.com/app/1866180/discussions/0/3454842785106549659/

    Again, I can't confirm this.


    Edit:

    https://steamcommunity.com/app/1866180/discussions/0/3454842785098934385/

    Here players say it's bugged, but they don't specify beyond that. That was a few days ago and I have no idea if it's been fixed since then. I really hope the "8 times" thing is wrong, because that's super dumb if true.

  • I have heard it requires getting each killer's good ending 4 times and each killer's bad (heartbreak) ending 4 times. I cannot confirm if that's true.

  • I agree that this is an issue. A timer of some sort needs to be implemented. Matches that are drawn-out for any reason can get very boring, but being held hostage by survivors who are just hiding is especially frustrating.

    There also needs to be a better reward system within matches to encourage survivors to play the game rather than hide. Right now, a big ass chunk of BP is rewarded for escaping. A week ago I had a match where one survivor spent almost the entire time hiding, waiting for everyone else to die, and when they escaped their score went from the lowest with 13k to 27k BP. What the hell?? Why would anyone bother to attempt gens when hiding and getting the hatch is so much more lucrative? The point scoring system rewards (and thus encourages) some of the worst behaviors in the game. When hiding and escaping rewards so much more than taking the risk of doing gens and dying, it's no wonder so many survivors just creep around for most of the match.

  • That was always a thing, but BHVR has made it worse by upping the reward for surviving from 5k to 7k Bloodpoints. Instead of rewarding exciting altruistic plays, the game rewards selfishness. Adding to that, due to the way MMR works, dying not only severely lessens the number of Bloodpoints you get but also rewards you with lower MMR, and as a survivor that means worse teammates. Helping teammates at the end of the match is in no way worth the risk.

    It's terrible game design. When I play with my friend, he'll usually tell me to just leave at the end of the match, and if I die trying to save him he gets actually mad because I lost out on the Bloodpoints. It's more exciting to attempt the save, when I succeed it's way more rewarding than selfishly leaving without him, but the risk of losing 5k BP (now 7k) outweighs all that.

  • I hate that Prestige is shown at all. By showing the number, it gives players the impression that it means something when it really doesn't.

    I have no interest whatsoever in other people seeing my prestige levels. With no option to keep it private, this prestige update negatively affects my feelings towards the game. It's one of the reasons I'm not playing at all right now, because I really really don't want my prestige levels shown.


    @ByeByeQ said:

    Seeing Prestige pre-game is dumb. It just leads to extra dodging. Sure, it currently can be used to easily detect hackers since no one is legit P100 yet but by the end of the year there will be plenty of people at P100 that it won't be as effective for dodging hackers.

    It should be shown post-game though. If a player went to the effort to level up their crest, they should be able to show it off somewhere and the tally screen is the only place they can.

    It should be shown post-game though. If a player went to the effort to level up their crest, they should be able to show it off somewhere and the tally screen is the only place they can.

    It should be optional. If I went through the effort of prestiging but don't want to show it off, that should be my choice.

  • Probably depends on which xbox. Nurse is difficult on console due to sensitivity and the low framerate, but the new generation consoles have a better framerate.

    In general, I'd say Trickster. He is miserable on controller. Like really really miserable.

  • Similar fan art already existed. And I don't think BHVR sunk a lot of resources into the game, it was contracted out to Psyop, the people who made the KFC dating sim. Even if BHVR had made it themselves, visual novels are cheap and easy to make. Hooked On You can be seen as dumb fun or a bad joke. If the sexualized fan art didn't bother you, this really shouldn't, either.

    It's not a bad thing that BHVR has a sense of humor about its creation. In Japan, it's common for artists to take very serious characters and make fun of them with chibi versions. (Go Nagai with Devilman in Chibi Go Nagai world is a perfect example.) It's also common for artists to make explicit art of their characters, to which Hooked on You is super tame in comparison.

