TragicSolitude
TragicSolitude
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3086310#Comment_3086310
Nemesis is a very tricky killer to verse and I feel his power is like Huntress where it feels unfair sometimes. He was already extremely strong and the killer buffs have inherently made him too strong.
Those survivors feel there is no chance to win which is the issue. I don't think they purposely joined to do that.
How can they possibly think there's no chance to win when I'm not hooking or slugging? In one match, the first survivor went down over and over again (not near a gen) and finished bleeding out with one gen left and the other went down twice and refused to let his teammates pick him up the second time (they finished the gen with him on the ground and I opened the exit gate, but the survivors didn't leave their fallen teammate until after he died).
I'm the nicest killer there is. The only thing I don't do anymore is carry AFK survivors to the exit gate and force them out (I used to, but I get annoyed as a survivor at AFK teammates so I no longer give them a free pass as killer). I play solo survivor, I know what unwinnable matches feel like, and my killer matches don't come close. If these survivors expected me to literally do the gens for them and carry them through the exit gate, I'm sorry, but BHVR hasn't added that feature for killers.
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On PS4, I'm running Deadlock to slow down gens so I can earn more XP. Once the Double Rift Fragment even is over, I'm not sure what I'll run.
On Switch, it's now just an empty space. I dunno what to run so I leave it empty. My build is Distressing, Beast of Prey, and Lightborn.
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@Sluzzy said:
Trying to invalidate the horrendous balancing and state of the game by saying survivors are causing killrates to increase is ridiculous.
Who would spend their free time to simply join a match to lose on purpose? Think about it.
But giving up is actually tremendously more important stat because it shows the game is broken. In a proper game, all 5 players should feel they have a chance at winning.
I'm not saying it's a conspiracy, but I've had multiple survivors who force themselves to go down to my zombies and bleed out for four minutes rather than do gens and escape. Or they go AFK in a locker. In my survivor matches very few are bothering to do gens, they rush the hook or follow the killer around but they make no attempt to escape. And I see the same in a lot of my killer matches: the first gen doesn't get done for 5+ minutes, like they don't bother to start gens until they finally accept I'm not going to do anything but kill zombies and proc chase.
Some survivors are going in to lose. Their queues in my area are fast, so I guess it's no big deal when you don't have to wait for matches? I dunno.
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@Gladonos said:
This is not happening. Nice try.
I'm a non-lethal killer and I've had a few matches where people forced themselves to bleed out to my zombies. I've only ever seen this happen once before in all my time playing Nemesis, and since the new patch dropped I've now seen it multiple times. It could be a coincidence, but it's a weird one if so.
I've also seen a lot of sandbagging as survivor, lately, but I don't know if it's more than usual as my solo matches were usually awful before the patch, too.
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I took it off my builds. Without the BP bonus, I don't really have an incentive to hook, so even if I were interested in the aura reading I'd never get use out of it.
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All my zombies are doing right now is getting stuck on everything. More than usual, even. They keep getting stuck on small bumps in the ground, and they get stuck against generators. I love seeing a zombie standing at a gen a survivor is working on and not caring at all. It's happening way too often.
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I don't even pay attention to lobbies. I just keep Lightborn equipped 100% of the time. It's in every loadout. On PS4, it may not be strictly necessary but it is nice. On Switch, maneuverability is bad and the sensitivity is horribly low: I can't avoid walking into objects, I can't avoid getting stuck on the environment, I can't avoid missing about 80% of my attempted hits, and I can't avoid blinds.
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@dugman said:
What's bugging me in these posts is all the people who are saying they want BBQ and WGLF to have bloodpoint bonuses, when if the goal is giving people more bloodpoints the much, MUCH better approach would be to simply either increase the base bloodpoints per match or increase the bonuses the bloodpoint offerings give you. Having bloodpoint bonuses as a balancing factor on perks is bad game design since they don't directly impact the match. Ideally you want all the perks to be more or less equally impactful on the match itself, give or take the specific combos they're typically used in and such. Having a perk with a weak impact on the game but that gives currency used between games just means people are enticed to "play at a handicap" during the match.
