TragicSolitude
TragicSolitude
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/F2K3VTL8PJFE/image.png
According to Steam Charts (only counts Steam but still it is one of the biggest platforms DbD have), since the Boon big mid chapter patch, less and less people are playing the game. During this time we had Artist chapter (very end of the November) and now Sadako. Both chapters didn't increase the playerbase at all.
So my question is: Why do you think people are not playing anymore? What do you think are the biggest issues right now with the game?
only counts Steam but still it is one of the biggest platforms DbD have
According to who? BHVR themselves claim they have up to 2 million active users every day.
The game also reaches up to 2 million active users every day.The possibilities are BHVR is wrong, the Steam charts are wrong, the Steam charts and BHVR calculate things differently, or Steam is only a tiny fraction of the playerbase. There are a lot of players on PlayStation, I know. Before crossplay, when the player pool was PS4 only, I rarely saw the same name twice in all my time playing.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2864017#Comment_2864017
This guy gets it. When you play a good 1st person FLUID shooter you understand that some of these 1st person Killers feel like slow, clunky garbage when I'm sitting here waiting for Nemesis to put his damn hand down and use the tentacle again, I am stopped by some cooldown of the animation...like.....what? Every Killer power and animation should be as smooth as Oni holding out his hand to absorb blood. Simple, easy, FLUID. Deathslinger was a perfect example before they changed him.
When Deathslinger had the faster iron sights, he had that GOOD FEELING to his power. Fast and responsive feeling. These game developers will literally GUT anything that too many people complain about even though Deathslinger was STILL TRASH before the nerf.... Destroy your own game....why don't you...... -_-
There's no health bar. In general, survivors can be healthy, injured, or dying. That leaves pretty crappy options for trying to balance killers. We get cooldowns, slower power bars, and clunkier controls (some killers came with extra stuff, like Sadako's condemned and Plague's sickness, giving the devs other numbers to play with). The clunky controls make playing certain killers feel miserable, it absolutely sucks to see things balanced in that manner. When controls feel clunky or janky, it ruins a game. It's not even about losing. A person can have fun while losing and be determined to improve. The average player is turned off by clunky controls and won't bother to give it time or attempt to get better if the gameplay isn't fun at the base level.
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Uh, I let everyone escape in every match when I play killer because I just don't really enjoy taking people out of the game, and I still get Iridescent and Gold grade survivors where I just give up even trying to get a BBQ 1-stack and go get a snack while they do gens. So, no, you are wrong. Balanced matchmaking pretty much goes out the window when queues are unbalanced, and in this asymmetrical game there always seems to be one side with an instant queue and one side with a long queue. It's not worth it it wait in a long queue for a match, but it's also apparently not worth it to play when killer queues are instant because the lobbies are absolutely fudged.
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I got the Ringu DLC on day 1 on PS4. I haven't played a single match on the PS4 since getting the DLC, neither survivor nor killer. I unlocked the charm several days ago.
My friend got the Ringu DLC on the Switch a few days after it released. He played a couple matches as Sadako. He has not yet unlocked the charm.
We both logged in for the daily rewards for the past week. The only thing I did that he didn't is I put some BP into Sadako and left her as the chosen killer when I closed the game. I don't think he put any BP into her, and he always selects Spirit before closing out DbD. So, either one of those things has something to do with unlocking the charm, or it's complete and total RNG.
Or maybe not playing the game for a week+ is the trick, I dunno.
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There's a huge delay on Switch that requires pre-dropping, otherwise I can't drop it, the game considers the killer to be body blocking the pallet and won't let me throw it down. There's no timing anything. I have to let go of a gen or the exit gate before the killer gets anywhere near me or else I get grabbed.
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2857408#Comment_2857408
As a software engineer, I disagree - just because something is simple on paper doesn't mean the execution of it is. I've had many tasks to do something that on paper seemed simple but ended up taking months. It depends so heavily on a multitude of factors anmd doesn't even matter how optimized your code is - if you have code that is optimized to do things a specific way changing that to be done a different way can be time consuming. Truthfully, the only people who know the code base are the devs - we have no insight really on how things are coded other than rumors of spaghetti code, and I have no reason to believe the devs are lying about effort to take do something as well. Anything anyone other of what a dev says is just speculation.
https://forum.deadbydaylight.com/en/discussion/comment/2857411#Comment_2857411
I hate this argument because DBD is not the only thing BHVR makes. Not all 850 are employees that work on DBD - there is hr, accounting/payroll, executives, project managers, graphic artists, custodians/maintenance, pr, qa - none of which actually do dev work. Do we have actually insight on how big the actual dev team is - meaning - per team on dbd (bug fix team, new content team, whatever teams they may have) - how many are actually developers working on DBD at this very moment? I don't think we actually do.