    But like I said, if you were able to ignore all the fan art, it should be the same thing to ignore this dating sim.

  • I had Ash P2 lvl 50 (which is basically P3 - minus 1 click of a button!!)

    Yes, but that "1 click of a button" would have cleaned out all of the items, offerings, and add-ons in Ash's inventory. The game did not consider P2 lvl 50 to be basically the same as P3, nor should it have, because going to P3 would reset the character.

    The Prestige levels rewarded after the update were based on both the amount spent and the amount sacrificed. While I understand your frustration, your statement here minimizes an important aspect of the way prestige worked before the update. Before the update, going up a prestige level meant sacrificing 1.7 million Bloodpoints, possibly including event items/add-ons/offerings or retired offerings. Prestige being "1 click of a button" is more applicable to the way it works today, where you just spend 20k Bloodpoints and lose nothing.

  • @IWantCandys said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115746#Comment_3115746

    Thank you, finally someone explained it good enough, I have to admit, after they changed the system I was very confused.

    Do you know how long it will take to get the tier 2 and 3 perks in the bloodwebs ? Has BHVR reduced the chance of getting those perk tiers faster because they want players to prestige or is it still the same as it used to be?

    I don't know if they've messed with the chances. It should be faster, because you no longer have to unlock the teachable tier 1 perks manually in individual Bloodwebs. In my experience, for a long time the Bloodweb has prioritized tier 2 perks and continues to do so for me.

  • You don't need to get every character to prestige 3 to unlock the tier 3 perks. Tier 3 perks can still be unlocked manually in each individual character's Bloodweb. Getting to prestige 3 is for if you want certain perks available on all characters at tier 3 automatically. If you play a lot of characters, then getting characters to prestige 3 is useful. However, if you only play a couple characters, getting to P3 is a waste of time.

    The only difference between the new system and the old system for you is that you need to go up ten more Bloodwebs to unlock teachable perks, reaching Prestige 1 instead of stopping at level 40. Then, the teachables are unlocked at tier 1 automatically on all characters, and after that you can unlock tiers 2 and 3 manually in individual characters' Bloodwebs.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113583#Comment_3113583

    Mandy said there's no plans for a console release.

    Funny thing is, this is the game BHVR should've put on the Switch. It'd actually be perfect for it, there are already tons of visual novels available.

    But it's no surprise, Hooked on You is basically a throwaway: an easy, cheap game to make that can be seen as either a fun time or a bad joke. They included the "free" cosmetics to bolster the selling price, as the KFC dating sim and the cult favorite Doki Doki Literature Club are both free. Porting it to console would cost money and hurt the profit margin.

    Since I'm here, I'm going to point out there is a glaring issue with Hooked on You: it's missing an image gallery.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099085#Comment_3099085

    There have been countless times where I have swung at a survivor I know I would have hit, but I am pulled by the game towards that survivor but miss. This has happened so many times. Aim dressing absolutely messes with you.

    Yes, it does mess with you. It can absolutely cause us to miss hits we should have gotten. Happens to me all the time. I just said it will never help us. Ever. And we can't turn it off because it's not "for" us. It sucks and I wish the devs would fix it so it stops causing me to hit trees and rocks.

  • Every single killer on Switch. The game should've cost half as much on Switch and not come with killers at all.

  • Spirit's beach outfit needs to be added as a cosmetic. I also wouldn't say no to her bikini.

  • I've stopped playing. Losing the BBQ/WGLF stacks without them becoming basekit is just too much. Playing does not feel rewarding and I was overwhelmingly bored the last few times I even tried.

  • I love the Artist skin. That mouth, omg, it's amazing. I don't even play her but I had to have it just in case I do try to play her again.

    That Dredge skin is also really awesome. I don't love it as much as the Artist skin, but I'm more likely to play Dredge than Artist, so I got his skin, too.

    But that's me. Which killer do you play more? I'd base your decision on that.