So instead make the offerings and base match scores be the main sources of bloodpoints (outside of missions and events and giveaways). Boost those primary sources and ideally leave bloodpoints out of the perks altogether. If "new players need more bloodpoints" is the problem then boost their baseline points they get, don't stick it on perks.
Boosting BP overall would be good.
It'd also be good to make the WGLF/BBQ stacks base kit. Getting a BBQ 4-stack was my win condition. I came across a lot of killers when playing survivor who played specifically for the 4-stack. And WGLF encouraged altruism, BHVR should have given more ways to get WGLF stacks and made it all base kit. Rewarding gameplay that benefits others in the match makes players happy.
I'd rather have the BBQ/WGLF bonuses be base kit than have them attached to perks, but I'd rather have them attached to perks than not have them at all.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/3079287#Comment_3079287
They literally said why they removed the BP bonus. Because perks should be picked in regard of their effect to the match, and not by the BP reward you get afterwards. And that makes totally sense. And this is not contradictory to "we want to reduce the grind" how many say. Also as said, they reduce the grind so there is not the need anymore to pick BP perks for being a BP perk. You restrict yourself to 3 perk slots by being forced to pick a BP perk, and to remove this need, they reduced the grind hard enough to not depend on the BP part of the perk
You restrict yourself to 3 perk slots by being forced to pick a BP perk
All BHVR did was make it so I only have 3 perks I want to run. I have an empty slot. I put Deadlock in there for now because it slows down matches for more XP with no input required from me. I won't run it once the Double Rift Fragment event is over, though, because I hate long matches. And I'm not seeing any great changeup in killer perks as survivor. No BBQ just means more gen slowdown, and I much preferred having killers run BBQ over gen perks.
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I'm a non-lethal killer and I'm getting people DCing and I'm currently in a match where someone who wasn't AFK killed themselves by zombie, bled out on the ground. I'm so confused.
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@BringShaggytoDBD said:
They can't even get BP incentives to work, do you really think they'll be able to handle cross progression?
They have cross-progression for the different PC platforms.
The thing that's really annoying is that DbD's performance on the Switch is so bad that it should have released with cross-progression. It should not have gone live without cross-progression in working order. As a secondary platform for an account, it'd be okay, but as a standalone account it is absolutely freaking unacceptable. Whenever I think about it I get legitimately upset that my progress is stuck here. I only got it on the Switch because they had a set date for cross-progression. A set date. I had no idea this wasn't guaranteed. I would have saved my money if I'd known.
BHVR should have considered cross-progression on the Switch a requirement before releasing it.
Sorry, I'm ranting. I just hate that I have absolutely no confidence that cross-progression for the Switch will ever be a thing. The moment BHVR said they have no ETA for it, I lost all hope it was coming.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3082615#Comment_3082615
This. Exactly this. Just had another game vs Trickster 2 gens done 1 hooked then someone dc'ed. That game was winnable. All it takes is ONE person with your mentality to torpedo an entire team if you just want bps play killer at least you won't ruin the game for three others
I adjust my gameplay if I actually see teammates trying, and I'll do gens then. But in general other survivors aren't doing gens so I don't bother, either.
I see this as killer a lot too where even though I'm not pressuring gens they take like 10 minutes to do them. I'm not gonna beg you guys to do gens, but I'll make you stay in this match until you do them, don't think I won't. (Unless they DC. Some do DC. It's nuts. Free escape, it'd be fast if they just actually bothered, but they'd rather take a time-out penalty.)
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3082511#Comment_3082511
That's my whole point. Before this you could pretty much count on at least one survivor being on a gen at all times.
So what happened? It's not like it's impossible to win as survivor you just have to actually, y'know, try
I've stopped doing gens because ever since the update none of my teammates do gens. What's the point? It earns crap for BP. I go around the map and cleanse totems and search chests until I die. I don't like doing 3 gens by myself just to die first and get almost no BP; you do gens to escape, but escape is impossible when no one else is doing gens, so it's just a waste of time.