I've worked at startups, mid size companies and enterprise level teams - The highest amount of people on a team is usually about 3-9. My current team at a 10k employee company only has 5 software engineers, including myself, that work a large project with another team with similar sizes.
Fair enough. I'm biased because I play on console and it runs so poorly, it's extremely frustrating. I play Battlefront II, Elden Ring, and a bunch of other games that run beautifully on the same system. DbD's code was originally written using Blueprint, and after the game kept growing and growing they finally started converting it over to an Object-Oriented language (I can't remember if they said C or C++ or something else). BHVR job listings that people have linked to highly suggest BHVR prioritizes creatives and neglects coding, but I may read into it incorrectly simply because I play on console and I see this game in the worst possible light. I can't help but have no faith in BHVR when they put getting more players and more profit ahead of releasing a decently working product. The game had no business being released on PS4, Xbox, and Switch, especially not when they charge money for it.
So, my unhappiness with their product probably clouds my vision sometimes, but removing perk tiers is still something they should put the effort into doing because, like I said, it only detracts from the player experience. Anything they can do to make the game more fun and decrease player frustration would be appreciated by the majority of the playerbase.
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I can't stomach reading the DbD lore. It's poorly written, and I mean that in every way it can be taken. I took a fiction writing workshop course in college, full of people who did things like write the story of their current romantic relationship (that doesn't count as fiction, btw) or summarize the plot of a Goosebumps book, people who considered character development to be stating their name and hair color, who turned in stories full of spelling and grammar mistakes... and the lore in DbD is about the same quality as that.
I don't expect Lovecraft-level writing here or anything, but when BHVR has had multiple surveys focus so heavily on lore, I feel the quality of the lore should be higher. What gets released is not polished and often reads like a teen's attempt at being edgy. (No hate here, I was that teen, but now that I'm an adult I cringe when reading some of that stuff.)
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It's really worrying that removing perk tiers might actually be a lot of work. If the game is properly coded, then everything should be compartmentalized and removing perk tiers should be an annoyance rather than a large undertaking. This shouldn't be difficult to do. It shouldn't be time consuming to do. If it is, then the devs need to really put more resources into rewriting their code and getting it optimized.
Coding is as much of an art as design is. BHVR needs to put some love into their code and hire coders, people who can read DbD's spaghetti and weave it into Shakespeare.
And perk tiers should be removed. They're unnecessary bloat. They add nothing to the game. It's not like upgrading weapons or advancing through a skill tree where it can feel rewarding; getting perks to tier 3 is a chore. It does not make the player experience better.
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No. In fact, de-pipping should be gone entirely since Grade has nothing to do with matchmaking and is exclusively for getting a BP reward at reset. My BP reward doesn't affect anyone else but me, so leave it alone.
Matchmaking is often practically turned off anyway due to bad queue times, so what's it even matter, we know the matches are unbalanced.
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You either love getting to be like, "Screw off main objective, I'm doing The Box!" or you hate having to get off gens because the killer actually came with a map-wide way to pressure survivors. Me and my friend fight over who gets the box. But when I play Pinhead, a lot of survivors seem loathe to get off gens and instead are getting hit by chains constantly because I guess they all think "Well, someone else will get it." Dude, the chain hunts are screwing you, someone do the box! But their unwillingness to change their playstyle becomes a problem with the killer in their eyes, and they get upset because I swear the only thing many want to do is play gen repair sim and any killer interference is considered an unfortunate and unwanted part of DbD.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2842092#Comment_2842092
The better question is why you had faith in the devs implementing it and even less implementing it without something breaking or glitching out
Everything in this game is broken or gets broken at some point, that's just part of DbD. Anyway, hindsight is 20/20. My friend was an idiot for thinking BHVR would stick to the date they gave, and I was an idiot for letting him convince me it'd be good for us to have it on Switch because crossplay meant we could play the game together and I'd be getting a new PC in the near future which could run DbD so we'd finally get home from travelling and he'd play on the PS4 while I played on my computer with all the stuff I grinded out on the Switch and wouldn't that be fun? But, nope, that's obviously not how it turned out. I was negative about the game before but it has just gotten so much worse since purchasing it on the Switch: cross-progression canceled, Resident Evil tanked console performance which never fully recovered, Stranger Things gone so cross-progression is required if I want to have that DLC. The only good thing right now is that Elden Ring is also on the PS4 and my friend is playing that, which means I haven't had to play DbD since Elden Ring's release and that's fantastic.