  • I wish I could hide prestige everywhere. I don't want to show mine in the lobby or on the end tally screen. And I don't care about anyone else's prestige levels, either; all those could be hidden from me and I'd be happy about it.

  • It shouldn't take me like an hour to spend million Bloodpoints. (Not even joking, the Switch is soooooooo slow. Like makes-me-want-to-cry slow.) It's so unnecessarily tedious. BHVR could at least make it so once you hit Prestige 1 on your first character you have the option of enabling fast mode without all the extra animations and what not.

    I hate doing the Bloodweb. Which is funny, you'd think I'd enjoy spending the points I earn, but nope, it feels like a punishment.

  • @tippy2k2 said:

    I also miss the real BBQ

    It gave me a goal in the game that wasn't just killing all 4 survivors and I'd always go out of my way to make sure I got my 4 stacks, even if that cost me a kill. But it didn't matter because I had 4 stacks!

    @Ghoste said:

    Me too. 4 stacks was like an alternate win condition. I miss it dearly.

    ^ This. Getting my BBQ 4-stack was my win condition.

    I not only miss BBQ, but I've lost the motivation to play. My whole goal is gone, so matches feel aimless, pointless, and not rewarding at all.

    I really wonder how many killer players out there are like me and have lost interest due to this change. The killers with the very playstyle most survivors want, spreading the love so survivors have a chance at a fun, well-rounded match.

  • @Zakon05 said:

    I think that might be a little too lenient, but I do understand the logic if the only purpose grades serve is a reward for playing the game a lot that month.

    I would be quite fine with the current survivor pipping system if you couldn't depip.

    If grades were used for matchmaking, then it could be too lenient. However, grades are just for getting a BP reward every month, and the devs have said grades are only meant to be a signifier of how much you played that month. They say that, but the current system does not reflect it.

  • De-pipping should be removed.

    Better still, grading up should not require pips. Pips are arbitrary, and getting just one point too few in a single category can cost you the entire thing. Instead, that nice bar that fills up should be the entire basis of going up grades. You keep whatever progress you make on the bar, no minimum required, and certainly no losing progress. Boom, now players are rewarded for everything they do and bad matches no longer feel extra miserable and punishing.

  • I think it's the appearance of being endless with no rewards past a certain point, plus earning fewer Bloodpoints in matches.

    Earning Bloodpoints is addictive, so suddenly earning no Bloodpoints feels draining and boring. It's caused me to stop playing.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109910#Comment_3109910

    It doesn't have a built in delay, despite what the original poster is saying it sounds like a latency issue or something.

    Ah, okay.

    I wouldn't know, I never used old DH. And I don't use new DH because anything that requires exact timing is basically impossible on console since there is definite input latency. Not so bad on PS4, but the input latency is huge and absolutely disastrous on Switch: can't hit DS, seriously horribly struggle to hit Overcharge/Oppression/Merciless Storm/2nd-state-on-hook skill checks, and get grabbed off everything even though I let go plenty early. And my god do killer powers suffer, like Doc's Shock Therapy attacks feel awful.

    So, anyway, yeah. I'm still curious about DH's performance on Switch, simply because it does seem like you'd need to be able to predict the future to pull it off. If new DH does activate immediately for PC players, then with the input latency and low framerate on Switch, you'd have to hit the button a second early for like two frame's worth of Endurance. And having never used the previous DH, I wouldn't be able to make any sort of comparison between the two.

    I've gone against a lot of survivors who are able to use DH against me, so it's obviously usable for some people. And I remember one match where a teammate used certain tricks to get the killer to swing at her exactly when she wanted, so she pulled off DH every time. That was impressive. New DH may be more about tactics and mind games rather than simply being a mid-chase tank perk.

  • My god, DH has a built-in delay? There's already an input delay on console.

    I'm curious if anyone on Switch has tried the new DH. Is it completely unusable?

  • @Anniehere said:

    Since the increased use of Thana Prove Thyself brought more into matches to counter that perk.

