TragicSolitude
TragicSolitude
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- TragicSolitude
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BBQ gave me a goal. I played for the 4-stack. Without that goal, I become demotivated to participate in trials. I know this from past experience where I tried playing without BBQ and I stopped hooking survivors entirely. I tried to still play to hook each survivor once, I kept that goal in mind, but without the little counter showing me my stacks, without the bonus at the end, it felt different, it felt pointless, and I completely lost interest in hooking. I ended up chasing survivors around a bit, and then I'd get bored and leave them to do 4 generators on their own. That's what happened when I tried to force myself to play without BBQ.
I'm not looking forward to this change.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3049341#Comment_3049341
Bro I've played dbd on console the framerate is not horrible. Also I meant going against survivors, I know controller would definitely matter while playing killer since that is first person.
Which console? I'm on Switch and the framerate is indeed horrible. PS4 is okay, but I don't know if it'd be okay if I weren't using an external SSD (the RE chapter tanked PS4 performance so bad that it was damn near unplayable), and there are still frame drops and what not.
I've seen other people who play killer say that they can tell the difference between console and PC players because PC players can hug loops better and make sharp turns that console players can't, meaning console players are easier to hit/down.
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DbD Mobile and IDV get all the good stuff. IDV got Junji Ito skins and they'll soon be having a Fatal Frame crossover. DbD is getting Attack on Titan, a series with an ending that rivals the Game of Thrones TV show for how much it disappointed fans. Plus, what's the point of wearing the gear if you can't actually swing around the map like Spider-man with it.
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I remember someone once posted the idea that Bloodpoint offerings be selected after a match, that way a person can choose when it's worth it to burn an offering rather than gambling on it. I think that would be nice.
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Boil Over is a terrible perk, down to its very premise. It's either worthless or it's more effective than DS at preventing the killer from getting a hook without a cool down or conditions or any stupid tiny skill check. It was definitely a bad thing when it was too strong. Nothing like watching a survivor get off a killer's shoulder multiple times, so the killer gives up on them and tunnels you out because you didn't run the annoying perk. I despised teammates who ran Boil Over and if I could've known beforehand and dodged their lobbies I would have.
The 100% effect was too strong on some maps, especially against console killers. I wasn't messing around with that, if I got stuck on the environment even once because of Boil Over then the survivor got to stay on the ground and bleed out.
I still see Boil Over a lot these days. Apparently there continues to be a large number of survivors who find it useful. On a map with a lot of line-of-sight blockers Boil Over can be very costly for the killer.
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You can always tell the survivor who did the least during the match because they stay until the last second crouch-spamming in the exit gate, obviously disappointed when the killer doesn't care enough to come see them doing it. They think piggy-backing on their teammates' efforts while they stealthed around means they're amazing at the game, and it's truly sad.
Isn't looking that laughably pathetic punishment enough?
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Hard to say until it goes live, as things are always subject to change. I may replace BT with OTR. I don't know if I'll replace Self Care with COH or Inner Strength. WGLF will probably go back to being WOO. Empathy will remain.
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You're not alone. I've complained about this a lot, and I've seen more and more people upset about this lately. There's no reason players should be able to lose pips since grades have anything to do with matchmaking. I spent the entire event stuck at iri 3 as survivor, and I'd get one pip away and then de-pip all the way back down to zero because my matches would go immediately downhill. It sucked.
Being able to lose pips only makes bad matches more frustrating. Making bad things worse for no reason is something DbD needs to move past.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/3037400#Comment_3037400
They also really should lower the BP cost of prestiging. 50 is just too much. Maybe 20
There's no reason prestiging should cost anything. There's not a finite amount of Bloodpoints like an actual real-world economy. There's no need for a tax, the Bloodpoints aren't going towards building roads or schools or anything. All prestiging does is reset Bloodwebs back to level 1, which is something most people don't want in the first place. We're being charged Bloodpoints to do something that's detrimental to our ability to get good offerings and add-ons.
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Why would I be happy that they removed the BP bonuses? They didn't make the BP bonuses basekit. They didn't replace the bonus (no, queue incentives don't count, those are dependent on being able to change roles and there being a large imbalance in the queue, the latter of which the player has no control over), they just took it away.
