TragicSolitude
TragicSolitude
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- TragicSolitude
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I don't get that crap. Any killer who doesn't slug for the 4k is being nice and giving you a chance at the hatch if not outright letting you escape. Just like any killer without a one-hit-down who doesn't face camp a hook during the EGC is being super nice. There's just no reason to taunt a killer in those situations unless you want them to camp and slug all the fun out of your game in the future.
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Killer isn't unplayable, just frustrating and unfun. (Except on the Switch, in which case it is actually unplayable.) The game, as both killer and solo survivor, has been worse since SBMM, at least in my experience.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2941848#Comment_2941848
I'm not defending it. They want people to depip, it keeps them playing longer.
This is probably what BHVR thinks, but it's wrong.
After reaching iri 1 two months in a row, I decided the BP bonus wasn't worth the trouble as losing pips is too frustrating. I'm not the only person who's come to this realization, either.
Now I'm playing much less.
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Yeah, I faced a cheater Spirit. The match wasn't even two minutes. No one bothered trying, we all just took it and suicided. What was the point?
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That's counter-productive. The worse they are as teammates, the more survivors die, the more the numbers will tell the devs that killers need bigger nerfs. Survivors are going to end up decked out in armor while killers will be left holding feather dusters. Great plan.
On a related note: If Susie gets a maid outfit and a feather duster, I will try playing Legion again.
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All this tells me is that my game should crash whenever there's a map offering. Solo survivor sucks enough.
DbD is going to become a bigger and bigger lobby sim.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2938579#Comment_2938579
They can add anything they want. Just let us choose which ones we want to own.
It's actually annoying that we can't shelve/archive charms we don't want. I have so many stupid pages of charms. No, I don't want these 10 recolors of Huntress's mask cluttering my inventory when going through charms to select. It's ridiculous. There are too many charms to not have an archive function. If you want to be able to use them again, you can un-archive them, but you no longer have to see them every time you go through charms to select.
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Artist's design and backstory make me think she was originally a prototype for Candyman. Or at least based off/inspired by him.
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You really want people who want these charms to have to contact BHVR's support to get them? Because that's what happens when BHVR adds something new to their "default" cosmetics in the game.
BHVR made it so that some old event cosmetics were available to everyone by default. Then, people who purchased the game after that happened came onto the forums saying, "Hey, I wish I had access to these cosmetics, BHVR should make them available to everyone." Hopefully they discovered that they were indeed supposed to have them (a lot of people don't know this), and then they had to contact support to get them. I had to contact support to get them when I got the game on a new platform. It's not difficult, but it'd be so much easier to just put a code in.
BHVR releasing the Death Garden masks to everyone was a mess. Certain platforms got them correctly, others didn't, I contacted support and was told I wasn't supposed to have them at all because apparently that support staffer didn't read the memo.
A code is way easier than contacting support. If you think that the charms would get added to the game as default charms and work properly, then I dunno what to say. BHVR just needs a permanent page on their site with a list of always usable codes.
Edit: I said contacting support wasn't difficult, but I guess it'd be more correct to say it wasn't difficult for me. The average player does not know how to contact support, and it requires an account to do so.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/2937108#Comment_2937108
I used to play on console, are you tilting the camera with the right stick to make sure the wiggling always pushes you forward? Because that's how you beat wiggling on console: By manipulating the speed to work with you instead of against you.
I've tilted the camera both up and down to avoid being blinded, I don't remember it affecting wiggling but I also wasn't actively looking for that result. When Boil Over was stronger, I did try strafing so that I was working with the side-to-side movement rather than pushing forward against it, but that was super awkward and didn't seem to improve the situation. I still got stuck on the environment and thrust off ledges.
I'll try to remember to test out the right stick tilt to see if it makes a difference when carrying. (There has been a lot of jitteriness in the game recently, though, and I've gotten caught on things that aren't there when I'm simply walking around; I don't know if that'll affect walking with a wiggling survivor on my shoulder.)
Edit: Or wait, did you mean tilting the right stick side to side? I think I do that naturally when carrying a survivor. Again, I'll try to remember to consciously do this next time I'm playing killer.
