TragicSolitude
TragicSolitude
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- TragicSolitude
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Mikaela having her hat on really ticks me off. Her mask should not be on her default head. She has other heads with no hat and more fitting hairstyles which would have suited the mask much better and not required a new sculpt.
I also don't like Deathslinger's mask being so obscured by his hat, that one was a real disappointment considering how cool it'd be otherwise.
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Yeah, it's weird. Also, community challenges in other games are usually there to keep people interested and playing after personal challenges have been completed. They make the community feel involved in the game, like they're playing/working together. The fact that these community challenges limit participation really defeats the whole purpose. It's just another personal goal, only each successive one is locked behind a gate.
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Yeah, I'm getting crappy teammates. It sucks. The killer queue is too long to be worth waiting in, but as survivor there can be 4 flans burned and I'm still only making as much as I would a normal killer match with just BBQ. Where the hell is that incentivized bonus for playing the side that needs more players? Right now playing at all feels stupid and not worth it in the least.
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Yes, we all hate each other. SBMM sucks and can't bother to figure out who's casual and who's not, so chill killers get flashlight squads and chill survivors get the tunneling face-campers. Like every other event, no one's happy.
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Yeah, the recoil is bad enough, but because there's no dead zone setting for controllers it's nearly impossible to make the small adjustments needed to hit anything, especially a small moving target in a chase. It's maddening that this is a still a problem.
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Yay! 🌂 Can't wait to see how the challenges are updated. 😀
Edit: Ah, I see they lowered the amount to 10 million. It's still capped per player, though, which I feel kinda defeats the purpose of a community challenge, not letting the community participate past a certain amount, especially such a low amount.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3004559#Comment_3004559
It's still possible we get that. I don't foresee us completing tier 1 of the event though.. Possibly not even getting Haddie's other cosmetic. Definitely not completing tier 2.
Possible, but with each player capped at 40 for their contributions the big push is at the beginning and after that it'll be a trickle. 750,000 unique players are required to complete the first challenge before we can even start the next one.
I'm not getting my hopes up. This community challenge track was designed to fail.
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This sucks. I was really excited about that Dredge cosmetic. The weapon part is useless on its own.
I am so disappointed that they created a community challenge that can't be completed. That's beyond disheartening. I've never seen game devs do that to their playerbase before.
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I dunno. I hate getting tunneled, but if BHVR isn't going to fix console performance and won't alter the DS skill check, then I'd rather DS get completely changed to something else. In my matches, I'm the only one running BT, the rest run DS and save me in the killer's face like I must be running DS, too. It makes me absolutely hate playing survivor 90% of the time.
Hopefully whatever they're going to do to DS will be a good change. I worry about BBQ and WGLF, I run those for earning BP and I think both are in good spots.
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Everything a player does should go towards the current community challenge, whether that player has it selected or not. Or allow players to work on both a personal challenge and community challenge at the same time, having one on each web selected. Something. It's going to take way too long to get community challenges done. And there are multiple challenges, all which have to be done sequentially.
I really prefer other games' community challenges, where they're always active and you're always contributing to them even if you're not tracking your progress.
Edit: It looks like the "Destroy or Rebuild" community challenge continues counting past 40, as one of my accounts has 51/40 as my personal contribution, so at least it doesn't seem to limit each player's contributions. This is still going to take too long considering the bloated goal and that there are multiple community challenges that must be done sequentially.
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Really? I didn't unlock anything earlier when I grabbed an invitation but died.
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No one else is entitled to the cakes I unlock in my Bloodweb.
Even if they get retired, as long as they stay in my inventory rather than disappear (like the Hawkins Lab offerings did), then I will sit on them. Hell, I trash BPS when I Prestige, so even if they disappear I might not use them.
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I've been having a much better time as survivor than killer. I've only had one killer burn a Mori, and no one had burned a Flan that match so it didn't even matter (the survivors were the jerks in that match, anyway, two of them were purposefully bringing the killer to me and the other random).
Of course, on Switch I need survivors to stand still and let me hit them, otherwise the only thing I can do is hunt zombies. Rather than farm with me even a little, I'm earning 10k and survivors are earning 11k. Not a very good use of their Flans, but that's their choice. I have no Flans to burn as killer. 🤷
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If the Stranger Things chapter and cosmetics don't transfer, I riot.
Sorry, nothing really constructive to say. I'm impatiently waiting for Switch cross-progression myself.