Anyway, enough of that tangent. If (ugh, let's be honest, when) I get sucked back into playing DbD, I'll probably stick to mostly memeing, which is what I did already, but any match with Merciless Storm is going to have me and my friend throwing pebbles at each other until we die. If the other two survivors want to escape, the gens are their problem.
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Points don't matter. Hooks, gens, pips, none of that matters. You raise your MMR by escaping through the exit gate as survivor. You raise your MMR by getting kills as killer. If you want to lower your killer MMR, don't kill: you can get your BBQ stacks and let them escape, you can get 8 hooks and let them escape, just don't kill the survivors and you lower your killer MMR.
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I'm having this exact same problem on Switch.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2840655#Comment_2840655
The problem is you play dbd on switch
Not by choice, really. It was supposed to have cross-progression. All my DLC is on Switch, including Stranger Things. Without cross-progression, I'm stuck. Switch was supposed to be for traveling, only, with PC as the main way to play once I returned home.
Survivor isn't quite too bad, except for some skill checks. Completely unable to use DS, so getting tunneled out is a foregone conclusion, but it's whatever. Killer is impossible, though. I mostly walk around and wait to see if the survivors beg for their altruism points; the fps is so bad that if they don't stand completely still, I basically can't hit them. I only play killer on Switch for Daily Rituals and Tome Challenges, because it's not really a game mode, it's a walking sim.
Sorry, I know it's off-topic. I'm just super bitter about the lack of cross-progression. Super, super bitter.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840918#Comment_2840918
The other day I was in a match on the RPD map. I got hooked in one of the halls and there was another hook in the corner at the end of the hall right in front of me. It would take the killer 2 seconds to move to it from the hook I was on it was so close. Do you know how often survivors wiggle off before being hooked without team intervention? In my 2000 hours of survivor experience it has probably happened less than 20 times for me. Wiggling off the killer is such a rare thing for survivors. You gotta see it from the survivor perspective also. If the bar reaches 100% on their screen and they get nothing for it, how do you think it makes them feel?
I play more survivor than killer these days. I know how it feels perfectly well. How does it feel for the killer when they do everything right but because the map RNG sucks the survivor gets off their shoulder? Losing a single hook is extremely punishing for a killer, meanwhile survivors have three hook states, they're supposed to get hooked during the match. With how the gameplay is designed, the only way survivors are supposed to get off a killer's shoulder without team intervention is if the killer gets greedy for a far-away hook or if there's a hook dead zone. I've gotten off the killer's shoulder on my own without any help plenty of times thanks to dead zones. I got off a killer's shoulder three times one match and escaped because the two hooks near the exit gate had been used to sacrifice other survivors. And I've gotten hooked despite three people body blocking and it looking like my wiggle bar was at 100%. Sucks, but it feels way less awful to get hooked as a survivor than it does to lose a hook as a killer. Way less awful.
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No, it should favor the killer. The killer sunk time into the chase, the killer won the chase, the killer sunk time into getting the survivor to the hook. During this time the killer has put into one survivor, the other three should be getting gens done. It's a huge huge loss for the killer when a survivor gets off his shoulder. Something that punishing shouldn't be easy to pull off.