    Before the new Thana I didn't see Prove Thyself much in my games.

    Maybe I'm delusional but it's possible that the use of this perk will be brought less after the new update.

    Without having WGLF for stacks anymore, I like running Prove Thyself just on the chance that I might be able to get 10k Objective Bloodpoints. I wish it boosted BP gain without the need for co-op; that requirement makes the perk way more useful in SWF than in solo queue, like so many other survivor perks.

  • This is why I'm just playing a different game entirely right now. DbD has never felt as unrewarding as it it does right now with no BBQ/WGLF stacks. Survivor is too frustrating in its current state, and killer is so boring that last time I tried playing I stopped mid-match and handed the controller to my friend to finish out the match so I could play Dying Light 2 instead.

    DbD may not always be loads of fun, but BBQ gave me a rewarding goal and earning BP was addictive. Now that I'm not earning BP, I'm just bored and have no desire to play. DbD has managed to keep me playing through frustration and performance problems. But being bored? Why would I ever continue playing a game if I'm bored?

    Rollercoasters are like a heartrate monitor, they have ups and downs. Flatlining literally means death.

  • @Reinami said:

    Survivors are catching on and the 1st gen is often getting done before i can physically cross the map. After i get there, they all split up, i chase 1, but the next gen gets done in 30 seconds or so with the other 3 survivors on it.

    You specify what happens for you with the first couple gens, but according to the devs themselves the first few gens are supposed to go fast:

    In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.

    from this post: https://forum.deadbydaylight.com/en/discussion/comment/995830/#Comment_995830

    For a long time a big complaint from killers has been that three gens pop by the time they get their first down. The devs have said that's by design, but even still they have just recently increased gen time by 10 seconds for each gen, and they made some changes to killers' basekit to shorten chases.

    The game is designed to snowball on either side. A killer who doesn't pressure gens enough will suddenly see a bunch pop, but as most killers know killing one survivor can bring gen progression practically to a halt.

    If three or four survivors get on a gen at the beginning of a match and pop it, it was probably some corner gen you couldn't defend well, anyway. I mean, most killers will check the important gens in the middle of the map first, and wherever you may start unless the survivors bring toolboxes and stuff to really speed it up you're going to be able to kick them off a center gen.

    No matter what, even with Prove Thyself equipped, survivors do gens less efficiently when grouped up. If you need it, Discordance counters survivors working together, and Corrupt Intervention counters survivors working on far-off gens at the beginning of a match.

  • I almost always run Unnerving Presence and Whispers on Doc. Unnerving Presence is made for him, and knowing when survivors are within Static Blast range is such good info to have: either Madness tiers up or I know someone's in a locker.

  • @Wewantjason said:

    I'm sorry friend but no. I am a killer main and as much as I despise seeing that perk it isn't as busted as you think

    Many survivors don't realize you take an overall action economy debuff when you do gens together. It makes that ONE gen go faster, but it's still going slower than if you did two gens separately.

    Prove thyself simply removes that penalty and adds the tiniest of buff. That 15% buff includes making up for the (I believe 8-10% debuff? I forget the exact number) that survivors receive for doing the gen together

    If they actually did three separate gens while you were in chase you would be seeing things go even faster depending on your mmr and skill bracket.

    Tl;dr prove thyself is a decent perk at best. Depending on the survivor communications and gen spawns it can both help and actually even hurt them so no it doesn't really need a nerf. It's fine where it is.

    Then again as a killer main sure get rid of it Lmao. I can be honest about how it works but I still want to win lol

    Two survivors working on a gen together have a 15% debuff. Prove Thyself buffs survivor speed by 15%, but that 15% is not based on the original speed but on the debuffed speed, meaning repair is still slower than if each survivor were working individually. It's explained on the wiki:

    https://deadbydaylight.fandom.com/wiki/Prove_Thyself

    I'll try to sum it up in an easy to read way, and I apologize in advance if I fail.