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I tried Legion a couple times but got frustrated with it. Finished the challenge super easy when I switched to Blight.
Stay away from instadown killers, they halve the number of chases you win. You're going to want to win about the same number of chases as you would if you 12-hook the survivors, that seems to be what iridescent emblems are based around. Even when I end chases fast, if a couple survivors decide to end their lives early I end up with a gold chaser emblem.
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Devs should just add a new game mode that's balanced around all 4 survivors dying on their first hook, since that's how so many of my matches play out, anyway. Either my teammates don't save me or they farm me; both have the same result.
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@Mandy said:
The skill check is designed to be this size, it's not guaranteed that you will hit it every time (even the best players can occasionally miss a skill check) - with the reward being so big (getting out of the killers grasp), the skill check needs to be a bit smaller than a regular skill check for sure.
There are no plans to adjust the size of this.
If that's the case, then can the team please fix Switch so that the framerate, frame drops, and input lag don't absolutely kill the perk? Even just being able to hit 1 skill check out of 20 would even be an improvement.
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I burn cakes at first, but I usually stop after the bad experiences have piled up enough. No reason to get rid of my cute inventory decorations if the matches are going crappy and I'm not getting points.
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@TAG said:
I'm down for it with one caveat: There's gotta be a way for people to avoid being stuck in a match with someone with a horrific connection.
Yeah, I've had to leave a bunch of lobbies recently because the ping was bad. That's not my fault the ping sucks, and there's no way anyone thinks I should go into a match if I know beforehand the connection is going to be bad.
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Yes, I want the old P3 Kate back. So, so bad. She was the first survivor (character?) I P3'd because I loved her bloody look so much, and then BHVR changed it soon after and I've never ever used her P3 head since.
Edit: In terms of Kate's head, I'm talking about this old, original one where it affected her hair, as seen here:
https://forum.deadbydaylight.com/en/discussion/comment/597640/#Comment_597640
In general, I miss a lot of the old prestige cosmetics from before the most recent rework. Especially Quentin, because they got rid of the awesome slash from Freddy's glove.
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Seems fine. The Cypress Mori offering is weak and I very rarely see killers pull it off. Meanwhile, this makes bleeding out the final survivor less likely. It sounds like if the killer downs you after the other 3 are gone, you automatically get mori'd. This means no downing the last survivor and then standing around, or downing the last survivor and then getting them up and then downing them again just to drag it out.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2998797#Comment_2998797
Except if you’re hooked you’re also not doing anything other than being on the hook. At least if you’re slugged you can move around, and if you’re slugged long enough survivors can instantly revive you by tapping on you. I would think survivors would rather be in a position of being slugged than being hooked.
A while back I actually wrote a whole post about how survivors spend a lot of time in a position of not being able to do anything and how it's bad game design. Whether they're slugged, hooked, or dead and waiting for their friends to finish the match, survivors can possibly spend a very, very large percentage of their time playing this game not actually playing/participating.
But OP was specifically asking about slugging, so I stuck to talking about being slugged. On that topic, in solo queue, survivors will leave teammates on the ground for a very long time. I notice this as both a solo survivor and killer. I can spend two or three minutes on the ground being a tap away from revived despite there being three upright survivors, and I'm talking about when the killer is not camping my bleeding body.
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Hooking should deactivate Hemorrhage. It's one thing to slow down survivors trying to heal mid-chase and another to make it ridiculously difficult to heal after getting off the hook. I have to believe this was an oversight on the devs' part considering how many perks and status effects there are, because it makes no sense to hamstring a two-times-per-match-at-most non-meta perk with such a common status effect. Hemorrhage does so much damage throughout the match with slowing down and reversing heals, there's no good reason for it to work against Resurgence.
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I play killer, so I know slugging is necessary, but as a survivor it's not fun being slugged. At all. It's boring, survivors can't do anything while slugged, they can't make points. They're no longer playing a game, they're just waiting to be allowed to start playing again, whether that means being picked up by a teammate or killed so they can move on to the next match. If I could make BP in some way while slugged, I wouldn't mind so much. Instead, I get my fun by putting the controller down and getting birds. Birds are funny.
I'm not knocking killers for slugging, here. I'm knocking BHVR because this very common part of gameplay is in no way engaging.
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I'm liking The Dredge.
Except his controls. I have trouble with his controls. Sometimes I don't hit the L1 button fast enough to teleport. Or sometimes I hold down the L2 button just a hair short of fully charged so then it won't let me teleport and I have to start charging the teleport again from zero. That sucks.