Why did all my random teammates stop doing gens? I dunno. I've always had a problem with survivors crouching around the edges of the map and hiding in lockers instead of participating, but since the update I'm also having matches where people do nothing but swarm the killer and sandbag teammates. Once I got the new Tome Challenges done I completely stopped playing survivor because solo queue is miserable, I'm not freakin' putting myself through that with no BP incentive.
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Maybe the new Tome challenges have thrown things out of whack. Playing survivor isn't very fun when teammates are throwing matches to get their challenges done.
Or maybe survivor feels kind of crappy today because yesterday players were getting double the BP for playing survivor. I don't know about other people, but without BBQ/WGLF stacks, I don't really want to play either role unless there's a BP incentive, and the BP incentive was killswitched.
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Incentives were kill switched for not working properly.
https://twitter.com/DeadByBHVR/status/1549755253800816643 -
I'm having this same issue. The bonus applied earlier, but then it stopped and hasn't rewarded the bonus for any survivor matches since. I've restarted the PS4 and restarted the game multiple times. Survivor queue is longer than killer queue, I'm wasting time to get the bonus because without BBQ stacks this is what we have to rely on, but it's not actually rewarding the bonus. I'm sitting in a longer queue and earning less BP for it.
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@Krazzik said:
I haven't been getting the extra BP. Earned 20k in a match, brought a flan, still only ended up earning a little over 40k. Seems bugged
^ This. This is what's been happening to me as well. It was working fine, then DbD crashed with the PS4 blue screen of death (been a long time since I got that, so yay, that's encouraging), and since then it hasn't rewarded the survivor BP bonus. Long queues and no bonus, no thanks.
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Also, the matchmaking incentive doesn't work. Survivor queue times are very slow, but they are the ones that get the incentive? That ain't right.
Yeah, the queue is slow, and it hasn't actually been rewarding me with the BP bonus. It's not just a visible bug, either, it actually didn't reward the bonus. So, I'm done. Long queue for survivor with no BP bonus and no possibility of WGLF stacks. No thanks.
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@dugman said:
I've never liked the idea of perks that are "balanced" by giving bloodpoints since points have zero effect on the actual match. I'd rather perks and add-ons stick to things which directly impact the match itself and leave bloodpoint bonuses for offerings and rituals and such.
If they take Bloodpoint bonuses off perks, I won't even know what to run as killer anymore. I already don't know what I'm going to do without BBQ.
I personally would prefer useless meme perks that reward Bloodpoints. I wish they'd kept the BP bonus on BBQ and gotten rid of the aura-reading, instead. Give me a perk that replaces blood with confetti and have it reward 100% bonus Brutality, I'd run that.
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Not really, not unless you play a 4-man SWF. For me, if it's down to two survivors and I'm the only one trying to do gens, I'll go find the other survivor and try to make sure we both die. If it's down to three survivors and the other two aren't touching gens, then I just give myself up to the killer so I can die and get it over with. I used to try to play through that stuff, but it's not worth the frustration. It's not fun when teammates abandon me mid-match, so I move on to a new match where I can have fun.
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Yeah, this crap happened back when I was trying to get the achievement. The final survivor got in a locker, and when I tried to carry him away from it he'd run back to it as soon as he got off my shoulder. So, I stood and waited at the locker. After 15 minutes or so, rather than get out, he finally disconnected. Like dude, really? Really?
Nice way to condemn other survivors to the same fate of a Mikey Tombstone match, since the killer will keep attempting it until they get the achievement.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3065542#Comment_3065542
Chases are the only fun thing but they don't like being chased the whole time lol
A fun match for a survivor is well-rounded. It includes working on the objective, making saves and healing, and getting chased. Most survivors don't find it fun to only do one of those things all match. It also feels stressful to be non-stop chased; if there's not at least a little downtime between chases, then it feels hopeless and a lot of survivors would rather just move on to a new match. Hopeless is demoralizing, not fun.
