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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Pepsidot said:

    https://twitter.com/DEATHGARDENgame/status/1029731170785931264?s=20

    This is going to be an unpopular opinion but I wish BHVR would stop advertising things as "exclusive" if they really aren't. People would have paid for deathgarden (in part for or entirely) for the exclusives (even though yes it was made free eventually and died). Perhaps bloodletting will be released next?

    https://twitter.com/DeadByBHVR/status/880949706054139909?s=20

    BHVR's constant inconsistencies when it comes to exclusives is very strange.

    even though yes it was made free eventually and died

    You can still grab Death Garden today on Steam. It's super easy to Google. You can't play DG, but you can add it to your library and unlock the masks. I did it last week (imagine my surprise when suddenly I have the masks on console). You don't even have to let Death Garden install, all it takes is clicking a link and pressing "cancel."

    It's been pretty silly that you could unlock the masks in two seconds on Steam with no purchase or anything else but not on console.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671046#Comment_2671046

    You're comparing Legacy to DG cosmetics, which isn't the comparrison I'm making. I'm simply using Legacy as an example of why "because console didn't have a chance to get it" isn't a good reason for making this free but not something else.

    DG wasn't free originally. Many people paid for that game. DG becoming free after for a week would be the same thing as if they made Bloodletting be available to everyone now: some people already paid for it, then others could get it without needing to pay for it. It's the same thing.

    Legacy did require a grind to get. At this point the game is just as grindy if not grindier in its entirety though. Anyway, my point isn't to get legacy back, as I said, it was merely an example, the first that came to mind.

    Also note how in the tweet of the DG free week they said "once this ends, only owners of both games will get to keep it"? That right there reads "you need to own both, or you won't have it". Just because they didn't state explicitly "it'll never come back" doesn't mean that it wasn't inferred in what they wrote. There are a variety of ways to say something without needing to explicitly state it. Anyway, this is a moot point, read 2 paragraphs above.

    https://forum.deadbydaylight.com/en/discussion/comment/2671154#Comment_2671154

    Nobody claimed they were entitled to legacy items. Read above, stop putting words in people's mouths.

    Death Garden went permanently free and in fact you can still grab it right now on Steam for free in order to get the DbD cosmetics. Can't play DG, but you can permanently add it to your Steam library. All Steam players can get the masks.

  • Lots. The number of times I or someone else dies to the gate being 99'd is way, way higher than the number of times I've seen Bloodwarden in someone's loadout.

    Please stop 99'ing the damn gates, people.

  • Yeah, I too noticed that Spirit's hair animation is all kinds of screwed up. It looks really bad.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670392#Comment_2670392

    This makes me very happy.

    From what I've seen ps4 players didn't get the Trapper Deathgarden mask while other platforms did. We should've got that mask too right?

    Yeah, on Switch I got the masks for Meg and Trapper. On PS4, I only got Meg's mask.

    I hope this gets fixed, because I really like Trapper's mask and PS4 is where I actually play killer.

  • @Ripley said:

    Aiming is similar to Pinhead, doable with practise I think. But disadvantage compared to KB/M players. But the hold left trigger - hold right trigger - left button is just driving me nuts.

    Yeah, that back and forth with holding one trigger and then the other and then the shoulder button feels very clunky. I do not like it. It's very distracting and gets in the way of trying to use her power at all.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669192#Comment_2669192

    https://forum.deadbydaylight.com/en/discussion/comment/2669169#Comment_2669169

    ye everyone got the deathgarden mask, just like the old pink items they gave them at some point to everyone. But the halloween body is just a regular outfit you know.

    Yeah, but it's all very inconsistent, because I didn't get Trapper's Deathgarden mask on PS4. I got Meg's, but not Trapper's. BHVR never mentioned they were giving the masks out to everyone, so with the Wraith thing I'm wondering if the masks were actually given out on purpose.

  • Hm, I too have his Withering Vines body unlocked on Switch despite not having bought it there. I also got both the Trapper and Meg Deathgarden masks on Switch.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666267#Comment_2666267

    Demo can't, Blight can't.

    Anything with an M2, that is on related to M1.

    So Trickster, Nemesis, Huntress, PH etc.

    Really? Yesterday I went against a Demo with NOED who hid it by using his shred. The exposed notification didn't pop up until he M1'd a different survivor. I don't know if Devour Hope is different or not.