I play for BBQ stacks. As survivor, WGLF stacks cushion the blow of a miserable match. The bonuses should have been made basekit, there should be an element in the HUD which shows the player how many stacks they've earned in a match. Being happy that we've lost out on a reward and something that increased our enjoyment of the game makes no sense. Earning stacks feels rewarding, way more rewarding than most things in DbD.
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@KolbyKolbyKolby said:
I'll take it because right now there's like a 25% chance pallets don't drop when you hit the button so this would be a huge buff.
^ This. It was a bit of a problem before the update, but it's been a huge problem since one of the last updates.
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Super fun thing to take note of: longer gen times and survivors taking a ridiculous number of hits to go down = longer matches. However, the number of Bloodpoints per trial is still capped at 32k, meaning players will be earning fewer Bloodpoints per minute than they are now. That's without taking into account WGLF/BBQ having their BP bonuses removed.
Not to mention, gens taking longer sounds extremely boring for survivors, and survivors taking multiple hits to go down sounds really frustrating for killers. Who is supposed to be benefiting from this change to the meta?
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I never played Last Year, but I want a priest killer. That is all.
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Basekit would be better, but yes. I currently run BBQ, Beast of Prey, and Distressing on all my killers, I obviously don't choose perks based on in-game utility.
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Um, the timer isn't supposed to kill survivors. It's supposed to make them leave. It kills them because the options are 1. timer runs out, survivors die, or 2. timer runs out, hatches open up under the survivors' feet and give them an automatic escape. One encourages them to leave before the timer runs out and the other would incentive staying for no good reason.
The EGC exists to force the game to end so that survivors cannot hold the killer hostage in the match. That is all. It is not meant to give kills.
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@TotemSeeker91 said:
It shouldn't have existed in the first place imo tbh, they could've just been like "click X to use" but then maybe it's there so you need to make a split second decision so that you can't use it just as they're being hooked
It should be a quick-time event that requires you to quickly press a button or it should have a very large skill check. What it shouldn't do is have a tiny skill check that requires frame-precision timing when the game is riddled with optimization issues.
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Additional game modes with different objectives.
A daily rewards calendar.
Other: more controller options (dead zone, response curve)
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SWF groups don't hurt DbD, they keep it alive.
SWF groups hurt solo survivors. I just made the mistake of saving one off the hook and taking aggro. Still 4 gens to go and I was left to die on my first hook because, I dunno, reasons, while the three of them hung out on the other side of the map together. I hate 3-player groups. It's time for DbD to implement bots to fill that gap.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3040060#Comment_3040060
Now that you mention it, I've got 16 pages of charms on the killer side.
19 pages of killer charms, 20 pages of survivor charms. It's nuts that there's not a charm inventory menu where we can hide charms we don't use so they're not cluttering up the customization area.
@hemlock said:
Why do we need to redeem a code every time to get rewards? Can't you just give this stupid Canada charm to all users who logged in? I can understand rewards for being subscribed to twitter, browsing website, etc. but you put code in NEWS in-game why I need to commit 4 extra clicks?
As has been said, it's likely because there are already so many charms that the devs don't want to force players to have charms they may not want. It's a maple leaf, there are probably a lot of people who aren't interested.
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@Nicholas said:
@Nazzzak verified that I still don't have the charm.
@isvangraad people have the charm without meeting that criteria so it has to be more. I've met it since March and nothing yet.
I'd suggest submitting a support ticket: https://support.deadbydaylight.com/hc/en-us/requests/new
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That’s like punishing you for doing your job.
Not really. It's a condition. Like how DS and BT deactivate when the survivor performs certain actions. Ruin deactivates when the killer performs a certain action (killing).
I think the devs are trying to balance giving each side a helping hand without assisting outright steamrolls. Like Bloodlust in a chase, survivors claim it's rewarding a killer for failing, but it's just that the killer is supposed to win the chase otherwise the game totally falls apart. The devs don't want a match to look so hopeless that players give up when they're losing, they want both sides to have a chance to bounce back. I think the devs are trying to prevent super strong killers from equipping some of these slow-down perks (Ruin, Corrupt Intervention) and being overly oppressive. (I'm not making any comment on slow-down perks in general, and I'm not saying the devs are doing a good job. I'm just saying that this isn't about "punishing" killers.)