Yeah, I hate getting hooked when it looks like I should've wiggled off, but it's better this way. The more often survivors get off killers' shoulders, the more killers will slug. I often start majorly slugging if a single survivor gets off my shoulder, or even if there's just the threat of it with hook sabo'ing or Boil Over. This more than anything else leads to disconnects in my matches, so it makes me think that many survivors do not like being slugged.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2840655#Comment_2840655
Sucks to be a switch player then. The game shouldn't be balanced to cater for one console when the rest have no issue with stuff like this. Plus, it's the first day it's live. You'll learn to work with it and if not, then oh well
Eh, I've learned to live with it. The people it's really awful for are my teammates. Sucks to be them. lol
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These skill checks are not okay on Switch. Not at all. Even normal skill checks present difficulties. The Yellow Glyphs take me so many stupid attempts, I never survive those matches when I play on Switch because of how much time I waste doing them over and over and over again.
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Useless doesn't sound so bad. Claudettes and Megs are usually detriments in my matches, getting everyone killed.
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Last time I played The Artist, her Brutality gain was still broken, meaning she earns fewer Bloodpoints than she should. As far as I know, that hasn't been fixed. It bugs me, so I'll probably continue to not play her until the devs address it. I only bring her out for Dailies.
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Some killers, especially new ones, think it does make the sacrifice go faster. The fact that survivors on the hook react to being hit makes it seem like the killer's hits are having some sort of effect on gameplay.
Usually, though, it's done as BM or because the killer is bored.
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I just want them to fix the damn pipping system so I can reach iri 1 without stressing out. They apparently can't fix SBMM, because, even if it worked perfectly, at peak play hours it has to throw balanced matches out the window just to get people into games. I wouldn't mind the unfair unbalanced miserable matches so much if I couldn't depip. Bad enough you wait in a long queue for a short unfun match, bad enough to earn only a small amount of BP, but to depip on top of it, going backwards in progress... the game actually punishes its players for its terrible matchmaking system. Not making much progress is one thing, but having progress taken away is a whole other thing and it's super frustrating.
I played one match of survivor last night and then turned off the game completely.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2826588#Comment_2826588
4ks has always been the hallmark of winning for killers. It's not something new with SBMMR. Survivor play was much-much worse with the old system because a you had high level survivors being put with low level survivors and the killer tunneling that low level survivor out of the match in 15 seconds. Almost every match had a low level survivor in it that was tunneled out almost immediately and the game wound up being a 3 vs 1. At that point it was a guaranteed win for the Killer so the killer didn't always tunnel and camp at that point. I guess you could just make it a 3 vs 1 game where the killer is always guaranteed a 3k and that will stop the tunneling and camping because killers know they will win no matter what they do.
Last night, the one survivor match I played the killer camped the first hook at 5 gens, and when someone made the save he tunneled the unhooked person out. So we stopped making saves. Everyone went down fast and died on their first hook. I died last, and the killer was hitting me on the hook like he was upset he got an easy 4k. I mean, I kept running into traps like a blind person, he had no reason to be mad at me. Unless he wanted me to make a save, but if that were the case then camping the hook would be counter-productive. There were no boons, no one healing, gens were slow, but he didn't stop camping at 3v1 or at 2v1. Solo queue, so we couldn't communicate, couldn't coordinate, and everyone just seemed to give up.
That match felt less like a game and more like a waiting-around-to-die simulator.
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Well, if you consider it cheating for yourself then don't do it when you play Blight. Easy.
What was this thread for, again?
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I usually don't like "playing for real." In most cases, I don't get any kind of enjoyment from killing survivors. That's not to say never (definitely not saying never), but in general I just like using my power and screwing around. When I play killer, I can get 29k (before BBQ) if I double-hook everyone; killing the survivors and taking away 5k+ from them wouldn't net me that much more in BP, so mathematically speaking it's a poor trade-off.
The least fun I have in this game is trying to pip as both survivor and killer, because this game's mechanics are better for memeing than for taking anything seriously.
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@evancalgary said:
idk why so many people complain about this challenge cause that's what it is also its not hard to get at all so stop complaining
stop complaining
No. We're going to keep complaining about the challenges we hate in the hopes that the devs will reconsider doing them again in the future. We're their customers, we're allowed to dislike something and say so. When they fix killer on Switch so that I can play at a double-digit framerate, or when they add cross-progression for the Switch like they promised, then I'll have less reason to complain. As is, playing any killer is miserable, and trying to get a hit with Billy's chainsaw... well, I need the survivor to stand perfectly still or it's not happening.