  • Actions get interrupted very often when playing survivor. It's a real problem while recovering on the ground, it gets interrupted constantly and so I'll be holding down the button and nothing will actually be happening. This occurs on both the PS4 and on Switch.

    My friend was cleansing a totem while I was booning one. I finished booning first, and it interrupted their cleansing so they had to start from the beginning.

    Also, the blue glow of being in a boon totem's AOE flickers whenever a dull or hex totem is cleansed.

  • Ugh, yeah, I'm just going to prestige and trash the rest of the Sacrificial Cakes on my characters. Bloodpoint offerings are the worst. I really wish BHVR wouldn't do offerings for events and would just stick to 2x BP across the board. I always end up trashing the things. I get fewer total points from a match when I burn them.

  • Had a lot of bad matches. Bad teammates, unfun killers. Had a match where someone burned a BPS, and we went up against The Twins. Well, between them being The Twins and also them being really bad at it, no one made any points because no chase, no altruism, but they got a couple kills with NOED at the end so me and the person who burned the BPS got like 5k and everyone else (including the killer) got about 10k. What a waste.

    As killer, I've seen a bunch of DCs. I had a match with two Sacrificial Cakes where my four stack disconnected just as I was about to hook him. Why?? And then, after that, I tried to farm with one of the other survivors and he hit me with one pallet and then went crouching repeatedly under a hook. Okay, fine, so I downed him and as I was about to put him on the hook he disconnected. I didn't go hard on them and I haven't been killing during the event, so... what the hell.

    Bloodhunt events seem less fun each time we have one during the past few years, which is dumb considering we almost never get one anymore.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664563#Comment_2664563

    It actually affects yellow and sometimes green and purple medkits. And I don't have an infinite supply of add ons to bring. And sometimes you can search chests and get a brown medkit.

    There's really no reason you need to go on a campaign to defend the devs over a bug like this.

    This bug was a huge pain during the Halloween event, because it affected event medkits.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664571#Comment_2664571

    Not sure who she’s inspired by tbh. She’s pretty unique.

    @Pizzasauce said:

    I'm newish, how did they come up with the concept of the Artist?


    She reminds me of Candyman in a lot of ways. She's an artist like him. She lost her arms to a group of people like he lost his hand. She throws out flocks of crows where he has bees.

    That's just an observation, though. It doesn't mean she's actually inspired by him.

  • MMR is so backwards. Do gens, cleanse totems, run the killer around, make saves, then die on your first hook because your teammates are chickens and won't save you. Or they just tank the match early by sandbagging and suiciding. So, what happens? Your MMR goes down and you get put with worse teammates who are even more likely to get you killed. That makes perfect sense.

    Who cares about the killer's MMR? It's stupid teammates who are the lethal ones.

  • I've noticed on PS4 I get frame drops/freezes when someone is hooked or unhooked. Quite annoying. And I'm running the game off an SSD.

  • VHS is for people who can't decide whether they'd rather play Fortnite or DbD. I like that the entire point is interaction between monster and teens, but... I dunno, I might try it when it releases, but I'm not a fan of the Fortnite aesthetic and rewards system.

  • I had a bunch of DCs against my Pinhead yesterday. No idea why. I don't even run slowdown perks.

  • @Hex_Llama said:

    I don't see a reason to restrict them. The devs said it was weird for killers to have cute survivor charms on their hooks, but, like, it's weird that there's a charm economy in the Entity's realm. We're willing to suspend our disbelief on that because we know it's just players expressing themselves, so why not let them use any charm they want?

    Seriously, what kind of evil, soul-devouring Entity tortures people into killing for it but is then like, "Oh, hey, you know those hooks you use for sacrificing humans? Go ahead and decorate them like Christmas trees." Charms start off being ridiculous.

    Charms on survivors are extremely small. I'm not saying take charms away from survivors: I'm saying that we should be able to appreciate all charms and their details by placing them on hooks.

  • I hate NOED as much as the next person who cleanses four totems and then dies to it anyway, but I've seen NOED multiple times today alone and each time it only got the killer one kill and three escapes. You know why? Because we leave the person to die. Sorry, yeah, it sucks to be the one to die, but that's the smart play.

    Rarely am I able to cleanse NOED after it's up. Usually, if I do, it's because I was cleansing a dull totem as the last gen popped.

  • Watching streamers play it, it's a Fortnite version of asymmetrical horror. It goes in the opposite direction that I'd personally like to see: I want more horror, more gore. I want to see more kill animations. I like that VHS is more interactive between the monsters and teens, but I don't like that it's, ya know, Fortnite.