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Survivors have to play expecting the worst-case scenario: that the killer can stomp them. Gen rush is how you escape, and escape is what rewards that big 5k chunk of BP.
It's just like killers who go hardcore and stomp survivors at 5 gens left. They're afraid to pull back because the moment you do 3 gens pop and you find yourself losing. Snowballing is a big part of this game. It's worse for survivors though who can find themselves eliminated in a heartbeat having earned nothing.
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BHVR is selling this as "you get to show off how much you love a character," but really showing players' prestige levels is meant to spark competition. Rather than grinding being simply functional, a way to get perks and add-ons and what not, grinding will now be a competitive sport in itself.
Yeah, showing prestige is going to see an increase in the number of people complaining about matchmaking, but BHVR decreased the required grind for perks so they think they need to get players invested in this huge new voluntary grind they've created. Because apparently grinding is the only thing DbD has and people will quit the moment they unlock all the perks. (That last bit was sarcasm.)
The majority of players don't use the forums, so showing prestige levels here instead of in the game would influence almost no one. The point is to get everyone addicted to caring about this meaningless number.
I hate that BHVR is insisting on showing prestige levels. I don't want to share mine, and I don't want to see others'.
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I don't uninstall anything unless I am absolutely done with it and know I won't be playing it again for at least year. Installing most games takes too damn long and uses a huge amount of bandwidth.
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@Pepsidot said:
I have a weird thing where I leave one of every glyph colour uncompleted as well as the flower challenge. So I'll never FULLY complete every tome, although am slowly back tracking all of my killer challenges. I like bringing in the flower and it sometimes has curious visitors which is funny, so it shall not be harvested!
https://us.v-cdn.net/6030815/uploads/Q7Y9E879DZ6V/steamuserimages-a-akamaihd.jpg
Ohmigod I do that too! I have a flower challenge, a red glyph challenge, and a purple glyph challenge I leave undone so I can spawn them in if I want. The flower challenge is my favorite, and it seems to confuse some killers.
As for completing all the tomes, I have unlocked every charm. Other than the few challenges I leave open on purpose, the only ones I haven't done are some white and green glyph challenges. I take my time on them because they can earn so much extra BP if handled properly. I've completed everything else.
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Solo survivors run what they need to run to make up for their teammates. BHVR kinda made survivors a team role and kinda didn't, so I basically have to go into every match assuming I'm on my own and pack accordingly. Changing it up as solo survivor just equals a faster death.
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@Taxman232 said:
Or just dont tunnel... as a solo survivor i appreciate the hatch but less tunnelling makes for a much more enjoyable game.
OP is specifically talking about 3-man SWFs who bully, sandbag, and grief solo survivors. If you've experienced this, then you know those "teammates" are specifically trying to ruin your game and OP is just throwing it back at them.
In other words, he's doing god's work. All the killers I come across just take advantage of it and kill me, and the 3-man SWF always manages to escape. Whether the killer is lazy, malicious, or just oblivious, as the solo survivor getting screwed it feels awful.
Edit: It's implied that's what he means, anyway. If he also targets the rare 3-man SWF who plays nice with the solo, then that would be very uncool.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/3060569#Comment_3060569
Can you not disable prestige legacy in settings? I thought it was part of ptb
The animated portrait effects can be turned off (though I actually kind of like them and might leave them on). It's sharing my prestige levels with others on the tally screen that I dislike. (Did I see correctly that on the PTB prestige levels were also shown in lobbies before the match? Because if so I absolutely hate that.)
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Meanwhile I'm over here wanting to hide my prestige levels. I have messages turned off, I'm always set as "offline" if I have the option, even my PS4 achievements are set to private. I don't want to "show off." I want to be invisible.
Sorry, I just wanted to take another opportunity to complain that BHVR has not made this optional. They've created a whole new grind and the entire premise of it is that it's another thing for players to compete over. And it's obviously going to be effective with the way so many people are talking about wanting a reward to show off. But for those of us who find this entire thing to be negative, who don't want to share our prestige levels or be influenced by seeing the prestige levels of others, it's not cool that BHVR is forcing this on us.