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@Kaitsja said:
I don't understand why we need not only double lockers, but triple or quadruple lockers. It seems so silly and needless.
Double lockers I can understand: it gives survivors a 50/50 chance if the killer didn't see which locker they went into. More than two lockers I don't get, that always seems really excessive.
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@GreyBigfoot said:
I never understand these types of players. On both sides, really.
You only want to blind when the killer is breaking a pallet or picking up a survivor. There's no other animations worth it. If ya miss the save, then oh well, that's it. Any other time, the killer can simply look up and completely avoid the flashlight.
Why people bother using them at inopportune times, OR why killers decide to use the perk Lightborn. I guess when both of those players clash, it's pretty funny.
Lightborn is wonderful. I love running it. It allows me to be lazy about avoiding flashlights, which means I don't have to slug people when I just want to play casual and go for my BBQ 4-stack. It also lets me get some easy downs when someone is unable to comprehend that their flashlight is not having an effect. Plus, it's nice when I pick a survivor up, someone attempts to blind me, I hook the one on my shoulder, and then I go straight to where the other is hiding because their aura is still showing. Or the hilarious moments when I kick a gen with Blast Mine and I get to see exactly where the survivor who set that up is crouching.
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I've seen a lot of disconnects recently.
The most ridiculous one today was a Dwight. I was two-hooking everyone, and he was the last one left to double hook. He popped the final gen, I downed him, and as I was carrying him to a hook he DC'ed. What the hell?! No one was dead! All the gens were done! I just don't get it.
Yesterday specifically, I saw so many disconnects that it was almost like the penalties had been turned off. Almost.
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@InvadeGames said:
so you have to p3 a killer before another killer can have their rank 3 perk? that sounds lame and grindy to me bleh
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2997403#Comment_2997403
i think it’s not a requirement to get teachable on tier 3 on other characters, you can still unlock and level them the old way. But this is an incentive to prestige and will unlock the perks on everyone more quickly especially on new characters.
Yeah, like Mooks said. You can unlock teachables the same way you can right now, but if you P1 a killer, then I think all killers will automatically get tier 1 of that killer's teachables unlocked on them. P2, tier 2 teachables. If you P3 a killer, then that means those teachables will not show up in any killers' Bloodwebs in the future, they'll just automatically already be tier 3 on all past and future killers.
I am really looking forward to this change.
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I don't run NOED, but yeah, it is 99% of the time one of the earliest perks that shows up in my killers' Bloodwebs, and I've got a massive amount of teachables unlocked. I always keep that in mind when I see killers running it. Wraith and Trapper are highly used by new players, so it's not surprising at all to see them running NOED. If you've got no teachables unlocked, it's probably always popping up in your level 1 Bloodweb.
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If we go with how perks are at this very moment, Bill. Bill has Unbreakable and BT. I love BT, I wish more survivors would run BT instead of farming me off the hook without it.
Anyway, I already have a large number of my survivors at P3, including Bill. I'll be happy when the changes go through and BT and WoO and WGLF are automatically unlocked on all my survivors. I will unfortunately have to P3 Claudette at some point, even though I don't want to, because I really can't live without Empathy. I feel blind without it.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2997080#Comment_2997080
The problem with those perks that aren't BBQ and Chili and We're Gunna Live Forever is that they don't allow you to negate the cap so they don't help all that much in that area. I think it'd just be better if all perks that boosted blood points no longer did this and you just got 100% blood points that you do now. If you really want to be technical you could use the same requirements as BBQ and WGLF.
I think making Beast of Prey merely speed up the bloodlust progress would be a start of keeping its original design. Undetectable is very powerful so it has to be used cautiously.
If we can increase Bloodpoint gains across the board, then sure, the BP boosts attached to perks could be trashed. If we're just talking about the individual perks in DbD as the game is right now, then I'd like to keep the BP boosts.
I think survivors would prefer the Undetectable status over quicker Bloodlust, as some of the common complaints I've seen are that Bloodlust should be removed and killers are too fast at 115% speed (that latter one is ridiculous and killers won't be made slower, but it shows that survivors would not be okay with killers having an easier way to be faster). Plus, there's a perk that makes killers faster already, Play With Your Food, and that has some really limiting requirements on it, showing that extra speed is not something BHVR takes lightly. Meanwhile, mind gaming is seen as one of the more fun aspects of chases, and stealth killers are considered weak overall, making the Undetectable status the easy winner in terms of which effect is less powerful.