Edit 2: I'm an idiot, tilting the right stick side to side of course just turns me to walk in the wrong direction. I tilt the left stick left and right to balance out the movements when walking. Tilting the right stick up and down just had me look up and down, it didn't seem to affect wiggling, but maybe the difference isn't very noticeable because Boil Over isn't as strong. I know I'm not the most competent killer, maybe I'm screwing this technique up, but if I'm having trouble with it I can't imagine how an inexperienced player is supposed to figure this out being that it doesn't seem intuitive nor have I ever seen it mentioned before.
Also, anyone know if wiggling is more powerful when using the skill checks option? My friend hates the skill checks and still uses the thumbstick to wiggle, and I know I was getting thrown around much harder over the weekend playing killer at times. That's the only thing I can think of that would make the difference, hitting great skill checks instead of doing circles with the stick.
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2935756#Comment_2935756
It depends where they go down at. Downing a survivor doesn't automatically guarantee a hook and it shouldn't. Getting them to a hook does.
Downing a survivor doesn't automatically guarantee a hook and it shouldn't.
Never said it should, but if a survivor gets off a killer's shoulder multiple times in one match without anyone else's help, then the perk becomes stronger than original DS and that's just insane.
I've been in other threads recently saying that current DS shouldn't have a difficult skill check, because current DS is very situational and is hurt too much by performance issues: it should be usable by all players, both on PC and on console. I don't think hooks should be guaranteed, just reasonably obtainable. My experience with Boil Over when the wiggle was super strong was that it in many situations it was not counterable by any means other than slugging, and slugging a survivor to death is kind of crappy gameplay.
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I don't care about the lore. I don't enjoy the way it's written. This isn't a story-driven game, so I'm not too interested in the characters. The only lore that I might be interested in would be the Entity's, but again, I don't like the writing style. I couldn't even get through reading the first Tome.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2935756#Comment_2935756
If it incapacitated console players, that would be a good argument but it didn't.
It would cause console players to sometimes not reach a hook because it's harder to control a killer when boil over was active. However, there have been console players on the forums that said the nerf wasn't needed and that it was overblown how bad it affected console players.
I almost always got stuck on the environment or couldn't get through doorways, and often felt glued in place. I have my killer sensitivity at 100% on PS4 and can't get above 80-something% on Switch because the framerate is too low to handle it. After a while, unless a Boil Over user went down under a hook, I slugged them to death.
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Ohmigod, I can't even imagine. The big weapons feel way too slow to me, I've always preferred fast attacks in any game. Was that your first time fighting her? Was your strategy to try stunlocking her with jump attacks? Did you manage to beat her with it?
DbD is so frustrating, but I can hop in Elden Ring and practice parrying the same Crucible Knight for like an hour or more and have a lot of fun. I can see myself improve in ER, and that improvement makes a difference. In DbD, it always seems like you're going against an opponent who's either way too strong for you or way too weak. There's no nice challenging middle ground. You can't even learn to improve in those conditions, and there's nowhere outside of matches to learn.
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Wait, did you fight Malenia with the Guts sword or is that just a hypothetical comparison?
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who is this game for?
Masochists.
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Boil Over was a terrible idea for a perk from the get-go. When the wiggle increase is too high, it incapacitates console players and can make someone with Boil Over unhookable on certain maps. That's not acceptable. You can't make a perk ridiculously OP against a large percentage of the playerbase just to make it viable against the other percentage. BHVR needs to come up with a better purpose for the perk.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2935610#Comment_2935610
I don't want people to call me a homophobe. I just think that is how some people feel about me here. If I could choose a label for myself though it would be "Queen of Dissenting Opinions."
I don't think I've really labeled the dbd devs anything. I disagree with their approach on a lot of things sure but I try to lean away from the whole labeling thing. I would rather they leave certain aspects of the characters up to the consumer. I think that is the best approach and everyone wins in that situation.
I think I'd actually prefer the characters to be completely blank slates. No lore. Then the players could make up whatever lore they want, write their own fanfiction. Killers would get a short urban legend kind of blurb, but nothing more, no details. Hints about who the killers were and what they did could be seen visually in their maps, but not specifically spelled out in text.