    One survivor working on a gen goes at a speed of 1.0 charges per second. Without Prove Thyself, two on a gen each go at 0.85 c/s, three at 0.7 c/s, and four at a horrible 0.55 c/s. When using Prove Thyself, if four survivors are on a single generator, each survivor on that gen goes at 0.8 c/s. If all four survivors were able to work at solo speed, it'd be a total of 4.0 c/s, but even with Prove Thyself it's 3.19 c/s.

    Really, unless it's the final gen, survivors should never group up to be more than three on a gen together even when running Prove Thyself. They are losing so much time doing that.

    In other words, you are not only right, but in fact the perk is even less not busted than you originally thought.


    Edit: Apparently I'm terrible at proofreading when I have a headache.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108208#Comment_3108208

    Switch is included in crossplay?! 😳 I DIDN’T KNOW THAT!! I thought DBD Switch were on different servers. Those performance issues sound terrible. So playing on Switch with crossplay on put you at a serious disadvantage? Overcharge & Oppresion must be impossible to hit.

    Yeah, definitely at a disadvantage. And almost every Switch killer I come across attempts to tunnel out the Switch survivor because of this. Overcharge, Oppression, and Merciless Storm are very very difficult to hit. If I succeed, I actually shout out and celebrate, not even exaggerating.

    I play on both Switch and PS4. The Switch has worse visibility for sure. For one thing, the graphics are lower quality (my friend and I joke that the Switch version has PS2-quality graphics.... might not quite be a joke, though) and everything is darker. It needs a brightness/gamma slider, because even in a pitch dark room there are times when I can't see anything in the game, but BHVR has so far ignored the request.

    If you don't already have DbD on Switch, I definitely wouldn't recommend it. I only got it on Switch because cross-progression had a set date, but unfortunately things changed and now cross-progression seems very unlikely to happen.

  • Performance sucks. The framerate is low, the sensitivity is bad, input latency causes a lot of problems, and since a recent update the frame drops have gotten worse. Survivor is okay (hitting skill checks reliably is an issue, and difficult skill checks like the one on Decisive Strike are nearly impossible, making DS absolutely unusable) but I find killer almost unplayable.

    I have to play with cross-play on otherwise I don't get matches, so the number of hackers I get would be the same as anyone else with cross-play on. I don't see a lot of hackers (as far as I know, anyway, but maybe they're just not obvious about it), but I'm at a really low MMR and hackers are usually at a high MMR from what I hear.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108157#Comment_3108157

    Because BBQ is useless for 90% of the killers I play and I don't want to be forced to waste a perk slot on a BP bonus anymore.

    I don't use Nurse or Blight please have mercy

    I guess I'm just not going to understand this point of view. All I see is that BHVR took away any access to a BP bonus. If I really wanted to use a build that didn't include BBQ, I didn't run it. But for 99% of my matches I wanted to use BBQ. My regular goal as killer was to get a BBQ 4-stack. I enjoyed that, it was rewarding. That was taken away. And I've just hated playing killer since, it feels absolutely empty, and at this point I've stopped playing the game entirely.

  • @Sludge said:

    Are you kidding me? We just got free from the tyranny of mandatory BBQ and you want to bring it back?

    Basekit or not at all.

    Why is not having it at all better than it being attached to a perk? You're not forced to run the perk, but if it's neither on the perk nor basekit you are being forced to earn fewer Bloodpoints period.

  • Yeah, I've lost interest in playing. Killer feels unrewarding without BBQ stacks to work for, and survivor is just plain frustrating with bad teammates, de-pipping, and the tiny amount of BP without even the choice of WGLF to soften the blow. There's no point to start up the game.