It's so pathetic and immature to feel so entitled to a reward simply to show off.
I mean, BHVR's own words and actions are at the root of this. The whole purpose of prestige is to show off, especially with the changes coming, and BHVR said people would be able to show off this reward and either misworded things or changed their mind; I mean, very few people think an icon and a portrait are the same thing. So, while I may not be petitioning for a better reward, I do think BHVR brought this on themselves.
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All charms should be universal. Some might be too small to see well on survivors, but you could say that about a lot of survivor charms already. All charms should definitely be available for decorating hooks. What's even the point of designing these things if players can't see them.
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I want this as a survivor. I'm tired of having one or two teammates who go immersed and refuse to participate. If I try to keep doing gens, I die. There's no other way that turns out because even if I run the killer around for ten minutes, no gens will get done. These days I usually go find the hiding survivor and run around leaving a lot of scratch marks hoping the killer will notice and kill both of us. If there are two survivors who go immersed, I just give myself up to the killer. Might as well get it over with. I kinda feel bad for the killer, because they're going to be stuck in that match for god knows how long with the two remaining survivors, but it's against the rules for me to help the killer find them. If the killer were paying attention, they'd refuse to kill me and let me do gens just so the match can end.
The devs need to also make escaping reward much, much, much less. One of the reasons survivors go immersed is because escaping rewards such a huge lump of Bloodpoints, to them it's worth more to waste time stealthing around for a chance at the hatch than to actually participate. MMR being based specifically on escapes doesn't help, either.
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Adding in-game comms is something that BHVR would have to divert resources to. It would require programming, constant debugging I'm sure (because this is BHVR), and more staff to police them and issue bans for harassment. It might require BHVR to implement audio recording, as they could get in trouble for what people say over the in-game comms.
And a hell of a lot of players will just mute the damn things, anyway. I certainly would.
It's easier for BHVR to let people continue to do what they're already doing: use third-party software to communicate. Then it's someone else's problem and BHVR can focus on the infinite number of problems that already exist within their game without adding new ones.
It's a lot of hassle for something that's just not necessary. They're better off adding the HUD icons so survivors can see what their teammates are doing, and maybe a communication wheel that will make it possible for players of all languages to coordinate.
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@[Deleted User] said:
I agree.
I've always been of the mindset in this game that you should blame the game and not the player. Sadly seems to be an unpopular opinion.
My jaw dropped when I saw someone on these forums say that it's not on the devs to fix camping/tunneling, we need to tell the players to change their behavior. Like what the hell, you can't shame players into changing how they play. That's wrong for so many reasons. No, this is all on the devs and how they've designed the game, and it needs to be fixed because the best way to win should not be so horribly unfun for the opposing side. That's not fair on your customers.
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@ZVom said:
Simple solutions are always the best.
If they wanted to reduce the grind by 75% they could simply reduce the prices of nodes in bloodweb by 75% and not touch ANYTHING else. It would effectively reduce the grind by... Let me do the maths...
https://us.v-cdn.net/6030815/uploads/YED9UX5A2IWJ/image.png
... 75%! Amazing!
The grind would still continue to go up with each character released. Plus, items/add-ons/offerings are not the part of the grind they're trying to reduce. BHVR is specifically reducing the required grind of unlocking perks. This is made painfully obvious with the addition of 97 more prestige levels plus "showing off" prestige levels to get people to grind competitively. The grind is meant to be endless, but the grind for perks is extremely prohibitive for new players and chases them away. Perks are absolutely necessary to play, especially when you're new and need all the help you can get.
BHVR should have removed perk tiers on top of this prestige update. The grind is still way, way too much for new players.
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@Mandy said:
With the new reduction in grind when it comes to gaining new perks, the Bloodpoint economy had to be tweaked with regards to where and when they should be spent. While players now need to spend Bloodpoints to prestige, ultimately the grind is still heavily reduced and results in an overall improvement to the entire system.
Players don't like getting nothing in return for their Bloodpoints. Bloodwebs are already RNG. Players spend the majority of their Bloodpoints on things they'll never use as is, and now we're being asked to spend Bloodpoints on actual nothing.