To me, the characters aren't really interesting. The Entity is interesting. I enjoy cryptic little clues, discussing possible interpretations, and I'd love to discover blurbs about the Entity and the larger world, either hidden within the game or unlocked doing certain things.
In a game like this, where there's no story mode, I think the world building is more interesting than the individual characters. That's me, though. I'm probably in the minority.
That ship has sailed, anyway, and it wouldn't work for what BHVR wants to do with Tomes. What they're doing with David fits with the way they handle character lore, revealing more details about a character over time. Any new information revealed about a character can be disliked by anyone, but it's not going to stop BHVR from releasing new information about a character as that's the point of the Tomes.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934319#Comment_2934319
I like to distract the killers as much as I can while my team works on gens. I'll do gens if I have to but after 2000+ hours of holding down M1 on gens I'm kind of over it. Now I like to try to find fun creative ways to play with the killer and keep them distracted as long as I can. Not much really seems to work out though but it is fun in the rare occasion where I kept the killer busy long enough for everyone to escape. The close hook spawns often ruin that fun as well as the perks feeling like they don't do enough.
I get that. Gens are boring. I much prefer interacting with the killer. As a 4v1, though, one person isn't meant to hold the killer's attention all match. Once the killer wins a chase and gets a down, it really sucks for the survivor to escape without being hooked, that can translate into so much wasted time for the killer. If survivors work together to do it, then at least that's counterable and it means fewer survivors on gens.
Buffing wiggling in any way for solo survivors becomes dangerous. They may not be able to wiggle off every match, but when they can wiggle off then they'll probably be able to do it multiple times, and in that situation it'd be stronger than original DS because at least that could only be used once.
The wiggle perks as they are can be strong with teamwork. It'd be nice if survivors could see each other's perks before a match, that way they'd be like, "Oh, hey, that person's running a wiggle build!" so they'd know body blocking will be more successful than usual. This game does a terrible job at encouraging survivors to work together.
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your a killer you have lightborn and Franklin's
That'd be a silly thing to say, as the whole point of last-second switching is to deny the killer a chance to equip either of those perks. Most killers won't keep one of those equipped because they'd rather have something useful.
I'm not most killers. I keep Lightborn on at all times, and I have had survivors with flashlights disconnect the moment they couldn't blind me.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2934256#Comment_2934256
Who is Peanits? Also I read that post and that didn't really confirm that the wiggle mechanic is only meant to prevent the killer from always basement hooking. They just said its the only thing that prevents it.
Peanits is a DbD developer. It says as much if you look at his profile page on the forum.
He says "you're not meant to reliably wiggle out." Then he goes on to say that wiggling out mostly happens when the killer gets greedy or other survivors help out: " It'll typically only happen if the killer gets greedy or poorly manages their hooks, or if the other survivors run breakout and/or take hits." If the survivor isn't meant to reliably wiggle off, then the only other option for what wiggling is reliably supposed to do is force the killer to use a nearby hook even when it's not an optimal hook.
As an aside, I dunno what's happening in your matches, but my friend lost one survivor off his shoulder due to Flip-Flop, and I've had multiple survivors wiggling off due to bad hook placement today (they weren't even running perks for it). In one of those matches, the last two people bled out, because after having one already get off my shoulder I wasn't too keen on taking the risk of trying to get them to a questionable hook. Survivors being able to wiggle off more easily is bad, because the killer's only counter is slugging. In other words, the killer's counter is to not do their objective of hooking survivors. There's no waiting it out, the situation only gets worse as the survivor crawls farther. I don't think there's any killer mechanic where the survivor's only counter is to not do their objective whatsoever.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2933503#Comment_2933503
Is there an official statement on this or is it just your own opinion?
There's a statement from Peanits that wiggling out isn't meant to be reliable:
@Peanits said:
I don't see the need to call someone a moron just because you don't like something. That's highly unnecessary.
Wiggling definitely has its moments, but you're not meant to reliably wiggle out. It'll typically only happen if the killer gets greedy or poorly manages their hooks, or if the other survivors run breakout and/or take hits. But even if you don't wiggle out, it still holds a very important purpose. It's the only thing preventing a killer from walking across the map to hook you in the basement.