Personally, I understand the deactivating-upon-death more than I do the numbers change. The numbers change seems excessive, at that point the devs are just murdering the perk in the name of "changing the meta."
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3038286#Comment_3038286
Is like Legacy Gear. You can't get the greatest stuff, or you can't get it anymore.
The legacy stuff makes sense to me, but that charm being exclusive to the devs is a bit much. You'd think players would get a version of that and devs would have their own special recolor. Like players get an orange glowy one as shown and devs get one that glows blue. Or vice versa. Giving players so many charms that look like lazy garbage as part of the Rifts that they pay for and keeping one of the best charms for yourself, that's... I mean, c'mon, the latest tier 70 items on the Rift haven't been great. The dripping goo on the flashlight charm can't hide how severely basic that thing is. My instructor expected way better of the class for our first 3D projects. The quality we're receiving has gone downhill, but that's apparently a choice on the devs' part, not a lack of ability.
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Those flat recolored charms are the worst, and they add a ridiculous amount of bloat to the charms list. Actual dog tags and an actual severed toe are charms players might like, not the ugly things we got.
Also, I'd like to design the coolest charms for myself. Let me design my own charms.
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The portraits are bad. I don't need Legacy clothing, though. They could've just done a better job with the portraits, used the characters' P3 heads or some blood splatters or something. Or they could've given us PIII charms. Or Bloodpoints. BP would be much better than this ugly gold overlay.
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Yes. I'm tired of being easily tunneled when I play Jeff or Ash. It encourages killers to focus on me and makes me hate playing those characters. All characters should make noises at the same volume.
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I don't like that I now have no way to earn stacks. They didn't make it so it's like, "Oh, well now you don't have to run BBQ to earn stacks." They've made it, "You can't earn stacks, not with BBQ or anything else." There's a difference, and it sucks. It should have been made basekit so the people who care don't lose it. Some people didn't run BBQ, didn't care about stacks, this doesn't affect them. For those of us who did run BBQ and WGLF, there is no replacement.
I played for stacks. This is absolutely going to negatively impact my experience.
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Killer: Spirit lost her collision, so I played Mikey for a while. I switched to playing Blight when his camera was raised. I then switched to Nemesis when he came out because zombies.
Survivor: I mained Kate for a while, but I started playing more survivors as other ones I like were released and I don't really main anyone anymore.
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What? Lightborn used to just slow down blinds, then within the past few years it got buffed to completely block blinds. Even after being buffed, it did not become meta. There is no reason to nerf it. If anything, since it's so rarely used, the devs might buff it to increase the usage numbers.
If you bring two blind perks, that's on you. There are lots of perks, powers, items, and add-ons that can be nullified by the other side. That's the game.
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It went sharply downhill when the Bloodhunt started and hasn't gone back up since.
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Zombies just need better AI so they're not constantly stuck on the environment and they'd be fine. I keep seeing zombies get stuck an inch away from a survivor on a gen and the zombie is oblivious to their existence. Or they walk into a corner of the map and just hang out there so I have to go out of my way to destroy them if I want them back in the match.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3032342#Comment_3032342
Still, higher Prestige Level will generally indicate more time played which generally indicates you are better at that Killer.
I'm terrible at Spirit because I can't track via sound. And Onryo I've only played a handful of times. But they're the two killers I've put the most BP into because I like Asian horror. Nemesis is the killer I play most right now, but I stopped putting BP into him once I got my four main perks unlocked.
Meanwhile, all my survivors are at about the same prestige level. If I'd dumped BP into one single survivor, they'd be really high, but since they're spread out evenly it doesn't give any hint about how much time I've spent playing survivor or which one is even my favorite.
Prestige is just about BP spent, it doesn't signify playtime at all.
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The prestige icon is ironic as a reward because I want to hide my prestige level. It's not something I'm interested in showing off.
I will complain on a daily basis for the rest of eternity if there's not an option to keep my prestige level private.