If you want players to spend more BP within each prestige level, start Bloodwebs at level-10-sized or something instead of level 1 (level 1 Bloodwebs are ridiculously puny). Players will then get a bunch of level-50-sized Bloodwebs, which will cost more Bloodpoints than the 20k toll we're asking to have removed (the difference between the first 10 Bloodweb levels and 10 level 50 Bloodwebs is freakin' huge), and let's be honest most of those Bloodpoints will still be going towards buying stuff we'll never use but at least we're getting actual stuff in return for our Bloodpoints.
Something like that would be a more creative way to handle this. The Developer Update is saying you dropped the price of prestiging from 50k to 20k, but what most players are seeing is that you raised the price of prestiging from 0 to 20k. It's a cost that wasn't there before, and this is on top of the fact that a lot of people don't want to prestige at all (because they'd rather keep their level 50 Bloodwebs).
When you take into consideration how full our inventories are of mist offerings and what not, how much BP we have to waste due to the RNG of Bloodwebs, the unreasonableness of any sort of toll or tax becomes apparent.
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It's annoying that they kept a prestige tax instead of adjusting the Bloodwebs. They could start with a level 10 Bloodweb instead of a level 1, then people will get to have a bunch of level 50 Bloodwebs before prestiging which will increase the BP spent per prestige level by more than the 20k tax they're charging now, and most of what people get from Bloodwebs is useless junk that they'll never use anyway but at least they're getting something for their Bloodpoints.
I'm mostly unhappy that sharing/seeing prestige isn't optional. I don't want to share my prestige levels with others. I don't want it shown anywhere. And I don't need to see other people's prestige levels, either, but my main thing is I don't want to show off my own.
I think the change to Botany is the wrong way to go about it. They should leave Self Care's healing speed alone, just get rid of the med kit efficiency, and not touch Botany at all.
BHVR also needs to make a lot of changes to survivor's Bloodpoint gains. Increasing the BP caps is nice, but the Survival category alone is all kinds of messed up. In general, escaping rewards way too much and actual participation in the match rewards too little.
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I've had people mad I didn't go for a basement save against a camping killer. I've had people mad I didn't try for a save despite the killer having NOED. And I've had messages turned off for a long time now so I no longer have to hear that nonsense.
I've been left behind to die when the save would've been super easy a million times. I've repeatedly seen three healthy survivors run out of the exit gate rather than give any care about me being on the hook. And I've cursed about it to myself but never messaged anyone else because it's just a game.
I got a lot of messages from people being upset I didn't attempt a save. You know what I only got once? A nice message from someone where I tried to help them but we both died. Very rarely are they going to be grateful or sorry that you made the attempt and failed, sacrificing your own points. So don't worry about what others say. People are just salty that someone won and it wasn't them.
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@Ryuhi said:
like others have said, getting nothing for it is the big issue. if it was still 50k but i got one of each addon as killer it wouldn't matter at all. If you got one of each item and one addon per item as survivor it also wouldn't matter. the 20k is being used to just straight up lock you out from any further progression until the tax is paid, and you don't get a tax return in exchange. Those BP just vanish into the wind, and you are hardstuck until you pay it. You could argue that previously you would be stuck preventing progression if you refused to finish a bloodweb, but even worthless offerings or expired event nodes that no longer work are still more than literal nothing.
like others have said, getting nothing for it is the big issue.
Exactly, the devs attempted to "negotiate" with the ridiculous starting value of 50k, so 20k looks great in comparison, but players still get nothing in return for those Bloodpoints.
A real negotiation that might actually make people happy would be:
- For the first 9 prestige levels, leave it as is with the 20k "tax," since the player is indeed unlocking something.
- From prestige 10 on, remove the tax, start the Bloodweb at level 10 instead of level 1 so that players get a bunch of level 50 Bloodwebs before the next prestige. That surely increases the amount spent per prestige level by more than 20k, and let's be honest most of what players get will still be worthless junk they'll never use, but at least they'll be getting something in return for the Bloodpoints.