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@konochivu said:
https://forum.deadbydaylight.com/en/discussion/comment/2929270#Comment_2929270
No because DBD for survivors is a team game, if you act selfish in a team game not only you screwing yourself, but you're also screwing other 3 people that wanted to play healthy match. So stop being either selfish or start running SWF / meta perks in order to not get camped.
This is on BHVR. They designed DbD to be a team game while at the same time not. On the Steam page, under "Key Features," it says:
Survive Together… Or Not - Survivors can either cooperate with the others or be selfish.
Being a team player is a choice that BHVR purposefully put into their game. It is not a requirement. Yeah, it sucks to be a solo queue player, but there's nothing we can do about it except realize the game is us against 4 other players no matter which role we choose. If I assume everyone else will play selfishly, I'm never disappointed, but occasionally I am happily surprised.
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@Mint_ said:
A lot of these green glyphs are bugged! there are others on badham IV, dead dog, midwitch, and i am lead to believe there are at least a few spots on every map that are inaccessible.
Yeah, I came across one on Midwich, too, but that one's already been reported.
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I miss it. It had good atmosphere, looked really cool. And Nemesis's zombies were OP there.
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When Lery's was reworked, the hook spawns were farther apart and it was awful. It only took one Petrified Oak without any wiggle perks on anyone for me to have to slug everyone to death. I can't imagine the survivors had a fun time in those matches. The hook spawns couldn't have been that much farther apart in the reworked Lery's, and yet it caused a lot of problems in my matches. Messing with hook spawns seems fine until it works, then suddenly everyone's on the ground bleeding out for four minutes.
It'd be nice if hooks were spaced evenly throughout a map so I didn't see two hooks five feet apart and then some other area without a hook for miles, but RNG is cruel.
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I haven't seen them playing survivor. I haven't played that much survivor, but enough that I should've seen them at least once by now.
I already finished their challenges. Note to survivors: When a Twins player obviously just wants to do the "pounce on 4 different survivors" challenge, hiding all match and then waiting until the last second to attempt to run out the gate is a bad idea.
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"tunneling with good perks"
Wth?! Since when did BBQ, Shadowborn, Distressing, and Beasty of Prey become "good perks"?! What am I missing??
Btw, nice loadout. I run BBQ, Distressing, Beast of Prey, and Lightborn myself.
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Plunderer's should show the aura of searchable chests. So, if you're running both Plunderer's and Appraisal, you can see the aura of an opened chest that you can still search. That would make the most sense.
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Doing challenges. Need heals and bronze benevolence emblems. Someone else can do the gens.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2926099#Comment_2926099
Most people are not asking for old Legion. They're asking for old Legion
What? Old Legion didn't have a missed attack cooldown in Feral Frenzy.
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Most people are not asking for old Legion. They're asking for Legion to have a missed attack cooldown instead of being taken out of his power. BHVR went from one extreme to another when there's a middle ground they just skipped over.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2926000#Comment_2926000
Yeah I used to have same problem when I played on xbox one. But now I have series S and I almost never experience problems but I still have bit hard time keeping up some pc players who have 144hz or more screens.
Some people say upgrading to the new generation consoles fixes it and some say they see the same problems creeping in. Either way, DbD is the only game I have issues with on PS4, and a PS5 is waaaay more money than I'm willing to spend just to play DbD. Especially after I bought an external SSD solely to fix what the RE chapter update broke.
Some QoL improvements like controller settings would go a long way to making console play feel better, but it's been years and there's no hint that that's coming. Even with a smooth 30 fps and more controller settings, when you take into account the higher fps and the precision of M+KB, requiring console killers not to whiff against PC survivors is just cruel. Forced PC/console cross-play is good for BHVR's queues but it's bad for players (I've tried turning cross-play off on Switch... after an hour I still hadn't gotten a single match).
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It'd be nice if backpacks (and Kate's big pink cowboy hat, that looks so weird if you want to wear a head cosmetic with a hat) were optional.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2925919#Comment_2925919
Which console do you have?