  • I don't even have hearing issues and I'm almost never able to hear footsteps in this game. I can hear my own footsteps as killer, but I can't hear survivors'. Nor are survivors trackable by their injured noises; once I lose sight of a survivor, I may hear about one second of injured noises and then it will disappear and I never hear it again. I either track visually via blood and scratch marks or I don't track survivors. TV speakers, headphones, it doesn't matter, the directional audio is awful. The sound occlusion is at least partially to blame.

    Unfortunately, I don't know how they could add visual cues for the audio that wouldn't delete stealth completely.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105150#Comment_3105150

    The perk removal was good no one wants their perk slots held hostage by a BP bonus

    Held hostage? I have nothing to replace BBQ with. The perk that comes closest to doing what BBQ did for me is Thrill of the Hunt because it boosts Hunter BP gain, but it doesn't actually increase the cap or anything and it usually gets cleansed early. I've stopped trying to figure out something new and just run with three perks if I bother to play killer. Which I don't much.

    It'd be one thing if the BP bonus were still available in some form, taken from the perks and made basekit, but it wasn't. It was just removed. It's not an option anymore. All BHVR did is take something away from the players.

  • The grind sucks, the amount of BP earned feels awful. The WGLF/BBQ stacks should have definitely been made basekit. For people who used those perks, it felt very rewarding to earn stacks. It was an integral part of gameplay to me.

  • @JackOfTrades said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104965#Comment_3104965

    Can't sorry. We Switch players can no longer take Videos of matches...or it might just be me. I have a picture of the game and the area, but.

    Not just you. BHVR disabled the video record feature on Switch a while back. They said it was causing performance issues. If you're on Switch you're supposed to be able to report without video evidence, though I don't know how that goes. I've never tried it.

  • I'm not having fun on either side.

    BHVR made escaping more difficult (I always expect to die in a match, I'm not that good, so I can't really tell a difference), but they also increased the amount of BP rewarded for surviving. This encourages worse, less team-like behavior from teammates. It always makes losing feel even more punishing. There are no WGLF stacks to soften the blow of a bad match. And de-pipping is still a thing, which I complained about before disconnecting and throwing became more common. Nothing like getting one pip away from the next grade and then getting into a match where someone suicides first thing and someone else throws.

    On the killer side, no BBQ stacks means I feel directionless. Killing was never my goal, but now the act of hooking feels empty and pointless.

    In summary, survivor is frustrating, killer is boring. (I don't know if killer is easier, I've never played to kill so my MMR is low as crap. And I don't run any gen/slowdown perks.)

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102383#Comment_3102383

    No, I'm annoyed because it's bloody impossible to get a good game as survivor right now, as the first person to get downed immediately suicides or cable pulls.

    Killer queues are actually normalizing, anyway. Back to nearly instant at certain times of day.

    https://forum.deadbydaylight.com/en/discussion/comment/3103449#Comment_3103449

    ...Your team bodyblocks into OTR, killer ends up getting nothing?

    https://forum.deadbydaylight.com/en/discussion/comment/3103076#Comment_3103076

    OP is saying that people who routinely DC or suicide need a penalty.

    Routinely.

    OP is saying that people who routinely DC or suicide need a penalty.

    Routinely.

    No, they're not. They call for anyone who disconnects 2 or 3 times in a month to get a 24-48 hour ban. That's not routinely, especially since it doesn't take into consideration how much time you spend playing that month. Maybe in a different thread the idea proposed was reasonable, as there are many other threads, but not in this one.

  • The problem is multi-faceted.

    1. WGLF no longer has stacks. Why make a possibly risky save attempt if the reward isn't that high?

    2. Gen times were increased at base but hook timers remain the same.

    3. All these gen slowdown perks basically require committing to a gen and getting it done, because once that gen has a killer's attention getting it finished is a freaking nightmare. You'll be doing the same generator multiple times over. Survivors already prioritized gens over saves a lot of times, but it's so so much worse now, and that's by BHVR's design.

  • Getting my BBQ 4-stack, and if that was done early enough double-hooking everyone, was my goal when playing killer for years, and that would have been my suggestion here but BBQ no longer has stacks.