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@Noz said:
In my experience killers camp and tunnel regardless of what perks the people bring.
SoloQ is already horrible and it is only getting worse.
90% of my matches are: 1. killer camps hook, 2. killer doesn't camp hook but survivor drags him back in chase to unhook in his face, or 3. killer doesn't camp but survivors leave me to die on first hook with 0 gens done, anyway. Hooking is an absolutely terrible mechanic, it's not fun to do as killer and it's not fun to be hooked as survivor. Being at the mercy of teammates who are either inept or don't care sucks. They should get 0 BP if it's not a safe unhook.
I'm tired of being tunneled at zero gens done. Tired of being punished for my teammates' mistakes when I don't get to choose my teammates. The ironic thing is the survivor who farmed me still gets BP and while I, the one who's being punished, loses out on BP and getting to play and everything else. What sense does that make? From the killer's perspective, this is a team game; from survivors' perspective, it's not. The devs need to choose which one it is and make DbD work as such. Solo queue is an absolute misery because terrible teammates are basically rewarded for being terrible so why would they ever change their ways?
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No.
Maybe BHVR could make it an option you can turn on for yourself if you want an extra challenge. Hard mode. It could reward 10% extra BP for successful skill checks. But let's not make the game worse for new players or those playing on console, they have enough problems.
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I'm on PS4 and I see a lot of other PlayStation players. I get a lot of lobbies that are all PlayStation players, and I have crossplay on.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3031273#Comment_3031273
I have a friend who plays on the switch and I've heard that the performance isn't smooth. She'll sometimes complain about regular skill checks bc her frames drop really hard. I don't even want to imagine trying to land DS on the switch.
Frame drops, low framerate, inconsistent frametime and input lag. Very far from smooth. Multiple times a day I find myself yelling "I hit that!" because the game decided I failed a normal skill check that damn well should've been successful. No amount of practice or skill can best the performance problems.
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It's not even about the grind to me. I find it rewarding to use those perks and to get stacks. 4 BBQ stacks is my killer win condition. A few WGLF stacks can make a bad survivor match feel a little better. BBQ/WGLF let me see a dumb little counter on my screen increase, and at the end of the match it meant a reward. I enjoyed that.
I've played without BBQ in the past. I lost my motivation to hook, which meant I'd stop playing mid-match or I'd slug everyone. It was bad, it wasn't fun for me or the survivors. If there's no earning BBQ stacks, either with the perk or basekit, then playing killer will lose a lot of its appeal. And there's not going to be anything to take the sting out of a bad loss without WGLF stacks, it's going to make my friend miserable to play survivor with. It honestly might be enough to cause us to stop playing entirely.
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@Pepsidot said:
There's no reason it should have a skillcheck. The players missing the skillcheck are the ones that need it the most - the ones lagging or... inexperienced players.
^ This.
I'm on Switch. Running DS isn't even an option. (I mean, technically it's an option, because I made the mistake of unlocking the teachable thinking I could use it to help with being tunneled out. Silly me. All DS has done is waste a stupid amount of BP in Bloodwebs as I'm forced to buy it. I'd like my BP back, please.) There is no reason for a tiny skill check. A quicktime event that requires swiftly pressing a button but without frame-precision timing would be fine. A large Autodidact-like skill check would be okay, too; no worries, killers, Switch players would still miss it sometimes given the performance problems, but at least we'd have a chance at hitting it. A reasonable chance is what we want.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026875#Comment_3026875
solo survivors should at least be able to see their teammates loadouts in lobbies, cause if I see one survivor running the new self care I’m dodging the hell out.
It certainly would've been nice if loadouts had been shown during these past years, that's for sure. Survivors without BT making unsafe saves when others do have BT. I'd like my teammates to know I don't have DS so they put more effort into not letting me go right back down under the hook. Being able to dodge any lobby with a Claudette running Self Care as her sole perk. Or seeing that I'm in a lobby with three survivors running no perks would give me an idea MMR has made a huge mistake and I should dip out rather than torment a brand new killer.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3027649#Comment_3027649
It's just a common thing with game companies that want to extend engagement. Like battle passes, gachas, and other such mechanics, the goal is to get people to feel obligated to play more. Making it easier to max out content would be directly against making players feel obligated to grind out content, which extends how much they play, which lets the developers expose them to other things they can pay for.