I play on both PS4 and Switch.
I know some people on PC have problems, too. A lot of actions in the game, like survivors unhooking someone or searching a chest, cause frame drops, and if frames drop when you go in for an attack then that becomes a miss. Small punishments for whiffing are understandable and even necessary, but large ones like being taken out of your already limited power are too much.
I'll never stop being annoyed that this game has no controller settings, either. Making corrections when trying to aim is awful without a dead zone setting.
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Console players have low fps and are forced to play on controllers. Getting spun around by survivors and being unable to keep up with their movements is part of life. Getting taken out of Legion's power because of that makes playing Legion on console miserable. Legion's increased movement speed is nice, sure, but it makes whiffing more likely. For a lot of players, these Legion changes are a big, "Okay, whatever. But when do we get something that matters?" because we still can't play as them.
Missing an attack during Feral Frenzy should just have a normal missed attack cooldown.
I wish I could get back the Auric Cells I spent on outfits for them. They are so damn unplayable.
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I think in any asymmetrical game, the role with fewer players is going to be more stressful because it's on them to "make" the game and be the driving force of the match.
Strength in numbers gives people a sense of sharing the burden and/or having fun together. The killer is alone, and usually at the end of a match they're insulted for playing the role of killer. For survivors, the feeling of failure is lessened by being shared. For killers, the loss is more personal as it's all on them.
Balance changes wouldn't solve this. Taking the pressure off killer and making it more fun would require either somehow making killer a multi-person thing or creating a new game mode with a totally different ruleset. We as players can try to make the game less stressful by not taking the role seriously, which isn't a good solution but it's just about the only one available to us.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2918878#Comment_2918878
Thank you for your appology. You don't get that a lot on these forums.
I do understand your frustration as I have had it with many other games but with DBD i just accept that this game has and always will be unoptimised. Maybe some day all these issues will be fixed but thats a long way off.
Now as an alternative to your original suggestion of removing the skill check i still believe that any removal of a check makes the perk far to strong. However....
Instead of a skill check in the traditional sense simply making it a quick time event (1 or 2 buttons) would fix this issue. There would be enough time that if the game lags for a tick or 2 then you can still hit the quick time event but it will also be punishing to players not paying attention.
I think my main issue with DS not having any sort of check is it then doesnt punish players who are simply not paying attention (I'm one of them when i play survivor. i get downed i go to youtube till im hooked or picked up).
No problem, man. It was my bad.
as an alternative to your original suggestion of removing the skill check ...
Instead of a skill check in the traditional sense simply making it a quick time event
Quick time event! That's the phrase I was forgetting earlier when talking about using a button to activate DS. Dang. I don't know why but that phrase escapes me a lot, I guess because I connote QTE with when a game tells you to hit buttons while it plays a pre-rendered video, and I hated those. But no, yes, quick time event.
I can't say what the original poster of this thread wants, or what other people experiencing this problem want, but me personally I'd like to see DS updated with either a quick time event or a larger autodidact-type skill check.
I think my main issue with DS not having any sort of check is it then doesnt punish players who are simply not paying attention
I would never advocate for a DS with an unlimited time in which to use it while being carried, because that'd be insanely unfair on the killer. (Back in the day, DS activated after reaching 35% on the wiggle bar for non-Obsessions, and it was horrible. It hurt the killer more than the Obsession just popping DS right away.) And no one wants DS to trigger automatically, because then that removes the player's choice of whether or not to use it.
It's the precision-perfect timing that I see as the problem, especially in a game with so many performance issues. Requiring input from the user in a timely fashion, that's definitely needed to keep the perk from being busted.
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@Deathstroke said:
I 100% agree but there could be still skill check to make the stun effect longer. Like without hitting the skill check stun would be 4s and while hitting it 6s
That's an actual buff to the perk. I don't think it needs a buff. I mean, it's hard for me to say since I don't/can't use DS, but DS is already strong. I certainly don't want to face a stronger DS as killer. If I get hit by DS it's almost always an accidental tunnel, and that 5s stun feels bad enough.