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Well, when it comes to the people I know playing survivor, they get camped and tunneled a couple games during the day (when their queues are instant and killer queues are long as crap), they get tired of it and go play something else. (Except one friend, who wants to get tunneled out first thing because he wants all four survivors to die and a 3v1 at 5 gens is a killer win; even playing survivor he hates other survivors.) So, if that happens with a bunch of survivors getting fed up and quitting, killers spend more time in queues playing fewer matches altogether. Meaning it's not necessarily a bad strategy for winning, but it's a bad strategy if you want to play the game in general.
But that depends on what time of day you play. If you play killer at night when queues are instant, then I guess it doesn't matter. That's when I play killer, because waiting more than 30 seconds in a queue to play DbD isn't worth it.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2825067#Comment_2825067
Still haven’t completed it?
I only tried a couple times yesterday in between doing others things. The Billy challenge isn't a high priority.
@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/2825067#Comment_2825067
There’s politely asking people to help you get a challenge done and then there’s this weird entitlement and expectation that survivors must help you with challenges and if not you’ll rage quit and sit in the corner instead of playing the game properly.
Oh, I can't play killer on Switch. I've made this very clear on these forums on numerous occasions that killer is unplayable. The framerate and janky controls are awful. When I play killer, it's for a challenge. If the survivors want to help me with mine, I'll help them do whatever they need in return. But there is no "playing the game properly." I cannot track during chases because the graphics are like PS2 level and dark as hell. I can't put the sensitivity on maximum because the framerate can't keep up, so survivors change direction about 5x faster than I'm able to. I whiff 9+ times out of 10.
Killer is not a "game mode" on the Switch, it's simply punishment and misery. I'll say that over and over again until the devs fix killer on Switch or until we finally get cross-progression like they ####### promised. I'd move to PC instantly if I were able.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2825067#Comment_2825067
I posted this in another thread. I suck at aiming with Huntress. With some of her Tomes, I’ve “befriended” survivors in an effort to get hatchets hits. I do what you do, nod, don’t M1, smack gens, let’s them heal if I do get a hit in, etc… Even then they seem so scared of being hit even once. I get it. Some killers have used this as a tactic to get 4k. I’ve had that done to me. But a lot seem terrified of being hit once even once. It’s as if they think the pain inflicted on their survivors will carry to them in real life.
I have to do the same thing with Huntress as well. Billy, Huntress, Trickster, they all feel awful on console. I need survivors to stand still and give me multiple chances, because I'll even miss stationary targets.
I've died to killers who seemed friendly. Some pretended, others I think just changed their minds. In all my time playing, though, the number I've had do that is very, very, very low. Most friendly killers are sincere. I get screwed way more often by like sandbagging teammates and what not than I do seemingly friendly killers.
Yeah, you'd think DbD is The Matrix or something: die in the game and you die in real life.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2825067#Comment_2825067
I can only speak for myself, but I stopped helping Killers with Challenges. The guy who got his challenge because of me can be the guy who will tunnel me out of the game a few days later.
Also, I already helped Killers and got killed for it. E.g. I got killed by a Legion while helping him with his "Stab 5 people"-Challenge, the other Survivor and myself got sacrificed by him.
Sucks for those who are actually nice and need the help, but if a Survivor is nice enough to help with a Challenge, dont sacrifice them. At least for me, those people spoiled it for others.
Yeah, I never kill people who help me with challenges, and I don't understand the killers who do that. They're screwing over their future selves.
Anyway, it's fine if the survivors don't help with the challenge, it just means I get to read a book or something for five to ten minutes while they do gens. At some point I'll get a couple willing to help out, I just have to wade through a lot of wasted matches to find them. I wish this challenge weren't seven. I could attempt it on the Switch if it were like two or three (make no mistake, that would take me multiple matches to pull off), but not seven.
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I'm kinda amazed that survivors would rather get minimal Bloodpoints and de-pip than help me get this Billy challenge done. I show I'm friendly, we nod at each other a bunch, I bring out my chainsaw, and they scatter. Well, okay, if you won't stand still and let me get the chainsaw hits, then I'm going to go stand at the exit gate while you do gens. Those are your options. I have no pips, offerings, or add-ons to lose.