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Beast of Prey is one of the perks I use on all my killers. Specifically for the BP, but I do think that it confuses survivors when the red stain disappears.
Whatever changes are made to it, the important thing is that the BP boost stays or is increased.
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@Raccoon said:
It's refreshing to see that the universal consensus to avoiding end game DS is to tunnel/camp the person out of the game / eat DS early.
It really feels like satire.
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MYC and Dragon's Grip are also fun.
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Watched my friend play a few games of survivor today. In one, they accidentally ran by a Dwight working on a gen while being chased. Dwight didn't even get hooked or anything, but he seemed to think my friend sandbagged him on purpose (it was Lery's, that map is nothing but LoS blockers). Dwight didn't bother to hit a single skill check while healing my friend.
You know, when I need skill checks, I can go through an entire heal or an entire generator and get maybe one skill check. This Dwight managed to fail somewhere around 10. Took my friend from nearly healed to less than half. The killer came over and put my friend down and hooked them, of course, leaving Dwight to run away.
That match also had an AFK'er who the killer left untouched for the longest time. It wasn't until it was down to 2 survivors, the AFK'er and my friend, that the killer finally hooked the AFK'er. Who immediately tried to unhook themselves, btw, so despite having 3 birds for god only knows how long they were apparently still around.
Teammates are the worst.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2991347#Comment_2991347
That isn't what counterplay means. If you have to wait for the survivor to make the mistake, and you have no ability to interact with it other than give up, it doesn't have counterplay. There is literally no gameplay the killer can do that can remove that perk. Basically, think of what happens at end game collapse if the survivor has DS. The killer cannot wait them out, because there is not enough time. They aren't going to do gens or any objectives because their objectives are done. The perk literally makes the survivor invincible, with no gameplay from the killer being able to do anything about it. That means it has no counterplay.
You're talking about end game. DS is a load of crap during end game. From what I've seen, a very large number of people on the forums agree that DS has no counterplay during the end game.
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Pips are really good at sucking the fun out of the game.
Right now, there's a bar that fills up to determine whether or not the player pips. Keep the bar, get rid of the pips. Then, as long as you're participating and trying, the bar will fill. No safeties, no going backwards, If you do absolutely nothing, you still earn nothing, but now a bunch of bad games don't feel 100x more miserable due to total lack of progress or even worse de-pipping.
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Earlier today I had a lot of DCs. Saw it playing both survivor and killer. It was weird.
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I've P3'd all my killers and am now working on the Dredge. I figure, if I'm going to be putting the points into him anyway, I might as well get whatever dumb reward BHVR's going to give out. He's got nothing on him I care about losing, and it costs fewer Bloodpoints to go through levels 1-50 than to keep doing level 50 over and over and over again, especially when he'll automatically get all teachables at tier 3 when the new prestige system is unrolled.
That's how I'm personally looking at it, but my situation may be different from yours.
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I load up as survivor just to loot chests and cleanse totems. Everything else is "eh, if I get to it."
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On hooks, it's a combination of increasing hook visibility and going with what I think matches that killer. It used to be completely about the latter, but unfortunately it's recently become more and more about the former. Having the Auric Cell charm on every hook is too damn useful to skip, but that alone eat up one of the three charm slots. I wish hooks had four charm slots.
On survivors, I might choose a charm because I really like it (Mr. Puddles!!) or because I think it matches their character. I usually only put one charm on survivors at most because it quickly looks silly to have more what with them being so bunched up and all.
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BHVR likes to nerf/balance killers by making them clunky and/or awkward to play as. It sucks. I don't use great swords in Elden Ring because the slow animation drives me nuts, I don't care how strong the weapon is. But at least there it's just a weapon, and there are a ridiculous number to choose from. It's awful in DbD because we're talking entire killers, each with unique powers, and I can't use some of them because they're just not fun. What an absolute waste.
The controls should feel good to use. If BHVR wants to balance with clunkiness and awkward controls, attach that stuff to add-ons, let players have choices. Instead, we get Trickster with recoil and no dead zone settings for controllers, what the hell do they expect console players to do? I used to play PH a bit before they messed so much with his controls, but I can't stand him anymore, I'm constantly getting thrown off and even disoriented when I try to use his power.