A bigger skill check success zone rather than no skill check whatsoever would, I think, be reasonable. I mean, DS really doesn't need a skill check at all, hitting a button to activate it like with DH would be fine. (I don't think anyone's asking for it to get used automatically, because not everyone wants to use DS the first chance they get.)
The tiny skill check that gets denied due to the slightest blip in performance is the issue. We'd just like BHVR to give us a reasonable chance to use the perk.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2918613#Comment_2918613
I feel like perstige could have 2 weapon variants unlocked:
One with the blood+ blood veins. One with just blood.
That or to kill 2 birds with one stone: Give each clothing slot an accessory slot which would let you choose to add the accessory to a compatable item.
Aka base weapons/blood weapons for prestige veins. Meanwhile things like the anniversary halos could go with every head piece.
That'd be so nice. I'm all for more options.
Gosh, I'd really love it if the anniversary halos were their own separate cosmetic piece instead of attached to the default head. I might actually wear them if I could put them on any head.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2918829#Comment_2918829
"Thanks for saying what most people are dancing around: you don't want survivors using DS, so you'd rather the perk be unusable for as many possible. The reason you give is that because some survivors play like jerks, all survivors should be penalized."
This quote here has been taken WAYYY out of context and is not at all what i was saying.
firstly i couldnt give a damn if a survivor wants to run DS or any other perk for that matter. Anyone can play how they want. I in no way stated that i wanted the perk to be "unusable" for anyone. I believe everyone should be on a fair playing field. But that aint ever gonna happen because there is a big difference between the console and PC version of the game clearly that the devs are yet to address.
I also didnt say that all survivors should be punished because some are jerks with the perk. I was simply saying that it gives more power to those who miss-use the perk (yes they can use it how they want but many survivors use the perk as an attacking perk which isnt its intended use).
"Players on these forums have admitted they specifically target and tunnel out console survivors."
Just because some players are dicks and target console players does not mean we all are. I will target any player in the game thats toxic towards me if no toxic players i will try and play the game as fairly as possible despite it usually cause me to throw the game bceause i don't wanna tunnel even though its the best play.
I get your pissed at the state of the game but your trying to suggest improvements that would work to help this single issue but also harm the balance of perks which isnt what you should be fighting for. Instead you should have address the issue as a whole not singled out a single perk to fix especially a perk as controversial as DS.
I mean if I was to do the same from a killer side were we get slight lag when entering bloodlust causing any benifit to be lost as we lose that distance i would be roasted on here as "stupid killer main", or "entitled baby killer needs his blood lust boo hoo".
Bottom line is this game isnt optimised for console. never has and given how the devs focus their workload never will be. Its not just DBD its a lot of games that are cross platform that are much easier and optimised on PC. And yes the Hardware in the consoles/PCs will come into account when dealing with issue like this just not the entire reason for the lag.
I find it funny that I try to stay as unbiased and fair when i respond to forum posts but because the OP (not just you im not singling you out) is so fixated on their original post they try and twist the words of others. I mean i could have just said "Boo Hoo console players are struggling. Buy a PC Scrub" but im not a dick and would never post that.
I apologize. Straight up, I apologize.
Just because some players are dicks and target console players does not mean we all are.
I never said everyone targets console players. I am frustrated because these two issues intersect. When I play on Switch, every Switch killer has tunneled me. Sometimes they throw the game doing it and I still escape, because killer on Switch is really that bad, but more often than not when a killer tunnels one survivor that survivor will die. And I literally can't use DS to help me. The perk exists to help in those situations, and I can't use it.
I mean if I was to do the same from a killer side were we get slight lag when entering bloodlust causing any benifit to be lost as we lose that distance i would be roasted on here as "stupid killer main", or "entitled baby killer needs his blood lust boo hoo".
I have complained about that issue on these forums a lot. I don't remember anyone calling me an entitled killer main for saying it, either. The frame drops when Bloodlust activates are notoriously bad. Killer is riddled with damning performance issues, and in other threads I've been very vocal about it.
I have been extremely vocal on these forums about wanting optimization. I'm a regular in the optimization thread. I would prefer optimization fixes. However, after YEARS of waiting, I just don't have any hope that they're coming. If we can't get the preferred optimization, then getting simpler changes that could make a difference is all that's left to ask for before straight up quitting.