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/3057991#Comment_3057991
I didn't say it wasn't true, it's a half truth. I want to know why adding a terrible feeling bp tax was the best way to go. I want an actual in depth answer, not just "muh economy". I know I likely will just get the same half answer, if I even get one at all, but I figured it was worth a shot since I hate the tax so much.
The answer is because they're not trying to reduce the overall grind. They've reduced the required grind, the grind for perks, and they've reduced the RNG element of unlocking perks.
While reducing the required grind, they've upped the voluntary grind by showing prestige and capping it at a near-unreachable P100. They don't want people to easily reach that number and max out. The Bloodweb level resets at 1 every time you prestige, so less BP is required than if they were always at level 50, so they had to increase the amount of BP spent somehow. In that regard, a 20k BP tax isn't so bad. Certainly better than 50k. Do we want any tax? Of course not. It sucks that we're paying BP and getting nothing in return for it.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3057859#Comment_3057859
why care about what some random bozo has to say on the internet?
Well, they can't say anything, I'm on console. But it's human nature to feel uncomfortable if you put a lot of time into something but plateau and don't improve. I've also been targeted in matches by names I recognize, probably because I messed up somehow in a previous match, and if players get an idea of how much time I've put into the game they'll think I'm trolling rather than just struggling and that probably will worsen. Sucks even more if I'm playing on Switch instead of PS4. No one can see that I'm failing skill checks not because I'm sandbagging but because I'm playing on a godforsaken Switch. The little globe doesn't tell people your platform.
Ya know, I once changed my name to "0SkillChks" (best I could do, Switch caps names at 10 characters) to warn people, and they still got on gens with me and still got mad when I failed skill checks. Like dude, I warned you, I certainly didn't invite you on my gen. I've also tried using the name "OnSwitch," but that just gets me tunneled by killers. Anyway, I'm actually a little worried that having a high prestige number but failing skill checks would get me reported, and enough reports would probably get me banned because it looks trollish. The devs seem to underestimate how bad performance is on Switch, because I've pointed out that the DS skill check prevents Switch players from using the perk at all and the response can be summed up as, "Nah, it's fine."
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3057783#Comment_3057783
what harm is there in showing how many bloodpoints you put into a character? If you dont care about anyone elses level, just ignore it.
No one needs to know that I'm this bad at the game and higher than prestige 0.
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I just want the ability to hide all indicators of prestige. I don't care about anyone else's levels, and I definitely don't want to show off my own. I really don't want to continue playing the game until this becomes an option.
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@Lyonic said:
I did'nt mention skill so im afraid its not part of the question.
So as an example answer:
"I'm killer main and I feel 90 seconds is fair"
If there are 4 survivors, 90 seconds is 3 gens popping.
There's no good answer to your question. In this game, if one side is happy the other is not.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3055472#Comment_3055472
Killers usually tunnel the survivor that stabbed them after the second unhook so it wouldn't make a difference if killers decided to hard camp them anyway.
https://forum.deadbydaylight.com/en/discussion/comment/3055487#Comment_3055487
You do realize why people want it to be used twice right? It doesn't allow survivors to progress the game until that timer wears off and they've already made it useless at end-game (which is understandable) therefore, people are asking for changes to make it more appealing because Off the Record is looking really promising right now.
Killers shouldn't be scared of it being used more than once unless that killer wants to be stabbed twice. It's supposed to be an anti-tunnel perk.
Killers usually tunnel the survivor that stabbed them after the second unhook so it wouldn't make a difference if killers decided to hard camp them anyway.
Sometimes I watch streamers, and I get really annoyed when I see them do this:
Match 1, they get stabbed by DS:
streamer: You used your DS, now I can tunnel you out!
Match 2, they pick someone up and don't get stabbed by DS:
streamer: Well, if you didn't want to get tunneled out you should've brought DS.
At least if DS activates twice, the first scenario will require more time expended by the killer. Either they hard camp the hook for 60 seconds, or they chase the survivor down again and either eat a 2nd DS or wait another 60 seconds before putting the survivor back on the hook.