Oh, trust me, I know. I play a gacha game. It maximizes engagement better, though, by having weekly events with unique elements and a lot of different things to grind for. Despite the most important part of the game being locked behind ridiculous RNG, playing the gacha game never feels unrewarding. DbD matches often feel unrewarding. BHVR doesn't know how to reward players in such a way that people don't want to uninstall after a couple bad matches, and there are even a lot of cases where people are frustrated and want to quit after a win.
Depipping. Rewarding survivors too much for escaping and not enough for participating. Rewarding too few Bloodpoints in general versus how much things cost on the Bloodweb. Good matches aren't very rewarding and bad matches are really frustrating, punishing, and miserable. BHVR needs to fix that.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3027601#Comment_3027601
Making the BP bonuses from those two Perks base kit would be pretty fantastic for the players. My guess, however, is that BHVR wouldn't like how quickly people would max out content. I'm personally not even saying it would be THAT fast, but BHVR likely has a different definition of fast than players.
If that's the case, then BHVR is prioritizing the wrong things. The player experience is more important. If BHVR is truly worried that players feeling rewarded for their efforts will somehow worsen the game, they could decrease the bonus for getting 4 stacks. I wouldn't recommend decreasing it a lot, though, otherwise it doesn't offset the way earning stacks is a risk to a personal win.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/3027562#Comment_3027562
Still, Don't gotta dc just cause it's a "Insert killer here"
I mean hell... if that was the case, we'd only have maybe the wraith as a last playable killer seeing as how the community don't want half the damn roster, lol
I had someone DC against me when I was playing Wraith. I wasn't using my power during the match at all, but Dwight screwed up at a pallet and immediately disconnected.
If a killer loads into a match, it's a DC.
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A lot of people find getting WGLF/BBQ stacks to be an important part of gameplay. It's very enjoyable to earn stacks, and it rewards players for doing things that put their own win conditions at risk for the benefit of improving other players' experiences. Not having the BP bonuses be tied to perks makes sense, but not making them basekit hurts the game.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026875#Comment_3026875
Basekit BT = Always attack after 5secs. If the unhooked surv has "normal BT" or "Off the record", fine, i didnt wasted much time, if not: hell yea, slaught-festival. Is this the new Killer-Gameplay? We will see.
Im a bit worried.
Yeah, that's basically what I expect. But even that's better than what I have right now, which is a lot of survivors who will save me without BT and then body block me so I can't move and I get downed less than one second after being unhooked. Sometimes I wish the game were balanced around one hook = death, since the match is so often over for someone the first time they get hooked.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3026834#Comment_3026834
I just don't get it. I've never enjoyed looping around a pallet as survivor. That's not really playing a game.
Yeah, looping is boring. I don't really get it, either. I can't figure out how to judge speed and distance, or how to watch behind me without getting stuck on the environment. The biggest problem is the input lag that causes pallets not to drop, though. That's not enjoyable at all. Pallets often = death.
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I look forward to dying because my teammates are Self Caring in corners against Sloppy. I really hope this change doesn't go through; it will punish people not running it for getting stuck with those who are.
At least basekit BT means teammates will have a harder time getting me killed at the hook, but not sure it'll be that much harder given it's only 5 seconds.
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No. Hexes distract me, and they never last long enough to be useful. My natural reaction is to want to pout because my toy was broken; that's not very helpful in a match.
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@Akumakaji said:
At this point its just customs and no one in living memory has ever seen an active Blood Warden.
I saw one today! Someone else hung back instead of running out with me, and they got trapped by Bloodwarden.
Seen a bunch of killers running it the past few days, way more than usual, but so far it's only activated the once.
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Agreed! I really want this charm on my Dredge hook.
All charms should be universal.
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I just don't get it. I've never enjoyed standing around a hook as killer. That's not really playing a game. Even Animal Crossing has more action than that, and better still the campers there will have conversations with you.
Edit: Truncated this post. Realized I misread the thread. Had a lot of bad matches today. My apologies.
I really hope camping doesnt get worse. Really.