I saw something in your post you didn't mean, and I realized I may have been wrong after I posted my reply, which is why I edited it to say I wasn't intending to be hostile. I used your post as a jumping off point to make an argument. I stand by what I said, but my frustration colored what I read in your post and I'm sorry I was unfair on you. None of this is targeted at you; my frustration with the performance issues in this game is impotent. I cannot make changes to the game myself, and all this comes pouring out on the forums. Again, I apologize.
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Playing the game efficiently is the best way to win, but it's the worst way to earn points. I think BHVR did this on purpose. When either side players efficiently, its not fun for the opponent(s), but obviously other people's fun is rarely a motivating factor for how someone plays a game. BHVR doesn't really know how to design the game to encourage the two sides to interact, so instead they designed the points system to reward the two sides for interacting.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2918635#Comment_2918635
I get that it sucks for console players but there could be multiple factors as to why lag occures on a game. Now im not defending BHVR here because yes the game isnt overly optimised for console however other factors could and will come into play when lag is an issue. The ping of both the survivor and killer will play a part, The console your playing on (Next Gen consoles will have better performance for example).
As many have said in this forum post none of these issues means you should change a huge part of a perk just because its unoptimized on console.
All removing the skillcheck from DS will do is make a lot of (NOT ALL) survivors use the perk even more, and i use this term loosly, toxicly as they don't have to worry about missing it.
All removing the skillcheck from DS will do is make a lot of (NOT ALL) survivors use the perk even more, and i use this term loosly, toxicly as they don't have to worry about missing it.
Thanks for saying what most people are dancing around: you don't want survivors using DS, so you'd rather the perk be unusable for as many possible. The reason you give is that because some survivors play like jerks, all survivors should be penalized. It just so happens survivors who get shafted the most are the ones already having a bad time and having to deal with performance issues that impact other areas of the game.
Players on these forums have admitted they specifically target and tunnel out console survivors. It's not about the globes, either, showing or hiding those wouldn't matter. You can recognize someone playing on a controller because their movements don't have the precision a M+KB player has. So, the players who are tunneled out more often are denied from consistently using the perk that helps with that. Yeah, that doesn't feel like being doubly screwed at all.
More than doubly screwed, actually. Console players are more likely to die on second hook because those final skill checks get too small, and a lot of survivors wait to the last second for a save... which means the console survivor dies as someone is running up to them. (No, survivors aren't entitled to three hooks, but it is kind of annoying to die because my teammates lollygag.)
Maybe all the players who are blessed with such good performance should help us console players out and advocate for console-only and PC-only cross-play? Tell BHVR you don't like taking advantage of the opposing side's hardware limitations and performance issues.
(That wouldn't help all the players experiencing issues on PC, of which there are many, but at least then it wouldn't look like people are trying to keep console players at the biggest disadvantage possible for their own gain.)
Edit: That bolded text is a general statement aimed at everyone. It's not necessarily aimed at you, Jay_K. I'm not trying to be hostile. I'm just generally annoyed at the state of the game.
@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2918084#Comment_2918084
I've given up on using DS on the switch. It's basically a coin flip whether input lag screws you over or the game randomly decides to stutter at the most inopportune time.
Yeah, equipping DS on Switch is a wasted perk slot.
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I dislike the veins so much and never use prestige weapons because of it. I just want blood. I love blood. The veins are unappealing.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2917832#Comment_2917832
Well, suddenly the performance issues increase with every patch. I used to play this game easily, but since the last patch, not anymore. My game freezes for a time, especially if the killer appears or some "special event" happens. And if such things increase, then more skill checks are missed. And thats why.
That's definitely true. It's one of the reasons I've become such a pessimist about this game. It's hard to believe the promised optimization is coming when it gets worse, not better, with each patch. The Resident Evil chapter tanked performance to an insane degree, and to see PS5 and new Xbox users also complain that their performance isn't absolutely perfect... well, that's not encouraging.
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2918366#Comment_2918366
Why add a difficult skill check to a very situational anti-tunnel perk is beyond me.