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If it's only one sabo'ing, I'll make sure they're always on the ground before I try to hook someone else or possibly even tunnel them out. A lot of these matches have more than one person sabo'ing, and then everyone's getting slugged a whole hell of a lot. I've had matches where all four are sabo'ing, so then I put all four on the ground, three bleed out, and finally I put the last one on a hook. The last time that happened, they seemed pretty good sports about it, getting in a pile and spinning around and stuff. I'm on console with messages turned off, so if they had nasty stuff to say after I'd never know.
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The Garden of Joy map seems to practically have a 0% rate right now. I had to do a custom match to finally get a chance to see it.
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DbD isn't a fighting game. The devs aren't going to give killers more types of basic attacks. Having a variety of attacks is for games where the opponent can fight back. I'll just say that straight off and get it out of the way.
Perks that shift the balance of the game are poorly designed. Each side has to assume the other side is running its more powerful perks (aka meta perks) and respond in kind. If one side doesn't want to run the meta, it's very likely they're going to lose. As survivor, I die while other survivors escape because I don't want to run some meta perks (DH) and can't run others (DS). As killer, I don't feel like running slowdown perks so if survivors don't screw around the match can be over and everyone out the gates in a matter of minutes.
It's okay if some perks are boring. Empathy is boring, but I run it all the time because it's so damn useful.
Just because DH requires a player to press a button to activate it doesn't make it good. The killer chases a survivor, does well, injures that survivor. Being injured is supposed to mean the survivor is more vulnerable, but DH gives them a get-to-the-next-pallet-free card because... why? Reasons? And the survivor can use it over and over and over again during the match. The whole premise of the perk is busted.
Being able to see the value of a perk has to be balanced with that perk not being busted as hell. The game should be about player vs player, not player's perks vs player's perks. When deciding whether or not a perk is well designed, it's not just about how the person running the perk feels about it, it's about how it affects the other players (teammates and the opposing side) and its overall effect on the match. DH is frustrating for the opposing side because, when used for distance, there's no counter, and it can be used multiple times during a match by any survivor running it. As survivor, I've also died because someone with DH runs behind me and then presses E when the killer swings, so I go down instead. They may think that's hilarious, but as a solo survivor that garbage gets real old real quick.
The game needs a variety of perks. Info perks that provide useful information, like Empathy and WoO. It needs fun perks like Deception and being able to put together meme builds like Houdini on survivors or backpack builds on killers. DbD doesn't need meta perks that can be stacked on top of each other for what basically equates to multiple extra health states for survivors. And BHVR needs to get away from using perks as band-aids for problems in the game (like how DS and BT are necessary for survivors if they want a chance to play in a match rather than be tunneled out, or how slowdown perks are necessary for killers if they want enough time in a match to do anything).
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It's very awkward and easy to screw up.
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It's quicker and easier to earn BP with other killers who have my usual perks unlocked. The grind is what often stops me from playing new killers.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/2992941#Comment_2992941
Seriously guys… come up with a better quip than “survivors are entitled”. What we’re entitled to, what we’re ALL entitled to, is a FAIR GAME.You can keep avoiding the facts of my post all you want…. But you know I’m right. I’m not saying the killer should stand still and let survivors farm. And you’re being disingenuous just to argue with me if you think I am. Farming is MUTUAL. Killer gets points. Survivors get points. It’s even. And saying, “hey, killers don’t like DC’s either…..” and then acting like you can’t do anything about it but slaughter the 3 man team is also disingenuous. You can show sportsmanship and let everyone who got screwed by the DC get points or you can be unsportsmanlike and slaughter the 3 man in your way too easy game. The fact that 95% of the time killers choose to be unsportsmanlike speaks VOLUMES about this game. Talk about entitled? Sure sounds like killers feel entitled to that free game….
BHVR doesn't approve of farming. It's bannable in certain situations. Playing the game normally after a survivor DCs is not bannable. It's safer for a person playing killer to not farm. You saying "killers choose to be unsportsmanlike" isn't really fair as farming is looked down on by the devs and is not really considered by them to be playing the game.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2992860#Comment_2992860
Or for you to just keep playing and kill them all and everyone can move on to the next game.
"Oh someone DC'd, let's farm for the next half hour to max out our points!"
I don't really enjoy killing, I like chasing survivors around, using my power, getting my 4 stack, and then everyone escapes. Those are the matches I find fun. If someone DCs, though, and I continue to play, then survivors take so, so, sooooo long to do the gens because even a little bit of pressure brings everything to a halt. So I put the controller down and watch videos or get a snack or something. The survivors can do all the work to finish the match while I give my hands/wrists a break.