    I don't know what to tell you now. I'd suggest playing a different game, really. You could try the goal of hooking each survivor once or twice, though sadly the matches where someone was sabo'ing and running Breakout so I slugged everyone to death have felt more rewarding than double-hooking, and it's hard to recommend double-hooking to someone else when I find myself bored with it.

    You could try making your goal maxing out one or two Bloodpoint categories each match. Deviousness and Hunter can often be maxed out with the right killers. It's a small enough challenge to not be tilting but it's not so easy that it just happens automatically. That's what I do these days, though mostly I'm only playing for Archive challenges and Daily Rituals, and after that I turn off DbD to do something else.

  • This morning my friend played a few survivor games, got one pip away from the next grade. He handed the controller to me, and while his previous matches hadn't been great and he had died (but at least been able to pip), of course when you're one pip away the match is freaking awful. First person suicided on the hook, and after that the killer just quickly slaughtered us and not a single gen got done. Miserable, absolutely de-pipped, and it just reinforced that I have no desire to play this game right now.

    I'm so pissed at the way BHVR handles this stuff. It's fine that survivors aren't supposed to win, I'm not great and I expect to die in the majority of my matches. But with this patch where survivors are supposed to die more often they freaking increased the amount of BP rewarded for surviving. In the majority of matches, survivors earn crap for BP. And de-pipping is still a goddamn thing. They double and triple down on how miserable bad matches are. I'm sick of it.

  • Need. Classic. Nemesis.

    More Jill and Leon outfits would be good, too. But I need classic Nemesis.

  • I answered this question in a similar thread. I'll pretty much copy and paste my answer here, maybe add a bit more.

    There's no option to hide my prestige from others. Prestige levels are shown in the lobby and on the end-game tally screen. I don't like it. I'm a private person. I don't care about anyone else's prestige levels, and I don't want to share my own.

    Upon Prestiging, the Bloodweb is set back to level 1. I am now stuck, because if I put any more Bloodpoints into a killer I will have to upgrade a perk I want to keep at tier 1. Sucks to have personal preferences in this game, I guess.

    BHVR increased the reward for escaping a match from 5k to 7k. I already had teammates who went into stealth mode after one death, refusing to participate and leaving me on my own to attempt gens. Now, I'm seeing survivors do it from the start of the match. I'm not playing an entire match on my goddamn own.

    BBQ/WGLF stacks have been removed. Getting a 4-stack on BBQ was my win condition. I've lost the incentive to even bother hooking anyone a lot of the time. There are so many things that can go wrong after picking up a survivor, it's not worth wasting the time when there are no stacks for bonus BP. And there are no WGLF stacks to soften the blow of a bad survivor match. Matches are longer but I'm earning fewer Bloodpoints for them.

    BHVR purposefully made it more difficult for survivors to escape (and even before this MMR made what teammates you get such a crapshoot that matches felt more like RNG than tests of skill), but de-pipping is still a thing.

    Because fewer killers are running BBQ, it freed up a perk slot for another gen/slowdown perk. I preferred going against BBQ, that was easily countered and didn't bring the game to a crawl.

    At some point recently Switch performance got worse and it's dropping a lot more frames than it used to. The low framerate plus increased frame drops is just a constant reminder that cross-progression had a set date and is now a pipe dream, like the game wants to make sure I never forget it took my money and ran.


    Survivor always felt pretty crummy because teammates are such a crapshoot, but now with BBQ stacks gone killer doesn't feel rewarding at all, either. There's no perk to take BBQ's place. Closest would be Thrill of the Hunt, but I already run Beast of Prey and TotH always gets cleansed before I get enough chase points to match what the survivor got for cleansing the thing. Besides, it's not like TotH raises the cap, the points are capped the same no matter what. BBQ was the only perk with a post-trial multiplier.

1 … 35 36 37 38 39 … 139