Because you failed to hide.
Your team failed to take protection hits.
Your team failed to heal you or otherwise help you.
And you think you get a free 'No hook for you'? for all that?
The point of DS is to have a way to save yourself when your team fails. If my team didn't farm me off the hook, stealth away instead of take aggro, refuse to heal me, and all out just make me goddamn miserable attempting to play survivor, I wouldn't even be considering running it. It's a one-time use perk with specific requirements to activate, and doing damn near anything in the game deactivates it.
And why is part of the requirement for getting use out of DS to not experience performance issue in a game riddled with performance issues? I have no control over that. DS becomes an RNG perk for a lot of us. "Skill" is not involved when there are fps issues, frame drops, and stuttering. Performance issues like that can't be outskilled.
BHVR doesn't even advertise this as being a team game. Right on the Steam page, it says: "Survive Together… Or Not - Survivors can either cooperate with the others or be selfish." DS goes towards the not surviving together part. If BHVR actually expects random teammates to give a crap about each other and not get each other killed, the game needs to be redesigned.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2917989#Comment_2917989
Fair enough, I suppose.
Just feels like slamming your head against the wall, especially after the last Q&A "update".
Just feels like slamming your head against the wall
Now that you are absolutely correct about. It's extremely frustrating. I'm loathe to give any more money to BHVR because of how many things they've failed to follow through with on console. I bought an external SSD for my PS4 Pro to fix the issues that the Resident Evil chapter brought with it. I'm still kinda ticked I had to do that, spending that kind of money to play one game. (Not to get cool new stuff for a game, but to play what I already paid to play.) So, I think that's sort of where the line got drawn. I'm more likely to quit playing the game entirely than to spend any more on new hardware just for DbD. (All my other PS4 games run beautifully, so yeah, going to PS5 would be specifically for DbD.) Spending more money on DbD would be like betting on this game to improve, and... well, I'm neither an optimist nor a gambler.
I'm willing to purchase the game on PC if there's cross-progression with either of the platforms I already own, but that's about it.
Anyway, that's my own personal nonsense. Everyone has their own reasons for sticking with their current platform.
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It'd be nice if there were a way to slug a survivor who's in a locker instead of being forced to put them immediately on your shoulder. It'd be the better way to handle locker DS and it'd stop the issue with locker blinds.
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I own it on PS4 and Switch. It only just released on Switch in 2019 and there is no new Nintendo console to replace the Switch. Switch was supposed to have cross-progression with PC like a year ago, which I would have taken advantage of had that actually happened, but it didn't (and there's nothing I can do about it). Not that any of that matters, because:
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2489260#Comment_2489260
We still officially support last gen Consoles so PS4 & Xbox 1 etc and there's no plans to change that, that I am aware of, for the foreseeable future. So please do not derail this thread advising people to upgrade.
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@Sludge said:
Do all other skill checks lag on console too? Maybe the should just remove skill checks...
Overcharge skill checks and the small stage 2 hook skill checks are also problems. It's because the fps is so low and the skill checks are so small that there's no room for error, which means any stutter, any fps inconsistencies, any frame drops are basically an automatic fail.
But only the DS skill check is preventing people from using their own perk which they equipped. And the game has a habit of getting kind of stuttery during certain in-game actions, like the pick-up animation.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2917897#Comment_2917897
Not play?
What a gross over-reaction.
You do not need Decisive Strike to play. I have not ran that perk since it was nerfed.
lol I was talking about not playing because of the performance issues, not because of DS. There are changes that can be made to make the game better in the meantime while we wait for optimization. And optimization might never come.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2917201#Comment_2917201
Like Doctor, for example. Why is his shock so delayed? Why isn't his shock delay reduction add-ons base? You know people are just gonna run those every time anyway.
The shock delay really throws me off sometimes. Especially since input latency is different on different consoles, so it's like super delayed on Switch. Pyramid Head's power feels awful when I try to use it, the way the controls get so sluggish and then suddenly the sensitivity returns and my camera jerks around like it's possessed by demons. And Trickster's recoil from throwing his knives is unforgiveable when there's no dead zone setting for controllers in this game.