    So far, I don't find the monsters very interesting, either. I like the hunters in Identity V a lot more.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658749#Comment_2658749

    Like I said-- there's real things to complain about here, and normal, well-articulated people who don't treat this game like it's life talk about it all the time, which is good, because I usually agree with complaints about the state of killer.

    But the well-functioning and articulate group aren't the ones i'm talking about here.

    But teabagging OP! Strangers on the internet hurt my feelings with clicky-clicky and now I cry myself to sleep every night after a hard day's work of tunneling the toxic survivors. Also, all survivors are toxic.

    Eh, crap, sorry, I can't do it. I can already tell I'm not selling it.

    DbD excels at frustrating and tilting people. It happens to players on both sides. The game is designed in such a way that it's damn near impossible for the two sides not to victimize themselves. As a killer, when survivors click and teabag and taunt when you're already frustrated and struggling, it feels personal. When playing survivor and a killer camps and tunnels and slugs, it feels personal. Is it personal? No. The rational mind knows that. But this game's design... killers and survivors don't feel like they're playing a game together; they feel like they're trying to play a game in spite of each other. And so here we are: the "everything that stops me from doing whatever I want is unfair and toxic" mentality.

    No, it's not cool. But unfortunately it's not surprising, either. Very, very tiring, but not surprising.

  • @GreyBigfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658757#Comment_2658757

    I don't think they're that out of place, the coloring is the main thing but the wall rack itself looks clean.

    To me, they look like something kids should be twirling at a rave. In matches without Trickster, the hatchets look way more appropriate.

  • I do! I miss the Huntress's hatchets so much. Trickster's blades look completely out-of-place. Ridiculously, comically out-of-place.

  • @TeabaggingGhostface said:

    I want mr puddles on my hooks

    ^ THIS! This this this this this.

    I'd like having the Trap-o-Lantern charm on my Trapper's hooks and having Dwight wear the little Dwightcrow. But I really really really want Mr. Puddles on my hooks. That one being a survivor charm broke my heart.

    I should also be able to put the Tamagotchi charm on my hooks. I mean, dude. C'mon.

  • "He's distracted right now."

    "I got this."

    or, me at my best:

    "Come at me, bro!"

    (true story)

  • Playing on Switch, I don't kill survivors. I often couldn't kill survivors even if I wanted to because I can't track them. The framerate is so low on Switch that I don't get enough visual data to follow them. Because of the low framerate, I have to keep the sensitivity low, so even if I can predict what they're about to do I'm usually still too slow to actually hit them.

    Despite practicaly never killing survivors and being in the Ash grades, I'm going up against survivors who are Gold and Iridescent grade (don't say "grades don't matter," they mean something) who know exactly how to screw with my Switch issues and can avoid ever being hit by my weapon once until I go, "Oh, I see, matchmaking completely screwed me here," and I go AFK.

    I don't "sweat." I don't run gen slowdown perks. I run Lightborn, BBQ, Distressing, and Beast of Prey. I don't kill. I often don't even hook. My games go super fast if the survivors know how to hold M1.

    So why is it that I can play survivor competently and get Ash teammates who don't know what a gen is, but I should be in the lowest MMR bracket possible as killer and yet the survivors are gold and iridescent and can do gens and avoid getting hit at all? It's backwards! Is the matchmaking system actually looking at my survivor MMR when I queue up as killer and vice versa? It certainly feels like it.

    No matter how many 4e games I have as killer, I rarely seem to get the kind of potatoes I should where I can screw around and actually have fun and earn some BP. I'm playing killer less and less.

    I envy all the players for whom SBMM is working. I have yet to see any improvement in my matches for it.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2654827#Comment_2654827

    I think you may of misunderstood

    the person I replied to claims that CoH is the best perk since the game started which is a bit of a stretch as if we look back at DbD's entire history it has a lot, and I mean A LOT of competition. But the most comparable is We'll Make It.

    Every time you saved a Survivor you gained an additional 100% healing speed bonus up to a maximum of 300% for 2 minutes, the kicker is that bonus also applied to healing yourself

    Here's what that was like: https://youtu.be/wV-0pZVfXHI?t=136

    Oh! Original WMI back in the old days. Yeah, I've seen those videos. That perk was busted.

    I can't believe some of the stuff that used to be possible in this game.