I don't have extreme feelings about DS activating twice, that's just an observation.
This next part is for everyone who thinks DS needs a tiny skill check:
I can't help but feel really spurned by BHVR at all the times I go back on the hook because I don't have DS. I didn't not bring DS because I wanted to be tunneled out. I didn't bring DS because BHVR ported DbD to console without the proper follow-through. There's nothing that can be done about controller users being easier targets, but not having access to DS to help us when we are targeted Just. Freaking. Sucks. Anyone who thinks the tiny skill check is fine does not understand how double-fudged some console players are.
It doesn't just screw us over, either, it screws over the entire team. Everyone who plays survivor should keep that in mind. We can't hug objects as well in chases and we can't look behind us as easily. We know we go down quicker and a lot of us can't run DS to buy a little more time, but your queues are often longer if you turn off cross-play to avoid us, and in the future turning off cross-play will also disable the BP bonus that's replacing BBQ/WGLF.
Maybe OTR will go live in its ridiculously OP state, in which case DS won't be as valuable, though I might continue to complain about this skill check for the simple fact that the game should work the same across all platforms whether or not the perk is meta.
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What platform are you on? I had constant game-ruining frame drops on PS4 after the RE chapter dropped. I had to buy an external SSD just for DbD so I could play the game.
(I do not know if performance has since improved for everyone else on PS4 because I'm always running DbD from the external SSD now.)
When talking about performance issues like this, the platform is one of the most important things to mention. I play on PS4 and Switch, and the difference between the two is huge. On PS4 I undid some of BHVR's damage by getting the SSD. If you're having performance problems on Switch then that's just life.
The Technical Issues subforum is probably the best place to get help, though, like the mod suggested. If there's anything that can be done on your end, that's where you'll find out.
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As someone who has Amazon Prime but plays DbD on two different platforms, I am also curious about this.
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@WeslleySim said:
https://forum.deadbydaylight.com/en/discussion/comment/3047997#Comment_3047997
So would it be a case of changing the intensity depending on the platform you play on? Nor can we forget that most maps are open?
BHVR seems unwilling to have things work differently on different platforms. Like the Decisive Strike skill check is next to impossible to hit on Switch, but the devs won't address that. I don't think they'd have the wiggle intensity be different on different platforms.
Anyway, I don't really think Boil Over is a good idea for a perk in general. If it's strong, it allows one survivor without the help of any teammates to deny the killer hooks, and the only counter to that would be slugging. If it's weak, then it's another useless perk no one will equip. If you want the perk to be strong, it needs conditions, like a maximum amount of time during which it's active (ex: current Lucky Break), or a long cool down, or it turns off completely if the survivor manages to escape off the killer's shoulders once. Something like that.
Imagine if Merciless Storm activated every single time a generator got to 90%. Some survivors might never be able to finish a generator. That's similar to what Boil Over is like when it's effective: a killer keeps getting to the end and then they can't actually finish, can't get the downed survivor on a hook. The killer only has two options then, which is to either slug or just say screw it and go AFK. Back in the days of strong Boil Over I did both, going AFK was the choice I enjoyed more.
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I liked Hawkins. I miss it.
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Seeing this pop back up and looking at that new tally screen of theirs... ugh. They shoved so much unnecessary information onto that screen, all to include a prestige icon that will only be detrimental to how players feel about matchmaking. Instead of writing out the characters' names, they should have the character portraits where the prestige number is. The survivor/killer icons are unnecessary clutter, other information already conveys who was a killer and who was a survivor in the match.
Big number, text with character name, text with player name, redundant survivor/killer icon, all that clutter rather than using the character portraits many of us have been asking for for so long. All this mess, just to add something that will have the same effect on a player's perception of the match as showing grades. Why would you show any number next to a player that isn't tied to matchmaking? That only brings confusion.
It's just so annoying how complicated they made this instead of going with the simple, elegant, MMR-misdirection-free solution. For crying out loud.