When I play survivor, I'd much rather take the chance and help the killer out than only get to do gens and leave. Doing gens and leaving is always a de-pip because it's impossible to get altruism or chase if the killer refuses to interact and it's frustrating as hell. Where are the survivors like me when I'm playing killer??
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@BlindMole said:
There's a bloodhunt coming?
There's a Blood Rush (so 1.5x Bloodpoints) starting on Feb 28th.
https://twitter.com/DeadByBHVR/status/1496228325823496196 -
@PapiKingley said:
Short answer : No
Mathieu Cote said a few years ago " We don't raise the bloodpoint cap because we don't want you to have all the goodies too quickly "
we don't want you to have all the goodies too quickly
Translates to: "We don't want you to have fun with your new toy until you've paid for it multiple times over."
Seriously, I didn't play with Artist for the longest time until I unlocked the perks I wanted on her, and by then at least a month had passed and I'd lost interest. Which is why I don't purchase characters with money, anymore, because the game's too grindy. It's not fun. BHVR needs to rethink its stance on this.
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I once had an injured Mikaela run up to me as I was blessing a totem. She pointed and crouched at me frantically, then made noise notifications to bring the killer over just as I finished putting up CoH and Shadow Step. I certainly didn't bother to heal her, and I kinda got in her way as she tried to run from the killer whom she had brought over.
And I let her die on her first hook.
I stopped running boons and now I just cleanse totems when I see them, though, because I don't really want to help my teammates anymore due to this kind of nonsense.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2824317#Comment_2824317
What I did is message one of the survivors in the lobby and they helped me do the challenge and I promised to let him escape. It worked thank god
Unfortunately, the Nintendo Switch is where I need the most help, and it doesn't have any message system. :(
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/311859/is-there-a-server-problem
Reset your router or smthin cause all the servers are good rn. U should be fine to play another match, everyone disconnects at times and it was unlucky it happened twice to you
I switched to playing it on PS4 and haven't had another disconnect, and it's on the same connection. So, I guess it's either that I was unlucky or there's a problem with the Switch version.
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I just want cross-progression.
Most people will not move to a new platform and repurchase all the DLC. With cross-progression, players would purchase the game on a new platform and be willing to put more money into the game in the future. Playing on PS4 and Switch right now, I'm usually in the mood that I'd rather set my money on fire than use it to purchase anything for DbD.
Anyway, BHVR won't let you do anything that would allow players to get Bloodpoints in exchange for money, because that would be considered pay-to-win.
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The amazing thing is when survivors break hooks and then disconnect when you slug them. Dude, you chose this. I'd love to know what they expected me to do.
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Yeah, I'll need an AFK survivor or survivors willing to farm (they never are when it's a chainsaw killer, though) to get this done on the Switch. There's no aiming Billy's chainsaw at a moving target with those controls. Hell, sometimes I miss stationary targets.
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The pipping system is so outdated and frustrating. When I participate in a match, I should always get progress towards the next grade. I should not have to reach a minimum goal for it to count. I should not have to meet a minimum goal to not go backwards in progress. Grades are not used for matchmaking, they are used to show the amount of time played in a month, so there should be no "backwards."
Pips need to go. Filling up a bar would be fine. All progress made should count. Players should not get screwed because they didn't meet some arbitrary little marker, they shouldn't be screwed because matchmaking prioritizes queue times over a fair match. Survivors shouldn't be screwed by bad teammates. The pipping system punishes players for things out of their control.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2824293#Comment_2824293
...putting the survivors straight into the dying state would make Legion god-tier, and BT and Soul Guard useless.
Again, Imma have to say map awareness is key. If you know what general area of the map you went into Deep Wound in, the direction in which you ran should be enough of an indication where you actually are. Same goes for tiles.
But then, I've always had an uncanny sense of direction. I suppose that might be troublesome to others.
I know I have a bad sense of direction, but even still it's hard to judge where you've gone when you get a speed boost and the screen is practically pitch black. My friend who has an excellent sense of direction has the same problem, especially when he's playing on the Switch. It's just impossible to see where you are on most maps.
Edit: The comment about going straight into the dying state wasn't a real suggestion, it was a comment that the devs need to choose what they actually want from Deep Wound. If they want survivors to have an actual chance, then they shouldn't take away visibility.