  • I so rarely see anyone get to use We'll Make It. I mean, they may have it equipped, but the killer always goes after either the unhooked or the unhooker. Either way, the perk has no chance to be used. I used to run it sometimes but the few times when I could've used it the person often preferred to instead go into a corner and Self-Care. 😩

  • If someone runs to the corner and I pick them up and it doesn't look like a hook is close enough, I drop their ass and just stand over them. If they crawl towards a hook, great. If not, they get to bleed out. It's their choice.

  • If I go into a match and don't like the survivors I'm up against, I just... go stare at a wall and put the controller down. I don't let myself get invested in a match if I'm just going to get tilted, and I'm not going to reward trollish behavior by interacting with them more. If they don't like interacting with the killer (I mean, that's what flashlight clicking means, right? That they don't like the killer.) then whatever, I won't interact with them, it doesn't bother me at all. They can have their gens uncontested.

    Survivors should be a bit more careful with that behavior, too. I was doing a killer Daily Ritual last night on the Switch, all I needed was to down two more survivors with Blight. First survivor I come across flashlight clicks at me over and over again, so I walk away and go chase/down two other survivors. Then, since I was done (and I hate playing killer on the Switch) I went and stared at the exit gate. After the match was over, I discovered the one with a flashlight had burned an Anniversary Cake. I hadn't seen the offering screen, so I had no idea. That survivor got like 9k points. I had the most with 13k. They wasted their cake. If the survivor hadn't flashlight clicked at me and given me the idea they hate killers, I might have chased them, maybe even hit some of the survivors a few more times and hooked someone, and everyone could've gotten some points.

    Edit: typo

  • Play solo. Do 4 bones. Do gens. Die to NOED anyway while other 3 survivors teabag in the exit gates and then run out despite having been super useless.

    Kinda sad this game has trained me to hate my teammates and prefer my own death to any chance they might escape. I meme around and enjoy my demise, happy in the knowledge me dying early is pretty much a guaranteed death for everyone else. (You're welcome, killers. Handing you the win is my pleasure.) I've actually become very happy to see NOED proc for the last survivor after the hatch is closed. I love to see them get the door almost open, they let go so they take a hit and don't get grabbed, and then they're on the ground because NOED. lol. Beautiful. Next time do bones instead of stealthing around the outside of the map.

    Solo and even 2-man SWF is hell. It's not necessarily about NOED, it's about teammates you can't count on whatsoever. NOED is just kind of the pinnacle of it, highlighting how much playing outside of a 4-man sucks. But even without NOED solo would be hell, fixing NOED wouldn't fix the problem, so in some ways it doesn't even matter. I'd still continue to meme as survivor and enjoy the carnage.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650185#Comment_2650185

    The lag did cause me to miss it once against a Blight even though I did hit the skill check.

    That happens to me all the time with normal skill checks, it drives me nuts. I hit it! I hit the skill check! Why did it say I failed?? 😭

    This game, man. It wants to force me to waste half my perk slots with Technician and BtB, but I refuse to let it.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650122#Comment_2650122

    It’s pretty easy to miss when you’re playing against Doctor.

    It's practically impossible not to miss if you're playing on console with low fps, frame drops, and input lag. Every once in a while I try equipping DS, but the result is always the same: it's a wasted perk slot because I miss more than 80% of the skill checks (the number is not an estimate, I kept track).

  • You can't get rid of the meta perks without fixing the reasons the meta perks are run in the first place. DS is run to counter tunneling. BT is run to counter hook camping. BBQ gives much-need Bloodpoints (and occasionally helps killers get into a chase immediately after hooking, but it's really easy to avoid having your aura seen). Ruin and Pop and every other gen regression perk are run because gens can go too fast.

    Just taking the perks away doesn't fix the problems that lead to them being popular.

  • BP. I prioritize BP.

    On all my killers I run BBQ + Distressing + Beast of Prey. My fourth perk these days is Lightborn, which prioritizes avoiding annoyance. If I replace one of those perks with something else, it's usually replaced with Whispers.

  • What do I want to see? I want to see the band-aid fixes removed.

    The devs band-aid fix most problems with perks. Second-chance perks for survivors shouldn't exist. Gen regression perks for killers shouldn't exist. What people call "meme perks" are what perks should actually look like. Perks shouldn't carry a match, and no perk should feel required to play the game.

    This would require a huge overhaul and will never happen, but it's what I think the game needs. Balance the game at the basic level and only have perks that are helpful or fun.

  • You know what the game needs? Actually needs? To not be balanced around perks.

    One of the reasons the grind sucks is because certain perks seem required by the gameplay design. The devs band-aid fix everything with perks, so yeah, not having them feels like a huge disadvantage.

    Perks should not actually be powerful. Not on either side. Gen regression perks shouldn't exist. Second-chance perks for survivors shouldn't exist. Any balance needed should be built into the core gameplay.

    You know what perks should actually look like? Any Means Necessary, Blast Mine, Deception, Diversion, Deja Vu, Pharmacy, Saboteur, Smash Hit, etc. Stuff that's helpful or fun but not super powerful. Same with killers. Agitation, Blood Warden, Dark Devotion, Furtive Chase, Hex: Plaything, I'm All Ears, Nemesis. That kind of stuff. Perks should not carry the game for anyone.

    The hatch is another band-aid fix and is in need of an entire rework, but I actually get more hatch escapes now than I did before the change, so I definitely don't want to see that reverted. Reworked to be something else entirely, sure, but not reverted.

    I agree about matchmaking: SBMM sucks. If you die as a survivor, you're going to keep dying because your teammates get worse and worse and worse, and if your teammates are bad then you all die. Bad killers win against bad survivors. Bad survivors win against AFK killers. I usually die because my teammates are useless, not because the killer is good. Every once in a while I get teamed up with survivors who are probably in my same boat and we all do well and escape, but mostly my teammates are complete potatoes. I'm tired of seeing them standing around having birds while the killer ignores them. Ugh, sorry, that's more of a rant than anything, but I still maintain that SBMM sucks. You don't at any point start escaping half the time if you keep dying: the more you die the more you die.

    Edit: typo

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648172#Comment_2648172

    I see. Well that makes sense but I don’t know how many players would migrate to that type of mode. There still could be longer queue times merely because of the amount of players who would play that mode. Yes, there are definitely more players like you who are kind of fed up with the current gameplay but we don’t know how many people are like that.

    But, it could be worth a try (but will probably never happen knowing BHVR).

    Yeah, it's impossible to say without trying it out, and BHVR would never do it because it'd be a gamble. The best way to introduce it would be the way other games handle it: have a week with a special new mode, very small with like one map, and see how players take to it. But even one map would require time and effort and BHVR won't do it. After Deathgarden, I doubt they're willing to try anything new or different.

    Maybe they'll use holiday events as testing grounds for new, gameplay-changing elements, but so far all the events have just included side-objectives that offer little to no changes to the core gameplay, amusing the casual players but annoying the serious players.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648098#Comment_2648098

    The queue time argument is very valid. If it already takes 8 minutes to queue when theres only one mode, if there are two (casual/competitive), there will be even less players playing between the two modes, meaning a longer queue time. The reason is because killer has become so un fun to play right now that no one wants to play, so even fewer would play between those two modes. Less killers = less games, you know?

    That's why I specified that the modes would appeal to two different groups of players. The ones who go to casual mode are the ones who would probably leave the game completely without it. This game doesn't keep new players very well. Casual mode is for the killers like me who chase people around and don't slug, don't hook: I hit a survivor, then I go to a different survivor. Hooking and slugging are boring and I don't care to do it. (Do survivors enjoy that? Do they prefer that to any sort of challenge? I honestly don't know, because I have messages turned off on PS4 and Switch can't do messages at all.) I also barely play killer anymore. I play survivor with a friend, and you know what we do? We meme around. Our memeing around probably (cough definitely cough) tanks matches, too, but that's how we want to play, that's what's fun for us. Do we belong in the same queue as players who care about winning? Certainly not. Is there a separate mode for us? Nope.

    We both just finished the Rift and so now we're taking a break and probably playing very little or not at all until the new chapter releases. The point of a casual mode would be to retain players like us who want to screw around. It's not for the players who enjoy playing the game seriously. If a killer leaves competitive mode to play casual mode, they're not the killers who were giving survivors a challenge. These may be the exact players you don't want to wait in a queue to end up with in the first place.

  • Lessen the grind. Add a new mode that's fun for casual players that doesn't include slugging, hooking, or gens. Right now there's so much uninteractive gameplay within DbD that players spend a lot of time idling, and that's not fun. Woo, holding a button on a generator, or watching your teammates play while you dangle from a hook. And when people play killer, they want to be able to use their power and get rewarded for it. The game as it is feels like it punishes for everything and rewards for very little. The game is designed so players need perks and earning BP to unlock those perks is like pulling teeth. Of course new players don't stick around.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648015#Comment_2648015

    Yes I wish we could have something like that but it wouldn’t work because it would increase queue time extremely and like discussed earlier sweats would be playing in casual/meme mode so its easier for them.