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@GentlemanFridge said:
You mean Deep Wound? Being in the dying state doesn't dim your vision.
Yeah, it can be kinda dark. Map awareness is key.
Going into Deep Wound state is an automatic chase loss for me. It's way too dark to see anything when in Deep Wounds. The devs should just get rid of Deep Wound and put survivors straight to the dying state if they don't want survivors to have a chance at escape, anyway. It's super frustrating to find out I've been stuck on a wall or in a corner when I thought I was running, or out in the middle of the street when I thought I was healing in a safe spot.
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Against my better judgement, I went into a match with two Megs. They were both healthy, I was injured, and they just ran out the exit gate without trying to body block whatsoever (we knew the killer didn't have NOED). I went down an inch from escape because my teammates couldn't bother to take an ounce of aggro.
I wish I weren't on console so I could run DS. It's aggravating that the perk to save me from bad teammates requires hitting a nearly impossible skill check.
I only played a few survivor games today before I quit. The teammates I was getting, I was not having any fun whatsoever.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2822119#Comment_2822119
Yeah survs would never blame anything else right. In one game I had a David blaming the actual weather to be to loud so he coulnd play right
To be fair, when my neighbor's mowing his lawn I can't hear a damn thing in the game. Skill check prompts and the killer's TR might as well not exist.
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How do I benefit from stretched res on console??
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I got ticked off and stopped playing killer today because survivors kept leaving teammates to die on their first hook. After a bunch of matches where this happened I got sick of it and quit. It was almost always the first survivor I hooked, beginning of the match, they'd just be left to die for no reason.
I felt bad for those survivors who died. They sat in a loooong ass queue just to die two minutes into the match with fewer than 2k points. In a few of the cases it happened because two of the survivors were together, and they only cared about saving each other.
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I had two survivors disconnect in a match today because I slugged them. They were running builds to avoid being hooked, but apparently countering that by doing the one thing available to me was unacceptable.
I do not think most survivors really want what they're asking for, here.
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Birb lady.
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@Nico_0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2804763#Comment_2804763
So you can do that with kate's cosmetics, can you request at any time?
I doubt it, but I wouldn't know, I don't work for BHVR. You could try if you want, or you could submit a bug report ticket about how weird the cosmetic looks.
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@Bobitslapis said:
https://forum.deadbydaylight.com/en/discussion/comment/2815690#Comment_2815690
I did not know that, since i own both Ghost Face and Myers, the challenge shouldn't be so hard now. Thank you for replying and giving me this Helpfull tip.
No problem. This is the case for many Tome challenges: they require equipping a perk, but you don't need to specifically use the perk.
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Borrowed Time, Soul Guard, Mettle of Man, anything that applies the Endurance status effect trumps the exposed effect or any one-hit-down ability.
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@Bobitslapis said:
Currently, on Page 2 in the rift challenges, there's an challenge that gives the player the challenge to hit survivors, 3 times, while the perk "Make your choice" is being enabled and to hit the survivor, that suffers the effect under it. However, the perk also says to do this in ONE single trial, but due to this perk, not hinting where the survivor could be after they unhooked the person nor being able to track them down since they're already gone, this challenge is impossible. If perhaps "Make your choice" would show the aura of the survivor 4 seconds after the unhooking, you would still be able to track the survivor down. However, due to the huge distance needing to be build so the perk activates, the survivor has perfectly time to run away and hide without the killer being able to do something, nor knowing to where they could have gone to. Perhaps, the challenge could be changed to just Hit 3 survivors while the perk "Make your choice" is being enabled, rather than it needing to be done in a single trial, because in it's current state, it's pretty unfair and a extreme amount of luck would be needed just achieve this one challenge, which only gives 25,000 BP and only 5 rift fragments, that could be perfectly obtained by other, way easier challenges. Please consider looking into it.
You have to be running the perk. The survivor does not have to be exposed because of the perk. Put on other perks that apply the exposed effect or use Ghost Face or Myers.
However, I have been able to hit more than 3 people at a time exposed by MYC in a single trial. I was running a build built around it in those matches, though. (MYC, Nemesis, Furtive Chase, and some fourth perk).