    That's why the gameplay in the casual/meme mode would have to be different, possibly even with new maps with hazards and things like that. It would need chaos, interaction, constant movement. Things like hooking, slugging, and generators would have to go. If people who sweat in competitive mode can straight up transfer those skills to casual mode, then it was done wrong.

    The "queue time" argument is flawed. DbD has a large playerbase: the thing that increases queue time is the imbalance of killer players to survivor players, not a lack of players. The two modes would appeal to two different groups of people. Competitive mode would be for the people who like DbD as it is, and casual mode would be for those who will probably leave anyway if the game keeps its current direction.

  • What BHVR needs is their current mode, competitive mode, and a casual/meme mode where the goals are different and people screw around. Identity V has different modes that have different gameplay; that's what DbD would need, otherwise yeah, it's just gonna be a disaster.

  • I think the devs want to go in the anti-loop direction, though. The original intent of the game was hide-and-seek. Then it became apparent that chases were the fun part and looping became a core part of the gameplay. But the game wasn't designed around looping, the maps aren't balanced for that. And I doubt it's easy to balance maps around that, either, because if maps are designed around looping, then it only takes one survivor who doesn't know how to loop to quickly waste every resource on the map.

    There are some things we're seeing in the past few killers (and the upcoming crow lady) which are really telling: 1. They don't want survivors looping pallets. See Nemesis's tentacle whip, Pinhead's chain, and the Artist's traps. 2. They want killers to be able to pressure more than one survivor at a time. See Nemesis's zombies, Pinhead's chain hunt, and The Artist's crows.

    Not to mention, the new exhaustion perk Overcome really supports the idea that the devs want the "hold W" playstyle to be the meta.

    This "hold W" problem is not something to be fixed with counter-perks. It's a core game design problem. It's a map balance issue. And from the devs' perspective, it doesn't seem to be a problem but a goal. Which is unfortunate for us.

  • I thought Urban Evasion was necessary and crouch-walked everywhere all the time.

  • I actually went against a TTVer who was live a few days ago...

    They were also completely silent, never saying one single word. It was still interesting to see the match from his perspective afterward, but I think he might be dead inside from playing killer.

  • @Iliketoplaykiller said:

    If you thought queues were long now, if you had to option to block pc you’d lose out on the majority of the killer base. Thus long ass queues.

    Playing on Switch, I tried turning cross-play off at night (I had instant killer queues with cross-play on) a couple days ago, and I couldn't get a lobby. After an hour I gave up. You'd think there might be enough Switch survivors and no Switch killers that I'd get something, but nope. I had to turn cross-play back on. I'm stuck playing against people I can hardly touch.

  • I played for a long time today and never got Hawkins Lab once, not as killer nor survivor. Couldn't even burn for it since they confiscated all our HAL badges. I like Hawkins, I'm going to miss it. 😥💔

    Using a custom match, I finally checked out the secret room with Nurse. That was nifty.

  • @dugman said:

    I’d be ok with daily missions being dual survivor/killer based. I’m the opposite of you guys though, I throw away the survivor ones since I like killer way better.

    Yeah, I'd like if each Daily Ritual gave a choice between killer and survivor.

    The Daily Rituals on Switch are driving me nuts. It can't give me doable killer dailies like stalk as Mikey or tier up as Nemesis, oh no. It gives me blink hit, kill with your own hand, land hatchets. I have three rituals sitting there, none of which I can do. Every day I get to delete one and watch a new ridiculous killer task appear.

    I miss being able to do daily tasks to get some nice, needed Bloodpoints. Given that it's not a huge amount of Bloodpoints, there's no reason to have the Daily Ritual system be so limiting, especially when the grind is overwhelming.

  • Survivors get it easy, they can just suicide on the hook. Killers can't do that, they have to go AFK and wait it out if they don't want to participate anymore. Unless you're Nemesis, you can go zombie hunting as Nemesis. I love doing that.

    The problem isn't the DC penalty, it's solo queue and SBMM. Turn off DC penalties and it goes right back to what it used to be where a ton of survivors disconnect on their first down.

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